/* * Copyright 2008-2009 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 "d3d10core_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d10core); /* Inner IUnknown methods */ static inline struct d3d10_device *d3d10_device_from_inner_unknown(IUnknown *iface) { return (struct d3d10_device *)((char*)iface - FIELD_OFFSET(struct d3d10_device, inner_unknown_vtbl)); } static HRESULT STDMETHODCALLTYPE d3d10_device_inner_QueryInterface(IUnknown *iface, REFIID riid, void **object) { struct d3d10_device *This = d3d10_device_from_inner_unknown(iface); TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3D10Device)) { IUnknown_AddRef((IUnknown *)This); *object = This; return S_OK; } if (IsEqualGUID(riid, &IID_IWineD3DDeviceParent)) { IUnknown_AddRef((IUnknown *)&This->device_parent_vtbl); *object = &This->device_parent_vtbl; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid)); *object = NULL; return E_NOINTERFACE; } static ULONG STDMETHODCALLTYPE d3d10_device_inner_AddRef(IUnknown *iface) { struct d3d10_device *This = d3d10_device_from_inner_unknown(iface); ULONG refcount = InterlockedIncrement(&This->refcount); TRACE("%p increasing refcount to %u\n", This, refcount); return refcount; } static ULONG STDMETHODCALLTYPE d3d10_device_inner_Release(IUnknown *iface) { struct d3d10_device *This = d3d10_device_from_inner_unknown(iface); ULONG refcount = InterlockedDecrement(&This->refcount); TRACE("%p decreasing refcount to %u\n", This, refcount); if (!refcount) { if (This->wined3d_device) IWineD3DDevice_Release(This->wined3d_device); } return refcount; } /* IUnknown methods */ static HRESULT STDMETHODCALLTYPE d3d10_device_QueryInterface(ID3D10Device *iface, REFIID riid, void **object) { struct d3d10_device *This = (struct d3d10_device *)iface; TRACE("Forwarding to outer IUnknown\n"); return IUnknown_QueryInterface(This->outer_unknown, riid, object); } static ULONG STDMETHODCALLTYPE d3d10_device_AddRef(ID3D10Device *iface) { struct d3d10_device *This = (struct d3d10_device *)iface; TRACE("Forwarding to outer IUnknown\n"); return IUnknown_AddRef(This->outer_unknown); } static ULONG STDMETHODCALLTYPE d3d10_device_Release(ID3D10Device *iface) { struct d3d10_device *This = (struct d3d10_device *)iface; TRACE("Forwarding to outer IUnknown\n"); return IUnknown_Release(This->outer_unknown); } /* ID3D10Device methods */ static 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); } static 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); } static void STDMETHODCALLTYPE d3d10_device_PSSetShader(ID3D10Device *iface, ID3D10PixelShader *shader) { struct d3d10_device *This = (struct d3d10_device *)iface; struct d3d10_pixel_shader *ps = (struct d3d10_pixel_shader *)shader; TRACE("iface %p, shader %p\n", iface, shader); IWineD3DDevice_SetPixelShader(This->wined3d_device, ps ? ps->wined3d_shader : NULL); } static 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); } static void STDMETHODCALLTYPE d3d10_device_VSSetShader(ID3D10Device *iface, ID3D10VertexShader *shader) { FIXME("iface %p, shader %p stub!\n", iface, shader); } static 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); } static void STDMETHODCALLTYPE d3d10_device_Draw(ID3D10Device *iface, UINT vertex_count, UINT start_vertex_location) { struct d3d10_device *This = (struct d3d10_device *)iface; TRACE("iface %p, vertex_count %u, start_vertex_location %u\n", iface, vertex_count, start_vertex_location); IWineD3DDevice_DrawPrimitive(This->wined3d_device, start_vertex_location, vertex_count); } static 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); } static void STDMETHODCALLTYPE d3d10_device_IASetInputLayout(ID3D10Device *iface, ID3D10InputLayout *input_layout) { struct d3d10_device *This = (struct d3d10_device *)iface; TRACE("iface %p, input_layout %p\n", iface, input_layout); IWineD3DDevice_SetVertexDeclaration(This->wined3d_device, ((struct d3d10_input_layout *)input_layout)->wined3d_decl); } static void STDMETHODCALLTYPE d3d10_device_IASetVertexBuffers(ID3D10Device *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers, const UINT *strides, const UINT *offsets) { struct d3d10_device *This = (struct d3d10_device *)iface; unsigned int i; TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, strides %p, offsets %p\n", iface, start_slot, buffer_count, buffers, strides, offsets); for (i = 0; i < buffer_count; ++i) { IWineD3DDevice_SetStreamSource(This->wined3d_device, start_slot, ((struct d3d10_buffer *)buffers[i])->wined3d_buffer, offsets[i], strides[i]); } } static 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); } static 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); } static 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); } static 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); } static void STDMETHODCALLTYPE d3d10_device_GSSetShader(ID3D10Device *iface, ID3D10GeometryShader *shader) { FIXME("iface %p, shader %p stub!\n", iface, shader); } static void STDMETHODCALLTYPE d3d10_device_IASetPrimitiveTopology(ID3D10Device *iface, D3D10_PRIMITIVE_TOPOLOGY topology) { struct d3d10_device *This = (struct d3d10_device *)iface; TRACE("iface %p, topology %s\n", iface, debug_d3d10_primitive_topology(topology)); IWineD3DDevice_SetPrimitiveType(This->wined3d_device, (WINED3DPRIMITIVETYPE)topology); } static 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); } static 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); } static void STDMETHODCALLTYPE d3d10_device_SetPredication(ID3D10Device *iface, ID3D10Predicate *predicate, BOOL value) { FIXME("iface %p, predicate %p, value %d stub!\n", iface, predicate, value); } static 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); } static 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); } static 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); } static 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); } static 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); } static 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); } static void STDMETHODCALLTYPE d3d10_device_DrawAuto(ID3D10Device *iface) { FIXME("iface %p stub!\n", iface); } static void STDMETHODCALLTYPE d3d10_device_RSSetState(ID3D10Device *iface, ID3D10RasterizerState *rasterizer_state) { FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state); } static 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); } static 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); } static 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); } static 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); } static 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); } static void STDMETHODCALLTYPE d3d10_device_ClearRenderTargetView(ID3D10Device *iface, ID3D10RenderTargetView *render_target_view, const FLOAT color_rgba[4]) { struct d3d10_device *This = (struct d3d10_device *)iface; IWineD3DRendertargetView *wined3d_view = ((struct d3d10_rendertarget_view *)render_target_view)->wined3d_view; TRACE("iface %p, render_target_view %p, color_rgba [%f %f %f %f]\n", iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]); IWineD3DDevice_ClearRendertargetView(This->wined3d_device, wined3d_view, color_rgba); } static 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); } static void STDMETHODCALLTYPE d3d10_device_GenerateMips(ID3D10Device *iface, ID3D10ShaderResourceView *shader_resource_view) { FIXME("iface %p, shader_resource_view %p stub!\n", iface, shader_resource_view); } static 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)); } static 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); } static 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); } static void STDMETHODCALLTYPE d3d10_device_PSGetShader(ID3D10Device *iface, ID3D10PixelShader **shader) { FIXME("iface %p, shader %p stub!\n", iface, shader); } static 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); } static void STDMETHODCALLTYPE d3d10_device_VSGetShader(ID3D10Device *iface, ID3D10VertexShader **shader) { FIXME("iface %p, shader %p stub!\n", iface, shader); } static 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); } static void STDMETHODCALLTYPE d3d10_device_IAGetInputLayout(ID3D10Device *iface, ID3D10InputLayout **input_layout) { FIXME("iface %p, input_layout %p stub!\n", iface, input_layout); } static 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); } static 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); } static 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); } static void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device *iface, ID3D10GeometryShader **shader) { FIXME("iface %p, shader %p stub!