d3d10: Add a stub implementation of ID3D10Device.

This commit is contained in:
Henri Verbeet 2008-10-20 15:28:09 +02:00 committed by Alexandre Julliard
parent 0271be18d9
commit c7899cb9e8
3 changed files with 862 additions and 0 deletions

View File

@ -8,6 +8,7 @@ IMPORTS = dxguid uuid wined3d kernel32
C_SRCS = \
d3d10_main.c \
device.c \
utils.c
RC_SRCS = version.rc

View File

@ -21,6 +21,7 @@
#include "wine/debug.h"
#define COBJMACROS
#include "winbase.h"
#include "winuser.h"
#include "objbase.h"
@ -32,4 +33,12 @@ const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type);
const char *debug_d3d10_primitive_topology(D3D10_PRIMITIVE_TOPOLOGY topology);
const char *debug_dxgi_format(DXGI_FORMAT format);
/* IDirect3D10Device */
extern const struct ID3D10DeviceVtbl d3d10_device_vtbl;
struct d3d10_device
{
const struct ID3D10DeviceVtbl *vtbl;
LONG refcount;
};
#endif /* __WINE_D3D10_PRIVATE_H */

852
dlls/d3d10/device.c Normal file
View File

@ -0,0 +1,852 @@
/*
* Copyright 2008 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);
/* IUnknown methods */
HRESULT STDMETHODCALLTYPE d3d10_device_QueryInterface(ID3D10Device* iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_ID3D10Device))
{
IUnknown_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
ULONG STDMETHODCALLTYPE d3d10_device_AddRef(ID3D10Device* iface)
{
struct d3d10_device *This = (struct d3d10_device *)iface;
ULONG refcount = InterlockedIncrement(&This->refcount);
TRACE("%p increasing refcount to %u\n", This, refcount);
return refcount;
}
ULONG STDMETHODCALLTYPE d3d10_device_Release(ID3D10Device* iface)
{
struct d3d10_device *This = (struct d3d10_device *)iface;
ULONG refcount = InterlockedDecrement(&This->refcount);
TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount)
{
HeapFree(GetProcessHeap(), 0, This);
}
return refcount;
}
/* ID3D10Device methods */
void STDMETHODCALLTYPE d3d10_device_VSSetConstantBuffers(ID3D10Device* iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
void STDMETHODCALLTYPE d3d10_device_PSSetShaderResources(ID3D10Device* iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
void STDMETHODCALLTYPE d3d10_device_PSSetShader(ID3D10Device* iface, ID3D10PixelShader *shader)
{
FIXME("iface %p, shader %p stub!\n", iface, shader);
}
void STDMETHODCALLTYPE d3d10_device_PSSetSamplers(ID3D10Device* iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
void STDMETHODCALLTYPE d3d10_device_VSSetShader(ID3D10Device* iface, ID3D10VertexShader *shader)
{
FIXME("iface %p, shader %p stub!\n", iface, shader);
}
void STDMETHODCALLTYPE d3d10_device_DrawIndexed(ID3D10Device* iface,
UINT index_count, UINT start_index_location, INT base_vertex_location)
{
FIXME("iface %p, index_count %u, start_index_location %u, base_vertex_location %d stub!\n",
iface, index_count, start_index_location, base_vertex_location);
}
void STDMETHODCALLTYPE d3d10_device_Draw(ID3D10Device* iface,
UINT vertex_count, UINT start_vertex_location)
{
FIXME("iface %p, vertex_count %u, start_vertex_location %u stub!\n",
iface, vertex_count, start_vertex_location);
}
void STDMETHODCALLTYPE d3d10_device_PSSetConstantBuffers(ID3D10Device* iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
void STDMETHODCALLTYPE d3d10_device_IASetInputLayout(ID3D10Device* iface, ID3D10InputLayout *input_layout)
{
FIXME("iface %p, input_layout %p stub!\n", iface, input_layout);
}
void STDMETHODCALLTYPE d3d10_device_IASetVertexBuffers(ID3D10Device* iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers,
const UINT *strides, const UINT *offsets)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, strides %p, offsets %p stub!\n",
iface, start_slot, buffer_count, buffers, strides, offsets);
}
