/* * Copyright 2008-2012 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" #define NONAMELESSUNION #include "d3d11_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d11); static void STDMETHODCALLTYPE d3d_null_wined3d_object_destroyed(void *parent) {} const struct wined3d_parent_ops d3d_null_wined3d_parent_ops = { d3d_null_wined3d_object_destroyed, }; /* ID3D11DeviceContext - immediate context methods */ static inline struct d3d11_immediate_context *impl_from_ID3D11DeviceContext(ID3D11DeviceContext *iface) { return CONTAINING_RECORD(iface, struct d3d11_immediate_context, ID3D11DeviceContext_iface); } static inline struct d3d_device *device_from_immediate_ID3D11DeviceContext(ID3D11DeviceContext *iface) { struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext(iface); return CONTAINING_RECORD(context, struct d3d_device, immediate_context); } static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_QueryInterface(ID3D11DeviceContext *iface, REFIID riid, void **out) { TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out); if (IsEqualGUID(riid, &IID_ID3D11DeviceContext) || IsEqualGUID(riid, &IID_ID3D11DeviceChild) || IsEqualGUID(riid, &IID_IUnknown)) { ID3D11DeviceContext_AddRef(iface); *out = iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); *out = NULL; return E_NOINTERFACE; } static ULONG STDMETHODCALLTYPE d3d11_immediate_context_AddRef(ID3D11DeviceContext *iface) { struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext(iface); struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface); ULONG refcount = InterlockedIncrement(&context->refcount); TRACE("%p increasing refcount to %u.\n", context, refcount); if (refcount == 1) { ID3D11Device_AddRef(&device->ID3D11Device_iface); } return refcount; } static ULONG STDMETHODCALLTYPE d3d11_immediate_context_Release(ID3D11DeviceContext *iface) { struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext(iface); struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface); ULONG refcount = InterlockedDecrement(&context->refcount); TRACE("%p decreasing refcount to %u.\n", context, refcount); if (!refcount) { ID3D11Device_Release(&device->ID3D11Device_iface); } return refcount; } static void STDMETHODCALLTYPE d3d11_immediate_context_GetDevice(ID3D11DeviceContext *iface, ID3D11Device **device) { struct d3d_device *device_object = device_from_immediate_ID3D11DeviceContext(iface); TRACE("iface %p, device %p.\n", iface, device); *device = &device_object->ID3D11Device_iface; ID3D11Device_AddRef(*device); } static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_GetPrivateData(ID3D11DeviceContext *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 d3d11_immediate_context_SetPrivateData(ID3D11DeviceContext *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 d3d11_immediate_context_SetPrivateDataInterface(ID3D11DeviceContext *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 d3d11_immediate_context_VSSetConstantBuffers(ID3D11DeviceContext *iface, UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShaderResources(ID3D11DeviceContext *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShader(ID3D11DeviceContext *iface, ID3D11PixelShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count) { struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface); struct d3d_pixel_shader *ps = unsafe_impl_from_ID3D11PixelShader(shader); TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", iface, shader, class_instances, class_instance_count); if (class_instances) FIXME("Dynamic linking is not implemented yet.\n"); wined3d_mutex_lock(); wined3d_device_set_pixel_shader(device->wined3d_device, ps ? ps->wined3d_shader : NULL); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetSamplers(ID3D11DeviceContext *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShader(ID3D11DeviceContext *iface, ID3D11VertexShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count) { struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface); struct d3d_vertex_shader *vs = unsafe_impl_from_ID3D11VertexShader(shader); TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", iface, shader, class_instances, class_instance_count); if (class_instances) FIXME("Dynamic linking is not implemented yet.\n"); wined3d_mutex_lock(); wined3d_device_set_vertex_shader(device->wined3d_device, vs ? vs->wined3d_shader : NULL); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexed(ID3D11DeviceContext *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 d3d11_immediate_context_Draw(ID3D11DeviceContext *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); } static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_Map(ID3D11DeviceContext *iface, ID3D11Resource *resource, UINT subresource_idx, D3D11_MAP map_type, UINT map_flags, D3D11_MAPPED_SUBRESOURCE *mapped_subresource) { FIXME("iface %p, resource %p, subresource_idx %u, map_type %u, map_flags %#x, mapped_subresource %p stub!\n", iface, resource, subresource_idx, map_type, map_flags, mapped_subresource); return E_NOTIMPL; } static void STDMETHODCALLTYPE d3d11_immediate_context_Unmap(ID3D11DeviceContext *iface, ID3D11Resource *resource, UINT subresource_idx) { FIXME("iface %p, resource %p, subresource_idx %u stub!\n", iface, resource, subresource_idx); } static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetConstantBuffers(ID3D11DeviceContext *iface, UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d11_immediate_context_IASetInputLayout(ID3D11DeviceContext *iface, ID3D11InputLayout *input_layout) { struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface); struct d3d_input_layout *layout = unsafe_impl_from_ID3D11InputLayout(input_layout); TRACE("iface %p, input_layout %p.\n", iface, input_layout); wined3d_mutex_lock(); wined3d_device_set_vertex_declaration(device->wined3d_device, layout ? layout->wined3d_decl : NULL); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d11_immediate_context_IASetVertexBuffers(ID3D11DeviceContext *iface, UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers, const UINT *strides, const UINT *offsets) { struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(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); wined3d_mutex_lock(); for (i = 0; i < buffer_count; ++i) { struct d3d_buffer *buffer = unsafe_impl_from_ID3D11Buffer(buffers[i]); wined3d_device_set_stream_source(device->wined3d_device, start_slot + i, buffer ? buffer->wined3d_buffer : NULL, offsets[i], strides[i]); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d11_immediate_context_IASetIndexBuffer(ID3D11DeviceContext *iface, ID3D11Buffer *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 d3d11_immediate_context_DrawIndexedInstanced(ID3D11DeviceContext *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, " "base_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 d3d11_immediate_context_DrawInstanced(ID3D11DeviceContext *iface, UINT instance_vertex_count, UINT instance_count, UINT start_vertex_location, UINT start_instance_location) { struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface); TRACE("iface %p, instance_vertex_count %u, instance_count %u, start_vertex_location %u, " "start_instance_location %u.\n", iface, instance_vertex_count, instance_count, start_vertex_location, start_instance_location); wined3d_mutex_lock(); wined3d_device_draw_primitive_instanced(device->wined3d_device, start_vertex_location, instance_vertex_count, start_instance_location, instance_count); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetConstantBuffers(ID3D11DeviceContext *iface, UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShader(ID3D11DeviceContext *iface, ID3D11GeometryShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count) { struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface); struct d3d_geometry_shader *gs = unsafe_impl_from_ID3D11GeometryShader(shader); TRACE("iface %p, shader %p, class_instances %p, class_instance_count %u.\n", iface, shader, class_instances, class_instance_count); if (class_instances) FIXME("Dynamic linking is not implemented yet.\n"); wined3d_mutex_lock(); wined3d_device_set_geometry_shader(device->wined3d_device, gs ? gs->wined3d_shader : NULL); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d11_immediate_context_IASetPrimitiveTopology(ID3D11DeviceContext *iface, D3D11_PRIMITIVE_TOPOLOGY topology) { struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface); TRACE("iface %p, topology %u.\n", iface, topology); wined3d_mutex_lock(); wined3d_device_set_primitive_type(device->wined3d_device, (enum wined3d_primitive_type)topology); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShaderResources(ID3D11DeviceContext *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetSamplers(ID3D11DeviceContext *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d11_immediate_context_Begin(ID3D11DeviceContext *iface, ID3D11Asynchronous *asynchronous) { FIXME("iface %p, asynchronous %p stub!\n", iface, asynchronous); } static void STDMETHODCALLTYPE d3d11_immediate_context_End(ID3D11DeviceContext *iface, ID3D11Asynchronous *asynchronous) { FIXME("iface %p, asynchronous %p stub!\n", iface, asynchronous); } static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_GetData(ID3D11DeviceContext *iface, ID3D11Asynchronous *asynchronous, void *data, UINT data_size, UINT data_flags) { FIXME("iface %p, asynchronous %p, data %p, data_size %u, data_flags %#x stub!\n", iface, asynchronous, data, data_size, data_flags); return E_NOTIMPL; } static void STDMETHODCALLTYPE d3d11_immediate_context_SetPredication(ID3D11DeviceContext *iface, ID3D11Predicate *predicate, BOOL value) { FIXME("iface %p, predicate %p, value %#x stub!\n", iface, predicate, value); } static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShaderResources(ID3D11DeviceContext *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetSamplers(ID3D11DeviceContext *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetRenderTargets(ID3D11DeviceContext *iface, UINT render_target_view_count, ID3D11RenderTargetView *const *render_target_views, ID3D11DepthStencilView *depth_stencil_view) { FIXME("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p stub!\n", iface, render_target_view_count, render_target_views, depth_stencil_view); } static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetRenderTargetsAndUnorderedAccessViews( ID3D11DeviceContext *iface, UINT render_target_view_count, ID3D11RenderTargetView *const *render_target_views, ID3D11DepthStencilView *depth_stencil_view, UINT unordered_access_view_start_slot, UINT unordered_access_view_count, ID3D11UnorderedAccessView *const *unordered_access_views, const UINT *initial_counts) { FIXME("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p, " "unordered_access_view_start_slot %u, unordered_access_view_count %u, unordered_access_views %p, " "initial_counts %p stub!\n", iface, render_target_view_count, render_target_views, depth_stencil_view, unordered_access_view_start_slot, unordered_access_view_count, unordered_access_views, initial_counts); } static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11DeviceContext *iface, ID3D11BlendState *blend_state, const FLOAT blend_factor[4], UINT sample_mask) { FIXME("iface %p, blend_state %p, blend_factor {%.8e %.8e %.8e %.8e}, 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 d3d11_immediate_context_OMSetDepthStencilState(ID3D11DeviceContext *iface, ID3D11DepthStencilState *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 d3d11_immediate_context_SOSetTargets(ID3D11DeviceContext *iface, UINT buffer_count, ID3D11Buffer *const *buffers, const UINT *offsets) { FIXME("iface %p, buffer_count %u, buffers %p, offsets %p stub!\n", iface, buffer_count, buffers, offsets); } static void STDMETHODCALLTYPE d3d11_immediate_context_DrawAuto(ID3D11DeviceContext *iface) { FIXME("iface %p stub!\n", iface); } static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexedInstancedIndirect(ID3D11DeviceContext *iface, ID3D11Buffer *buffer, UINT offset) { FIXME("iface %p, buffer %p, offset %u stub!\n", iface, buffer, offset); } static void STDMETHODCALLTYPE d3d11_immediate_context_DrawInstancedIndirect(ID3D11DeviceContext *iface, ID3D11Buffer *buffer, UINT offset) { FIXME("iface %p, buffer %p, offset %u stub!\n", iface, buffer, offset); } static void STDMETHODCALLTYPE d3d11_immediate_context_Dispatch(ID3D11DeviceContext *iface, UINT thread_group_count_x, UINT thread_group_count_y, UINT thread_group_count_z) { FIXME("iface %p, thread_group_count_x %u, thread_group_count_y %u, thread_group_count_z %u stub!\n", iface, thread_group_count_x, thread_group_count_y, thread_group_count_z); } static void STDMETHODCALLTYPE d3d11_immediate_context_DispatchIndirect(ID3D11DeviceContext *iface, ID3D11Buffer *buffer, UINT offset) { FIXME("iface %p, buffer %p, offset %u stub!\n", iface, buffer, offset); } static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceContext *iface, ID3D11RasterizerState *rasterizer_state) { FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state); } static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetViewports(ID3D11DeviceContext *iface, UINT viewport_count, const D3D11_VIEWPORT *viewports) { FIXME("iface %p, viewport_count %u, viewports %p stub!\n", iface, viewport_count, viewports); } static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetScissorRects(ID3D11DeviceContext *iface, UINT rect_count, const D3D11_RECT *rects) { FIXME("iface %p, rect_count %u, rects %p stub!\n", iface, rect_count, rects); } static void STDMETHODCALLTYPE d3d11_immediate_context_CopySubresourceRegion(ID3D11DeviceContext *iface, ID3D11Resource *dst_resource, UINT dst_subresource_idx, UINT dst_x, UINT dst_y, UINT dst_z, ID3D11Resource *src_resource, UINT src_subresource_idx, const D3D11_BOX *src_box) { FIXME("iface %p, dst_resource %p, dst_subresource_idx %u, dst_x %u, dst_y %u, dst_z %u, " "src_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 d3d11_immediate_context_CopyResource(ID3D11DeviceContext *iface, ID3D11Resource *dst_resource, ID3D11Resource *src_resource) { struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface); struct wined3d_resource *wined3d_dst_resource, *wined3d_src_resource; TRACE("iface %p, dst_resource %p, src_resource %p.\n", iface, dst_resource, src_resource); wined3d_dst_resource = wined3d_resource_from_d3d11_resource(dst_resource); wined3d_src_resource = wined3d_resource_from_d3d11_resource(src_resource); wined3d_mutex_lock(); wined3d_device_copy_resource(device->wined3d_device, wined3d_dst_resource, wined3d_src_resource); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d11_immediate_context_UpdateSubresource(ID3D11DeviceContext *iface, ID3D11Resource *resource, UINT subresource_idx, const D3D11_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 d3d11_immediate_context_CopyStructureCount(ID3D11DeviceContext *iface, ID3D11Buffer *dst_buffer, UINT dst_offset, ID3D11UnorderedAccessView *src_view) { FIXME("iface %p, dst_buffer %p, dst_offset %u, src_view %p stub!