d3d11: Implement ID3D11ComputeShader interface.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -317,6 +317,20 @@ HRESULT d3d_pixel_shader_create(struct d3d_device *device, const void *byte_code
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struct d3d_pixel_shader *unsafe_impl_from_ID3D11PixelShader(ID3D11PixelShader *iface) DECLSPEC_HIDDEN;
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struct d3d_pixel_shader *unsafe_impl_from_ID3D10PixelShader(ID3D10PixelShader *iface) DECLSPEC_HIDDEN;
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/* ID3D11ComputeShader */
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struct d3d11_compute_shader
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{
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ID3D11ComputeShader ID3D11ComputeShader_iface;
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LONG refcount;
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struct wined3d_private_store private_store;
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struct wined3d_shader *wined3d_shader;
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ID3D11Device *device;
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};
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HRESULT d3d11_compute_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
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struct d3d11_compute_shader **shader) DECLSPEC_HIDDEN;
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HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
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void shader_free_signature(struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
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@ -2235,10 +2235,22 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDomainShader(ID3D11Device *i
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static HRESULT STDMETHODCALLTYPE d3d11_device_CreateComputeShader(ID3D11Device *iface, const void *byte_code,
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SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11ComputeShader **shader)
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{
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FIXME("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p stub!\n",
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struct d3d_device *device = impl_from_ID3D11Device(iface);
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struct d3d11_compute_shader *object;
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HRESULT hr;
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TRACE("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p.\n",
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iface, byte_code, byte_code_length, class_linkage, shader);
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return E_NOTIMPL;
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if (class_linkage)
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FIXME("Class linkage is not implemented yet.\n");
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if (FAILED(hr = d3d11_compute_shader_create(device, byte_code, byte_code_length, &object)))
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return hr;
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*shader = &object->ID3D11ComputeShader_iface;
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return S_OK;
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}
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static HRESULT STDMETHODCALLTYPE d3d11_device_CreateClassLinkage(ID3D11Device *iface,
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@ -1500,6 +1500,190 @@ struct d3d_pixel_shader *unsafe_impl_from_ID3D10PixelShader(ID3D10PixelShader *i
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return impl_from_ID3D10PixelShader(iface);
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}
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/* ID3D11ComputeShader methods */
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static inline struct d3d11_compute_shader *impl_from_ID3D11ComputeShader(ID3D11ComputeShader *iface)
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{
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return CONTAINING_RECORD(iface, struct d3d11_compute_shader, ID3D11ComputeShader_iface);
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}
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static HRESULT STDMETHODCALLTYPE d3d11_compute_shader_QueryInterface(ID3D11ComputeShader *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_ID3D11ComputeShader)
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|| IsEqualGUID(riid, &IID_ID3D11DeviceChild)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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ID3D11ComputeShader_AddRef(*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 d3d11_compute_shader_AddRef(ID3D11ComputeShader *iface)
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{
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struct d3d11_compute_shader *shader = impl_from_ID3D11ComputeShader(iface);
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ULONG refcount = InterlockedIncrement(&shader->refcount);
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TRACE("%p increasing refcount to %u.\n", shader, refcount);
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return refcount;
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}
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static ULONG STDMETHODCALLTYPE d3d11_compute_shader_Release(ID3D11ComputeShader *iface)
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{
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struct d3d11_compute_shader *shader = impl_from_ID3D11ComputeShader(iface);
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ULONG refcount = InterlockedDecrement(&shader->refcount);
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TRACE("%p decreasing refcount to %u.\n", shader, refcount);
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if (!refcount)
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{
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ID3D11Device *device = shader->device;
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wined3d_mutex_lock();
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wined3d_shader_decref(shader->wined3d_shader);
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wined3d_mutex_unlock();
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/* Release the device last, it may cause the wined3d device to be
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* destroyed. */
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ID3D11Device_Release(device);
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}
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return refcount;
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}
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static void STDMETHODCALLTYPE d3d11_compute_shader_GetDevice(ID3D11ComputeShader *iface,
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ID3D11Device **device)
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{
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struct d3d11_compute_shader *shader = impl_from_ID3D11ComputeShader(iface);
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TRACE("iface %p, device %p.\n", iface, device);
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ID3D11Device_AddRef(*device = shader->device);
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}
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static HRESULT STDMETHODCALLTYPE d3d11_compute_shader_GetPrivateData(ID3D11ComputeShader *iface,
