d3d10: Add a stub ID3D10StateBlock implementation.

This commit is contained in:
Henri Verbeet 2011-11-14 20:45:25 +01:00 committed by Alexandre Julliard
parent 2112f48eee
commit 84f90f6ea8
3 changed files with 147 additions and 1 deletions

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@ -6,6 +6,7 @@ C_SRCS = \
d3d10_main.c \
effect.c \
shader.c \
stateblock.c \
utils.c
RC_SRCS = version.rc

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@ -5,7 +5,7 @@
@ stdcall D3D10CreateDeviceAndSwapChain(ptr long ptr long long ptr ptr ptr)
@ stdcall D3D10CreateEffectFromMemory(ptr long long ptr ptr ptr)
@ stub D3D10CreateEffectPoolFromMemory
@ stub D3D10CreateStateBlock
@ stdcall D3D10CreateStateBlock(ptr ptr ptr)
@ stub D3D10DisassembleEffect
@ stub D3D10DisassembleShader
@ stdcall D3D10GetGeometryShaderProfile(ptr)

145
dlls/d3d10/stateblock.c Normal file
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@ -0,0 +1,145 @@
/*
* Copyright 2011 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "config.h"
#include "wine/port.h"
#include "d3d10_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
struct d3d10_stateblock
{
ID3D10StateBlock ID3D10StateBlock_iface;
LONG refcount;
};
static inline struct d3d10_stateblock *impl_from_ID3D10StateBlock(ID3D10StateBlock *iface)
{
return CONTAINING_RECORD(iface, struct d3d10_stateblock, ID3D10StateBlock_iface);
}
static HRESULT STDMETHODCALLTYPE d3d10_stateblock_QueryInterface(ID3D10StateBlock *iface, REFIID iid, void **object)
{
struct d3d10_stateblock *stateblock;
TRACE("iface %p, iid %s, object %p.\n", iface, debugstr_guid(iid), object);
stateblock = impl_from_ID3D10StateBlock(iface);
if (IsEqualGUID(iid, &IID_ID3D10StateBlock)
|| IsEqualGUID(iid, &IID_IUnknown))
{
IUnknown_AddRef(&stateblock->ID3D10StateBlock_iface);
*object = &stateblock->ID3D10StateBlock_iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(iid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE d3d10_stateblock_AddRef(ID3D10StateBlock *iface)
{
struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
ULONG refcount = InterlockedIncrement(&stateblock->refcount);
TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
return refcount;
}
static ULONG STDMETHODCALLTYPE d3d10_stateblock_Release(ID3D10StateBlock *iface)
{
struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
ULONG refcount = InterlockedDecrement(&stateblock->refcount);
TRACE("%p decreasing refcount to %u.\n", stateblock, refcount);
if (!refcount)
HeapFree(GetProcessHeap(), 0, stateblock);
return refcount;
}
static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Capture(ID3D10StateBlock *iface)
{
FIXME("iface %p stub!\n", iface);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Apply(ID3D10StateBlock *iface)
{
FIXME("iface %p stub!\n", iface);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_stateblock_ReleaseAllDeviceObjects(ID3D10StateBlock *iface)
{
FIXME("iface %p stub!\n", iface);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_stateblock_GetDevice(ID3D10StateBlock *iface, ID3D10Device **device)
{
FIXME("iface %p, device %p stub!\n", iface, device);
return E_NOTIMPL;
}
static const struct ID3D10StateBlockVtbl d3d10_stateblock_vtbl =
{
/* IUnknown methods */
d3d10_stateblock_QueryInterface,
d3d10_stateblock_AddRef,
d3d10_stateblock_Release,
/* ID3D10StateBlock methods */
d3d10_stateblock_Capture,
d3d10_stateblock_Apply,
d3d10_stateblock_ReleaseAllDeviceObjects,
d3d10_stateblock_GetDevice,
};
HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
D3D10_STATE_BLOCK_MASK *mask, ID3D10StateBlock **stateblock)
{
struct d3d10_stateblock *object;
FIXME("device %p, mask %p, stateblock %p stub!\n", device, mask, stateblock);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 stateblock object memory.\n");
return E_OUTOFMEMORY;
}
object->ID3D10StateBlock_iface.lpVtbl = &d3d10_stateblock_vtbl;
object->refcount = 1;
TRACE("Created stateblock %p.\n", object);
*stateblock = &object->ID3D10StateBlock_iface;
return S_OK;
}