\n", iface, dst_buffer, dst_offset, src_view); } static void STDMETHODCALLTYPE d3d11_immediate_context_ClearRenderTargetView(ID3D11DeviceContext *iface, ID3D11RenderTargetView *render_target_view, const FLOAT color_rgba[4]) { struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface); struct d3d_rendertarget_view *view = unsafe_impl_from_ID3D11RenderTargetView(render_target_view); const struct wined3d_color color = {color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]}; HRESULT hr; TRACE("iface %p, render_target_view %p, color_rgba {%.8e %.8e %.8e %.8e}.\n", iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]); wined3d_mutex_lock(); if (FAILED(hr = wined3d_device_clear_rendertarget_view(device->wined3d_device, view->wined3d_view, NULL, &color))) ERR("Failed to clear view, hr %#x.\n", hr); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d11_immediate_context_ClearUnorderedAccessViewUint(ID3D11DeviceContext *iface, ID3D11UnorderedAccessView *unordered_access_view, const UINT values[4]) { FIXME("iface %p, unordered_access_view %p, values {%u %u %u %u} stub!\n", iface, unordered_access_view, values[0], values[1], values[2], values[3]); } static void STDMETHODCALLTYPE d3d11_immediate_context_ClearUnorderedAccessViewFloat(ID3D11DeviceContext *iface, ID3D11UnorderedAccessView *unordered_access_view, const FLOAT values[4]) { FIXME("iface %p, unordered_access_view %p, values {%.8e %.8e %.8e %.8e} stub!\n", iface, unordered_access_view, values[0], values[1], values[2], values[3]); } static void STDMETHODCALLTYPE d3d11_immediate_context_ClearDepthStencilView(ID3D11DeviceContext *iface, ID3D11DepthStencilView *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 d3d11_immediate_context_GenerateMips(ID3D11DeviceContext *iface, ID3D11ShaderResourceView *view) { FIXME("iface %p, view %p stub!\n", iface, view); } static void STDMETHODCALLTYPE d3d11_immediate_context_SetResourceMinLOD(ID3D11DeviceContext *iface, ID3D11Resource *resource, FLOAT min_lod) { FIXME("iface %p, resource %p, min_lod %f stub!\n", iface, resource, min_lod); } static FLOAT STDMETHODCALLTYPE d3d11_immediate_context_GetResourceMinLOD(ID3D11DeviceContext *iface, ID3D11Resource *resource) { FIXME("iface %p, resource %p stub!\n", iface, resource); return 0.0f; } static void STDMETHODCALLTYPE d3d11_immediate_context_ResolveSubresource(ID3D11DeviceContext *iface, ID3D11Resource *dst_resource, UINT dst_subresource_idx, ID3D11Resource *src_resource, UINT src_subresource_idx, DXGI_FORMAT format) { FIXME("iface %p, dst_resource %p, dst_subresource_idx %u, src_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 d3d11_immediate_context_ExecuteCommandList(ID3D11DeviceContext *iface, ID3D11CommandList *command_list, BOOL restore_state) { FIXME("iface %p, command_list %p, restore_state %#x stub!\n", iface, command_list, restore_state); } static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShaderResources(ID3D11DeviceContext *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShader(ID3D11DeviceContext *iface, ID3D11HullShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count) { FIXME("iface %p, shader %p, class_instances %p, class_instance_count %u stub!\n", iface, shader, class_instances, class_instance_count); } static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetSamplers(ID3D11DeviceContext *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetConstantBuffers(ID3D11DeviceContext *iface, UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetShaderResources(ID3D11DeviceContext *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetShader(ID3D11DeviceContext *iface, ID3D11DomainShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count) { FIXME("iface %p, shader %p, class_instances %p, class_instance_count %u stub!\n", iface, shader, class_instances, class_instance_count); } static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetSamplers(ID3D11DeviceContext *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetConstantBuffers(ID3D11DeviceContext *iface, UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShaderResources(ID3D11DeviceContext *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetUnorderedAccessViews(ID3D11DeviceContext *iface, UINT start_slot, UINT view_count, ID3D11UnorderedAccessView *const *views, const UINT *initial_counts) { FIXME("iface %p, start_slot %u, view_count %u, views %p, initial_counts %p stub!\n", iface, start_slot, view_count, views, initial_counts); } static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShader(ID3D11DeviceContext *iface, ID3D11ComputeShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count) { FIXME("iface %p, shader %p, class_instances %p, class_instance_count %u stub!\n", iface, shader, class_instances, class_instance_count); } static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetSamplers(ID3D11DeviceContext *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetConstantBuffers(ID3D11DeviceContext *iface, UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetConstantBuffers(ID3D11DeviceContext *iface, UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShaderResources(ID3D11DeviceContext *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShader(ID3D11DeviceContext *iface, ID3D11PixelShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count) { FIXME("iface %p, shader %p, class_instances %p, class_instance_count %p stub!\n", iface, shader, class_instances, class_instance_count); } static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetSamplers(ID3D11DeviceContext *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState **samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShader(ID3D11DeviceContext *iface, ID3D11VertexShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count) { FIXME("iface %p, shader %p, class_instances %p, class_instance_count %p stub!\n", iface, shader, class_instances, class_instance_count); } static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetConstantBuffers(ID3D11DeviceContext *iface, UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetInputLayout(ID3D11DeviceContext *iface, ID3D11InputLayout **input_layout) { FIXME("iface %p, input_layout %p stub!\n", iface, input_layout); } static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetVertexBuffers(ID3D11DeviceContext *iface, UINT start_slot, UINT buffer_count, ID3D11Buffer **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 d3d11_immediate_context_IAGetIndexBuffer(ID3D11DeviceContext *iface, ID3D11Buffer **buffer, DXGI_FORMAT *format, UINT *offset) { FIXME("iface %p, buffer %p, format %p, offset %p stub!\n", iface, buffer, format, offset); } static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetConstantBuffers(ID3D11DeviceContext *iface, UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShader(ID3D11DeviceContext *iface, ID3D11GeometryShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count) { FIXME("iface %p, shader %p, class_instances %p, class_instance_count %p stub!\n", iface, shader, class_instances, class_instance_count); } static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetPrimitiveTopology(ID3D11DeviceContext *iface, D3D11_PRIMITIVE_TOPOLOGY *topology) { FIXME("iface %p, topology %p stub!\n", iface, topology); } static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShaderResources(ID3D11DeviceContext *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetSamplers(ID3D11DeviceContext *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState **samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d11_immediate_context_GetPredication(ID3D11DeviceContext *iface, ID3D11Predicate **predicate, BOOL *value) { FIXME("iface %p, predicate %p, value %p stub!\n", iface, predicate, value); } static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShaderResources(ID3D11DeviceContext *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetSamplers(ID3D11DeviceContext *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState **samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetRenderTargets(ID3D11DeviceContext *iface, UINT render_target_view_count, ID3D11RenderTargetView **render_target_views, ID3D11DepthStencilView **depth_stencil_view) { FIXME("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p stub!\n", iface, render_target_view_count, render_target_views, depth_stencil_view); } static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetRenderTargetsAndUnorderedAccessViews( ID3D11DeviceContext *iface, UINT render_target_view_count, ID3D11RenderTargetView **render_target_views, ID3D11DepthStencilView **depth_stencil_view, UINT unordered_access_view_start_slot, UINT unordered_access_view_count, ID3D11UnorderedAccessView **unordered_access_views) { FIXME("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p, " "unordered_access_view_start_slot %u, unordered_access_view_count %u, " "unordered_access_views %p stub!\n", iface, render_target_view_count, render_target_views, depth_stencil_view, unordered_access_view_start_slot, unordered_access_view_count, unordered_access_views); } static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetBlendState(ID3D11DeviceContext *iface, ID3D11BlendState **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 d3d11_immediate_context_OMGetDepthStencilState(ID3D11DeviceContext *iface, ID3D11DepthStencilState **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 d3d11_immediate_context_SOGetTargets(ID3D11DeviceContext *iface, UINT buffer_count, ID3D11Buffer **buffers) { FIXME("iface %p, buffer_count %u, buffers %p stub!\n", iface, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d11_immediate_context_RSGetState(ID3D11DeviceContext *iface, ID3D11RasterizerState **rasterizer_state) { FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state); } static void STDMETHODCALLTYPE d3d11_immediate_context_RSGetViewports(ID3D11DeviceContext *iface, UINT *viewport_count, D3D11_VIEWPORT *viewports) { FIXME("iface %p, viewport_count %p, viewports %p stub!\n", iface, viewport_count, viewports); } static void STDMETHODCALLTYPE d3d11_immediate_context_RSGetScissorRects(ID3D11DeviceContext *iface, UINT *rect_count, D3D11_RECT *rects) { FIXME("iface %p, rect_count %p, rects %p stub!\n", iface, rect_count, rects); } static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShaderResources(ID3D11DeviceContext *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShader(ID3D11DeviceContext *iface, ID3D11HullShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count) { FIXME("iface %p, shader %p, class_instances %p, class_instance_count %p stub!\n", iface, shader, class_instances, class_instance_count); } static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetSamplers(ID3D11DeviceContext *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState **samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetConstantBuffers(ID3D11DeviceContext *iface, UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShaderResources(ID3D11DeviceContext *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShader(ID3D11DeviceContext *iface, ID3D11DomainShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count) { FIXME("iface %p, shader %p, class_instances %p, class_instance_count %p stub!\n", iface, shader, class_instances, class_instance_count); } static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetSamplers(ID3D11DeviceContext *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState **samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetConstantBuffers(ID3D11DeviceContext *iface, UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShaderResources(ID3D11DeviceContext *iface, UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetUnorderedAccessViews(ID3D11DeviceContext *iface, UINT start_slot, UINT view_count, ID3D11UnorderedAccessView **views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShader(ID3D11DeviceContext *iface, ID3D11ComputeShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count) { FIXME("iface %p, shader %p, class_instances %p, class_instance_count %p stub!\n", iface, shader, class_instances, class_instance_count); } static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetSamplers(ID3D11DeviceContext *iface, UINT start_slot, UINT sampler_count, ID3D11SamplerState **samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetConstantBuffers(ID3D11DeviceContext *iface, UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffer %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceContext *iface) { FIXME("iface %p stub!\n", iface); } static void STDMETHODCALLTYPE d3d11_immediate_context_Flush(ID3D11DeviceContext *iface) { FIXME("iface %p stub!\n", iface); } static D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE d3d11_immediate_context_GetType(ID3D11DeviceContext *iface) { TRACE("iface %p.\n", iface); return D3D11_DEVICE_CONTEXT_IMMEDIATE; } static UINT STDMETHODCALLTYPE d3d11_immediate_context_GetContextFlags(ID3D11DeviceContext *iface) { FIXME("iface %p stub!\n", iface); return 0; } static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_FinishCommandList(ID3D11DeviceContext *iface, BOOL restore, ID3D11CommandList **command_list) { FIXME("iface %p, restore %#x, command_list %p stub!