void STDMETHODCALLTYPE d3d10_device_IASetIndexBuffer(ID3D10Device* iface,
ID3D10Buffer *buffer, DXGI_FORMAT format, UINT offset)
{
FIXME("iface %p, buffer %p, format %s, offset %u stub!\n",
iface, buffer, debug_dxgi_format(format), offset);
}
void STDMETHODCALLTYPE d3d10_device_DrawIndexedInstanced(ID3D10Device* iface,
UINT instance_index_count, UINT instance_count, UINT start_index_location,
INT base_vertex_location, UINT start_instance_location)
{
FIXME("iface %p, instance_index_count %u, instance_count %u, start_index_location %u,\n"
"\tbase_vertex_location %d, start_instance_location %u stub!\n",
iface, instance_index_count, instance_count, start_index_location,
base_vertex_location, start_instance_location);
}
void STDMETHODCALLTYPE d3d10_device_DrawInstanced(ID3D10Device* iface,
UINT instance_vertex_count, UINT instance_count,
UINT start_vertex_location, UINT start_instance_location)
{
FIXME("iface %p, instance_vertex_count %u, instance_count %u, start_vertex_location %u,\n"
"\tstart_instance_location %u stub!\n", iface, instance_vertex_count, instance_count,
start_vertex_location, start_instance_location);
}
void STDMETHODCALLTYPE d3d10_device_GSSetConstantBuffers(ID3D10Device* iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
void STDMETHODCALLTYPE d3d10_device_GSSetShader(ID3D10Device* iface, ID3D10GeometryShader *shader)
{
FIXME("iface %p, shader %p stub!\n", iface, shader);
}
void STDMETHODCALLTYPE d3d10_device_IASetPrimitiveTopology(ID3D10Device* iface, D3D10_PRIMITIVE_TOPOLOGY topology)
{
FIXME("iface %p, topology %s stub!\n", iface, debug_d3d10_primitive_topology(topology));
}
void STDMETHODCALLTYPE d3d10_device_VSSetShaderResources(ID3D10Device* iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
void STDMETHODCALLTYPE d3d10_device_VSSetSamplers(ID3D10Device* iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
void STDMETHODCALLTYPE d3d10_device_SetPredication(ID3D10Device* iface, ID3D10Predicate *predicate, BOOL value)
{
FIXME("iface %p, predicate %p, value %d stub!\n", iface, predicate, value);
}
void STDMETHODCALLTYPE d3d10_device_GSSetShaderResources(ID3D10Device* iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
void STDMETHODCALLTYPE d3d10_device_GSSetSamplers(ID3D10Device* iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
void STDMETHODCALLTYPE d3d10_device_OMSetRenderTargets(ID3D10Device* iface,
UINT render_target_view_count, ID3D10RenderTargetView *const *render_target_views,
ID3D10DepthStencilView *depth_stencil_view)
{
FIXME("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p\n",
iface, render_target_view_count, render_target_views, depth_stencil_view);
}
void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device* iface,
ID3D10BlendState *blend_state, const FLOAT blend_factor[4], UINT sample_mask)
{
FIXME("iface %p, blend_state %p, blend_factor [%f %f %f %f], sample_mask 0x%08x stub!\n",
iface, blend_state, blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3], sample_mask);
}
void STDMETHODCALLTYPE d3d10_device_OMSetDepthStencilState(ID3D10Device* iface,
ID3D10DepthStencilState *depth_stencil_state, UINT stencil_ref)
{
FIXME("iface %p, depth_stencil_state %p, stencil_ref %u stub!\n",
iface, depth_stencil_state, stencil_ref);
}
void STDMETHODCALLTYPE d3d10_device_SOSetTargets(ID3D10Device* iface,
UINT target_count, ID3D10Buffer *const *targets, const UINT *offsets)
{
FIXME("iface %p, target_count %u, targets %p, offsets %p stub!\n", iface, target_count, targets, offsets);
}
void STDMETHODCALLTYPE d3d10_device_DrawAuto(ID3D10Device* iface)
{
FIXME("iface %p stub!\n", iface);
}
void STDMETHODCALLTYPE d3d10_device_RSSetState(ID3D10Device* iface, ID3D10RasterizerState *rasterizer_state)
{
FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state);