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REFGUID guid, UINT *data_size, void *data)
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{
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struct d3d11_compute_shader *shader = impl_from_ID3D11ComputeShader(iface);
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TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data);
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return d3d_get_private_data(&shader->private_store, guid, data_size, data);
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}
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static HRESULT STDMETHODCALLTYPE d3d11_compute_shader_SetPrivateData(ID3D11ComputeShader *iface,
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REFGUID guid, UINT data_size, const void *data)
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{
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struct d3d11_compute_shader *shader = impl_from_ID3D11ComputeShader(iface);
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TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data);
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return d3d_set_private_data(&shader->private_store, guid, data_size, data);
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}
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static HRESULT STDMETHODCALLTYPE d3d11_compute_shader_SetPrivateDataInterface(ID3D11ComputeShader *iface,
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REFGUID guid, const IUnknown *data)
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{
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struct d3d11_compute_shader *shader = impl_from_ID3D11ComputeShader(iface);
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TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
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return d3d_set_private_data_interface(&shader->private_store, guid, data);
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}
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static const struct ID3D11ComputeShaderVtbl d3d11_compute_shader_vtbl =
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{
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/* IUnknown methods */
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d3d11_compute_shader_QueryInterface,
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d3d11_compute_shader_AddRef,
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d3d11_compute_shader_Release,
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/* ID3D11DeviceChild methods */
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d3d11_compute_shader_GetDevice,
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d3d11_compute_shader_GetPrivateData,
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d3d11_compute_shader_SetPrivateData,
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d3d11_compute_shader_SetPrivateDataInterface,
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};
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static void STDMETHODCALLTYPE d3d11_compute_shader_wined3d_object_destroyed(void *parent)
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{
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struct d3d11_compute_shader *shader = parent;
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wined3d_private_store_cleanup(&shader->private_store);
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HeapFree(GetProcessHeap(), 0, parent);
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}
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static const struct wined3d_parent_ops d3d11_compute_shader_wined3d_parent_ops =
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{
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d3d11_compute_shader_wined3d_object_destroyed,
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};
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static HRESULT d3d11_compute_shader_init(struct d3d11_compute_shader *shader, struct d3d_device *device,
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const void *byte_code, SIZE_T byte_code_length)
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{
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struct wined3d_shader_desc desc;
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HRESULT hr;
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shader->ID3D11ComputeShader_iface.lpVtbl = &d3d11_compute_shader_vtbl;
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shader->refcount = 1;
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wined3d_mutex_lock();
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wined3d_private_store_init(&shader->private_store);
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if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc)))
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{
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WARN("Failed to extract shader, hr %#x.\n", hr);
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wined3d_private_store_cleanup(&shader->private_store);
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wined3d_mutex_unlock();
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return hr;
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}
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desc.max_version = d3d_sm_from_feature_level(device->feature_level);
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hr = wined3d_shader_create_cs(device->wined3d_device, &desc, shader,
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&d3d11_compute_shader_wined3d_parent_ops, &shader->wined3d_shader);
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shader_free_signature(&desc.input_signature);
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shader_free_signature(&desc.output_signature);
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d compute shader, hr %#x.\n", hr);
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wined3d_private_store_cleanup(&shader->private_store);
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wined3d_mutex_unlock();
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return E_INVALIDARG;
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}
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wined3d_mutex_unlock();
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ID3D11Device_AddRef(shader->device = &device->ID3D11Device_iface);
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return S_OK;
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}
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HRESULT d3d11_compute_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
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struct d3d11_compute_shader **shader)
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{
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struct d3d11_compute_shader *object;
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HRESULT hr;
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d3d11_compute_shader_init(object, device, byte_code, byte_code_length)))
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{
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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TRACE("Created compute shader %p.\n", object);
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*shader = object;
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return S_OK;
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}
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/* ID3D11ClassLinkage methods */
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static inline struct d3d11_class_linkage *impl_from_ID3D11ClassLinkage(ID3D11ClassLinkage *iface)
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