\n", iface, restore, command_list); return E_NOTIMPL; } static const struct ID3D11DeviceContextVtbl d3d11_immediate_context_vtbl = { /* IUnknown methods */ d3d11_immediate_context_QueryInterface, d3d11_immediate_context_AddRef, d3d11_immediate_context_Release, /* ID3D11DeviceChild methods */ d3d11_immediate_context_GetDevice, d3d11_immediate_context_GetPrivateData, d3d11_immediate_context_SetPrivateData, d3d11_immediate_context_SetPrivateDataInterface, /* ID3D11DeviceContext methods */ d3d11_immediate_context_VSSetConstantBuffers, d3d11_immediate_context_PSSetShaderResources, d3d11_immediate_context_PSSetShader, d3d11_immediate_context_PSSetSamplers, d3d11_immediate_context_VSSetShader, d3d11_immediate_context_DrawIndexed, d3d11_immediate_context_Draw, d3d11_immediate_context_Map, d3d11_immediate_context_Unmap, d3d11_immediate_context_PSSetConstantBuffers, d3d11_immediate_context_IASetInputLayout, d3d11_immediate_context_IASetVertexBuffers, d3d11_immediate_context_IASetIndexBuffer, d3d11_immediate_context_DrawIndexedInstanced, d3d11_immediate_context_DrawInstanced, d3d11_immediate_context_GSSetConstantBuffers, d3d11_immediate_context_GSSetShader, d3d11_immediate_context_IASetPrimitiveTopology, d3d11_immediate_context_VSSetShaderResources, d3d11_immediate_context_VSSetSamplers, d3d11_immediate_context_Begin, d3d11_immediate_context_End, d3d11_immediate_context_GetData, d3d11_immediate_context_SetPredication, d3d11_immediate_context_GSSetShaderResources, d3d11_immediate_context_GSSetSamplers, d3d11_immediate_context_OMSetRenderTargets, d3d11_immediate_context_OMSetRenderTargetsAndUnorderedAccessViews, d3d11_immediate_context_OMSetBlendState, d3d11_immediate_context_OMSetDepthStencilState, d3d11_immediate_context_SOSetTargets, d3d11_immediate_context_DrawAuto, d3d11_immediate_context_DrawIndexedInstancedIndirect, d3d11_immediate_context_DrawInstancedIndirect, d3d11_immediate_context_Dispatch, d3d11_immediate_context_DispatchIndirect, d3d11_immediate_context_RSSetState, d3d11_immediate_context_RSSetViewports, d3d11_immediate_context_RSSetScissorRects, d3d11_immediate_context_CopySubresourceRegion, d3d11_immediate_context_CopyResource, d3d11_immediate_context_UpdateSubresource, d3d11_immediate_context_CopyStructureCount, d3d11_immediate_context_ClearRenderTargetView, d3d11_immediate_context_ClearUnorderedAccessViewUint, d3d11_immediate_context_ClearUnorderedAccessViewFloat, d3d11_immediate_context_ClearDepthStencilView, d3d11_immediate_context_GenerateMips, d3d11_immediate_context_SetResourceMinLOD, d3d11_immediate_context_GetResourceMinLOD, d3d11_immediate_context_ResolveSubresource, d3d11_immediate_context_ExecuteCommandList, d3d11_immediate_context_HSSetShaderResources, d3d11_immediate_context_HSSetShader, d3d11_immediate_context_HSSetSamplers, d3d11_immediate_context_HSSetConstantBuffers, d3d11_immediate_context_DSSetShaderResources, d3d11_immediate_context_DSSetShader, d3d11_immediate_context_DSSetSamplers, d3d11_immediate_context_DSSetConstantBuffers, d3d11_immediate_context_CSSetShaderResources, d3d11_immediate_context_CSSetUnorderedAccessViews, d3d11_immediate_context_CSSetShader, d3d11_immediate_context_CSSetSamplers, d3d11_immediate_context_CSSetConstantBuffers, d3d11_immediate_context_VSGetConstantBuffers, d3d11_immediate_context_PSGetShaderResources, d3d11_immediate_context_PSGetShader, d3d11_immediate_context_PSGetSamplers, d3d11_immediate_context_VSGetShader, d3d11_immediate_context_PSGetConstantBuffers, d3d11_immediate_context_IAGetInputLayout, d3d11_immediate_context_IAGetVertexBuffers, d3d11_immediate_context_IAGetIndexBuffer, d3d11_immediate_context_GSGetConstantBuffers, d3d11_immediate_context_GSGetShader, d3d11_immediate_context_IAGetPrimitiveTopology, d3d11_immediate_context_VSGetShaderResources, d3d11_immediate_context_VSGetSamplers, d3d11_immediate_context_GetPredication, d3d11_immediate_context_GSGetShaderResources, d3d11_immediate_context_GSGetSamplers, d3d11_immediate_context_OMGetRenderTargets, d3d11_immediate_context_OMGetRenderTargetsAndUnorderedAccessViews, d3d11_immediate_context_OMGetBlendState, d3d11_immediate_context_OMGetDepthStencilState, d3d11_immediate_context_SOGetTargets, d3d11_immediate_context_RSGetState, d3d11_immediate_context_RSGetViewports, d3d11_immediate_context_RSGetScissorRects, d3d11_immediate_context_HSGetShaderResources, d3d11_immediate_context_HSGetShader, d3d11_immediate_context_HSGetSamplers, d3d11_immediate_context_HSGetConstantBuffers, d3d11_immediate_context_DSGetShaderResources, d3d11_immediate_context_DSGetShader, d3d11_immediate_context_DSGetSamplers, d3d11_immediate_context_DSGetConstantBuffers, d3d11_immediate_context_CSGetShaderResources, d3d11_immediate_context_CSGetUnorderedAccessViews, d3d11_immediate_context_CSGetShader, d3d11_immediate_context_CSGetSamplers, d3d11_immediate_context_CSGetConstantBuffers, d3d11_immediate_context_ClearState, d3d11_immediate_context_Flush, d3d11_immediate_context_GetType, d3d11_immediate_context_GetContextFlags, d3d11_immediate_context_FinishCommandList, }; static HRESULT d3d11_immediate_context_init(struct d3d11_immediate_context *context, struct d3d_device *device) { context->ID3D11DeviceContext_iface.lpVtbl = &d3d11_immediate_context_vtbl; context->refcount = 1; ID3D11Device_AddRef(&device->ID3D11Device_iface); return S_OK; } /* ID3D11Device methods */ static HRESULT STDMETHODCALLTYPE d3d11_device_QueryInterface(ID3D11Device *iface, REFIID riid, void **out) { struct d3d_device *device = impl_from_ID3D11Device(iface); return IUnknown_QueryInterface(device->outer_unk, riid, out); } static ULONG STDMETHODCALLTYPE d3d11_device_AddRef(ID3D11Device *iface) { struct d3d_device *device = impl_from_ID3D11Device(iface); return IUnknown_AddRef(device->outer_unk); } static ULONG STDMETHODCALLTYPE d3d11_device_Release(ID3D11Device *iface) { struct d3d_device *device = impl_from_ID3D11Device(iface); return IUnknown_Release(device->outer_unk); } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateBuffer(ID3D11Device *iface, const D3D11_BUFFER_DESC *desc, const D3D11_SUBRESOURCE_DATA *data, ID3D11Buffer **buffer) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_buffer *object; HRESULT hr; TRACE("iface %p, desc %p, data %p, buffer %p.\n", iface, desc, data, buffer); if (FAILED(hr = d3d_buffer_create(device, desc, data, &object))) return hr; *buffer = &object->ID3D11Buffer_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateTexture1D(ID3D11Device *iface, const D3D11_TEXTURE1D_DESC *desc, const D3D11_SUBRESOURCE_DATA *data, ID3D11Texture1D **texture) { FIXME("iface %p, desc %p, data %p, texture %p stub!\n", iface, desc, data, texture); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateTexture2D(ID3D11Device *iface, const D3D11_TEXTURE2D_DESC *desc, const D3D11_SUBRESOURCE_DATA *data, ID3D11Texture2D **texture) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_texture2d *object; HRESULT hr; TRACE("iface %p, desc %p, data %p, texture %p.\n", iface, desc, data, texture); if (FAILED(hr = d3d_texture2d_create(device, desc, data, &object))) return hr; *texture = &object->ID3D11Texture2D_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateTexture3D(ID3D11Device *iface, const D3D11_TEXTURE3D_DESC *desc, const D3D11_SUBRESOURCE_DATA *data, ID3D11Texture3D **texture) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_texture3d *object; HRESULT hr; TRACE("iface %p, desc %p, data %p, texture %p.\n", iface, desc, data, texture); if (FAILED(hr = d3d_texture3d_create(device, desc, data, &object))) return hr; *texture = &object->ID3D11Texture3D_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateShaderResourceView(ID3D11Device *iface, ID3D11Resource *resource, const D3D11_SHADER_RESOURCE_VIEW_DESC *desc, ID3D11ShaderResourceView **view) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_shader_resource_view *object; HRESULT hr; TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view); if (FAILED(hr = d3d_shader_resource_view_create(device, resource, desc, &object))) return hr; *view = &object->ID3D11ShaderResourceView_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateUnorderedAccessView(ID3D11Device *iface, ID3D11Resource *resource, const D3D11_UNORDERED_ACCESS_VIEW_DESC *desc, ID3D11UnorderedAccessView **view) { FIXME("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateRenderTargetView(ID3D11Device *iface, ID3D11Resource *resource, const D3D11_RENDER_TARGET_VIEW_DESC *desc, ID3D11RenderTargetView **view) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_rendertarget_view *object; HRESULT hr; TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view); if (FAILED(hr = d3d_rendertarget_view_create(device, resource, desc, &object))) return hr; *view = &object->ID3D11RenderTargetView_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDepthStencilView(ID3D11Device *iface, ID3D11Resource *resource, const D3D11_DEPTH_STENCIL_VIEW_DESC *desc, ID3D11DepthStencilView **view) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_depthstencil_view *object; HRESULT hr; TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view); if (FAILED(hr = d3d_depthstencil_view_create(device, resource, desc, &object))) return hr; *view = &object->ID3D11DepthStencilView_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateInputLayout(ID3D11Device *iface, const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length, ID3D11InputLayout **input_layout) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_input_layout *object; HRESULT hr; TRACE("iface %p, element_descs %p, element_count %u, shader_byte_code %p, shader_byte_code_length %lu, " "input_layout %p.\n", iface, element_descs, element_count, shader_byte_code, shader_byte_code_length, input_layout); if (FAILED(hr = d3d_input_layout_create(device, element_descs, element_count, shader_byte_code, shader_byte_code_length, &object))) return hr; *input_layout = &object->ID3D11InputLayout_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateVertexShader(ID3D11Device *iface, const void *byte_code, SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11VertexShader **shader) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_vertex_shader *object; HRESULT hr; TRACE("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p.\n", iface, byte_code, byte_code_length, class_linkage, shader); if (class_linkage) FIXME("Class linkage is not implemented yet.\n"); if (FAILED(hr = d3d_vertex_shader_create(device, byte_code, byte_code_length, &object))) return hr; *shader = &object->ID3D11VertexShader_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateGeometryShader(ID3D11Device *iface, const void *byte_code, SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11GeometryShader **shader) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_geometry_shader *object; HRESULT hr; TRACE("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p.\n", iface, byte_code, byte_code_length, class_linkage, shader); if (class_linkage) FIXME("Class linkage is not implemented yet.\n"); if (FAILED(hr = d3d_geometry_shader_create(device, byte_code, byte_code_length, &object))) return hr; *shader = &object->ID3D11GeometryShader_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateGeometryShaderWithStreamOutput(ID3D11Device *iface, const void *byte_code, SIZE_T byte_code_length, const D3D11_SO_DECLARATION_ENTRY *so_entries, UINT entry_count, const UINT *buffer_strides, UINT strides_count, UINT rasterized_stream, ID3D11ClassLinkage *class_linkage, ID3D11GeometryShader **shader) { FIXME("iface %p, byte_code %p, byte_code_length %lu, so_entries %p, entry_count %u, " "buffer_strides %p, strides_count %u, rasterized_stream %u, class_linkage %p, shader %p stub!\n", iface, byte_code, byte_code_length, so_entries, entry_count, buffer_strides, strides_count, rasterized_stream, class_linkage, shader); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreatePixelShader(ID3D11Device *iface, const void *byte_code, SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11PixelShader **shader) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_pixel_shader *object; HRESULT hr; TRACE("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p.\n", iface, byte_code, byte_code_length, class_linkage, shader); if (class_linkage) FIXME("Class linkage is not implemented yet.\n"); if (FAILED(hr = d3d_pixel_shader_create(device, byte_code, byte_code_length, &object))) return hr; *shader = &object->ID3D11PixelShader_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateHullShader(ID3D11Device *iface, const void *byte_code, SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11HullShader **shader) { FIXME("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p stub!\n", iface, byte_code, byte_code_length, class_linkage, shader); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDomainShader(ID3D11Device *iface, const void *byte_code, SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11DomainShader **shader) { FIXME("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p stub!\n", iface, byte_code, byte_code_length, class_linkage, shader); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateComputeShader(ID3D11Device *iface, const void *byte_code, SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11ComputeShader **shader) { FIXME("iface %p, byte_code %p, byte_code_lenghth %lu, class_linkage %p, shader %p stub!\n", iface, byte_code, byte_code_length, class_linkage, shader); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateClassLinkage(ID3D11Device *iface, ID3D11ClassLinkage **class_linkage) { FIXME("iface %p, class_linkage %p stub!\n", iface, class_linkage); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateBlendState(ID3D11Device *iface, const D3D11_BLEND_DESC *desc, ID3D11BlendState **blend_state) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_blend_state *object; struct wine_rb_entry *entry; D3D11_BLEND_DESC tmp_desc; unsigned int i, j; HRESULT hr; TRACE("iface %p, desc %p, blend_state %p.\n", iface, desc, blend_state); if (!desc) return E_INVALIDARG; /* D3D11_RENDER_TARGET_BLEND_DESC has a hole, which is a problem because we use * D3D11_BLEND_DESC as a key in the rbtree. */ memset(&tmp_desc, 0, sizeof(tmp_desc)); tmp_desc.AlphaToCoverageEnable = desc->AlphaToCoverageEnable; tmp_desc.IndependentBlendEnable = desc->IndependentBlendEnable; for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) { j = desc->IndependentBlendEnable ? i : 0; tmp_desc.RenderTarget[i].BlendEnable = desc->RenderTarget[j].BlendEnable; tmp_desc.RenderTarget[i].SrcBlend = desc->RenderTarget[j].SrcBlend; tmp_desc.RenderTarget[i].DestBlend = desc->RenderTarget[j].DestBlend; tmp_desc.RenderTarget[i].BlendOp = desc->RenderTarget[j].BlendOp; tmp_desc.RenderTarget[i].SrcBlendAlpha = desc->RenderTarget[j].SrcBlendAlpha; tmp_desc.RenderTarget[i].DestBlendAlpha = desc->RenderTarget[j].DestBlendAlpha; tmp_desc.RenderTarget[i].BlendOpAlpha = desc->RenderTarget[j].BlendOpAlpha; tmp_desc.RenderTarget[i].RenderTargetWriteMask = desc->RenderTarget[j].RenderTargetWriteMask; } wined3d_mutex_lock(); if ((entry = wine_rb_get(&device->blend_states, &tmp_desc))) { object = WINE_RB_ENTRY_VALUE(entry, struct d3d_blend_state, entry); TRACE("Returning existing blend state %p.\n", object); *blend_state = &object->ID3D11BlendState_iface; ID3D11BlendState_AddRef(*blend_state); wined3d_mutex_unlock(); return S_OK; } wined3d_mutex_unlock(); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = d3d_blend_state_init(object, device, &tmp_desc))) { WARN("Failed to initialize blend state, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created blend state %p.\n", object); *blend_state = &object->ID3D11BlendState_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDepthStencilState(ID3D11Device *iface, const D3D11_DEPTH_STENCIL_DESC *desc, ID3D11DepthStencilState **depth_stencil_state) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_depthstencil_state *object; D3D11_DEPTH_STENCIL_DESC tmp_desc; struct wine_rb_entry *entry; HRESULT hr; TRACE("iface %p, desc %p, depth_stencil_state %p.\n", iface, desc, depth_stencil_state); if (!desc) return E_INVALIDARG; /* D3D11_DEPTH_STENCIL_DESC has a hole, which is a problem because we use * it as a key in the rbtree. */ memset(&tmp_desc, 0, sizeof(tmp_desc)); tmp_desc.DepthEnable = desc->DepthEnable; tmp_desc.DepthWriteMask = desc->DepthWriteMask; tmp_desc.DepthFunc = desc->DepthFunc; tmp_desc.StencilEnable = desc->StencilEnable; tmp_desc.StencilReadMask = desc->StencilReadMask; tmp_desc.StencilWriteMask = desc->StencilWriteMask; tmp_desc.FrontFace = desc->FrontFace; tmp_desc.BackFace = desc->BackFace; wined3d_mutex_lock(); if ((entry = wine_rb_get(&device->depthstencil_states, &tmp_desc))) { object = WINE_RB_ENTRY_VALUE(entry, struct d3d_depthstencil_state, entry); TRACE("Returning existing depthstencil state %p.\n", object); *depth_stencil_state = &object->ID3D11DepthStencilState_iface; ID3D11DepthStencilState_AddRef(*depth_stencil_state); wined3d_mutex_unlock(); return S_OK; } wined3d_mutex_unlock(); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = d3d_depthstencil_state_init(object, device, &tmp_desc))) { WARN("Failed to initialize depthstencil state, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created depthstencil state %p.