}
void STDMETHODCALLTYPE d3d10_device_RSSetViewports(ID3D10Device* iface,
UINT viewport_count, const D3D10_VIEWPORT *viewports)
{
FIXME("iface %p, viewport_count %u, viewports %p stub!\n", iface, viewport_count, viewports);
}
void STDMETHODCALLTYPE d3d10_device_RSSetScissorRects(ID3D10Device* iface,
UINT rect_count, const D3D10_RECT *rects)
{
FIXME("iface %p, rect_count %u, rects %p\n", iface, rect_count, rects);
}
void STDMETHODCALLTYPE d3d10_device_CopySubresourceRegion(ID3D10Device* iface,
ID3D10Resource *dst_resource, UINT dst_subresource_idx, UINT dst_x, UINT dst_y, UINT dst_z,
ID3D10Resource *src_resource, UINT src_subresource_idx, const D3D10_BOX *src_box)
{
FIXME("iface %p, dst_resource %p, dst_subresource_idx %u, dst_x %u, dst_y %u, dst_z %u,\n"
"\tsrc_resource %p, src_subresource_idx %u, src_box %p stub!\n",
iface, dst_resource, dst_subresource_idx, dst_x, dst_y, dst_z,
src_resource, src_subresource_idx, src_box);
}
void STDMETHODCALLTYPE d3d10_device_CopyResource(ID3D10Device* iface,
ID3D10Resource *dst_resource, ID3D10Resource *src_resource)
{
FIXME("iface %p, dst_resource %p, src_resource %p stub!\n", iface, dst_resource, src_resource);
}
void STDMETHODCALLTYPE d3d10_device_UpdateSubresource(ID3D10Device* iface,
ID3D10Resource *resource, UINT subresource_idx, const D3D10_BOX *box,
const void *data, UINT row_pitch, UINT depth_pitch)
{
FIXME("iface %p, resource %p, subresource_idx %u, box %p, data %p, row_pitch %u, depth_pitch %u stub!\n",
iface, resource, subresource_idx, box, data, row_pitch, depth_pitch);
}
void STDMETHODCALLTYPE d3d10_device_ClearRenderTargetView(ID3D10Device* iface,
ID3D10RenderTargetView *render_target_view, const FLOAT color_rgba[4])
{
FIXME("iface %p, render_target_view %p, color_rgba [%f %f %f %f] stub!\n",
iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]);
}
void STDMETHODCALLTYPE d3d10_device_ClearDepthStencilView(ID3D10Device* iface,
ID3D10DepthStencilView *depth_stencil_view, UINT flags, FLOAT depth, UINT8 stencil)
{
FIXME("iface %p, depth_stencil_view %p, flags %#x, depth %f, stencil %u stub!\n",
iface, depth_stencil_view, flags, depth, stencil);
}
void STDMETHODCALLTYPE d3d10_device_GenerateMips(ID3D10Device* iface, ID3D10ShaderResourceView *shader_resource_view)
{
FIXME("iface %p, shader_resource_view %p stub!\n", iface, shader_resource_view);
}
void STDMETHODCALLTYPE d3d10_device_ResolveSubresource(ID3D10Device* iface,
ID3D10Resource *dst_resource, UINT dst_subresource_idx,
ID3D10Resource *src_resource, UINT src_subresource_idx, DXGI_FORMAT format)
{
FIXME("iface %p, dst_resource %p, dst_subresource_idx %u,\n"
"\tsrc_resource %p, src_subresource_idx %u, format %s stub!\n",
iface, dst_resource, dst_subresource_idx,
src_resource, src_subresource_idx, debug_dxgi_format(format));
}
void STDMETHODCALLTYPE d3d10_device_VSGetConstantBuffers(ID3D10Device* iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
void STDMETHODCALLTYPE d3d10_device_PSGetShaderResources(ID3D10Device* iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
void STDMETHODCALLTYPE d3d10_device_PSGetShader(ID3D10Device* iface, ID3D10PixelShader **shader)
{
FIXME("iface %p, shader %p stub!\n", iface, shader);
}
void STDMETHODCALLTYPE d3d10_device_PSGetSamplers(ID3D10Device* iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
void STDMETHODCALLTYPE d3d10_device_VSGetShader(ID3D10Device* iface, ID3D10VertexShader **shader)
{
FIXME("iface %p, shader %p stub!\n", iface, shader);
}
void STDMETHODCALLTYPE d3d10_device_PSGetConstantBuffers(ID3D10Device* iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffer %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
void STDMETHODCALLTYPE d3d10_device_IAGetInputLayout(ID3D10Device* iface, ID3D10InputLayout **input_layout)