\n", iface, shader); } static void STDMETHODCALLTYPE d3d10_device_IAGetPrimitiveTopology(ID3D10Device *iface, D3D10_PRIMITIVE_TOPOLOGY *topology) { struct d3d10_device *This = (struct d3d10_device *)iface; TRACE("iface %p, topology %p\n", iface, topology); IWineD3DDevice_GetPrimitiveType(This->wined3d_device, (WINED3DPRIMITIVETYPE *)topology); } static 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); } static 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); } static void STDMETHODCALLTYPE d3d10_device_GetPredication(ID3D10Device *iface, ID3D10Predicate **predicate, BOOL *value) { FIXME("iface %p, predicate %p, value %p stub!\n", iface, predicate, value); } static 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); } static 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); } static 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); } static 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); } static 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); } static 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); } static void STDMETHODCALLTYPE d3d10_device_RSGetState(ID3D10Device *iface, ID3D10RasterizerState **rasterizer_state) { FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state); } static 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); } static 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); } static HRESULT STDMETHODCALLTYPE d3d10_device_GetDeviceRemovedReason(ID3D10Device *iface) { FIXME("iface %p stub!\n", iface); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d10_device_SetExceptionMode(ID3D10Device *iface, UINT flags) { FIXME("iface %p, flags %#x stub!\n", iface, flags); return E_NOTIMPL; } static UINT STDMETHODCALLTYPE d3d10_device_GetExceptionMode(ID3D10Device *iface) { FIXME("iface %p stub!\n", iface); return 0; } static 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; } static 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; } static 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; } static void STDMETHODCALLTYPE d3d10_device_ClearState(ID3D10Device *iface) { FIXME("iface %p stub!\n", iface); } static void STDMETHODCALLTYPE d3d10_device_Flush(ID3D10Device *iface) { FIXME("iface %p stub!\n", iface); } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBuffer(ID3D10Device *iface, const D3D10_BUFFER_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Buffer **buffer) { struct d3d10_device *This = (struct d3d10_device *)iface; struct wined3d_buffer_desc wined3d_desc; struct d3d10_buffer *object; HRESULT hr; FIXME("iface %p, desc %p, data %p, buffer %p partial stub!\n", iface, desc, data, buffer); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 buffer object memory\n"); return E_OUTOFMEMORY; } object->vtbl = &d3d10_buffer_vtbl; object->refcount = 1; FIXME("Implement DXGI<->wined3d usage conversion\n"); wined3d_desc.byte_width = desc->ByteWidth; wined3d_desc.usage = desc->Usage; wined3d_desc.bind_flags = desc->BindFlags; wined3d_desc.cpu_access_flags = desc->CPUAccessFlags; wined3d_desc.misc_flags = desc->MiscFlags; hr = IWineD3DDevice_CreateBuffer(This->wined3d_device, &wined3d_desc, data ? data->pSysMem : NULL, (IUnknown *)object, &object->wined3d_buffer); if (FAILED(hr)) { ERR("CreateBuffer failed, returning %#x\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } *buffer = (ID3D10Buffer *)object; TRACE("Created ID3D10Buffer %p\n", object); return S_OK; } static 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; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture2D(ID3D10Device *iface, const D3D10_TEXTURE2D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture2D **texture) { struct d3d10_device *This = (struct d3d10_device *)iface; struct d3d10_texture2d *object; HRESULT hr; FIXME("iface %p, desc %p, data %p, texture %p partial stub!