\n", object); *depth_stencil_state = &object->ID3D11DepthStencilState_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateRasterizerState(ID3D11Device *iface, const D3D11_RASTERIZER_DESC *desc, ID3D11RasterizerState **rasterizer_state) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_rasterizer_state *object; struct wine_rb_entry *entry; HRESULT hr; TRACE("iface %p, desc %p, rasterizer_state %p.\n", iface, desc, rasterizer_state); if (!desc) return E_INVALIDARG; wined3d_mutex_lock(); if ((entry = wine_rb_get(&device->rasterizer_states, desc))) { object = WINE_RB_ENTRY_VALUE(entry, struct d3d_rasterizer_state, entry); TRACE("Returning existing rasterizer state %p.\n", object); *rasterizer_state = &object->ID3D11RasterizerState_iface; ID3D11RasterizerState_AddRef(*rasterizer_state); wined3d_mutex_unlock(); return S_OK; } wined3d_mutex_unlock(); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = d3d_rasterizer_state_init(object, device, desc))) { WARN("Failed to initialize rasterizer state, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created rasterizer state %p.\n", object); *rasterizer_state = &object->ID3D11RasterizerState_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateSamplerState(ID3D11Device *iface, const D3D11_SAMPLER_DESC *desc, ID3D11SamplerState **sampler_state) { struct d3d_device *device = impl_from_ID3D11Device(iface); D3D11_SAMPLER_DESC normalized_desc; struct d3d_sampler_state *object; struct wine_rb_entry *entry; HRESULT hr; TRACE("iface %p, desc %p, sampler_state %p.\n", iface, desc, sampler_state); if (!desc) return E_INVALIDARG; normalized_desc = *desc; if (!D3D11_DECODE_IS_ANISOTROPIC_FILTER(normalized_desc.Filter)) normalized_desc.MaxAnisotropy = 0; if (!D3D11_DECODE_IS_COMPARISON_FILTER(normalized_desc.Filter)) normalized_desc.ComparisonFunc = D3D11_COMPARISON_NEVER; if (normalized_desc.AddressU != D3D11_TEXTURE_ADDRESS_BORDER && normalized_desc.AddressV != D3D11_TEXTURE_ADDRESS_BORDER && normalized_desc.AddressW != D3D11_TEXTURE_ADDRESS_BORDER) memset(&normalized_desc.BorderColor, 0, sizeof(normalized_desc.BorderColor)); wined3d_mutex_lock(); if ((entry = wine_rb_get(&device->sampler_states, &normalized_desc))) { object = WINE_RB_ENTRY_VALUE(entry, struct d3d_sampler_state, entry); TRACE("Returning existing sampler state %p.\n", object); *sampler_state = &object->ID3D11SamplerState_iface; ID3D11SamplerState_AddRef(*sampler_state); wined3d_mutex_unlock(); return S_OK; } wined3d_mutex_unlock(); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)))) return E_OUTOFMEMORY; if (FAILED(hr = d3d_sampler_state_init(object, device, &normalized_desc))) { WARN("Failed to initialize sampler state, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created sampler state %p.\n", object); *sampler_state = &object->ID3D11SamplerState_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateQuery(ID3D11Device *iface, const D3D11_QUERY_DESC *desc, ID3D11Query **query) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_query *object; HRESULT hr; TRACE("iface %p, desc %p, query %p.\n", iface, desc, query); if (FAILED(hr = d3d_query_create(device, desc, FALSE, &object))) return hr; *query = &object->ID3D11Query_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreatePredicate(ID3D11Device *iface, const D3D11_QUERY_DESC *desc, ID3D11Predicate **predicate) { struct d3d_device *device = impl_from_ID3D11Device(iface); struct d3d_query *object; HRESULT hr; TRACE("iface %p, desc %p, predicate %p.\n", iface, desc, predicate); if (FAILED(hr = d3d_query_create(device, desc, TRUE, &object))) return hr; *predicate = (ID3D11Predicate *)&object->ID3D11Query_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateCounter(ID3D11Device *iface, const D3D11_COUNTER_DESC *desc, ID3D11Counter **counter) { FIXME("iface %p, desc %p, counter %p stub!\n", iface, desc, counter); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDeferredContext(ID3D11Device *iface, UINT flags, ID3D11DeviceContext **context) { FIXME("iface %p, flags %#x, context %p stub!\n", iface, flags, context); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d11_device_OpenSharedResource(ID3D11Device *iface, HANDLE resource, REFIID riid, void **out) { FIXME("iface %p, resource %p, riid %s, out %p stub!\n", iface, resource, debugstr_guid(riid), out); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d11_device_CheckFormatSupport(ID3D11Device *iface, DXGI_FORMAT format, UINT *format_support) { FIXME("iface %p, format %u, format_support %p stub!\n", iface, format, format_support); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d11_device_CheckMultisampleQualityLevels(ID3D11Device *iface, DXGI_FORMAT format, UINT sample_count, UINT *quality_level_count) { FIXME("iface %p, format %u, sample_count %u, quality_level_count %p stub!\n", iface, format, sample_count, quality_level_count); return E_NOTIMPL; } static void STDMETHODCALLTYPE d3d11_device_CheckCounterInfo(ID3D11Device *iface, D3D11_COUNTER_INFO *info) { FIXME("iface %p, info %p stub!\n", iface, info); } static HRESULT STDMETHODCALLTYPE d3d11_device_CheckCounter(ID3D11Device *iface, const D3D11_COUNTER_DESC *desc, D3D11_COUNTER_TYPE *type, UINT *active_counter_count, char *name, UINT *name_length, char *units, UINT *units_length, char *description, UINT *description_length) { FIXME("iface %p, desc %p, type %p, active_counter_count %p, name %p, name_length %p, " "units %p, units_length %p, description %p, description_length %p stub!\n", iface, desc, type, active_counter_count, name, name_length, units, units_length, description, description_length); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d11_device_CheckFeatureSupport(ID3D11Device *iface, D3D11_FEATURE feature, void *feature_support_data, UINT feature_support_data_size) { FIXME("iface %p, feature %u, feature_support_data %p, feature_support_data_size %u stub!\n", iface, feature, feature_support_data, feature_support_data_size); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d11_device_GetPrivateData(ID3D11Device *iface, REFGUID guid, UINT *data_size, void *data) { IDXGIDevice *dxgi_device; HRESULT hr; TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data); if (FAILED(hr = ID3D11Device_QueryInterface(iface, &IID_IDXGIDevice, (void **)&dxgi_device))) return hr; hr = IDXGIDevice_GetPrivateData(dxgi_device, guid, data_size, data); IDXGIDevice_Release(dxgi_device); return hr; } static HRESULT STDMETHODCALLTYPE d3d11_device_SetPrivateData(ID3D11Device *iface, REFGUID guid, UINT data_size, const void *data) { IDXGIDevice *dxgi_device; HRESULT hr; TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data); if (FAILED(hr = ID3D11Device_QueryInterface(iface, &IID_IDXGIDevice, (void **)&dxgi_device))) return hr; hr = IDXGIDevice_SetPrivateData(dxgi_device, guid, data_size, data); IDXGIDevice_Release(dxgi_device); return hr; } static HRESULT STDMETHODCALLTYPE d3d11_device_SetPrivateDataInterface(ID3D11Device *iface, REFGUID guid, const IUnknown *data) { IDXGIDevice *dxgi_device; HRESULT hr; TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data); if (FAILED(hr = ID3D11Device_QueryInterface(iface, &IID_IDXGIDevice, (void **)&dxgi_device))) return hr; hr = IDXGIDevice_SetPrivateDataInterface(dxgi_device, guid, data); IDXGIDevice_Release(dxgi_device); return hr; } static D3D_FEATURE_LEVEL STDMETHODCALLTYPE d3d11_device_GetFeatureLevel(ID3D11Device *iface) { FIXME("iface %p stub!\n", iface); return D3D_FEATURE_LEVEL_10_0; } static UINT STDMETHODCALLTYPE d3d11_device_GetCreationFlags(ID3D11Device *iface) { FIXME("iface %p stub!\n", iface); return 0; } static HRESULT STDMETHODCALLTYPE d3d11_device_GetDeviceRemovedReason(ID3D11Device *iface) { FIXME("iface %p stub!\n", iface); return S_OK; } static void STDMETHODCALLTYPE d3d11_device_GetImmediateContext(ID3D11Device *iface, ID3D11DeviceContext **immediate_context) { struct d3d_device *device = impl_from_ID3D11Device(iface); TRACE("iface %p, immediate_context %p.\n", iface, immediate_context); *immediate_context = &device->immediate_context.ID3D11DeviceContext_iface; ID3D11DeviceContext_AddRef(*immediate_context); } static HRESULT STDMETHODCALLTYPE d3d11_device_SetExceptionMode(ID3D11Device *iface, UINT flags) { FIXME("iface %p, flags %#x stub!\n", iface, flags); return E_NOTIMPL; } static UINT STDMETHODCALLTYPE d3d11_device_GetExceptionMode(ID3D11Device *iface) { FIXME("iface %p stub!\n", iface); return 0; } static const struct ID3D11DeviceVtbl d3d11_device_vtbl = { /* IUnknown methods */ d3d11_device_QueryInterface, d3d11_device_AddRef, d3d11_device_Release, /* ID3D11Device methods */ d3d11_device_CreateBuffer, d3d11_device_CreateTexture1D, d3d11_device_CreateTexture2D, d3d11_device_CreateTexture3D, d3d11_device_CreateShaderResourceView, d3d11_device_CreateUnorderedAccessView, d3d11_device_CreateRenderTargetView, d3d11_device_CreateDepthStencilView, d3d11_device_CreateInputLayout, d3d11_device_CreateVertexShader, d3d11_device_CreateGeometryShader, d3d11_device_CreateGeometryShaderWithStreamOutput, d3d11_device_CreatePixelShader, d3d11_device_CreateHullShader, d3d11_device_CreateDomainShader, d3d11_device_CreateComputeShader, d3d11_device_CreateClassLinkage, d3d11_device_CreateBlendState, d3d11_device_CreateDepthStencilState, d3d11_device_CreateRasterizerState, d3d11_device_CreateSamplerState, d3d11_device_CreateQuery, d3d11_device_CreatePredicate, d3d11_device_CreateCounter, d3d11_device_CreateDeferredContext, d3d11_device_OpenSharedResource, d3d11_device_CheckFormatSupport, d3d11_device_CheckMultisampleQualityLevels, d3d11_device_CheckCounterInfo, d3d11_device_CheckCounter, d3d11_device_CheckFeatureSupport, d3d11_device_GetPrivateData, d3d11_device_SetPrivateData, d3d11_device_SetPrivateDataInterface, d3d11_device_GetFeatureLevel, d3d11_device_GetCreationFlags, d3d11_device_GetDeviceRemovedReason, d3d11_device_GetImmediateContext, d3d11_device_SetExceptionMode, d3d11_device_GetExceptionMode, }; /* Inner IUnknown methods */ static inline struct d3d_device *impl_from_IUnknown(IUnknown *iface) { return CONTAINING_RECORD(iface, struct d3d_device, IUnknown_inner); } static HRESULT STDMETHODCALLTYPE d3d_device_inner_QueryInterface(IUnknown *iface, REFIID riid, void **out) { struct d3d_device *device = impl_from_IUnknown(iface); TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out); if (IsEqualGUID(riid, &IID_ID3D11Device) || IsEqualGUID(riid, &IID_IUnknown)) { *out = &device->ID3D11Device_iface; } else if (IsEqualGUID(riid, &IID_ID3D10Device1) || IsEqualGUID(riid, &IID_ID3D10Device)) { *out = &device->ID3D10Device1_iface; } else if (IsEqualGUID(riid, &IID_ID3D10Multithread)) { *out = &device->ID3D10Multithread_iface; } else if (IsEqualGUID(riid, &IID_IWineDXGIDeviceParent)) { *out = &device->IWineDXGIDeviceParent_iface; } else { WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); *out = NULL; return E_NOINTERFACE; } IUnknown_AddRef((IUnknown *)*out); return S_OK; } static ULONG STDMETHODCALLTYPE d3d_device_inner_AddRef(IUnknown *iface) { struct d3d_device *device = impl_from_IUnknown(iface); ULONG refcount = InterlockedIncrement(&device->refcount); TRACE("%p increasing refcount to %u.\n", device, refcount); return refcount; } static ULONG STDMETHODCALLTYPE d3d_device_inner_Release(IUnknown *iface) { struct d3d_device *device = impl_from_IUnknown(iface); ULONG refcount = InterlockedDecrement(&device->refcount); TRACE("%p decreasing refcount to %u.\n", device, refcount); if (!refcount) { if (device->wined3d_device) { wined3d_mutex_lock(); wined3d_device_decref(device->wined3d_device); wined3d_mutex_unlock(); } wine_rb_destroy(&device->sampler_states, NULL, NULL); wine_rb_destroy(&device->rasterizer_states, NULL, NULL); wine_rb_destroy(&device->depthstencil_states, NULL, NULL); wine_rb_destroy(&device->blend_states, NULL, NULL); } return refcount; } /* IUnknown methods */ static HRESULT STDMETHODCALLTYPE d3d10_device_QueryInterface(ID3D10Device1 *iface, REFIID riid, void **ppv) { struct d3d_device *This = impl_from_ID3D10Device(iface); return IUnknown_QueryInterface(This->outer_unk, riid, ppv); } static ULONG STDMETHODCALLTYPE d3d10_device_AddRef(ID3D10Device1 *iface) { struct d3d_device *This = impl_from_ID3D10Device(iface); return IUnknown_AddRef(This->outer_unk); } static ULONG STDMETHODCALLTYPE d3d10_device_Release(ID3D10Device1 *iface) { struct d3d_device *This = impl_from_ID3D10Device(iface); return IUnknown_Release(This->outer_unk); } /* ID3D10Device methods */ static void STDMETHODCALLTYPE d3d10_device_VSSetConstantBuffers(ID3D10Device1 *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n", iface, start_slot, buffer_count, buffers); wined3d_mutex_lock(); for (i = 0; i < buffer_count; ++i) { struct d3d_buffer *buffer = unsafe_impl_from_ID3D10Buffer(buffers[i]); wined3d_device_set_vs_cb(device->wined3d_device, start_slot + i, buffer ? buffer->wined3d_buffer : NULL); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_PSSetShaderResources(ID3D10Device1 *iface, UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views); wined3d_mutex_lock(); for (i = 0; i < view_count; ++i) { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D10ShaderResourceView(views[i]); wined3d_device_set_ps_resource_view(device->wined3d_device, start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_PSSetShader(ID3D10Device1 *iface, ID3D10PixelShader *shader) { struct d3d_device *This = impl_from_ID3D10Device(iface); struct d3d_pixel_shader *ps = unsafe_impl_from_ID3D10PixelShader(shader); TRACE("iface %p, shader %p\n", iface, shader); wined3d_mutex_lock(); wined3d_device_set_pixel_shader(This->wined3d_device, ps ? ps->wined3d_shader : NULL); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_PSSetSamplers(ID3D10Device1 *iface, UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n", iface, start_slot, sampler_count, samplers); wined3d_mutex_lock(); for (i = 0; i < sampler_count; ++i) { struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D10SamplerState(samplers[i]); wined3d_device_set_ps_sampler(device->wined3d_device, start_slot + i, sampler ? sampler->wined3d_sampler : NULL); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_VSSetShader(ID3D10Device1 *iface, ID3D10VertexShader *shader) { struct d3d_device *This = impl_from_ID3D10Device(iface); struct d3d_vertex_shader *vs = unsafe_impl_from_ID3D10VertexShader(shader); TRACE("iface %p, shader %p\n", iface, shader); wined3d_mutex_lock(); wined3d_device_set_vertex_shader(This->wined3d_device, vs ? vs->wined3d_shader : NULL); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_DrawIndexed(ID3D10Device1 *iface, UINT index_count, UINT start_index_location, INT base_vertex_location) { struct d3d_device *This = impl_from_ID3D10Device(iface); TRACE("iface %p, index_count %u, start_index_location %u, base_vertex_location %d.