{
FIXME("iface %p, input_layout %p stub!\n", iface, input_layout);
}
void STDMETHODCALLTYPE d3d10_device_IAGetVertexBuffers(ID3D10Device* iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers, UINT *strides, UINT *offsets)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, strides %p, offsets %p stub!\n",
iface, start_slot, buffer_count, buffers, strides, offsets);
}
void STDMETHODCALLTYPE d3d10_device_IAGetIndexBuffer(ID3D10Device* iface,
ID3D10Buffer **buffer, DXGI_FORMAT *format, UINT *offset)
{
FIXME("iface %p, buffer %p, format %p, offset %p stub!\n", iface, buffer, format, offset);
}
void STDMETHODCALLTYPE d3d10_device_GSGetConstantBuffers(ID3D10Device* iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device* iface, ID3D10GeometryShader **shader)
{
FIXME("iface %p, shader %p stub!\n", iface, shader);
}
void STDMETHODCALLTYPE d3d10_device_IAGetPrimitiveTopology(ID3D10Device* iface, D3D10_PRIMITIVE_TOPOLOGY *topology)
{
FIXME("iface %p, topology %p stub!\n", iface, topology);
}
void STDMETHODCALLTYPE d3d10_device_VSGetShaderResources(ID3D10Device* iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
void STDMETHODCALLTYPE d3d10_device_VSGetSamplers(ID3D10Device* iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
void STDMETHODCALLTYPE d3d10_device_GetPredication(ID3D10Device* iface,
ID3D10Predicate **predicate, BOOL *value)
{
FIXME("iface %p, predicate %p, value %p stub!\n", iface, predicate, value);
}
void STDMETHODCALLTYPE d3d10_device_GSGetShaderResources(ID3D10Device* iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
void STDMETHODCALLTYPE d3d10_device_GSGetSamplers(ID3D10Device* iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
void STDMETHODCALLTYPE d3d10_device_OMGetRenderTargets(ID3D10Device* iface,
UINT view_count, ID3D10RenderTargetView **render_target_views, ID3D10DepthStencilView **depth_stencil_view)
{
FIXME("iface %p, view_count %u, render_target_views %p, depth_stencil_view %p stub!\n",
iface, view_count, render_target_views, depth_stencil_view);
}
void STDMETHODCALLTYPE d3d10_device_OMGetBlendState(ID3D10Device* iface,
ID3D10BlendState **blend_state, FLOAT blend_factor[4], UINT *sample_mask)
{
FIXME("iface %p, blend_state %p, blend_factor %p, sample_mask %p stub!\n",
iface, blend_state, blend_factor, sample_mask);
}
void STDMETHODCALLTYPE d3d10_device_OMGetDepthStencilState(ID3D10Device* iface,
ID3D10DepthStencilState **depth_stencil_state, UINT *stencil_ref)
{
FIXME("iface %p, depth_stencil_state %p, stencil_ref %p stub!\n",
iface, depth_stencil_state, stencil_ref);
}
void STDMETHODCALLTYPE d3d10_device_SOGetTargets(ID3D10Device* iface,
UINT buffer_count, ID3D10Buffer **buffers, UINT *offsets)
{
FIXME("iface %p, buffer_count %u, buffers %p, offsets %p stub!\n",
iface, buffer_count, buffers, offsets);
}
void STDMETHODCALLTYPE d3d10_device_RSGetState(ID3D10Device* iface, ID3D10RasterizerState **rasterizer_state)
{
FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state);
}
void STDMETHODCALLTYPE d3d10_device_RSGetViewports(ID3D10Device* iface,
UINT *viewport_count, D3D10_VIEWPORT *viewports)
{
FIXME("iface %p, viewport_count %p, viewports %p stub!\n", iface, viewport_count, viewports);
}
void STDMETHODCALLTYPE d3d10_device_RSGetScissorRects(ID3D10Device* iface, UINT *rect_count, D3D10_RECT *rects)
{
FIXME("iface %p, rect_count %p, rects %p stub!\n", iface, rect_count, rects);
}
HRESULT STDMETHODCALLTYPE d3d10_device_GetDeviceRemovedReason(ID3D10Device* iface)
{
FIXME("iface %p stub!\n", iface);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_SetExceptionMode(ID3D10Device* iface, UINT flags)
{
FIXME("iface %p, flags %#x stub!\n", iface, flags);
return E_NOTIMPL;
