d3d10core: Add a stub ID3D10VertexShader implementation.
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@ -11,6 +11,7 @@ C_SRCS = \
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d3d10core_main.c \
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d3d10core_main.c \
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device.c \
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device.c \
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inputlayout.c \
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inputlayout.c \
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shader.c \
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texture2d.c \
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texture2d.c \
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utils.c \
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utils.c \
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view.c
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view.c
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@ -97,6 +97,14 @@ struct d3d10_input_layout
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LONG refcount;
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LONG refcount;
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};
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};
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/* ID3D10VertexShader */
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extern const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl;
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struct d3d10_vertex_shader
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{
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const struct ID3D10VertexShaderVtbl *vtbl;
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LONG refcount;
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};
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/* Layered device */
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/* Layered device */
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enum dxgi_device_layer_id
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enum dxgi_device_layer_id
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{
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{
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@ -919,10 +919,24 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *if
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static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *iface,
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static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *iface,
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const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader)
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const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader)
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{
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{
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struct d3d10_vertex_shader *object;
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FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n",
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FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n",
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iface, byte_code, byte_code_length, shader);
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iface, byte_code, byte_code_length, shader);
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return E_NOTIMPL;
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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 vertex shader object memory\n");
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return E_OUTOFMEMORY;
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}
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object->vtbl = &d3d10_vertex_shader_vtbl;
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object->refcount = 1;
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*shader = (ID3D10VertexShader *)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_CreateGeometryShader(ID3D10Device *iface,
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static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device *iface,
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@ -0,0 +1,118 @@
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/*
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* Copyright 2009 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "d3d10core_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
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/* IUnknown methods */
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static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_QueryInterface(ID3D10VertexShader *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_ID3D10VertexShader)
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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_vertex_shader_AddRef(ID3D10VertexShader *iface)
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{
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struct d3d10_vertex_shader *This = (struct d3d10_vertex_shader *)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_vertex_shader_Release(ID3D10VertexShader *iface)
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{
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struct d3d10_vertex_shader *This = (struct d3d10_vertex_shader *)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_vertex_shader_GetDevice(ID3D10VertexShader *iface, 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_vertex_shader_GetPrivateData(ID3D10VertexShader *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_vertex_shader_SetPrivateData(ID3D10VertexShader *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_vertex_shader_SetPrivateDataInterface(ID3D10VertexShader *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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const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
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{
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/* IUnknown methods */
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d3d10_vertex_shader_QueryInterface,
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d3d10_vertex_shader_AddRef,
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d3d10_vertex_shader_Release,
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/* ID3D10DeviceChild methods */
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d3d10_vertex_shader_GetDevice,
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d3d10_vertex_shader_GetPrivateData,
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d3d10_vertex_shader_SetPrivateData,
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d3d10_vertex_shader_SetPrivateDataInterface,
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};
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