\n", iface, index_count, start_index_location, base_vertex_location); wined3d_mutex_lock(); wined3d_device_set_base_vertex_index(This->wined3d_device, base_vertex_location); wined3d_device_draw_indexed_primitive(This->wined3d_device, start_index_location, index_count); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_Draw(ID3D10Device1 *iface, UINT vertex_count, UINT start_vertex_location) { struct d3d_device *This = impl_from_ID3D10Device(iface); TRACE("iface %p, vertex_count %u, start_vertex_location %u\n", iface, vertex_count, start_vertex_location); wined3d_mutex_lock(); wined3d_device_draw_primitive(This->wined3d_device, start_vertex_location, vertex_count); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_PSSetConstantBuffers(ID3D10Device1 *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n", iface, start_slot, buffer_count, buffers); wined3d_mutex_lock(); for (i = 0; i < buffer_count; ++i) { struct d3d_buffer *buffer = unsafe_impl_from_ID3D10Buffer(buffers[i]); wined3d_device_set_ps_cb(device->wined3d_device, start_slot + i, buffer ? buffer->wined3d_buffer : NULL); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_IASetInputLayout(ID3D10Device1 *iface, ID3D10InputLayout *input_layout) { struct d3d_device *This = impl_from_ID3D10Device(iface); struct d3d_input_layout *layout = unsafe_impl_from_ID3D10InputLayout(input_layout); TRACE("iface %p, input_layout %p\n", iface, input_layout); wined3d_mutex_lock(); wined3d_device_set_vertex_declaration(This->wined3d_device, layout ? layout->wined3d_decl : NULL); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_IASetVertexBuffers(ID3D10Device1 *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers, const UINT *strides, const UINT *offsets) { struct d3d_device *This = impl_from_ID3D10Device(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); wined3d_mutex_lock(); for (i = 0; i < buffer_count; ++i) { struct d3d_buffer *buffer = unsafe_impl_from_ID3D10Buffer(buffers[i]); wined3d_device_set_stream_source(This->wined3d_device, start_slot + i, buffer ? buffer->wined3d_buffer : NULL, offsets[i], strides[i]); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_IASetIndexBuffer(ID3D10Device1 *iface, ID3D10Buffer *buffer, DXGI_FORMAT format, UINT offset) { struct d3d_device *This = impl_from_ID3D10Device(iface); struct d3d_buffer *buffer_impl = unsafe_impl_from_ID3D10Buffer(buffer); TRACE("iface %p, buffer %p, format %s, offset %u.\n", iface, buffer, debug_dxgi_format(format), offset); wined3d_mutex_lock(); wined3d_device_set_index_buffer(This->wined3d_device, buffer_impl ? buffer_impl->wined3d_buffer : NULL, wined3dformat_from_dxgi_format(format)); wined3d_mutex_unlock(); if (offset) FIXME("offset %u not supported.\n", offset); } static void STDMETHODCALLTYPE d3d10_device_DrawIndexedInstanced(ID3D10Device1 *iface, UINT instance_index_count, UINT instance_count, UINT start_index_location, INT base_vertex_location, UINT start_instance_location) { struct d3d_device *device = impl_from_ID3D10Device(iface); TRACE("iface %p, instance_index_count %u, instance_count %u, start_index_location %u, " "base_vertex_location %d, start_instance_location %u.\n", iface, instance_index_count, instance_count, start_index_location, base_vertex_location, start_instance_location); wined3d_mutex_lock(); wined3d_device_set_base_vertex_index(device->wined3d_device, base_vertex_location); wined3d_device_draw_indexed_primitive_instanced(device->wined3d_device, start_index_location, instance_index_count, start_instance_location, instance_count); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_DrawInstanced(ID3D10Device1 *iface, UINT instance_vertex_count, UINT instance_count, UINT start_vertex_location, UINT start_instance_location) { struct d3d_device *device = impl_from_ID3D10Device(iface); TRACE("iface %p, instance_vertex_count %u, instance_count %u, start_vertex_location %u, " "start_instance_location %u.\n", iface, instance_vertex_count, instance_count, start_vertex_location, start_instance_location); wined3d_mutex_lock(); wined3d_device_draw_primitive_instanced(device->wined3d_device, start_vertex_location, instance_vertex_count, start_instance_location, instance_count); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_GSSetConstantBuffers(ID3D10Device1 *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n", iface, start_slot, buffer_count, buffers); wined3d_mutex_lock(); for (i = 0; i < buffer_count; ++i) { struct d3d_buffer *buffer = unsafe_impl_from_ID3D10Buffer(buffers[i]); wined3d_device_set_gs_cb(device->wined3d_device, start_slot + i, buffer ? buffer->wined3d_buffer : NULL); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_GSSetShader(ID3D10Device1 *iface, ID3D10GeometryShader *shader) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_geometry_shader *gs = unsafe_impl_from_ID3D10GeometryShader(shader); TRACE("iface %p, shader %p.\n", iface, shader); wined3d_mutex_lock(); wined3d_device_set_geometry_shader(device->wined3d_device, gs ? gs->wined3d_shader : NULL); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_IASetPrimitiveTopology(ID3D10Device1 *iface, D3D10_PRIMITIVE_TOPOLOGY topology) { struct d3d_device *This = impl_from_ID3D10Device(iface); TRACE("iface %p, topology %s\n", iface, debug_d3d10_primitive_topology(topology)); wined3d_mutex_lock(); wined3d_device_set_primitive_type(This->wined3d_device, (enum wined3d_primitive_type)topology); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_VSSetShaderResources(ID3D10Device1 *iface, UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views); wined3d_mutex_lock(); for (i = 0; i < view_count; ++i) { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D10ShaderResourceView(views[i]); wined3d_device_set_vs_resource_view(device->wined3d_device, start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_VSSetSamplers(ID3D10Device1 *iface, UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n", iface, start_slot, sampler_count, samplers); wined3d_mutex_lock(); for (i = 0; i < sampler_count; ++i) { struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D10SamplerState(samplers[i]); wined3d_device_set_vs_sampler(device->wined3d_device, start_slot + i, sampler ? sampler->wined3d_sampler : NULL); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_SetPredication(ID3D10Device1 *iface, ID3D10Predicate *predicate, BOOL value) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_query *query; TRACE("iface %p, predicate %p, value %#x.\n", iface, predicate, value); query = unsafe_impl_from_ID3D10Query((ID3D10Query *)predicate); wined3d_mutex_lock(); wined3d_device_set_predication(device->wined3d_device, query ? query->wined3d_query : NULL, value); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_GSSetShaderResources(ID3D10Device1 *iface, UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views); wined3d_mutex_lock(); for (i = 0; i < view_count; ++i) { struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D10ShaderResourceView(views[i]); wined3d_device_set_gs_resource_view(device->wined3d_device, start_slot + i, view ? view->wined3d_view : NULL); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_GSSetSamplers(ID3D10Device1 *iface, UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n", iface, start_slot, sampler_count, samplers); wined3d_mutex_lock(); for (i = 0; i < sampler_count; ++i) { struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D10SamplerState(samplers[i]); wined3d_device_set_gs_sampler(device->wined3d_device, start_slot + i, sampler ? sampler->wined3d_sampler : NULL); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_OMSetRenderTargets(ID3D10Device1 *iface, UINT render_target_view_count, ID3D10RenderTargetView *const *render_target_views, ID3D10DepthStencilView *depth_stencil_view) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_depthstencil_view *dsv; unsigned int i; TRACE("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); wined3d_mutex_lock(); for (i = 0; i < render_target_view_count; ++i) { struct d3d_rendertarget_view *rtv = unsafe_impl_from_ID3D10RenderTargetView(render_target_views[i]); wined3d_device_set_rendertarget_view(device->wined3d_device, i, rtv ? rtv->wined3d_view : NULL, FALSE); } for (; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) { wined3d_device_set_rendertarget_view(device->wined3d_device, i, NULL, FALSE); } dsv = unsafe_impl_from_ID3D10DepthStencilView(depth_stencil_view); wined3d_device_set_depth_stencil_view(device->wined3d_device, dsv ? dsv->wined3d_view : NULL); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device1 *iface, ID3D10BlendState *blend_state, const FLOAT blend_factor[4], UINT sample_mask) { struct d3d_device *device = impl_from_ID3D10Device(iface); const D3D11_BLEND_DESC *desc; TRACE("iface %p, blend_state %p, blend_factor {%.8e %.8e %.8e %.8e}, sample_mask 0x%08x.\n", iface, blend_state, blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3], sample_mask); if (blend_factor[0] != 1.0f || blend_factor[1] != 1.0f || blend_factor[2] != 1.0f || blend_factor[3] != 1.0f) FIXME("Ignoring blend factor {%.8e %.8e %.8e %.8e}.\n", blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]); wined3d_mutex_lock(); memcpy(device->blend_factor, blend_factor, 4 * sizeof(*blend_factor)); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK, sample_mask); if (!(device->blend_state = unsafe_impl_from_ID3D10BlendState(blend_state))) { wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE, FALSE); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_COLORWRITEENABLE, D3D10_COLOR_WRITE_ENABLE_ALL); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_COLORWRITEENABLE1, D3D10_COLOR_WRITE_ENABLE_ALL); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_COLORWRITEENABLE2, D3D10_COLOR_WRITE_ENABLE_ALL); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_COLORWRITEENABLE3, D3D10_COLOR_WRITE_ENABLE_ALL); wined3d_mutex_unlock(); return; } desc = &device->blend_state->desc; /* glSampleCoverage() */ if (desc->AlphaToCoverageEnable) FIXME("Ignoring AlphaToCoverageEnable %#x.\n", desc->AlphaToCoverageEnable); /* glEnableIndexedEXT(GL_BLEND, ...) */ FIXME("Per-rendertarget blend not implemented.\n"); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE, desc->RenderTarget[0].BlendEnable); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLEND, desc->RenderTarget[0].SrcBlend); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLEND, desc->RenderTarget[0].DestBlend); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOP, desc->RenderTarget[0].BlendOp); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SEPARATEALPHABLENDENABLE, TRUE); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLENDALPHA, desc->RenderTarget[0].SrcBlendAlpha); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLENDALPHA, desc->RenderTarget[0].DestBlendAlpha); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOPALPHA, desc->RenderTarget[0].BlendOpAlpha); FIXME("Color mask > 3 not implemented.\n"); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_COLORWRITEENABLE, desc->RenderTarget[0].RenderTargetWriteMask); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_COLORWRITEENABLE1, desc->RenderTarget[1].RenderTargetWriteMask); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_COLORWRITEENABLE2, desc->RenderTarget[2].RenderTargetWriteMask); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_COLORWRITEENABLE3, desc->RenderTarget[3].RenderTargetWriteMask); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_OMSetDepthStencilState(ID3D10Device1 *iface, ID3D10DepthStencilState *depth_stencil_state, UINT stencil_ref) { struct d3d_device *device = impl_from_ID3D10Device(iface); TRACE("iface %p, depth_stencil_state %p, stencil_ref %u.\n", iface, depth_stencil_state, stencil_ref); device->depth_stencil_state = unsafe_impl_from_ID3D10DepthStencilState(depth_stencil_state); device->stencil_ref = stencil_ref; } static void STDMETHODCALLTYPE d3d10_device_SOSetTargets(ID3D10Device1 *iface, UINT target_count, ID3D10Buffer *const *targets, const UINT *offsets) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int count, i; TRACE("iface %p, target_count %u, targets %p, offsets %p.\n", iface, target_count, targets, offsets); count = min(target_count, 4); wined3d_mutex_lock(); for (i = 0; i < count; ++i) { struct d3d_buffer *buffer = unsafe_impl_from_ID3D10Buffer(targets[i]); wined3d_device_set_stream_output(device->wined3d_device, i, buffer ? buffer->wined3d_buffer : NULL, offsets[i]); } for (i = count; i < 4; ++i) { wined3d_device_set_stream_output(device->wined3d_device, i, NULL, 0); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_DrawAuto(ID3D10Device1 *iface) { FIXME("iface %p stub!\n", iface); } static void STDMETHODCALLTYPE d3d10_device_RSSetState(ID3D10Device1 *iface, ID3D10RasterizerState *rasterizer_state) { struct d3d_device *device = impl_from_ID3D10Device(iface); const D3D11_RASTERIZER_DESC *desc; TRACE("iface %p, rasterizer_state %p.\n", iface, rasterizer_state); wined3d_mutex_lock(); if (!(device->rasterizer_state = unsafe_impl_from_ID3D10RasterizerState(rasterizer_state))) { wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_FILLMODE, WINED3D_FILL_SOLID); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CULLMODE, WINED3D_CULL_CCW); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SCISSORTESTENABLE, FALSE); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, FALSE); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ANTIALIASEDLINEENABLE, FALSE); wined3d_mutex_unlock(); return; } desc = &device->rasterizer_state->desc; wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_FILLMODE, desc->FillMode); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CULLMODE, desc->CullMode); /* glFrontFace() */ if (desc->FrontCounterClockwise) FIXME("Ignoring FrontCounterClockwise %#x.\n", desc->FrontCounterClockwise); /* OpenGL style depth bias. */ if (desc->DepthBias || desc->SlopeScaledDepthBias) FIXME("Ignoring depth bias.\n"); /* GL_DEPTH_CLAMP */ if (!desc->DepthClipEnable) FIXME("Ignoring DepthClipEnable %#x.\n", desc->DepthClipEnable); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SCISSORTESTENABLE, desc->ScissorEnable); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, desc->MultisampleEnable); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ANTIALIASEDLINEENABLE, desc->AntialiasedLineEnable); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_RSSetViewports(ID3D10Device1 *iface, UINT viewport_count, const D3D10_VIEWPORT *viewports) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct wined3d_viewport wined3d_vp; TRACE("iface %p, viewport_count %u, viewports %p.\n", iface, viewport_count, viewports); if (viewport_count > 1) FIXME("Multiple viewports not implemented.\n"); if (!viewport_count) return; wined3d_vp.x = viewports[0].TopLeftX; wined3d_vp.y = viewports[0].TopLeftY; wined3d_vp.width = viewports[0].Width; wined3d_vp.height = viewports[0].Height; wined3d_vp.min_z = viewports[0].MinDepth; wined3d_vp.max_z = viewports[0].MaxDepth; wined3d_mutex_lock(); wined3d_device_set_viewport(device->wined3d_device, &wined3d_vp); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_RSSetScissorRects(ID3D10Device1 *iface, UINT rect_count, const D3D10_RECT *rects) { struct d3d_device *device = impl_from_ID3D10Device(iface); TRACE("iface %p, rect_count %u, rects %p.