\n", iface, desc, data, texture); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 texture2d object memory\n"); return E_OUTOFMEMORY; } object->vtbl = &d3d10_texture2d_vtbl; object->refcount = 1; object->desc = *desc; if (desc->MipLevels == 1 && desc->ArraySize == 1) { IWineDXGIDevice *wine_device; hr = ID3D10Device_QueryInterface(iface, &IID_IWineDXGIDevice, (void **)&wine_device); if (FAILED(hr)) { ERR("Device should implement IWineDXGIDevice\n"); HeapFree(GetProcessHeap(), 0, object); return E_FAIL; } hr = IWineDXGIDevice_create_surface(wine_device, NULL, 0, NULL, (IUnknown *)object, (void **)&object->dxgi_surface); IWineDXGIDevice_Release(wine_device); if (FAILED(hr)) { ERR("Failed to create DXGI surface, returning %#x\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } FIXME("Implement DXGI<->wined3d usage conversion\n"); hr = IWineD3DDevice_CreateSurface(This->wined3d_device, desc->Width, desc->Height, wined3dformat_from_dxgi_format(desc->Format), FALSE, FALSE, 0, &object->wined3d_surface, WINED3DRTYPE_SURFACE, desc->Usage, WINED3DPOOL_DEFAULT, desc->SampleDesc.Count > 1 ? desc->SampleDesc.Count : WINED3DMULTISAMPLE_NONE, desc->SampleDesc.Quality, SURFACE_OPENGL, (IUnknown *)object); if (FAILED(hr)) { ERR("CreateSurface failed, returning %#x\n", hr); IDXGISurface_Release(object->dxgi_surface); HeapFree(GetProcessHeap(), 0, object); return hr; } } *texture = (ID3D10Texture2D *)object; TRACE("Created ID3D10Texture2D %p\n", object); return S_OK; } static 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; } static 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; } static IWineD3DResource *d3d10_device_wined3d_resource_from_resource(ID3D10Resource *resource) { D3D10_RESOURCE_DIMENSION dimension; ID3D10Resource_GetType(resource, &dimension); switch(dimension) { case D3D10_RESOURCE_DIMENSION_BUFFER: return (IWineD3DResource *)((struct d3d10_buffer *)resource)->wined3d_buffer; case D3D10_RESOURCE_DIMENSION_TEXTURE2D: return (IWineD3DResource *)((struct d3d10_texture2d *)resource)->wined3d_surface; default: FIXME("Unhandled resource dimension %#x\n", dimension); return NULL; } } static HRESULT d3d10_device_set_rtdesc_from_resource(D3D10_RENDER_TARGET_VIEW_DESC *desc, ID3D10Resource *resource) { D3D10_RESOURCE_DIMENSION dimension; HRESULT hr; ID3D10Resource_GetType(resource, &dimension); switch(dimension) { case D3D10_RESOURCE_DIMENSION_TEXTURE1D: { ID3D10Texture1D *texture; D3D10_TEXTURE1D_DESC texture_desc; hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D10Texture1D, (void **)&texture); if (FAILED(hr)) { ERR("Resource of type TEXTURE1D doesn't implement ID3D10Texture1D?\n"); return E_INVALIDARG; } ID3D10Texture1D_GetDesc(texture, &texture_desc); ID3D10Texture1D_Release(texture); desc->Format = texture_desc.Format; if (texture_desc.ArraySize == 1) { desc->ViewDimension = D3D10_RTV_DIMENSION_TEXTURE1D; desc->Texture1D.MipSlice = 0; } else { desc->ViewDimension = D3D10_RTV_DIMENSION_TEXTURE1DARRAY; desc->Texture1DArray.MipSlice = 0; desc->Texture1DArray.FirstArraySlice = 0; desc->Texture1DArray.ArraySize = 1; } return S_OK; } case D3D10_RESOURCE_DIMENSION_TEXTURE2D: { ID3D10Texture2D *texture; D3D10_TEXTURE2D_DESC texture_desc; hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D10Texture2D, (void **)&texture); if (FAILED(hr)) { ERR("Resource of type TEXTURE2D doesn't implement ID3D10Texture2D?\n"); return E_INVALIDARG; } ID3D10Texture2D_GetDesc(texture, &texture_desc); ID3D10Texture2D_Release(texture); desc->Format = texture_desc.Format; if (texture_desc.ArraySize == 1) { if (texture_desc.SampleDesc.Count == 1) { desc->ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D; desc->Texture2D.MipSlice = 0; } else { desc->ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2DMS; } } else { if (texture_desc.SampleDesc.Count == 1) { desc->ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2DARRAY; desc->Texture2DArray.MipSlice = 0; desc->Texture2DArray.FirstArraySlice = 0; desc->Texture2DArray.ArraySize = 1; } else { desc->ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2DMSARRAY; desc->Texture2DMSArray.FirstArraySlice = 0; desc->Texture2DMSArray.ArraySize = 1; } } return S_OK; } case D3D10_RESOURCE_DIMENSION_TEXTURE3D: { ID3D10Texture3D *texture; D3D10_TEXTURE3D_DESC texture_desc; hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D10Texture3D, (void **)&texture); if (FAILED(hr)) { ERR("Resource of type TEXTURE3D doesn't implement ID3D10Texture3D?