d3d10core: Add a stub ID3D10ShaderResourceView implementation.
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@ -129,6 +129,15 @@ struct d3d10_rendertarget_view
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HRESULT d3d10_rendertarget_view_init(struct d3d10_rendertarget_view *view, struct d3d10_device *device,
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HRESULT d3d10_rendertarget_view_init(struct d3d10_rendertarget_view *view, struct d3d10_device *device,
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ID3D10Resource *resource, const D3D10_RENDER_TARGET_VIEW_DESC *desc) DECLSPEC_HIDDEN;
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ID3D10Resource *resource, const D3D10_RENDER_TARGET_VIEW_DESC *desc) DECLSPEC_HIDDEN;
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/* ID3D10ShaderResourceView */
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struct d3d10_shader_resource_view
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{
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const struct ID3D10ShaderResourceViewVtbl *vtbl;
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LONG refcount;
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};
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HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view) DECLSPEC_HIDDEN;
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/* ID3D10InputLayout */
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/* ID3D10InputLayout */
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struct d3d10_input_layout
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struct d3d10_input_layout
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{
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{
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@ -694,9 +694,30 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture3D(ID3D10Device *ifac
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static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Device *iface,
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static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Device *iface,
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ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc, ID3D10ShaderResourceView **view)
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ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc, ID3D10ShaderResourceView **view)
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{
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{
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FIXME("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view);
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struct d3d10_shader_resource_view *object;
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HRESULT hr;
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return E_NOTIMPL;
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TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate D3D10 shader resource view object memory.\n");
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return E_OUTOFMEMORY;
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}
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hr = d3d10_shader_resource_view_init(object);
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if (FAILED(hr))
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{
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WARN("Failed to initialize shader resource view, 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 shader resource view %p.\n", object);
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*view = (ID3D10ShaderResourceView *)object;
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return S_OK;
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}
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}
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static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRenderTargetView(ID3D10Device *iface,
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static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRenderTargetView(ID3D10Device *iface,
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@ -472,3 +472,126 @@ HRESULT d3d10_rendertarget_view_init(struct d3d10_rendertarget_view *view, struc
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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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/* IUnknown methods */
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static HRESULT STDMETHODCALLTYPE d3d10_shader_resource_view_QueryInterface(ID3D10ShaderResourceView *iface,
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REFIID riid, void **object)
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{
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
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if (IsEqualGUID(riid, &IID_ID3D10ShaderResourceView)
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|| IsEqualGUID(riid, &IID_ID3D10View)
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|| IsEqualGUID(riid, &IID_ID3D10DeviceChild)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IUnknown_AddRef(iface);
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*object = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
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*object = NULL;
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return E_NOINTERFACE;
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}
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static ULONG STDMETHODCALLTYPE d3d10_shader_resource_view_AddRef(ID3D10ShaderResourceView *iface)
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{
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struct d3d10_shader_resource_view *This = (struct d3d10_shader_resource_view *)iface;
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ULONG refcount = InterlockedIncrement(&This->refcount);
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TRACE("%p increasing refcount to %u.\n", This, refcount);
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return refcount;
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}
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static ULONG STDMETHODCALLTYPE d3d10_shader_resource_view_Release(ID3D10ShaderResourceView *iface)
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{
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struct d3d10_shader_resource_view *This = (struct d3d10_shader_resource_view *)iface;
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ULONG refcount = InterlockedDecrement(&This->refcount);
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TRACE("%p decreasing refcount to %u.\n", This, refcount);
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if (!refcount)
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{
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HeapFree(GetProcessHeap(), 0, This);
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}
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return refcount;
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}
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/* ID3D10DeviceChild methods */
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static void STDMETHODCALLTYPE d3d10_shader_resource_view_GetDevice(ID3D10ShaderResourceView *iface,
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ID3D10Device **device)
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{
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FIXME("iface %p, device %p stub!\n", iface, device);
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}
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static HRESULT STDMETHODCALLTYPE d3d10_shader_resource_view_GetPrivateData(ID3D10ShaderResourceView *iface,
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REFGUID guid, UINT *data_size, void *data)
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{
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FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
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iface, debugstr_guid(guid), data_size, data);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_shader_resource_view_SetPrivateData(ID3D10ShaderResourceView *iface,
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REFGUID guid, UINT data_size, const void *data)
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{
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FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
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iface, debugstr_guid(guid), data_size, data);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_shader_resource_view_SetPrivateDataInterface(ID3D10ShaderResourceView *iface,
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REFGUID guid, const IUnknown *data)
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{
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FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
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return E_NOTIMPL;
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}
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/* ID3D10View methods */
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static void STDMETHODCALLTYPE d3d10_shader_resource_view_GetResource(ID3D10ShaderResourceView *iface,
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ID3D10Resource **resource)
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{
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FIXME("iface %p, resource %p stub!\n", iface, resource);
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}
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/* ID3D10ShaderResourceView methods */
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static void STDMETHODCALLTYPE d3d10_shader_resource_view_GetDesc(ID3D10ShaderResourceView *iface,
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D3D10_SHADER_RESOURCE_VIEW_DESC *desc)
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{
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FIXME("iface %p, desc %p stub!\n", iface, desc);
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}
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static const struct ID3D10ShaderResourceViewVtbl d3d10_shader_resource_view_vtbl =
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{
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/* IUnknown methods */
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d3d10_shader_resource_view_QueryInterface,
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d3d10_shader_resource_view_AddRef,
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d3d10_shader_resource_view_Release,
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/* ID3D10DeviceChild methods */
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d3d10_shader_resource_view_GetDevice,
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d3d10_shader_resource_view_GetPrivateData,
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d3d10_shader_resource_view_SetPrivateData,
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d3d10_shader_resource_view_SetPrivateDataInterface,
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/* ID3D10View methods */
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d3d10_shader_resource_view_GetResource,
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/* ID3D10ShaderResourceView methods */
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d3d10_shader_resource_view_GetDesc,
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};
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HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view)
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{
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view->vtbl = &d3d10_shader_resource_view_vtbl;
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view->refcount = 1;
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return S_OK;
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}
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