d3d10: Add a stub ID3D10StateBlock implementation.
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@ -6,6 +6,7 @@ C_SRCS = \
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d3d10_main.c \
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effect.c \
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shader.c \
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stateblock.c \
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utils.c
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RC_SRCS = version.rc
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@ -5,7 +5,7 @@
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@ stdcall D3D10CreateDeviceAndSwapChain(ptr long ptr long long ptr ptr ptr)
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@ stdcall D3D10CreateEffectFromMemory(ptr long long ptr ptr ptr)
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@ stub D3D10CreateEffectPoolFromMemory
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@ stub D3D10CreateStateBlock
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@ stdcall D3D10CreateStateBlock(ptr ptr ptr)
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@ stub D3D10DisassembleEffect
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@ stub D3D10DisassembleShader
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@ stdcall D3D10GetGeometryShaderProfile(ptr)
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@ -0,0 +1,145 @@
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/*
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* Copyright 2011 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 "d3d10_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
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struct d3d10_stateblock
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{
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ID3D10StateBlock ID3D10StateBlock_iface;
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LONG refcount;
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};
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static inline struct d3d10_stateblock *impl_from_ID3D10StateBlock(ID3D10StateBlock *iface)
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{
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return CONTAINING_RECORD(iface, struct d3d10_stateblock, ID3D10StateBlock_iface);
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}
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static HRESULT STDMETHODCALLTYPE d3d10_stateblock_QueryInterface(ID3D10StateBlock *iface, REFIID iid, void **object)
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{
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struct d3d10_stateblock *stateblock;
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TRACE("iface %p, iid %s, object %p.\n", iface, debugstr_guid(iid), object);
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stateblock = impl_from_ID3D10StateBlock(iface);
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if (IsEqualGUID(iid, &IID_ID3D10StateBlock)
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|| IsEqualGUID(iid, &IID_IUnknown))
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{
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IUnknown_AddRef(&stateblock->ID3D10StateBlock_iface);
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*object = &stateblock->ID3D10StateBlock_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(iid));
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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_stateblock_AddRef(ID3D10StateBlock *iface)
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{
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struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
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ULONG refcount = InterlockedIncrement(&stateblock->refcount);
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TRACE("%p increasing refcount to %u.\n", stateblock, refcount);
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return refcount;
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}
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static ULONG STDMETHODCALLTYPE d3d10_stateblock_Release(ID3D10StateBlock *iface)
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{
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struct d3d10_stateblock *stateblock = impl_from_ID3D10StateBlock(iface);
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ULONG refcount = InterlockedDecrement(&stateblock->refcount);
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TRACE("%p decreasing refcount to %u.\n", stateblock, refcount);
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if (!refcount)
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HeapFree(GetProcessHeap(), 0, stateblock);
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return refcount;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Capture(ID3D10StateBlock *iface)
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{
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FIXME("iface %p stub!\n", iface);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_stateblock_Apply(ID3D10StateBlock *iface)
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{
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FIXME("iface %p stub!\n", iface);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_stateblock_ReleaseAllDeviceObjects(ID3D10StateBlock *iface)
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{
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FIXME("iface %p stub!\n", iface);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_stateblock_GetDevice(ID3D10StateBlock *iface, ID3D10Device **device)
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{
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FIXME("iface %p, device %p stub!\n", iface, device);
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return E_NOTIMPL;
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}
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static const struct ID3D10StateBlockVtbl d3d10_stateblock_vtbl =
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{
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/* IUnknown methods */
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d3d10_stateblock_QueryInterface,
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d3d10_stateblock_AddRef,
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d3d10_stateblock_Release,
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/* ID3D10StateBlock methods */
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d3d10_stateblock_Capture,
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d3d10_stateblock_Apply,
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d3d10_stateblock_ReleaseAllDeviceObjects,
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d3d10_stateblock_GetDevice,
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};
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HRESULT WINAPI D3D10CreateStateBlock(ID3D10Device *device,
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D3D10_STATE_BLOCK_MASK *mask, ID3D10StateBlock **stateblock)
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{
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struct d3d10_stateblock *object;
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FIXME("device %p, mask %p, stateblock %p stub!\n", device, mask, stateblock);
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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 stateblock object memory.\n");
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return E_OUTOFMEMORY;
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}
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object->ID3D10StateBlock_iface.lpVtbl = &d3d10_stateblock_vtbl;
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object->refcount = 1;
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TRACE("Created stateblock %p.\n", object);
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*stateblock = &object->ID3D10StateBlock_iface;
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return S_OK;
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}
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