Sweden-Number/dlls/d3d10/d3d10_main.c

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/*
* Direct3D 10
*
* Copyright 2007 Andras Kovacs
* Copyright 2009 Henri Verbeet for CodeWeavers
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*
* 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"
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#include "d3d10_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
HRESULT WINAPI D3D10CreateDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
HMODULE swrast, UINT flags, UINT sdk_version, ID3D10Device **device)
{
IDXGIFactory *factory;
HRESULT hr;
TRACE("adapter %p, driver_type %s, swrast %p, flags %#x, sdk_version %#x, device %p.\n",
adapter, debug_d3d10_driver_type(driver_type), swrast, flags, sdk_version, device);
if (sdk_version != D3D10_SDK_VERSION)
{
WARN("Invalid SDK version %#x.\n", sdk_version);
return E_INVALIDARG;
}
if (adapter)
{
IDXGIAdapter_AddRef(adapter);
hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
if (FAILED(hr))
{
WARN("Failed to get dxgi factory, returning %#x.\n", hr);
return hr;
}
}
else
{
hr = CreateDXGIFactory(&IID_IDXGIFactory, (void **)&factory);
if (FAILED(hr))
{
WARN("Failed to create dxgi factory, returning %#x.\n", hr);
return hr;
}
switch (driver_type)
{
case D3D10_DRIVER_TYPE_HARDWARE:
{
hr = IDXGIFactory_EnumAdapters(factory, 0, &adapter);
if (FAILED(hr))
{
WARN("No adapters found, returning %#x.\n", hr);
IDXGIFactory_Release(factory);
return hr;
}
break;
}
case D3D10_DRIVER_TYPE_NULL:
FIXME("NULL device not implemented, falling back to refrast.\n");
/* fall through, for now */
case D3D10_DRIVER_TYPE_REFERENCE:
{
HMODULE refrast = LoadLibraryA("d3d10ref.dll");
if (!refrast)
{
WARN("Failed to load refrast, returning E_FAIL.\n");
IDXGIFactory_Release(factory);
return E_FAIL;
}
hr = IDXGIFactory_CreateSoftwareAdapter(factory, refrast, &adapter);
FreeLibrary(refrast);
if (FAILED(hr))
{
WARN("Failed to create a software adapter, returning %#x.\n", hr);
IDXGIFactory_Release(factory);
return hr;
}
break;
}
case D3D10_DRIVER_TYPE_SOFTWARE:
{
if (!swrast)
{
WARN("Software device requested, but NULL swrast passed, returning E_FAIL.\n");
IDXGIFactory_Release(factory);
return E_FAIL;
}
hr = IDXGIFactory_CreateSoftwareAdapter(factory, swrast, &adapter);
if (FAILED(hr))
{
WARN("Failed to create a software adapter, returning %#x.\n", hr);
IDXGIFactory_Release(factory);
return hr;
}
break;
}
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default:
FIXME("Unhandled driver type %#x.\n", driver_type);
IDXGIFactory_Release(factory);
return E_FAIL;
}
}
hr = D3D10CoreCreateDevice(factory, adapter, flags, D3D_FEATURE_LEVEL_10_0, device);
IDXGIAdapter_Release(adapter);
IDXGIFactory_Release(factory);
if (FAILED(hr))
{
WARN("Failed to create a device, returning %#x.\n", hr);
return hr;
}
TRACE("Created ID3D10Device %p.\n", *device);
return hr;
}
HRESULT WINAPI D3D10CreateDeviceAndSwapChain(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
HMODULE swrast, UINT flags, UINT sdk_version, DXGI_SWAP_CHAIN_DESC *swapchain_desc,
IDXGISwapChain **swapchain, ID3D10Device **device)
{
IDXGIDevice *dxgi_device;
IDXGIFactory *factory;
HRESULT hr;
TRACE("adapter %p, driver_type %s, swrast %p, flags %#x, sdk_version %d, "
"swapchain_desc %p, swapchain %p, device %p\n",
adapter, debug_d3d10_driver_type(driver_type), swrast, flags, sdk_version,
swapchain_desc, swapchain, device);
hr = D3D10CreateDevice(adapter, driver_type, swrast, flags, sdk_version, device);
if (FAILED(hr))
{
WARN("Failed to create a device, returning %#x\n", hr);
*device = NULL;
return hr;
}
TRACE("Created ID3D10Device %p\n", *device);
hr = ID3D10Device_QueryInterface(*device, &IID_IDXGIDevice, (void **)&dxgi_device);
if (FAILED(hr))
{
ERR("Failed to get a dxgi device from the d3d10 device, returning %#x\n", hr);
ID3D10Device_Release(*device);
