Sweden-Number/dlls/d3d10core/inputlayout.c

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/*
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "config.h"
#include "wine/port.h"
#include "d3d10core_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
static HRESULT isgn_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
{
struct wined3d_shader_signature *is = ctx;
switch(tag)
{
case TAG_ISGN:
return shader_parse_signature(data, data_size, is);
default:
FIXME("Unhandled chunk %s.\n", debugstr_an((const char *)&tag, 4));
return S_OK;
}
}
static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs,
UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
WINED3DVERTEXELEMENT **wined3d_elements, UINT *wined3d_element_count)
{
struct wined3d_shader_signature is;
HRESULT hr;
UINT i;
hr = parse_dxbc(shader_byte_code, shader_byte_code_length, isgn_handler, &is);
if (FAILED(hr))
{
ERR("Failed to parse input signature.\n");
return E_FAIL;
}
*wined3d_elements = HeapAlloc(GetProcessHeap(), 0, element_count * sizeof(**wined3d_elements));
if (!*wined3d_elements)
{
ERR("Failed to allocate wined3d vertex element array memory.\n");
HeapFree(GetProcessHeap(), 0, is.elements);
return E_OUTOFMEMORY;
}
*wined3d_element_count = 0;
for (i = 0; i < element_count; ++i)
{
UINT j;
for (j = 0; j < is.element_count; ++j)
{
if (!strcmp(element_descs[i].SemanticName, is.elements[j].semantic_name)
&& element_descs[i].SemanticIndex == is.elements[j].semantic_idx)
{
WINED3DVERTEXELEMENT *e = &(*wined3d_elements)[(*wined3d_element_count)++];
const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i];
e->format = wined3dformat_from_dxgi_format(f->Format);
e->input_slot = f->InputSlot;
e->offset = f->AlignedByteOffset;
e->output_slot = is.elements[j].register_idx;
e->method = WINED3DDECLMETHOD_DEFAULT;
e->usage = 0;
e->usage_idx = 0;
if (f->AlignedByteOffset == D3D10_APPEND_ALIGNED_ELEMENT)
FIXME("D3D10_APPEND_ALIGNED_ELEMENT not supported\n");
if (f->InputSlotClass != D3D10_INPUT_PER_VERTEX_DATA)
FIXME("Ignoring input slot class (%#x)\n", f->InputSlotClass);
if (f->InstanceDataStepRate)
FIXME("Ignoring instace data step rate (%#x)\n", f->InstanceDataStepRate);
break;
}
}
}
shader_free_signature(&is);
return S_OK;
}
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE d3d10_input_layout_QueryInterface(ID3D10InputLayout *iface,
REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_ID3D10InputLayout)
|| IsEqualGUID(riid, &IID_ID3D10DeviceChild)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE d3d10_input_layout_AddRef(ID3D10InputLayout *iface)
{
struct d3d10_input_layout *This = (struct d3d10_input_layout *)iface;
ULONG refcount = InterlockedIncrement(&This->refcount);
TRACE("%p increasing refcount to %u\n", This, refcount);
if (refcount == 1)
{
wined3d_vertex_declaration_incref(This->wined3d_decl);
}
return refcount;
}
static ULONG STDMETHODCALLTYPE d3d10_input_layout_Release(ID3D10InputLayout *iface)
{
struct d3d10_input_layout *This = (struct d3d10_input_layout *)iface;
ULONG refcount = InterlockedDecrement(&This->refcount);
TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount)
{
wined3d_vertex_declaration_decref(This->wined3d_decl);
}
return refcount;
}
/* ID3D10DeviceChild methods */
static void STDMETHODCALLTYPE d3d10_input_layout_GetDevice(ID3D10InputLayout *iface, ID3D10Device **device)
{
FIXME("iface %p, device %p stub!\n", iface, device);
}
static HRESULT STDMETHODCALLTYPE d3d10_input_layout_GetPrivateData(ID3D10InputLayout *iface,
REFGUID guid, UINT *data_size, void *data)
{
FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
iface, debugstr_guid(guid), data_size, data);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateData(ID3D10InputLayout *iface,
REFGUID guid, UINT data_size, const void *data)
{
FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
iface, debugstr_guid(guid), data_size, data);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateDataInterface(ID3D10InputLayout *iface,
REFGUID guid, const IUnknown *data)
{
FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
return E_NOTIMPL;
}
static const struct ID3D10InputLayoutVtbl d3d10_input_layout_vtbl =
{
/* IUnknown methods */
d3d10_input_layout_QueryInterface,
d3d10_input_layout_AddRef,
d3d10_input_layout_Release,
/* ID3D10DeviceChild methods */
d3d10_input_layout_GetDevice,
d3d10_input_layout_GetPrivateData,
d3d10_input_layout_SetPrivateData,
d3d10_input_layout_SetPrivateDataInterface,
};
static void STDMETHODCALLTYPE d3d10_input_layout_wined3d_object_destroyed(void *parent)
{
HeapFree(GetProcessHeap(), 0, parent);
}
static const struct wined3d_parent_ops d3d10_input_layout_wined3d_parent_ops =
{
d3d10_input_layout_wined3d_object_destroyed,
};
HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_device *device,
const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
const void *shader_byte_code, SIZE_T shader_byte_code_length)
{
WINED3DVERTEXELEMENT *wined3d_elements;
UINT wined3d_element_count;
HRESULT hr;
layout->vtbl = &d3d10_input_layout_vtbl;
layout->refcount = 1;
hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
shader_byte_code, shader_byte_code_length, &wined3d_elements, &wined3d_element_count);
if (FAILED(hr))
{
WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr);
return hr;
}
hr = IWineD3DDevice_CreateVertexDeclaration(device->wined3d_device, wined3d_elements, wined3d_element_count,
layout, &d3d10_input_layout_wined3d_parent_ops, &layout->wined3d_decl);
HeapFree(GetProcessHeap(), 0, wined3d_elements);
if (FAILED(hr))
{
WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
return hr;
}
return S_OK;
}