d3d11: Implement ID3D11VertexShader interface.

This commit is contained in:
Józef Kucia 2015-09-16 01:30:10 +02:00 committed by Alexandre Julliard
parent 92a71ae09c
commit 32892beba9
2 changed files with 149 additions and 47 deletions

View File

@ -224,15 +224,16 @@ HRESULT d3d_input_layout_create(struct d3d_device *device,
struct d3d_input_layout **layout) DECLSPEC_HIDDEN;
struct d3d_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface) DECLSPEC_HIDDEN;
/* ID3D10VertexShader */
/* ID3D11VertexShader, ID3D10VertexShader */
struct d3d_vertex_shader
{
ID3D11VertexShader ID3D11VertexShader_iface;
ID3D10VertexShader ID3D10VertexShader_iface;
LONG refcount;
struct wined3d_private_store private_store;
struct wined3d_shader *wined3d_shader;
ID3D10Device1 *device;
ID3D11Device *device;
};
HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_device *device,

View File

@ -122,6 +122,139 @@ void shader_free_signature(struct wined3d_shader_signature *s)
HeapFree(GetProcessHeap(), 0, s->elements);
}
/* ID3D11VertexShader methods */
static inline struct d3d_vertex_shader *impl_from_ID3D11VertexShader(ID3D11VertexShader *iface)
{
return CONTAINING_RECORD(iface, struct d3d_vertex_shader, ID3D11VertexShader_iface);
}
static HRESULT STDMETHODCALLTYPE d3d11_vertex_shader_QueryInterface(ID3D11VertexShader *iface,
REFIID riid, void **object)
{
struct d3d_vertex_shader *shader = impl_from_ID3D11VertexShader(iface);
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_ID3D11VertexShader)
|| IsEqualGUID(riid, &IID_ID3D11DeviceChild)
|| IsEqualGUID(riid, &IID_IUnknown))
{
ID3D11VertexShader_AddRef(iface);
*object = iface;
return S_OK;
}
if (IsEqualGUID(riid, &IID_ID3D10VertexShader)
|| IsEqualGUID(riid, &IID_ID3D10DeviceChild))
{
IUnknown_AddRef(&shader->ID3D10VertexShader_iface);
*object = &shader->ID3D10VertexShader_iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE d3d11_vertex_shader_AddRef(ID3D11VertexShader *iface)
{
struct d3d_vertex_shader *shader = impl_from_ID3D11VertexShader(iface);
ULONG refcount = InterlockedIncrement(&shader->refcount);
TRACE("%p increasing refcount to %u.\n", shader, refcount);
if (refcount == 1)
{
ID3D11Device_AddRef(shader->device);
wined3d_mutex_lock();
wined3d_shader_incref(shader->wined3d_shader);
wined3d_mutex_unlock();
}
return refcount;
}
static ULONG STDMETHODCALLTYPE d3d11_vertex_shader_Release(ID3D11VertexShader *iface)
{
struct d3d_vertex_shader *shader = impl_from_ID3D11VertexShader(iface);
ULONG refcount = InterlockedDecrement(&shader->refcount);
TRACE("%p decreasing refcount to %u.\n", shader, refcount);
if (!refcount)
{
ID3D11Device *device = shader->device;
wined3d_mutex_lock();
wined3d_shader_decref(shader->wined3d_shader);
wined3d_mutex_unlock();
/* Release the device last, it may cause the wined3d device to be
* destroyed. */
ID3D11Device_Release(device);
}
return refcount;
}
static void STDMETHODCALLTYPE d3d11_vertex_shader_GetDevice(ID3D11VertexShader *iface,
ID3D11Device **device)
{
struct d3d_vertex_shader *shader = impl_from_ID3D11VertexShader(iface);
TRACE("iface %p, device %p.\n", iface, device);
*device = shader->device;
ID3D11Device_AddRef(*device);
}
static HRESULT STDMETHODCALLTYPE d3d11_vertex_shader_GetPrivateData(ID3D11VertexShader *iface,
REFGUID guid, UINT *data_size, void *data)
{
struct d3d_vertex_shader *shader = impl_from_ID3D11VertexShader(iface);
TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return d3d_get_private_data(&shader->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d11_vertex_shader_SetPrivateData(ID3D11VertexShader *iface,
REFGUID guid, UINT data_size, const void *data)
{
struct d3d_vertex_shader *shader = impl_from_ID3D11VertexShader(iface);
TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return d3d_set_private_data(&shader->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d11_vertex_shader_SetPrivateDataInterface(ID3D11VertexShader *iface,