}
UINT STDMETHODCALLTYPE d3d10_device_GetExceptionMode(ID3D10Device* iface)
{
FIXME("iface %p stub!\n", iface);
return 0;
}
HRESULT STDMETHODCALLTYPE d3d10_device_GetPrivateData(ID3D10Device* iface,
REFGUID guid, UINT *data_size, void *data)
{
FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
iface, debugstr_guid(guid), data_size, data);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_SetPrivateData(ID3D10Device* iface,
REFGUID guid, UINT data_size, const void *data)
{
FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
iface, debugstr_guid(guid), data_size, data);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_SetPrivateDataInterface(ID3D10Device* iface,
REFGUID guid, const IUnknown *data)
{
FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
return E_NOTIMPL;
}
void STDMETHODCALLTYPE d3d10_device_ClearState(ID3D10Device* iface)
{
FIXME("iface %p stub!\n", iface);
}
void STDMETHODCALLTYPE d3d10_device_Flush(ID3D10Device* iface)
{
FIXME("iface %p stub!\n", iface);
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateBuffer(ID3D10Device* iface,
const D3D10_BUFFER_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Buffer **buffer)
{
FIXME("iface %p, desc %p, data %p, buffer %p stub!\n", iface, desc, data, buffer);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture1D(ID3D10Device* iface,
const D3D10_TEXTURE1D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture1D **texture)
{
FIXME("iface %p, desc %p, data %p, texture %p stub!\n", iface, desc, data, texture);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture2D(ID3D10Device* iface,
const D3D10_TEXTURE2D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture2D **texture)
{
FIXME("iface %p, desc %p, data %p, texture %p stub!\n", iface, desc, data, texture);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture3D(ID3D10Device* iface,
const D3D10_TEXTURE3D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture3D **texture)
{
FIXME("iface %p, desc %p, data %p, texture %p stub!\n", iface, desc, data, texture);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Device* iface,
ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc, ID3D10ShaderResourceView **view)
{
FIXME("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateRenderTargetView(ID3D10Device* iface,
ID3D10Resource *resource, const D3D10_RENDER_TARGET_VIEW_DESC *desc, ID3D10RenderTargetView **view)
{
FIXME("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilView(ID3D10Device* iface,
ID3D10Resource *resource, const D3D10_DEPTH_STENCIL_VIEW_DESC *desc, ID3D10DepthStencilView **view)
{
FIXME("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device* iface,
const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code,
SIZE_T shader_byte_code_length, ID3D10InputLayout **input_layout)
{
FIXME("iface %p, element_descs %p, element_count %u, shader_byte_code %p,"
"\tshader_byte_code_length %lu, input_layout %p stub!\n",
iface, element_descs, element_count, shader_byte_code,
shader_byte_code_length, input_layout);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device* iface,
const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader)
{
FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n",
iface, byte_code, byte_code_length, shader);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device* iface,
const void *byte_code, SIZE_T byte_code_length, ID3D10GeometryShader **shader)
{
FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n",
iface, byte_code, byte_code_length, shader);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutput(ID3D10Device* iface,
const void *byte_code, SIZE_T byte_code_length, const D3D10_SO_DECLARATION_ENTRY *output_stream_decls,