\n", iface, rect_count, rects); if (rect_count > 1) FIXME("Multiple scissor rects not implemented.\n"); if (!rect_count) return; wined3d_mutex_lock(); wined3d_device_set_scissor_rect(device->wined3d_device, rects); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_CopySubresourceRegion(ID3D10Device1 *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) { struct wined3d_resource *wined3d_dst_resource, *wined3d_src_resource; struct d3d_device *device = impl_from_ID3D10Device(iface); struct wined3d_box wined3d_src_box; TRACE("iface %p, dst_resource %p, dst_subresource_idx %u, dst_x %u, dst_y %u, dst_z %u, " "src_resource %p, src_subresource_idx %u, src_box %p.\n", iface, dst_resource, dst_subresource_idx, dst_x, dst_y, dst_z, src_resource, src_subresource_idx, src_box); wined3d_dst_resource = wined3d_resource_from_d3d10_resource(dst_resource); wined3d_src_resource = wined3d_resource_from_d3d10_resource(src_resource); wined3d_src_box.left = src_box->left; wined3d_src_box.top = src_box->top; wined3d_src_box.front = src_box->front; wined3d_src_box.right = src_box->right; wined3d_src_box.bottom = src_box->bottom; wined3d_src_box.back = src_box->back; wined3d_mutex_lock(); wined3d_device_copy_sub_resource_region(device->wined3d_device, wined3d_dst_resource, dst_subresource_idx, dst_x, dst_y, dst_z, wined3d_src_resource, src_subresource_idx, &wined3d_src_box); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_CopyResource(ID3D10Device1 *iface, ID3D10Resource *dst_resource, ID3D10Resource *src_resource) { struct wined3d_resource *wined3d_dst_resource, *wined3d_src_resource; struct d3d_device *device = impl_from_ID3D10Device(iface); TRACE("iface %p, dst_resource %p, src_resource %p.\n", iface, dst_resource, src_resource); wined3d_dst_resource = wined3d_resource_from_d3d10_resource(dst_resource); wined3d_src_resource = wined3d_resource_from_d3d10_resource(src_resource); wined3d_mutex_lock(); wined3d_device_copy_resource(device->wined3d_device, wined3d_dst_resource, wined3d_src_resource); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_UpdateSubresource(ID3D10Device1 *iface, ID3D10Resource *resource, UINT subresource_idx, const D3D10_BOX *box, const void *data, UINT row_pitch, UINT depth_pitch) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct wined3d_resource *wined3d_resource; struct wined3d_box wined3d_box; TRACE("iface %p, resource %p, subresource_idx %u, box %p, data %p, row_pitch %u, depth_pitch %u.\n", iface, resource, subresource_idx, box, data, row_pitch, depth_pitch); if (box) { wined3d_box.left = box->left; wined3d_box.top = box->top; wined3d_box.front = box->front; wined3d_box.right = box->right; wined3d_box.bottom = box->bottom; wined3d_box.back = box->back; } wined3d_resource = wined3d_resource_from_d3d10_resource(resource); wined3d_mutex_lock(); wined3d_device_update_sub_resource(device->wined3d_device, wined3d_resource, subresource_idx, box ? &wined3d_box : NULL, data, row_pitch, depth_pitch); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_ClearRenderTargetView(ID3D10Device1 *iface, ID3D10RenderTargetView *render_target_view, const FLOAT color_rgba[4]) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_rendertarget_view *view = unsafe_impl_from_ID3D10RenderTargetView(render_target_view); const struct wined3d_color color = {color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]}; HRESULT hr; TRACE("iface %p, render_target_view %p, color_rgba {%.8e, %.8e, %.8e, %.8e}.\n", iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]); wined3d_mutex_lock(); if (FAILED(hr = wined3d_device_clear_rendertarget_view(device->wined3d_device, view->wined3d_view, NULL, &color))) ERR("Failed to clear view, hr %#x.\n", hr); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_ClearDepthStencilView(ID3D10Device1 *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(ID3D10Device1 *iface, ID3D10ShaderResourceView *shader_resource_view) { FIXME("iface %p, shader_resource_view %p stub!\n", iface, shader_resource_view); } static void STDMETHODCALLTYPE d3d10_device_ResolveSubresource(ID3D10Device1 *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, " "src_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(ID3D10Device1 *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n", iface, start_slot, buffer_count, buffers); wined3d_mutex_lock(); for (i = 0; i < buffer_count; ++i) { struct wined3d_buffer *wined3d_buffer; struct d3d_buffer *buffer_impl; if (!(wined3d_buffer = wined3d_device_get_vs_cb(device->wined3d_device, start_slot + i))) { buffers[i] = NULL; continue; } buffer_impl = wined3d_buffer_get_parent(wined3d_buffer); buffers[i] = &buffer_impl->ID3D10Buffer_iface; ID3D10Buffer_AddRef(buffers[i]); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_PSGetShaderResources(ID3D10Device1 *iface, UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views); wined3d_mutex_lock(); for (i = 0; i < view_count; ++i) { struct wined3d_shader_resource_view *wined3d_view; struct d3d_shader_resource_view *view_impl; if (!(wined3d_view = wined3d_device_get_ps_resource_view(device->wined3d_device, start_slot + i))) { views[i] = NULL; continue; } view_impl = wined3d_shader_resource_view_get_parent(wined3d_view); views[i] = (ID3D10ShaderResourceView *)&view_impl->ID3D10ShaderResourceView1_iface; ID3D10ShaderResourceView_AddRef(views[i]); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_PSGetShader(ID3D10Device1 *iface, ID3D10PixelShader **shader) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_pixel_shader *shader_impl; struct wined3d_shader *wined3d_shader; TRACE("iface %p, shader %p.\n", iface, shader); wined3d_mutex_lock(); if (!(wined3d_shader = wined3d_device_get_pixel_shader(device->wined3d_device))) { wined3d_mutex_unlock(); *shader = NULL; return; } shader_impl = wined3d_shader_get_parent(wined3d_shader); wined3d_mutex_unlock(); *shader = &shader_impl->ID3D10PixelShader_iface; ID3D10PixelShader_AddRef(*shader); } static void STDMETHODCALLTYPE d3d10_device_PSGetSamplers(ID3D10Device1 *iface, UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n", iface, start_slot, sampler_count, samplers); wined3d_mutex_lock(); for (i = 0; i < sampler_count; ++i) { struct d3d_sampler_state *sampler_impl; struct wined3d_sampler *wined3d_sampler; if (!(wined3d_sampler = wined3d_device_get_ps_sampler(device->wined3d_device, start_slot + i))) { samplers[i] = NULL; continue; } sampler_impl = wined3d_sampler_get_parent(wined3d_sampler); samplers[i] = &sampler_impl->ID3D10SamplerState_iface; ID3D10SamplerState_AddRef(samplers[i]); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_VSGetShader(ID3D10Device1 *iface, ID3D10VertexShader **shader) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_vertex_shader *shader_impl; struct wined3d_shader *wined3d_shader; TRACE("iface %p, shader %p.\n", iface, shader); wined3d_mutex_lock(); if (!(wined3d_shader = wined3d_device_get_vertex_shader(device->wined3d_device))) { wined3d_mutex_unlock(); *shader = NULL; return; } shader_impl = wined3d_shader_get_parent(wined3d_shader); wined3d_mutex_unlock(); *shader = &shader_impl->ID3D10VertexShader_iface; ID3D10VertexShader_AddRef(*shader); } static void STDMETHODCALLTYPE d3d10_device_PSGetConstantBuffers(ID3D10Device1 *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n", iface, start_slot, buffer_count, buffers); wined3d_mutex_lock(); for (i = 0; i < buffer_count; ++i) { struct wined3d_buffer *wined3d_buffer; struct d3d_buffer *buffer_impl; if (!(wined3d_buffer = wined3d_device_get_ps_cb(device->wined3d_device, start_slot + i))) { buffers[i] = NULL; continue; } buffer_impl = wined3d_buffer_get_parent(wined3d_buffer); buffers[i] = &buffer_impl->ID3D10Buffer_iface; ID3D10Buffer_AddRef(buffers[i]); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_IAGetInputLayout(ID3D10Device1 *iface, ID3D10InputLayout **input_layout) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct wined3d_vertex_declaration *wined3d_declaration; struct d3d_input_layout *input_layout_impl; TRACE("iface %p, input_layout %p.\n", iface, input_layout); wined3d_mutex_lock(); if (!(wined3d_declaration = wined3d_device_get_vertex_declaration(device->wined3d_device))) { wined3d_mutex_unlock(); *input_layout = NULL; return; } input_layout_impl = wined3d_vertex_declaration_get_parent(wined3d_declaration); wined3d_mutex_unlock(); *input_layout = &input_layout_impl->ID3D10InputLayout_iface; ID3D10InputLayout_AddRef(*input_layout); } static void STDMETHODCALLTYPE d3d10_device_IAGetVertexBuffers(ID3D10Device1 *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers, UINT *strides, UINT *offsets) { struct d3d_device *device = impl_from_ID3D10Device(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); wined3d_mutex_lock(); for (i = 0; i < buffer_count; ++i) { struct wined3d_buffer *wined3d_buffer; struct d3d_buffer *buffer_impl; if (FAILED(wined3d_device_get_stream_source(device->wined3d_device, start_slot + i, &wined3d_buffer, &offsets[i], &strides[i]))) ERR("Failed to get vertex buffer.\n"); if (!wined3d_buffer) { buffers[i] = NULL; continue; } buffer_impl = wined3d_buffer_get_parent(wined3d_buffer); buffers[i] = &buffer_impl->ID3D10Buffer_iface; ID3D10Buffer_AddRef(buffers[i]); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_IAGetIndexBuffer(ID3D10Device1 *iface, ID3D10Buffer **buffer, DXGI_FORMAT *format, UINT *offset) { struct d3d_device *device = impl_from_ID3D10Device(iface); enum wined3d_format_id wined3d_format; struct wined3d_buffer *wined3d_buffer; struct d3d_buffer *buffer_impl; TRACE("iface %p, buffer %p, format %p, offset %p.\n", iface, buffer, format, offset); wined3d_mutex_lock(); wined3d_buffer = wined3d_device_get_index_buffer(device->wined3d_device, &wined3d_format); *format = dxgi_format_from_wined3dformat(wined3d_format); *offset = 0; /* FIXME */ if (!wined3d_buffer) { wined3d_mutex_unlock(); *buffer = NULL; return; } buffer_impl = wined3d_buffer_get_parent(wined3d_buffer); wined3d_mutex_unlock(); *buffer = &buffer_impl->ID3D10Buffer_iface; ID3D10Buffer_AddRef(*buffer); } static void STDMETHODCALLTYPE d3d10_device_GSGetConstantBuffers(ID3D10Device1 *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n", iface, start_slot, buffer_count, buffers); wined3d_mutex_lock(); for (i = 0; i < buffer_count; ++i) { struct wined3d_buffer *wined3d_buffer; struct d3d_buffer *buffer_impl; if (!(wined3d_buffer = wined3d_device_get_gs_cb(device->wined3d_device, start_slot + i))) { buffers[i] = NULL; continue; } buffer_impl = wined3d_buffer_get_parent(wined3d_buffer); buffers[i] = &buffer_impl->ID3D10Buffer_iface; ID3D10Buffer_AddRef(buffers[i]); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device1 *iface, ID3D10GeometryShader **shader) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_geometry_shader *shader_impl; struct wined3d_shader *wined3d_shader; TRACE("iface %p, shader %p.\n", iface, shader); wined3d_mutex_lock(); if (!(wined3d_shader = wined3d_device_get_geometry_shader(device->wined3d_device))) { wined3d_mutex_unlock(); *shader = NULL; return; } shader_impl = wined3d_shader_get_parent(wined3d_shader); wined3d_mutex_unlock(); *shader = &shader_impl->ID3D10GeometryShader_iface; ID3D10GeometryShader_AddRef(*shader); } static void STDMETHODCALLTYPE d3d10_device_IAGetPrimitiveTopology(ID3D10Device1 *iface, D3D10_PRIMITIVE_TOPOLOGY *topology) { struct d3d_device *This = impl_from_ID3D10Device(iface); TRACE("iface %p, topology %p\n", iface, topology); wined3d_mutex_lock(); wined3d_device_get_primitive_type(This->wined3d_device, (enum wined3d_primitive_type *)topology); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_VSGetShaderResources(ID3D10Device1 *iface, UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views); wined3d_mutex_lock(); for (i = 0; i < view_count; ++i) { struct wined3d_shader_resource_view *wined3d_view; struct d3d_shader_resource_view *view_impl; if (!(wined3d_view = wined3d_device_get_vs_resource_view(device->wined3d_device, start_slot + i))) { views[i] = NULL; continue; } view_impl = wined3d_shader_resource_view_get_parent(wined3d_view); views[i] = (ID3D10ShaderResourceView *)&view_impl->ID3D10ShaderResourceView1_iface; ID3D10ShaderResourceView_AddRef(views[i]); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_VSGetSamplers(ID3D10Device1 *iface, UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n", iface, start_slot, sampler_count, samplers); wined3d_mutex_lock(); for (i = 0; i < sampler_count; ++i) { struct d3d_sampler_state *sampler_impl; struct wined3d_sampler *wined3d_sampler; if (!(wined3d_sampler = wined3d_device_get_vs_sampler(device->wined3d_device, start_slot + i))) { samplers[i] = NULL; continue; } sampler_impl = wined3d_sampler_get_parent(wined3d_sampler); samplers[i] = &sampler_impl->ID3D10SamplerState_iface; ID3D10SamplerState_AddRef(samplers[i]); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_GetPredication(ID3D10Device1 *iface, ID3D10Predicate **predicate, BOOL *value) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct wined3d_query *wined3d_predicate; struct d3d_query *predicate_impl; TRACE("iface %p, predicate %p, value %p.\n", iface, predicate, value); wined3d_mutex_lock(); if (!(wined3d_predicate = wined3d_device_get_predication(device->wined3d_device, value))) { wined3d_mutex_unlock(); *predicate = NULL; return; } predicate_impl = wined3d_query_get_parent(wined3d_predicate); wined3d_mutex_unlock(); *predicate = (ID3D10Predicate *)&predicate_impl->ID3D10Query_iface; ID3D10Predicate_AddRef(*predicate); } static void STDMETHODCALLTYPE d3d10_device_GSGetShaderResources(ID3D10Device1 *iface, UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, view_count %u, views %p.\n", iface, start_slot, view_count, views); wined3d_mutex_lock(); for (i = 0; i < view_count; ++i) { struct wined3d_shader_resource_view *wined3d_view; struct d3d_shader_resource_view *view_impl; if (!(wined3d_view = wined3d_device_get_gs_resource_view(device->wined3d_device, start_slot + i))) { views[i] = NULL; continue; } view_impl = wined3d_shader_resource_view_get_parent(wined3d_view); views[i] = (ID3D10ShaderResourceView *)&view_impl->ID3D10ShaderResourceView1_iface; ID3D10ShaderResourceView_AddRef(views[i]); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_GSGetSamplers(ID3D10Device1 *iface, UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n", iface, start_slot, sampler_count, samplers); wined3d_mutex_lock(); for (i = 0; i < sampler_count; ++i) { struct d3d_sampler_state *sampler_impl; struct wined3d_sampler *wined3d_sampler; if (!(wined3d_sampler = wined3d_device_get_gs_sampler(device->wined3d_device, start_slot + i))) { samplers[i] = NULL; continue; } sampler_impl = wined3d_sampler_get_parent(wined3d_sampler); samplers[i] = &sampler_impl->ID3D10SamplerState_iface; ID3D10SamplerState_AddRef(samplers[i]); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_OMGetRenderTargets(ID3D10Device1 *iface, UINT view_count, ID3D10RenderTargetView **render_target_views, ID3D10DepthStencilView **depth_stencil_view) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct wined3d_rendertarget_view *wined3d_view; TRACE("iface %p, view_count %u, render_target_views %p, depth_stencil_view %p.