d3d11: Implement d3d11_device_CreateInputLayout().
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@ -218,9 +218,10 @@ struct d3d_input_layout
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struct wined3d_vertex_declaration *wined3d_decl;
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struct wined3d_vertex_declaration *wined3d_decl;
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};
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};
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HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device *device,
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HRESULT d3d_input_layout_create(struct d3d_device *device,
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const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
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const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
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const void *shader_byte_code, SIZE_T shader_byte_code_length) DECLSPEC_HIDDEN;
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const void *shader_byte_code, SIZE_T shader_byte_code_length,
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struct d3d_input_layout **layout) DECLSPEC_HIDDEN;
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struct d3d_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface) DECLSPEC_HIDDEN;
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struct d3d_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface) DECLSPEC_HIDDEN;
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/* ID3D10VertexShader */
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/* ID3D10VertexShader */
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@ -179,11 +179,21 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateInputLayout(ID3D11Device *if
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const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code,
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const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code,
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SIZE_T shader_byte_code_length, ID3D11InputLayout **input_layout)
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SIZE_T shader_byte_code_length, ID3D11InputLayout **input_layout)
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{
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{
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FIXME("iface %p, element_descs %p, element_count %u, shader_byte_code %p, shader_byte_code_length %lu, "
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struct d3d_device *device = impl_from_ID3D11Device(iface);
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"input_layout %p stub!\n", iface, element_descs, element_count, shader_byte_code,
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struct d3d_input_layout *object;
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HRESULT hr;
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TRACE("iface %p, element_descs %p, element_count %u, shader_byte_code %p, shader_byte_code_length %lu, "
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"input_layout %p.\n", iface, element_descs, element_count, shader_byte_code,
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shader_byte_code_length, input_layout);
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shader_byte_code_length, input_layout);
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return E_NOTIMPL;
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if (FAILED(hr = d3d_input_layout_create(device, element_descs, element_count,
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shader_byte_code, shader_byte_code_length, &object)))
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return hr;
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*input_layout = &object->ID3D11InputLayout_iface;
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return S_OK;
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}
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}
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static HRESULT STDMETHODCALLTYPE d3d11_device_CreateVertexShader(ID3D11Device *iface, const void *byte_code,
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static HRESULT STDMETHODCALLTYPE d3d11_device_CreateVertexShader(ID3D11Device *iface, const void *byte_code,
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@ -2206,7 +2216,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *i
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const void *shader_byte_code, SIZE_T shader_byte_code_length,
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const void *shader_byte_code, SIZE_T shader_byte_code_length,
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ID3D10InputLayout **input_layout)
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ID3D10InputLayout **input_layout)
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{
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{
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struct d3d_device *This = impl_from_ID3D10Device(iface);
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struct d3d_device *device = impl_from_ID3D10Device(iface);
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struct d3d_input_layout *object;
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struct d3d_input_layout *object;
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HRESULT hr;
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HRESULT hr;
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@ -2215,20 +2225,10 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *i
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iface, element_descs, element_count, shader_byte_code,
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iface, element_descs, element_count, shader_byte_code,
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shader_byte_code_length, input_layout);
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shader_byte_code_length, input_layout);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (FAILED(hr = d3d_input_layout_create(device, (const D3D11_INPUT_ELEMENT_DESC *)element_descs, element_count,
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if (!object)
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shader_byte_code, shader_byte_code_length, &object)))
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return E_OUTOFMEMORY;
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hr = d3d_input_layout_init(object, This, element_descs, element_count,
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shader_byte_code, shader_byte_code_length);
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if (FAILED(hr))
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{
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WARN("Failed to initialize input layout, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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return hr;
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}
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TRACE("Created input layout %p.\n", object);
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*input_layout = &object->ID3D10InputLayout_iface;
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*input_layout = &object->ID3D10InputLayout_iface;
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return S_OK;
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return S_OK;
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@ -39,7 +39,7 @@ static HRESULT isgn_handler(const char *data, DWORD data_size, DWORD tag, void *
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}
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}
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}
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}
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static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs,
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static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEMENT_DESC *element_descs,
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UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
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UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
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struct wined3d_vertex_element **wined3d_elements)
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struct wined3d_vertex_element **wined3d_elements)
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{
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{
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@ -65,7 +65,7 @@ static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEME
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for (i = 0; i < element_count; ++i)
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for (i = 0; i < element_count; ++i)
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{
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{
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struct wined3d_vertex_element *e = &(*wined3d_elements)[i];
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struct wined3d_vertex_element *e = &(*wined3d_elements)[i];
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const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i];
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const D3D11_INPUT_ELEMENT_DESC *f = &element_descs[i];
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UINT j;
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UINT j;
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e->format = wined3dformat_from_dxgi_format(f->Format);
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e->format = wined3dformat_from_dxgi_format(f->Format);
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@ -316,8 +316,8 @@ static const struct wined3d_parent_ops d3d_input_layout_wined3d_parent_ops =
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d3d_input_layout_wined3d_object_destroyed,
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d3d_input_layout_wined3d_object_destroyed,
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};
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};
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HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device *device,
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static HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device *device,
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const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
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const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
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const void *shader_byte_code, SIZE_T shader_byte_code_length)
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const void *shader_byte_code, SIZE_T shader_byte_code_length)
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{
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{
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struct wined3d_vertex_element *wined3d_elements;
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struct wined3d_vertex_element *wined3d_elements;
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@ -329,7 +329,7 @@ HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device
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wined3d_mutex_lock();
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wined3d_mutex_lock();
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wined3d_private_store_init(&layout->private_store);
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wined3d_private_store_init(&layout->private_store);
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if (FAILED(hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
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if (FAILED(hr = d3d11_input_layout_to_wined3d_declaration(element_descs, element_count,
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shader_byte_code, shader_byte_code_length, &wined3d_elements)))
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shader_byte_code, shader_byte_code_length, &wined3d_elements)))
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{
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{
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WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr);
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WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr);
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@ -353,6 +353,32 @@ HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device
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return S_OK;
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return S_OK;
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}
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}
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HRESULT d3d_input_layout_create(struct d3d_device *device,
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const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
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const void *shader_byte_code, SIZE_T shader_byte_code_length,
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struct d3d_input_layout **layout)
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{
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struct d3d_input_layout *object;
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HRESULT hr;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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return E_OUTOFMEMORY;
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if (FAILED(hr = d3d_input_layout_init(object, device, element_descs, element_count,
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shader_byte_code, shader_byte_code_length)))
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{
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WARN("Failed to initialize input layout, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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TRACE("Created input layout %p.\n", object);
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*layout = object;
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return S_OK;
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}
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struct d3d_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface)
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struct d3d_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface)
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{
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{
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if (!iface)
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if (!iface)
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