UINT output_stream_decl_count, UINT output_stream_stride, ID3D10GeometryShader **shader)
{
FIXME("iface %p, byte_code %p, byte_code_length %lu, output_stream_decls %p,\n"
"\toutput_stream_decl_count %u, output_stream_stride %u, shader %p stub!\n",
iface, byte_code, byte_code_length, output_stream_decls,
output_stream_decl_count, output_stream_stride, shader);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device* iface,
const void *byte_code, SIZE_T byte_code_length, ID3D10PixelShader **shader)
{
FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n",
iface, byte_code, byte_code_length, shader);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateBlendState(ID3D10Device* iface,
const D3D10_BLEND_DESC *desc, ID3D10BlendState **blend_state)
{
FIXME("iface %p, desc %p, blend_state %p stub!\n", iface, desc, blend_state);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Device* iface,
const D3D10_DEPTH_STENCIL_DESC *desc, ID3D10DepthStencilState **depth_stencil_state)
{
FIXME("iface %p, desc %p, depth_stencil_state %p stub!\n", iface, desc, depth_stencil_state);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateRasterizerState(ID3D10Device* iface,
const D3D10_RASTERIZER_DESC *desc, ID3D10RasterizerState **rasterizer_state)
{
FIXME("iface %p, desc %p, rasterizer_state %p stub!\n", iface, desc, rasterizer_state);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateSamplerState(ID3D10Device* iface,
const D3D10_SAMPLER_DESC *desc, ID3D10SamplerState **sampler_state)
{
FIXME("iface %p, desc %p, sampler_state %p stub!\n", iface, desc, sampler_state);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateQuery(ID3D10Device* iface,
const D3D10_QUERY_DESC *desc, ID3D10Query **query)
{
FIXME("iface %p, desc %p, query %p stub!\n", iface, desc, query);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreatePredicate(ID3D10Device* iface,
const D3D10_QUERY_DESC *desc, ID3D10Predicate **predicate)
{
FIXME("iface %p, desc %p, predicate %p stub!\n", iface, desc, predicate);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CreateCounter(ID3D10Device* iface,
const D3D10_COUNTER_DESC *desc, ID3D10Counter **counter)
{
FIXME("iface %p, desc %p, counter %p stub!\n", iface, desc, counter);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CheckFormatSupport(ID3D10Device* iface,
DXGI_FORMAT format, UINT *format_support)
{
FIXME("iface %p, format %s, format_support %p stub!\n",
iface, debug_dxgi_format(format), format_support);
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE d3d10_device_CheckMultisampleQualityLevels(ID3D10Device* iface,
DXGI_FORMAT format, UINT sample_count, UINT *quality_level_count)
{
FIXME("iface %p, format %s, sample_count %u, quality_level_count %p stub!\n",
iface, debug_dxgi_format(format), sample_count, quality_level_count);
return E_NOTIMPL;
}
void STDMETHODCALLTYPE d3d10_device_CheckCounterInfo(ID3D10Device* iface, D3D10_COUNTER_INFO *counter_info)
{
FIXME("iface %p, counter_info %p stub!\n", iface, counter_info);
}
HRESULT STDMETHODCALLTYPE d3d10_device_CheckCounter(ID3D10Device* iface,
const D3D10_COUNTER_DESC *desc, D3D10_COUNTER_TYPE *type, UINT *active_counters, LPSTR name,
UINT *name_length, LPSTR units, UINT *units_length, LPSTR description, UINT *description_length)
{
FIXME("iface %p, desc %p, type %p, active_counters %p, name %p, name_length %p,\n"
"\tunits %p, units_length %p, description %p, description_length %p stub!\n",
iface, desc, type, active_counters, name, name_length,
units, units_length, description, description_length);
return E_NOTIMPL;
}
UINT STDMETHODCALLTYPE d3d10_device_GetCreationFlags(ID3D10Device* iface)
{
FIXME("iface %p stub!\n", iface);
return 0;
}
HRESULT STDMETHODCALLTYPE d3d10_device_OpenSharedResource(ID3D10Device* iface,