\n", iface, view_count, render_target_views, depth_stencil_view); wined3d_mutex_lock(); if (render_target_views) { struct d3d_rendertarget_view *view_impl; unsigned int i; for (i = 0; i < view_count; ++i) { if (!(wined3d_view = wined3d_device_get_rendertarget_view(device->wined3d_device, i)) || !(view_impl = wined3d_rendertarget_view_get_parent(wined3d_view))) { render_target_views[i] = NULL; continue; } render_target_views[i] = &view_impl->ID3D10RenderTargetView_iface; ID3D10RenderTargetView_AddRef(render_target_views[i]); } } if (depth_stencil_view) { struct d3d_depthstencil_view *view_impl; if (!(wined3d_view = wined3d_device_get_depth_stencil_view(device->wined3d_device)) || !(view_impl = wined3d_rendertarget_view_get_parent(wined3d_view))) { *depth_stencil_view = NULL; } else { *depth_stencil_view = &view_impl->ID3D10DepthStencilView_iface; ID3D10DepthStencilView_AddRef(*depth_stencil_view); } } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_OMGetBlendState(ID3D10Device1 *iface, ID3D10BlendState **blend_state, FLOAT blend_factor[4], UINT *sample_mask) { struct d3d_device *device = impl_from_ID3D10Device(iface); TRACE("iface %p, blend_state %p, blend_factor %p, sample_mask %p.\n", iface, blend_state, blend_factor, sample_mask); if ((*blend_state = device->blend_state ? (ID3D10BlendState *)&device->blend_state->ID3D10BlendState1_iface : NULL)) ID3D10BlendState_AddRef(*blend_state); wined3d_mutex_lock(); memcpy(blend_factor, device->blend_factor, 4 * sizeof(*blend_factor)); *sample_mask = wined3d_device_get_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_OMGetDepthStencilState(ID3D10Device1 *iface, ID3D10DepthStencilState **depth_stencil_state, UINT *stencil_ref) { struct d3d_device *device = impl_from_ID3D10Device(iface); TRACE("iface %p, depth_stencil_state %p, stencil_ref %p.\n", iface, depth_stencil_state, stencil_ref); if ((*depth_stencil_state = device->depth_stencil_state ? &device->depth_stencil_state->ID3D10DepthStencilState_iface : NULL)) ID3D10DepthStencilState_AddRef(*depth_stencil_state); *stencil_ref = device->stencil_ref; } static void STDMETHODCALLTYPE d3d10_device_SOGetTargets(ID3D10Device1 *iface, UINT buffer_count, ID3D10Buffer **buffers, UINT *offsets) { struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p, buffer_count %u, buffers %p, offsets %p.\n", iface, buffer_count, buffers, offsets); wined3d_mutex_lock(); for (i = 0; i < buffer_count; ++i) { struct wined3d_buffer *wined3d_buffer; struct d3d_buffer *buffer_impl; if (!(wined3d_buffer = wined3d_device_get_stream_output(device->wined3d_device, i, &offsets[i]))) { buffers[i] = NULL; continue; } buffer_impl = wined3d_buffer_get_parent(wined3d_buffer); buffers[i] = &buffer_impl->ID3D10Buffer_iface; ID3D10Buffer_AddRef(buffers[i]); } wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_RSGetState(ID3D10Device1 *iface, ID3D10RasterizerState **rasterizer_state) { struct d3d_device *device = impl_from_ID3D10Device(iface); TRACE("iface %p, rasterizer_state %p.\n", iface, rasterizer_state); if ((*rasterizer_state = device->rasterizer_state ? &device->rasterizer_state->ID3D10RasterizerState_iface : NULL)) ID3D10RasterizerState_AddRef(*rasterizer_state); } static void STDMETHODCALLTYPE d3d10_device_RSGetViewports(ID3D10Device1 *iface, UINT *viewport_count, D3D10_VIEWPORT *viewports) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct wined3d_viewport wined3d_vp; TRACE("iface %p, viewport_count %p, viewports %p.\n", iface, viewport_count, viewports); if (!viewports) { *viewport_count = 1; return; } if (!*viewport_count) return; wined3d_mutex_lock(); wined3d_device_get_viewport(device->wined3d_device, &wined3d_vp); wined3d_mutex_unlock(); viewports[0].TopLeftX = wined3d_vp.x; viewports[0].TopLeftY = wined3d_vp.y; viewports[0].Width = wined3d_vp.width; viewports[0].Height = wined3d_vp.height; viewports[0].MinDepth = wined3d_vp.min_z; viewports[0].MaxDepth = wined3d_vp.max_z; if (*viewport_count > 1) memset(&viewports[1], 0, (*viewport_count - 1) * sizeof(*viewports)); } static void STDMETHODCALLTYPE d3d10_device_RSGetScissorRects(ID3D10Device1 *iface, UINT *rect_count, D3D10_RECT *rects) { struct d3d_device *device = impl_from_ID3D10Device(iface); TRACE("iface %p, rect_count %p, rects %p.\n", iface, rect_count, rects); if (!rects) { *rect_count = 1; return; } if (!*rect_count) return; wined3d_mutex_lock(); wined3d_device_get_scissor_rect(device->wined3d_device, rects); wined3d_mutex_unlock(); if (*rect_count > 1) memset(&rects[1], 0, (*rect_count - 1) * sizeof(*rects)); } static HRESULT STDMETHODCALLTYPE d3d10_device_GetDeviceRemovedReason(ID3D10Device1 *iface) { TRACE("iface %p.\n", iface); /* In the current implementation the device is never removed, so we can * just return S_OK here. */ return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_SetExceptionMode(ID3D10Device1 *iface, UINT flags) { FIXME("iface %p, flags %#x stub!\n", iface, flags); return E_NOTIMPL; } static UINT STDMETHODCALLTYPE d3d10_device_GetExceptionMode(ID3D10Device1 *iface) { FIXME("iface %p stub!\n", iface); return 0; } static HRESULT STDMETHODCALLTYPE d3d10_device_GetPrivateData(ID3D10Device1 *iface, REFGUID guid, UINT *data_size, void *data) { struct d3d_device *device = impl_from_ID3D10Device(iface); TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data); return d3d11_device_GetPrivateData(&device->ID3D11Device_iface, guid, data_size, data); } static HRESULT STDMETHODCALLTYPE d3d10_device_SetPrivateData(ID3D10Device1 *iface, REFGUID guid, UINT data_size, const void *data) { struct d3d_device *device = impl_from_ID3D10Device(iface); TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data); return d3d11_device_SetPrivateData(&device->ID3D11Device_iface, guid, data_size, data); } static HRESULT STDMETHODCALLTYPE d3d10_device_SetPrivateDataInterface(ID3D10Device1 *iface, REFGUID guid, const IUnknown *data) { struct d3d_device *device = impl_from_ID3D10Device(iface); TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data); return d3d11_device_SetPrivateDataInterface(&device->ID3D11Device_iface, guid, data); } static void STDMETHODCALLTYPE d3d10_device_ClearState(ID3D10Device1 *iface) { static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f}; struct d3d_device *device = impl_from_ID3D10Device(iface); unsigned int i; TRACE("iface %p.\n", iface); wined3d_mutex_lock(); wined3d_device_set_vertex_shader(device->wined3d_device, NULL); for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) { wined3d_device_set_vs_sampler(device->wined3d_device, i, NULL); } for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) { wined3d_device_set_vs_resource_view(device->wined3d_device, i, NULL); } for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) { wined3d_device_set_vs_cb(device->wined3d_device, i, NULL); } wined3d_device_set_geometry_shader(device->wined3d_device, NULL); for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) { wined3d_device_set_gs_sampler(device->wined3d_device, i, NULL); } for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) { wined3d_device_set_gs_resource_view(device->wined3d_device, i, NULL); } for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) { wined3d_device_set_gs_cb(device->wined3d_device, i, NULL); } wined3d_device_set_pixel_shader(device->wined3d_device, NULL); for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) { wined3d_device_set_ps_sampler(device->wined3d_device, i, NULL); } for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) { wined3d_device_set_ps_resource_view(device->wined3d_device, i, NULL); } for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) { wined3d_device_set_ps_cb(device->wined3d_device, i, NULL); } for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) { wined3d_device_set_stream_source(device->wined3d_device, i, NULL, 0, 0); } wined3d_device_set_index_buffer(device->wined3d_device, NULL, WINED3DFMT_UNKNOWN); wined3d_device_set_vertex_declaration(device->wined3d_device, NULL); wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_UNDEFINED); for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) { wined3d_device_set_rendertarget_view(device->wined3d_device, i, NULL, FALSE); } wined3d_device_set_depth_stencil_view(device->wined3d_device, NULL); ID3D10Device1_OMSetDepthStencilState(iface, NULL, 0); ID3D10Device1_OMSetBlendState(iface, NULL, blend_factor, D3D10_DEFAULT_SAMPLE_MASK); ID3D10Device1_RSSetViewports(iface, 0, NULL); ID3D10Device1_RSSetScissorRects(iface, 0, NULL); ID3D10Device1_RSSetState(iface, NULL); for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i) { wined3d_device_set_stream_output(device->wined3d_device, i, NULL, 0); } wined3d_device_set_predication(device->wined3d_device, NULL, FALSE); wined3d_mutex_unlock(); } static void STDMETHODCALLTYPE d3d10_device_Flush(ID3D10Device1 *iface) { FIXME("iface %p stub!\n", iface); } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBuffer(ID3D10Device1 *iface, const D3D10_BUFFER_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Buffer **buffer) { struct d3d_device *device = impl_from_ID3D10Device(iface); D3D11_BUFFER_DESC d3d11_desc; struct d3d_buffer *object; HRESULT hr; TRACE("iface %p, desc %p, data %p, buffer %p.\n", iface, desc, data, buffer); d3d11_desc.ByteWidth = desc->ByteWidth; d3d11_desc.Usage = d3d11_usage_from_d3d10_usage(desc->Usage); d3d11_desc.BindFlags = d3d11_bind_flags_from_d3d10_bind_flags(desc->BindFlags); d3d11_desc.CPUAccessFlags = d3d11_cpu_access_flags_from_d3d10_cpu_access_flags(desc->CPUAccessFlags); d3d11_desc.MiscFlags = d3d11_resource_misc_flags_from_d3d10_resource_misc_flags(desc->MiscFlags); d3d11_desc.StructureByteStride = 0; if (FAILED(hr = d3d_buffer_create(device, &d3d11_desc, (const D3D11_SUBRESOURCE_DATA *)data, &object))) return hr; *buffer = &object->ID3D10Buffer_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture1D(ID3D10Device1 *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(ID3D10Device1 *iface, const D3D10_TEXTURE2D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture2D **texture) { struct d3d_device *device = impl_from_ID3D10Device(iface); D3D11_TEXTURE2D_DESC d3d11_desc; struct d3d_texture2d *object; HRESULT hr; TRACE("iface %p, desc %p, data %p, texture %p.\n", iface, desc, data, texture); d3d11_desc.Width = desc->Width; d3d11_desc.Height = desc->Height; d3d11_desc.MipLevels = desc->MipLevels; d3d11_desc.ArraySize = desc->ArraySize; d3d11_desc.Format = desc->Format; d3d11_desc.SampleDesc = desc->SampleDesc; d3d11_desc.Usage = d3d11_usage_from_d3d10_usage(desc->Usage); d3d11_desc.BindFlags = d3d11_bind_flags_from_d3d10_bind_flags(desc->BindFlags); d3d11_desc.CPUAccessFlags = d3d11_cpu_access_flags_from_d3d10_cpu_access_flags(desc->CPUAccessFlags); d3d11_desc.MiscFlags = d3d11_resource_misc_flags_from_d3d10_resource_misc_flags(desc->MiscFlags); if (FAILED(hr = d3d_texture2d_create(device, &d3d11_desc, (const D3D11_SUBRESOURCE_DATA *)data, &object))) return hr; *texture = &object->ID3D10Texture2D_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture3D(ID3D10Device1 *iface, const D3D10_TEXTURE3D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture3D **texture) { struct d3d_device *device = impl_from_ID3D10Device(iface); D3D11_TEXTURE3D_DESC d3d11_desc; struct d3d_texture3d *object; HRESULT hr; TRACE("iface %p, desc %p, data %p, texture %p.\n", iface, desc, data, texture); d3d11_desc.Width = desc->Width; d3d11_desc.Height = desc->Height; d3d11_desc.Depth = desc->Depth; d3d11_desc.MipLevels = desc->MipLevels; d3d11_desc.Format = desc->Format; d3d11_desc.Usage = d3d11_usage_from_d3d10_usage(desc->Usage); d3d11_desc.BindFlags = d3d11_bind_flags_from_d3d10_bind_flags(desc->BindFlags); d3d11_desc.CPUAccessFlags = d3d11_cpu_access_flags_from_d3d10_cpu_access_flags(desc->CPUAccessFlags); d3d11_desc.MiscFlags = d3d11_resource_misc_flags_from_d3d10_resource_misc_flags(desc->MiscFlags); if (FAILED(hr = d3d_texture3d_create(device, &d3d11_desc, (const D3D11_SUBRESOURCE_DATA *)data, &object))) return hr; *texture = &object->ID3D10Texture3D_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView1(ID3D10Device1 *iface, ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC1 *desc, ID3D10ShaderResourceView1 **view) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_shader_resource_view *object; ID3D11Resource *d3d11_resource; HRESULT hr; TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view); if (FAILED(hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D11Resource, (void **)&d3d11_resource))) { ERR("Resource does not implement ID3D11Resource.\n"); return E_FAIL; } hr = d3d_shader_resource_view_create(device, d3d11_resource, (const D3D11_SHADER_RESOURCE_VIEW_DESC *)desc, &object); ID3D11Resource_Release(d3d11_resource); if (FAILED(hr)) return hr; *view = &object->ID3D10ShaderResourceView1_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Device1 *iface, ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc, ID3D10ShaderResourceView **view) { TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view); return d3d10_device_CreateShaderResourceView1(iface, resource, (const D3D10_SHADER_RESOURCE_VIEW_DESC1 *)desc, (ID3D10ShaderResourceView1 **)view); } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRenderTargetView(ID3D10Device1 *iface, ID3D10Resource *resource, const D3D10_RENDER_TARGET_VIEW_DESC *desc, ID3D10RenderTargetView **view) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_rendertarget_view *object; ID3D11Resource *d3d11_resource; HRESULT hr; TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view); if (FAILED(hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D11Resource, (void **)&d3d11_resource))) { ERR("Resource does not implement ID3D11Resource.\n"); return E_FAIL; } hr = d3d_rendertarget_view_create(device, d3d11_resource, (const D3D11_RENDER_TARGET_VIEW_DESC *)desc, &object); ID3D11Resource_Release(d3d11_resource); if (FAILED(hr)) return hr; *view = &object->ID3D10RenderTargetView_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilView(ID3D10Device1 *iface, ID3D10Resource *resource, const D3D10_DEPTH_STENCIL_VIEW_DESC *desc, ID3D10DepthStencilView **view) { struct d3d_device *device = impl_from_ID3D10Device(iface); D3D11_DEPTH_STENCIL_VIEW_DESC d3d11_desc; struct d3d_depthstencil_view *object; ID3D11Resource *d3d11_resource; HRESULT hr; TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view); if (desc) { d3d11_desc.Format = desc->Format; d3d11_desc.ViewDimension = desc->ViewDimension; d3d11_desc.Flags = 0; memcpy(&d3d11_desc.u, &desc->u, sizeof(d3d11_desc.u)); } if (FAILED(hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D11Resource, (void **)&d3d11_resource))) { ERR("Resource does not implement ID3D11Resource.