\n"); return E_INVALIDARG; } ID3D10Texture3D_GetDesc(texture, &texture_desc); ID3D10Texture3D_Release(texture); desc->Format = texture_desc.Format; desc->ViewDimension = D3D10_RTV_DIMENSION_TEXTURE3D; desc->Texture3D.MipSlice = 0; desc->Texture3D.FirstWSlice = 0; desc->Texture3D.WSize = 1; return S_OK; } default: FIXME("Unhandled resource dimension %#x\n", dimension); return E_INVALIDARG; } } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRenderTargetView(ID3D10Device *iface, ID3D10Resource *resource, const D3D10_RENDER_TARGET_VIEW_DESC *desc, ID3D10RenderTargetView **view) { struct d3d10_device *This = (struct d3d10_device *)iface; struct d3d10_rendertarget_view *object; IWineD3DResource *wined3d_resource; TRACE("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 rendertarget view object memory\n"); return E_OUTOFMEMORY; } object->vtbl = &d3d10_rendertarget_view_vtbl; object->refcount = 1; if (!desc) { HRESULT hr = d3d10_device_set_rtdesc_from_resource(&object->desc, resource); if (FAILED(hr)) { HeapFree(GetProcessHeap(), 0, object); return hr; } } else { object->desc = *desc; } wined3d_resource = d3d10_device_wined3d_resource_from_resource(resource); if (!wined3d_resource) { FIXME("Failed to get wined3d resource for d3d10 resource %p\n", resource); HeapFree(GetProcessHeap(), 0, object); return E_FAIL; } IWineD3DDevice_CreateRendertargetView(This->wined3d_device, wined3d_resource, (IUnknown *)object, &object->wined3d_view); *view = (ID3D10RenderTargetView *)object; return S_OK; } static 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; } static 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) { struct d3d10_device *This = (struct d3d10_device *)iface; struct d3d10_input_layout *object; WINED3DVERTEXELEMENT *wined3d_elements; UINT wined3d_element_count; HRESULT hr; TRACE("iface %p, element_descs %p, element_count %u, shader_byte_code %p," "\tshader_byte_code_length %lu, input_layout %p\n", iface, element_descs, element_count, shader_byte_code, shader_byte_code_length, input_layout); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 input layout object memory\n"); return E_OUTOFMEMORY; } object->vtbl = &d3d10_input_layout_vtbl; object->refcount = 1; hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count, shader_byte_code, shader_byte_code_length, &wined3d_elements, &wined3d_element_count); if (FAILED(hr)) { HeapFree(GetProcessHeap(), 0, object); return hr; } IWineD3DDevice_CreateVertexDeclaration(This->wined3d_device, &object->wined3d_decl, (IUnknown *)object, wined3d_elements, wined3d_element_count); HeapFree(GetProcessHeap(), 0, wined3d_elements); *input_layout = (ID3D10InputLayout *)object; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *iface, const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader) { struct d3d10_vertex_shader *object; FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n", iface, byte_code, byte_code_length, shader); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 vertex shader object memory\n"); return E_OUTOFMEMORY; } object->vtbl = &d3d10_vertex_shader_vtbl; object->refcount = 1; *shader = (ID3D10VertexShader *)object; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device *iface, const void *byte_code, SIZE_T byte_code_length, ID3D10GeometryShader **shader) { struct d3d10_geometry_shader *object; FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n", iface, byte_code, byte_code_length, shader); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 geometry shader object memory\n"); return E_OUTOFMEMORY; } object->vtbl = &d3d10_geometry_shader_vtbl; object->refcount = 1; *shader = (ID3D10GeometryShader *)object; return S_OK; } static 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; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *iface, const void *byte_code, SIZE_T byte_code_length, ID3D10PixelShader **shader) { struct d3d10_device *This = (struct d3d10_device *)iface; struct d3d10_pixel_shader *object; struct d3d10_shader_info shader_info; HRESULT hr; TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n", iface, byte_code, byte_code_length, shader); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 pixel shader object memory\n"); return E_OUTOFMEMORY; } object->vtbl = &d3d10_pixel_shader_vtbl; object->refcount = 1; shader_info.output_signature = &object->output_signature; hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info); if (FAILED(hr)) { ERR("Failed to extract shader, hr %#x\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } hr = IWineD3DDevice_CreatePixelShader(This->wined3d_device, shader_info.shader_code, &object->output_signature, &object->wined3d_shader, (IUnknown *)object); if (FAILED(hr)) { ERR("CreatePixelShader failed, hr %#x\n", hr); shader_free_signature(&object->output_signature); HeapFree(GetProcessHeap(), 0, object); return hr; } *shader = (ID3D10PixelShader *)object; return S_OK; } static 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; } static 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; } static 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; } static 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; } static 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; } static 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; } static 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; } static 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; } static 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; } static void STDMETHODCALLTYPE d3d10_device_CheckCounterInfo(ID3D10Device *iface, D3D10_COUNTER_INFO *counter_info) { FIXME("iface %p, counter_info %p stub!\n", iface, counter_info); } static 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; } static UINT STDMETHODCALLTYPE d3d10_device_GetCreationFlags(ID3D10Device *iface) { FIXME("iface %p stub!\n", iface); return 0; } static 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; } static void STDMETHODCALLTYPE d3d10_device_SetTextFilterSize(ID3D10Device *iface, UINT width, UINT height) { FIXME("iface %p, width %u, height %u stub!\n", iface, width, height); } static 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, }; const struct IUnknownVtbl d3d10_device_inner_unknown_vtbl = { /* IUnknown methods */ d3d10_device_inner_QueryInterface, d3d10_device_inner_AddRef, d3d10_device_inner_Release, }; /* IWineD3DDeviceParent IUnknown methods */ static inline struct d3d10_device *device_from_device_parent(IWineD3DDeviceParent *iface) { return (struct d3d10_device *)((char*)iface - FIELD_OFFSET(struct d3d10_device, device_parent_vtbl)); } static HRESULT STDMETHODCALLTYPE device_parent_QueryInterface(IWineD3DDeviceParent *iface, REFIID riid, void **object) { struct d3d10_device *This = device_from_device_parent(iface); return d3d10_device_QueryInterface((ID3D10Device *)This, riid, object); } static ULONG STDMETHODCALLTYPE device_parent_AddRef(IWineD3DDeviceParent *iface) { struct d3d10_device *This = device_from_device_parent(iface); return d3d10_device_AddRef((ID3D10Device *)This); } static ULONG STDMETHODCALLTYPE device_parent_Release(IWineD3DDeviceParent *iface) { struct d3d10_device *This = device_from_device_parent(iface); return d3d10_device_Release((ID3D10Device *)This); } /* IWineD3DDeviceParent methods */ static void STDMETHODCALLTYPE device_parent_WineD3DDeviceCreated(IWineD3DDeviceParent *iface, IWineD3DDevice *device) { struct d3d10_device *This = device_from_device_parent(iface); TRACE("iface %p, device %p\n", iface, device); IWineD3DDevice_AddRef(device); This->wined3d_device = device; } static HRESULT STDMETHODCALLTYPE device_parent_CreateSurface(IWineD3DDeviceParent *iface, IUnknown *superior, UINT width, UINT height, WINED3DFORMAT format, DWORD usage, WINED3DPOOL pool, UINT level, WINED3DCUBEMAP_FACES face, IWineD3DSurface **surface) { struct d3d10_device *This = device_from_device_parent(iface); struct d3d10_texture2d *texture; D3D10_TEXTURE2D_DESC desc; HRESULT hr; FIXME("iface %p, superior %p, width %u, height %u, format %#x, usage %#x,\n" "\tpool %#x, level %u, face %u, surface %p partial stub!