REFGUID guid, const IUnknown *data)
{
struct d3d_vertex_shader *shader = impl_from_ID3D11VertexShader(iface);
TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
return d3d_set_private_data_interface(&shader->private_store, guid, data);
}
static const struct ID3D11VertexShaderVtbl d3d11_vertex_shader_vtbl =
{
/* IUnknown methods */
d3d11_vertex_shader_QueryInterface,
d3d11_vertex_shader_AddRef,
d3d11_vertex_shader_Release,
/* ID3D11DeviceChild methods */
d3d11_vertex_shader_GetDevice,
d3d11_vertex_shader_GetPrivateData,
d3d11_vertex_shader_SetPrivateData,
d3d11_vertex_shader_SetPrivateDataInterface,
};
/* ID3D10VertexShader methods */
static inline struct d3d_vertex_shader *impl_from_ID3D10VertexShader(ID3D10VertexShader *iface)
{
return CONTAINING_RECORD(iface, struct d3d_vertex_shader, ID3D10VertexShader_iface);
@ -132,61 +265,29 @@ static inline struct d3d_vertex_shader *impl_from_ID3D10VertexShader(ID3D10Verte
static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_QueryInterface(ID3D10VertexShader *iface,
REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
struct d3d_vertex_shader *shader = impl_from_ID3D10VertexShader(iface);
if (IsEqualGUID(riid, &IID_ID3D10VertexShader)
|| IsEqualGUID(riid, &IID_ID3D10DeviceChild)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*object = iface;
return S_OK;
}
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
return d3d11_vertex_shader_QueryInterface(&shader->ID3D11VertexShader_iface, riid, object);
}
static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_AddRef(ID3D10VertexShader *iface)
{
struct d3d_vertex_shader *This = impl_from_ID3D10VertexShader(iface);
ULONG refcount = InterlockedIncrement(&This->refcount);
struct d3d_vertex_shader *shader = impl_from_ID3D10VertexShader(iface);
TRACE("%p increasing refcount to %u\n", This, refcount);
TRACE("iface %p.\n", iface);
if (refcount == 1)
{
ID3D10Device1_AddRef(This->device);
wined3d_mutex_lock();
wined3d_shader_incref(This->wined3d_shader);
wined3d_mutex_unlock();
}
return refcount;
return d3d11_vertex_shader_AddRef(&shader->ID3D11VertexShader_iface);
}
static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_Release(ID3D10VertexShader *iface)
{
struct d3d_vertex_shader *This = impl_from_ID3D10VertexShader(iface);
ULONG refcount = InterlockedDecrement(&This->refcount);
struct d3d_vertex_shader *shader = impl_from_ID3D10VertexShader(iface);
TRACE("%p decreasing refcount to %u\n", This, refcount);
TRACE("iface %p.\n", iface);
if (!refcount)
{
ID3D10Device1 *device = This->device;
wined3d_mutex_lock();
wined3d_shader_decref(This->wined3d_shader);
wined3d_mutex_unlock();
/* Release the device last, it may cause the wined3d device to be
* destroyed. */
ID3D10Device1_Release(device);
}
return refcount;
return d3d11_vertex_shader_Release(&shader->ID3D11VertexShader_iface);
}
/* ID3D10DeviceChild methods */
@ -197,8 +298,7 @@ static void STDMETHODCALLTYPE d3d10_vertex_shader_GetDevice(ID3D10VertexShader *
TRACE("iface %p, device %p.\n", iface, device);
*device = (ID3D10Device *)shader->device;
ID3D10Device_AddRef(*device);
ID3D11Device_QueryInterface(shader->device, &IID_ID3D10Device, (void **)device);
}
static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_GetPrivateData(ID3D10VertexShader *iface,
@ -268,6 +368,7 @@ HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_devi
struct wined3d_shader_desc desc;
HRESULT hr;
shader->ID3D11VertexShader_iface.lpVtbl = &d3d11_vertex_shader_vtbl;
shader->ID3D10VertexShader_iface.lpVtbl = &d3d10_vertex_shader_vtbl;
shader->refcount = 1;
wined3d_mutex_lock();
@ -301,8 +402,8 @@ HRESULT d3d_vertex_shader_init(struct d3d_vertex_shader *shader, struct d3d_devi
}
wined3d_mutex_unlock();
shader->device = &device->ID3D10Device1_iface;
ID3D10Device1_AddRef(shader->device);
shader->device = &device->ID3D11Device_iface;
ID3D11Device_AddRef(shader->device);
return S_OK;
}