*device = NULL;
return hr;
}
hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
IDXGIDevice_Release(dxgi_device);
if (FAILED(hr))
{
ERR("Failed to get the device adapter, returning %#x\n", hr);
ID3D10Device_Release(*device);
*device = NULL;
return hr;
}
hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
IDXGIAdapter_Release(adapter);
if (FAILED(hr))
{
ERR("Failed to get the adapter factory, returning %#x\n", hr);
ID3D10Device_Release(*device);
*device = NULL;
return hr;
}
hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)*device, swapchain_desc, swapchain);
IDXGIFactory_Release(factory);
if (FAILED(hr))
{
ID3D10Device_Release(*device);
*device = NULL;
WARN("Failed to create a swapchain, returning %#x\n", hr);
return hr;
}
TRACE("Created IDXGISwapChain %p\n", *swapchain);
return S_OK;
}
static int d3d10_effect_type_compare(const void *key, const struct wine_rb_entry *entry)
{
const struct d3d10_effect_type *t = WINE_RB_ENTRY_VALUE(entry, const struct d3d10_effect_type, entry);
const DWORD *id = key;
return *id - t->id;
}
HRESULT WINAPI D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT flags,
ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3D10Effect **effect)
{
struct d3d10_effect *object;
HRESULT hr;
FIXME("data %p, data_size %lu, flags %#x, device %p, effect_pool %p, effect %p stub!\n",
data, data_size, flags, device, effect_pool, effect);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 effect object memory\n");
return E_OUTOFMEMORY;
}
wine_rb_init(&object->types, d3d10_effect_type_compare);
object->ID3D10Effect_iface.lpVtbl = &d3d10_effect_vtbl;
object->refcount = 1;
ID3D10Device_AddRef(device);
object->device = device;
hr = d3d10_effect_parse(object, data, data_size);
if (FAILED(hr))
{
ERR("Failed to parse effect\n");
IUnknown_Release(&object->ID3D10Effect_iface);
return hr;
}
*effect = &object->ID3D10Effect_iface;
TRACE("Created ID3D10Effect %p\n", object);
return S_OK;
}
HRESULT WINAPI D3D10CompileEffectFromMemory(void *data, SIZE_T data_size, const char *filename,
const D3D10_SHADER_MACRO *defines, ID3D10Include *include, UINT hlsl_flags, UINT fx_flags,
ID3D10Blob **effect, ID3D10Blob **errors)
{
FIXME("data %p, data_size %lu, filename %s, defines %p, include %p,"
" hlsl_flags %#x, fx_flags %#x, effect %p, errors %p stub!\n",
data, data_size, wine_dbgstr_a(filename), defines, include,
hlsl_flags, fx_flags, effect, errors);
if (effect)
*effect = NULL;
if (errors)
*errors = NULL;
return E_NOTIMPL;
}
HRESULT WINAPI D3D10CreateEffectPoolFromMemory(void *data, SIZE_T data_size, UINT fx_flags,
ID3D10Device *device, ID3D10EffectPool **effect_pool)
{
FIXME("data %p, data_size %lu, fx_flags %#x, device %p, effect_pool %p stub.\n",
data, data_size, fx_flags, device, effect_pool);
return E_NOTIMPL;
}
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const char * WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device)
{
FIXME("device %p stub!\n", device);
return "vs_4_0";
}
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const char * WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device)
{
FIXME("device %p stub!\n", device);
return "gs_4_0";
}
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const char * WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device)
{
FIXME("device %p stub!\n", device);
return "ps_4_0";
}
HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector)
{
struct d3d10_shader_reflection *object;
FIXME("data %p, data_size %lu, reflector %p stub!\n", data, data_size, reflector);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 shader reflection object memory\n");
return E_OUTOFMEMORY;
}
object->ID3D10ShaderReflection_iface.lpVtbl = &d3d10_shader_reflection_vtbl;
object->refcount = 1;
*reflector = &object->ID3D10ShaderReflection_iface;
TRACE("Created ID3D10ShaderReflection %p\n", object);
return S_OK;
}