HANDLE resource_handle, REFIID guid, void **resource)
{
FIXME("iface %p, resource_handle %p, guid %s, resource %p stub!\n",
iface, resource_handle, debugstr_guid(guid), resource);
return E_NOTIMPL;
}
void STDMETHODCALLTYPE d3d10_device_SetTextFilterSize(ID3D10Device* iface, UINT width, UINT height)
{
FIXME("iface %p, width %u, height %u stub!\n", iface, width, height);
}
void STDMETHODCALLTYPE d3d10_device_GetTextFilterSize(ID3D10Device* iface, UINT *width, UINT *height)
{
FIXME("iface %p, width %p, height %p stub!\n", iface, width, height);
}
const struct ID3D10DeviceVtbl d3d10_device_vtbl =
{
/* IUnknown methods */
d3d10_device_QueryInterface,
d3d10_device_AddRef,
d3d10_device_Release,
/* ID3D10Device methods */
d3d10_device_VSSetConstantBuffers,
d3d10_device_PSSetShaderResources,
d3d10_device_PSSetShader,
d3d10_device_PSSetSamplers,
d3d10_device_VSSetShader,
d3d10_device_DrawIndexed,
d3d10_device_Draw,
d3d10_device_PSSetConstantBuffers,
d3d10_device_IASetInputLayout,
d3d10_device_IASetVertexBuffers,
d3d10_device_IASetIndexBuffer,
d3d10_device_DrawIndexedInstanced,
d3d10_device_DrawInstanced,
d3d10_device_GSSetConstantBuffers,
d3d10_device_GSSetShader,
d3d10_device_IASetPrimitiveTopology,
d3d10_device_VSSetShaderResources,
d3d10_device_VSSetSamplers,
d3d10_device_SetPredication,
d3d10_device_GSSetShaderResources,
d3d10_device_GSSetSamplers,
d3d10_device_OMSetRenderTargets,
d3d10_device_OMSetBlendState,
d3d10_device_OMSetDepthStencilState,
d3d10_device_SOSetTargets,
d3d10_device_DrawAuto,
d3d10_device_RSSetState,
d3d10_device_RSSetViewports,
d3d10_device_RSSetScissorRects,
d3d10_device_CopySubresourceRegion,
d3d10_device_CopyResource,
d3d10_device_UpdateSubresource,
d3d10_device_ClearRenderTargetView,
d3d10_device_ClearDepthStencilView,
d3d10_device_GenerateMips,
d3d10_device_ResolveSubresource,
d3d10_device_VSGetConstantBuffers,
d3d10_device_PSGetShaderResources,
d3d10_device_PSGetShader,
d3d10_device_PSGetSamplers,
d3d10_device_VSGetShader,
d3d10_device_PSGetConstantBuffers,
d3d10_device_IAGetInputLayout,
d3d10_device_IAGetVertexBuffers,
d3d10_device_IAGetIndexBuffer,
d3d10_device_GSGetConstantBuffers,
d3d10_device_GSGetShader,
d3d10_device_IAGetPrimitiveTopology,
d3d10_device_VSGetShaderResources,
d3d10_device_VSGetSamplers,
d3d10_device_GetPredication,
d3d10_device_GSGetShaderResources,
d3d10_device_GSGetSamplers,
d3d10_device_OMGetRenderTargets,
d3d10_device_OMGetBlendState,
d3d10_device_OMGetDepthStencilState,
d3d10_device_SOGetTargets,
d3d10_device_RSGetState,
d3d10_device_RSGetViewports,
d3d10_device_RSGetScissorRects,
d3d10_device_GetDeviceRemovedReason,
d3d10_device_SetExceptionMode,
d3d10_device_GetExceptionMode,
d3d10_device_GetPrivateData,
d3d10_device_SetPrivateData,
d3d10_device_SetPrivateDataInterface,
d3d10_device_ClearState,
d3d10_device_Flush,
d3d10_device_CreateBuffer,
d3d10_device_CreateTexture1D,
d3d10_device_CreateTexture2D,
d3d10_device_CreateTexture3D,
d3d10_device_CreateShaderResourceView,
d3d10_device_CreateRenderTargetView,
d3d10_device_CreateDepthStencilView,
d3d10_device_CreateInputLayout,
d3d10_device_CreateVertexShader,
d3d10_device_CreateGeometryShader,
d3d10_device_CreateGeometryShaderWithStreamOutput,
d3d10_device_CreatePixelShader,
d3d10_device_CreateBlendState,
d3d10_device_CreateDepthStencilState,
d3d10_device_CreateRasterizerState,
d3d10_device_CreateSamplerState,
d3d10_device_CreateQuery,
d3d10_device_CreatePredicate,
d3d10_device_CreateCounter,
d3d10_device_CheckFormatSupport,
d3d10_device_CheckMultisampleQualityLevels,
d3d10_device_CheckCounterInfo,
d3d10_device_CheckCounter,
d3d10_device_GetCreationFlags,
d3d10_device_OpenSharedResource,
d3d10_device_SetTextFilterSize,
d3d10_device_GetTextFilterSize,
};