d3d11: Implement d3d11_device_CreateInputLayout().

This commit is contained in:
Józef Kucia 2015-09-15 01:37:44 +02:00 committed by Alexandre Julliard
parent 8361963f7b
commit 1cb181668e
3 changed files with 51 additions and 24 deletions

View File

@ -218,9 +218,10 @@ struct d3d_input_layout
struct wined3d_vertex_declaration *wined3d_decl;
};
HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device *device,
const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
const void *shader_byte_code, SIZE_T shader_byte_code_length) DECLSPEC_HIDDEN;
HRESULT d3d_input_layout_create(struct d3d_device *device,
const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
const void *shader_byte_code, SIZE_T shader_byte_code_length,
struct d3d_input_layout **layout) DECLSPEC_HIDDEN;
struct d3d_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface) DECLSPEC_HIDDEN;
/* ID3D10VertexShader */

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@ -179,11 +179,21 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateInputLayout(ID3D11Device *if
const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code,
SIZE_T shader_byte_code_length, ID3D11InputLayout **input_layout)
{
FIXME("iface %p, element_descs %p, element_count %u, shader_byte_code %p, shader_byte_code_length %lu, "
"input_layout %p stub!\n", iface, element_descs, element_count, shader_byte_code,
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_input_layout *object;
HRESULT hr;
TRACE("iface %p, element_descs %p, element_count %u, shader_byte_code %p, shader_byte_code_length %lu, "
"input_layout %p.\n", iface, element_descs, element_count, shader_byte_code,
shader_byte_code_length, input_layout);
return E_NOTIMPL;
if (FAILED(hr = d3d_input_layout_create(device, element_descs, element_count,
shader_byte_code, shader_byte_code_length, &object)))
return hr;
*input_layout = &object->ID3D11InputLayout_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateVertexShader(ID3D11Device *iface, const void *byte_code,
@ -2206,7 +2216,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *i
const void *shader_byte_code, SIZE_T shader_byte_code_length,
ID3D10InputLayout **input_layout)
{
struct d3d_device *This = impl_from_ID3D10Device(iface);
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_input_layout *object;
HRESULT hr;
@ -2215,20 +2225,10 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *i
iface, element_descs, element_count, shader_byte_code,
shader_byte_code_length, input_layout);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
return E_OUTOFMEMORY;
hr = d3d_input_layout_init(object, This, element_descs, element_count,
shader_byte_code, shader_byte_code_length);
if (FAILED(hr))
{
WARN("Failed to initialize input layout, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
if (FAILED(hr = d3d_input_layout_create(device, (const D3D11_INPUT_ELEMENT_DESC *)element_descs, element_count,
shader_byte_code, shader_byte_code_length, &object)))
return hr;
}
TRACE("Created input layout %p.\n", object);
*input_layout = &object->ID3D10InputLayout_iface;
return S_OK;

View File

@ -39,7 +39,7 @@ static HRESULT isgn_handler(const char *data, DWORD data_size, DWORD tag, void *
}
}
static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs,
static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEMENT_DESC *element_descs,
UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
struct wined3d_vertex_element **wined3d_elements)
{
@ -65,7 +65,7 @@ static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEME
for (i = 0; i < element_count; ++i)
{
struct wined3d_vertex_element *e = &(*wined3d_elements)[i];
const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i];
const D3D11_INPUT_ELEMENT_DESC *f = &element_descs[i];
UINT j;
e->format = wined3dformat_from_dxgi_format(f->Format);
@ -316,8 +316,8 @@ static const struct wined3d_parent_ops d3d_input_layout_wined3d_parent_ops =
d3d_input_layout_wined3d_object_destroyed,
};
HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device *device,
const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
static HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device *device,
const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
const void *shader_byte_code, SIZE_T shader_byte_code_length)
{
struct wined3d_vertex_element *wined3d_elements;
@ -329,7 +329,7 @@ HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device
wined3d_mutex_lock();
wined3d_private_store_init(&layout->private_store);
if (FAILED(hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
if (FAILED(hr = d3d11_input_layout_to_wined3d_declaration(element_descs, element_count,
shader_byte_code, shader_byte_code_length, &wined3d_elements)))
{
WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr);
@ -353,6 +353,32 @@ HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device
return S_OK;
}
HRESULT d3d_input_layout_create(struct d3d_device *device,
const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
const void *shader_byte_code, SIZE_T shader_byte_code_length,
struct d3d_input_layout **layout)
{
struct d3d_input_layout *object;
HRESULT hr;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
return E_OUTOFMEMORY;
if (FAILED(hr = d3d_input_layout_init(object, device, element_descs, element_count,
shader_byte_code, shader_byte_code_length)))
{
WARN("Failed to initialize input layout, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created input layout %p.\n", object);
*layout = object;
return S_OK;
}
struct d3d_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface)
{
if (!iface)