\n", iface, superior, width, height, format, usage, pool, level, face, surface); FIXME("Implement DXGI<->wined3d usage conversion\n"); desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = dxgi_format_from_wined3dformat(format); desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = usage; desc.BindFlags = 0; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; hr = d3d10_device_CreateTexture2D((ID3D10Device *)This, &desc, NULL, (ID3D10Texture2D **)&texture); if (FAILED(hr)) { ERR("CreateTexture2D failed, returning %#x\n", hr); return hr; } *surface = texture->wined3d_surface; return S_OK; } static HRESULT STDMETHODCALLTYPE device_parent_CreateRenderTarget(IWineD3DDeviceParent *iface, IUnknown *superior, UINT width, UINT height, WINED3DFORMAT format, WINED3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality, BOOL lockable, IWineD3DSurface **surface) { struct d3d10_device *This = device_from_device_parent(iface); struct d3d10_texture2d *texture; D3D10_TEXTURE2D_DESC desc; HRESULT hr; FIXME("iface %p, superior %p, width %u, height %u, format %#x, multisample_type %#x,\n" "\tmultisample_quality %u, lockable %u, surface %p partial stub!\n", iface, superior, width, height, format, multisample_type, multisample_quality, lockable, surface); FIXME("Implement DXGI<->wined3d usage conversion\n"); desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = dxgi_format_from_wined3dformat(format); desc.SampleDesc.Count = multisample_type ? multisample_type : 1; desc.SampleDesc.Quality = multisample_quality; desc.Usage = D3D10_USAGE_DEFAULT; desc.BindFlags = D3D10_BIND_RENDER_TARGET; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; hr = d3d10_device_CreateTexture2D((ID3D10Device *)This, &desc, NULL, (ID3D10Texture2D **)&texture); if (FAILED(hr)) { ERR("CreateTexture2D failed, returning %#x\n", hr); return hr; } *surface = texture->wined3d_surface; return S_OK; } static HRESULT STDMETHODCALLTYPE device_parent_CreateDepthStencilSurface(IWineD3DDeviceParent *iface, IUnknown *superior, UINT width, UINT height, WINED3DFORMAT format, WINED3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality, BOOL discard, IWineD3DSurface **surface) { struct d3d10_device *This = device_from_device_parent(iface); struct d3d10_texture2d *texture; D3D10_TEXTURE2D_DESC desc; HRESULT hr; FIXME("iface %p, superior %p, width %u, height %u, format %#x, multisample_type %#x,\n" "\tmultisample_quality %u, discard %u, surface %p partial stub!\n", iface, superior, width, height, format, multisample_type, multisample_quality, discard, surface); FIXME("Implement DXGI<->wined3d usage conversion\n"); desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = dxgi_format_from_wined3dformat(format); desc.SampleDesc.Count = multisample_type ? multisample_type : 1; desc.SampleDesc.Quality = multisample_quality; desc.Usage = D3D10_USAGE_DEFAULT; desc.BindFlags = D3D10_BIND_RENDER_TARGET; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; hr = d3d10_device_CreateTexture2D((ID3D10Device *)This, &desc, NULL, (ID3D10Texture2D **)&texture); if (FAILED(hr)) { ERR("CreateTexture2D failed, returning %#x\n", hr); return hr; } *surface = texture->wined3d_surface; return S_OK; } static HRESULT STDMETHODCALLTYPE device_parent_CreateVolume(IWineD3DDeviceParent *iface, IUnknown *superior, UINT width, UINT height, UINT depth, WINED3DFORMAT format, WINED3DPOOL pool, DWORD usage, IWineD3DVolume **volume) { FIXME("iface %p, superior %p, width %u, height %u, depth %u, format %#x, pool %#x, usage %#x, volume %p stub!\n", iface, superior, width, height, depth, format, pool, usage, volume); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE device_parent_CreateSwapChain(IWineD3DDeviceParent *iface, WINED3DPRESENT_PARAMETERS *present_parameters, IWineD3DSwapChain **swapchain) { IWineDXGIDevice *wine_device; HRESULT hr; TRACE("iface %p, present_parameters %p, swapchain %p\n", iface, present_parameters, swapchain); hr = IWineD3DDeviceParent_QueryInterface(iface, &IID_IWineDXGIDevice, (void **)&wine_device); if (FAILED(hr)) { ERR("Device should implement IWineDXGIDevice\n"); return E_FAIL; } hr = IWineDXGIDevice_create_swapchain(wine_device, present_parameters, swapchain); IWineDXGIDevice_Release(wine_device); if (FAILED(hr)) { ERR("Failed to create DXGI swapchain, returning %#x\n", hr); return hr; } return S_OK; } const struct IWineD3DDeviceParentVtbl d3d10_wined3d_device_parent_vtbl = { /* IUnknown methods */ device_parent_QueryInterface, device_parent_AddRef, device_parent_Release, /* IWineD3DDeviceParent methods */ device_parent_WineD3DDeviceCreated, device_parent_CreateSurface, device_parent_CreateRenderTarget, device_parent_CreateDepthStencilSurface, device_parent_CreateVolume, device_parent_CreateSwapChain, };