\n"); return E_FAIL; } hr = d3d_depthstencil_view_create(device, d3d11_resource, desc ? &d3d11_desc : NULL, &object); ID3D11Resource_Release(d3d11_resource); if (FAILED(hr)) return hr; *view = &object->ID3D10DepthStencilView_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *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 d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_input_layout *object; HRESULT hr; TRACE("iface %p, element_descs %p, element_count %u, shader_byte_code %p, " "shader_byte_code_length %lu, input_layout %p\n", iface, element_descs, element_count, shader_byte_code, shader_byte_code_length, input_layout); if (FAILED(hr = d3d_input_layout_create(device, (const D3D11_INPUT_ELEMENT_DESC *)element_descs, element_count, shader_byte_code, shader_byte_code_length, &object))) return hr; *input_layout = &object->ID3D10InputLayout_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device1 *iface, const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_vertex_shader *object; HRESULT hr; TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p.\n", iface, byte_code, byte_code_length, shader); if (FAILED(hr = d3d_vertex_shader_create(device, byte_code, byte_code_length, &object))) return hr; *shader = &object->ID3D10VertexShader_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device1 *iface, const void *byte_code, SIZE_T byte_code_length, ID3D10GeometryShader **shader) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_geometry_shader *object; HRESULT hr; TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p.\n", iface, byte_code, byte_code_length, shader); if (FAILED(hr = d3d_geometry_shader_create(device, byte_code, byte_code_length, &object))) return hr; *shader = &object->ID3D10GeometryShader_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutput(ID3D10Device1 *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, " "output_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(ID3D10Device1 *iface, const void *byte_code, SIZE_T byte_code_length, ID3D10PixelShader **shader) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_pixel_shader *object; HRESULT hr; TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p.\n", iface, byte_code, byte_code_length, shader); if (FAILED(hr = d3d_pixel_shader_create(device, byte_code, byte_code_length, &object))) return hr; *shader = &object->ID3D10PixelShader_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBlendState1(ID3D10Device1 *iface, const D3D10_BLEND_DESC1 *desc, ID3D10BlendState1 **blend_state) { struct d3d_device *device = impl_from_ID3D10Device(iface); ID3D11BlendState *d3d11_blend_state; HRESULT hr; TRACE("iface %p, desc %p, blend_state %p.\n", iface, desc, blend_state); if (FAILED(hr = d3d11_device_CreateBlendState(&device->ID3D11Device_iface, (D3D11_BLEND_DESC *)desc, &d3d11_blend_state))) return hr; hr = ID3D11BlendState_QueryInterface(d3d11_blend_state, &IID_ID3D10BlendState1, (void **)blend_state); ID3D11BlendState_Release(d3d11_blend_state); return hr; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBlendState(ID3D10Device1 *iface, const D3D10_BLEND_DESC *desc, ID3D10BlendState **blend_state) { D3D10_BLEND_DESC1 d3d10_1_desc; unsigned int i; TRACE("iface %p, desc %p, blend_state %p.\n", iface, desc, blend_state); if (!desc) return E_INVALIDARG; d3d10_1_desc.AlphaToCoverageEnable = desc->AlphaToCoverageEnable; d3d10_1_desc.IndependentBlendEnable = FALSE; for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT - 1; ++i) { if (desc->BlendEnable[i] != desc->BlendEnable[i + 1] || desc->RenderTargetWriteMask[i] != desc->RenderTargetWriteMask[i + 1]) d3d10_1_desc.IndependentBlendEnable = TRUE; } for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) { d3d10_1_desc.RenderTarget[i].BlendEnable = desc->BlendEnable[i]; d3d10_1_desc.RenderTarget[i].SrcBlend = desc->SrcBlend; d3d10_1_desc.RenderTarget[i].DestBlend = desc->DestBlend; d3d10_1_desc.RenderTarget[i].BlendOp = desc->BlendOp; d3d10_1_desc.RenderTarget[i].SrcBlendAlpha = desc->SrcBlendAlpha; d3d10_1_desc.RenderTarget[i].DestBlendAlpha = desc->DestBlendAlpha; d3d10_1_desc.RenderTarget[i].BlendOpAlpha = desc->BlendOpAlpha; d3d10_1_desc.RenderTarget[i].RenderTargetWriteMask = desc->RenderTargetWriteMask[i]; } return d3d10_device_CreateBlendState1(iface, &d3d10_1_desc, (ID3D10BlendState1 **)blend_state); } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Device1 *iface, const D3D10_DEPTH_STENCIL_DESC *desc, ID3D10DepthStencilState **depth_stencil_state) { struct d3d_device *device = impl_from_ID3D10Device(iface); ID3D11DepthStencilState *d3d11_depth_stencil_state; HRESULT hr; TRACE("iface %p, desc %p, depth_stencil_state %p.\n", iface, desc, depth_stencil_state); if (FAILED(hr = d3d11_device_CreateDepthStencilState(&device->ID3D11Device_iface, (const D3D11_DEPTH_STENCIL_DESC *)desc, &d3d11_depth_stencil_state))) return hr; hr = ID3D11DepthStencilState_QueryInterface(d3d11_depth_stencil_state, &IID_ID3D10DepthStencilState, (void **)depth_stencil_state); ID3D11DepthStencilState_Release(d3d11_depth_stencil_state); return hr; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRasterizerState(ID3D10Device1 *iface, const D3D10_RASTERIZER_DESC *desc, ID3D10RasterizerState **rasterizer_state) { struct d3d_device *device = impl_from_ID3D10Device(iface); ID3D11RasterizerState *d3d11_rasterizer_state; HRESULT hr; TRACE("iface %p, desc %p, rasterizer_state %p.\n", iface, desc, rasterizer_state); if (FAILED(hr = d3d11_device_CreateRasterizerState(&device->ID3D11Device_iface, (const D3D11_RASTERIZER_DESC *)desc, &d3d11_rasterizer_state))) return hr; hr = ID3D11RasterizerState_QueryInterface(d3d11_rasterizer_state, &IID_ID3D10RasterizerState, (void **)rasterizer_state); ID3D11RasterizerState_Release(d3d11_rasterizer_state); return hr; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateSamplerState(ID3D10Device1 *iface, const D3D10_SAMPLER_DESC *desc, ID3D10SamplerState **sampler_state) { struct d3d_device *device = impl_from_ID3D10Device(iface); ID3D11SamplerState *d3d11_sampler_state; HRESULT hr; TRACE("iface %p, desc %p, sampler_state %p.\n", iface, desc, sampler_state); if (FAILED(hr = d3d11_device_CreateSamplerState(&device->ID3D11Device_iface, (const D3D11_SAMPLER_DESC *)desc, &d3d11_sampler_state))) return hr; hr = ID3D11SamplerState_QueryInterface(d3d11_sampler_state, &IID_ID3D10SamplerState, (void **)sampler_state); ID3D11SamplerState_Release(d3d11_sampler_state); return hr; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateQuery(ID3D10Device1 *iface, const D3D10_QUERY_DESC *desc, ID3D10Query **query) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_query *object; HRESULT hr; TRACE("iface %p, desc %p, query %p.\n", iface, desc, query); if (FAILED(hr = d3d_query_create(device, (const D3D11_QUERY_DESC *)desc, FALSE, &object))) return hr; *query = &object->ID3D10Query_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePredicate(ID3D10Device1 *iface, const D3D10_QUERY_DESC *desc, ID3D10Predicate **predicate) { struct d3d_device *device = impl_from_ID3D10Device(iface); struct d3d_query *object; HRESULT hr; TRACE("iface %p, desc %p, predicate %p.\n", iface, desc, predicate); if (FAILED(hr = d3d_query_create(device, (const D3D11_QUERY_DESC *)desc, TRUE, &object))) return hr; *predicate = (ID3D10Predicate *)&object->ID3D10Query_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateCounter(ID3D10Device1 *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(ID3D10Device1 *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(ID3D10Device1 *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(ID3D10Device1 *iface, D3D10_COUNTER_INFO *counter_info) { FIXME("iface %p, counter_info %p stub!\n", iface, counter_info); } static HRESULT STDMETHODCALLTYPE d3d10_device_CheckCounter(ID3D10Device1 *iface, const D3D10_COUNTER_DESC *desc, D3D10_COUNTER_TYPE *type, UINT *active_counters, char *name, UINT *name_length, char *units, UINT *units_length, char *description, UINT *description_length) { FIXME("iface %p, desc %p, type %p, active_counters %p, name %p, name_length %p, " "units %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(ID3D10Device1 *iface) { FIXME("iface %p stub!\n", iface); return 0; } static HRESULT STDMETHODCALLTYPE d3d10_device_OpenSharedResource(ID3D10Device1 *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(ID3D10Device1 *iface, UINT width, UINT height) { FIXME("iface %p, width %u, height %u stub!\n", iface, width, height); } static void STDMETHODCALLTYPE d3d10_device_GetTextFilterSize(ID3D10Device1 *iface, UINT *width, UINT *height) { FIXME("iface %p, width %p, height %p stub!\n", iface, width, height); } static D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE d3d10_device_GetFeatureLevel(ID3D10Device1 *iface) { FIXME("iface %p stub!\n", iface); return D3D10_FEATURE_LEVEL_10_1; } static const struct ID3D10Device1Vtbl d3d10_device1_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, d3d10_device_CreateShaderResourceView1, d3d10_device_CreateBlendState1, d3d10_device_GetFeatureLevel, }; static const struct IUnknownVtbl d3d_device_inner_unknown_vtbl = { /* IUnknown methods */ d3d_device_inner_QueryInterface, d3d_device_inner_AddRef, d3d_device_inner_Release, }; /* ID3D10Multithread methods */ static inline struct d3d_device *impl_from_ID3D10Multithread(ID3D10Multithread *iface) { return CONTAINING_RECORD(iface, struct d3d_device, ID3D10Multithread_iface); } static HRESULT STDMETHODCALLTYPE d3d10_multithread_QueryInterface(ID3D10Multithread *iface, REFIID iid, void **out) { struct d3d_device *device = impl_from_ID3D10Multithread(iface); TRACE("iface %p, iid %s, out %p.\n", iface, debugstr_guid(iid), out); return IUnknown_QueryInterface(device->outer_unk, iid, out); } static ULONG STDMETHODCALLTYPE d3d10_multithread_AddRef(ID3D10Multithread *iface) { struct d3d_device *device = impl_from_ID3D10Multithread(iface); TRACE("iface %p.\n", iface); return IUnknown_AddRef(device->outer_unk); } static ULONG STDMETHODCALLTYPE d3d10_multithread_Release(ID3D10Multithread *iface) { struct d3d_device *device = impl_from_ID3D10Multithread(iface); TRACE("iface %p.\n", iface); return IUnknown_Release(device->outer_unk); } static void STDMETHODCALLTYPE d3d10_multithread_Enter(ID3D10Multithread *iface) { TRACE("iface %p.\n", iface); wined3d_mutex_lock(); } static void STDMETHODCALLTYPE d3d10_multithread_Leave(ID3D10Multithread *iface) { TRACE("iface %p.\n", iface); wined3d_mutex_unlock(); } static BOOL STDMETHODCALLTYPE d3d10_multithread_SetMultithreadProtected(ID3D10Multithread *iface, BOOL protect) { FIXME("iface %p, protect %#x stub!\n", iface, protect); return TRUE; } static BOOL STDMETHODCALLTYPE d3d10_multithread_GetMultithreadProtected(ID3D10Multithread *iface) { FIXME("iface %p stub!\n", iface); return TRUE; } static const struct ID3D10MultithreadVtbl d3d10_multithread_vtbl = { d3d10_multithread_QueryInterface, d3d10_multithread_AddRef, d3d10_multithread_Release, d3d10_multithread_Enter, d3d10_multithread_Leave, d3d10_multithread_SetMultithreadProtected, d3d10_multithread_GetMultithreadProtected, }; /* IWineDXGIDeviceParent IUnknown methods */ static inline struct d3d_device *device_from_dxgi_device_parent(IWineDXGIDeviceParent *iface) { return CONTAINING_RECORD(iface, struct d3d_device, IWineDXGIDeviceParent_iface); } static HRESULT STDMETHODCALLTYPE dxgi_device_parent_QueryInterface(IWineDXGIDeviceParent *iface, REFIID riid, void **ppv) { struct d3d_device *device = device_from_dxgi_device_parent(iface); return IUnknown_QueryInterface(device->outer_unk, riid, ppv); } static ULONG STDMETHODCALLTYPE dxgi_device_parent_AddRef(IWineDXGIDeviceParent *iface) { struct d3d_device *device = device_from_dxgi_device_parent(iface); return IUnknown_AddRef(device->outer_unk); } static ULONG STDMETHODCALLTYPE dxgi_device_parent_Release(IWineDXGIDeviceParent *iface) { struct d3d_device *device = device_from_dxgi_device_parent(iface); return IUnknown_Release(device->outer_unk); } static struct wined3d_device_parent * STDMETHODCALLTYPE dxgi_device_parent_get_wined3d_device_parent( IWineDXGIDeviceParent *iface) { struct d3d_device *device = device_from_dxgi_device_parent(iface); return &device->device_parent; } static const struct IWineDXGIDeviceParentVtbl d3d_dxgi_device_parent_vtbl = { /* IUnknown methods */ dxgi_device_parent_QueryInterface, dxgi_device_parent_AddRef, dxgi_device_parent_Release, /* IWineDXGIDeviceParent methods */ dxgi_device_parent_get_wined3d_device_parent, }; static inline struct d3d_device *device_from_wined3d_device_parent(struct wined3d_device_parent *device_parent) { return CONTAINING_RECORD(device_parent, struct d3d_device, device_parent); } static void CDECL device_parent_wined3d_device_created(struct wined3d_device_parent *device_parent, struct wined3d_device *wined3d_device) { struct d3d_device *device = device_from_wined3d_device_parent(device_parent); TRACE("device_parent %p, wined3d_device %p.\n", device_parent, wined3d_device); wined3d_device_incref(wined3d_device); device->wined3d_device = wined3d_device; } static void CDECL device_parent_mode_changed(struct wined3d_device_parent *device_parent) { TRACE("device_parent %p.\n", device_parent); } static void CDECL device_parent_activate(struct wined3d_device_parent *device_parent, BOOL activate) { TRACE("device_parent %p, activate %#x.\n", device_parent, activate); } static HRESULT CDECL device_parent_surface_created(struct wined3d_device_parent *device_parent, struct wined3d_texture *wined3d_texture, unsigned int sub_resource_idx, struct wined3d_surface *surface, void **parent, const struct wined3d_parent_ops **parent_ops) { TRACE("device_parent %p, wined3d_texture %p, sub_resource_idx %u, surface %p, parent %p, parent_ops %p.\n", device_parent, wined3d_texture, sub_resource_idx, surface, parent, parent_ops); *parent = NULL; *parent_ops = &d3d_null_wined3d_parent_ops; return S_OK; } static HRESULT CDECL device_parent_volume_created(struct wined3d_device_parent *device_parent, struct wined3d_texture *wined3d_texture, unsigned int sub_resource_idx, void **parent, const struct wined3d_parent_ops **parent_ops) { TRACE("device_parent %p, texture %p, sub_resource_idx %u, parent %p, parent_ops %p.\n", device_parent, wined3d_texture, sub_resource_idx, parent, parent_ops); *parent = NULL; *parent_ops = &d3d_null_wined3d_parent_ops; return S_OK; } static HRESULT CDECL device_parent_create_swapchain_texture(struct wined3d_device_parent *device_parent, void *container_parent, const struct wined3d_resource_desc *wined3d_desc, struct wined3d_texture **wined3d_texture) { struct d3d_device *device = device_from_wined3d_device_parent(device_parent); struct d3d_texture2d *texture; ID3D10Texture2D *texture_iface; D3D10_TEXTURE2D_DESC desc; HRESULT hr; FIXME("device_parent %p, container_parent %p, wined3d_desc %p, wined3d_texture %p partial stub!\n", device_parent, container_parent, wined3d_desc, wined3d_texture); FIXME("Implement DXGI<->wined3d usage conversion\n"); desc.Width = wined3d_desc->width; desc.Height = wined3d_desc->height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = dxgi_format_from_wined3dformat(wined3d_desc->format); desc.SampleDesc.Count = wined3d_desc->multisample_type ? wined3d_desc->multisample_type : 1; desc.SampleDesc.Quality = wined3d_desc->multisample_quality; desc.Usage = D3D10_USAGE_DEFAULT; desc.BindFlags = D3D10_BIND_RENDER_TARGET; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; if (FAILED(hr = d3d10_device_CreateTexture2D(&device->ID3D10Device1_iface, &desc, NULL, &texture_iface))) { ERR("CreateTexture2D failed, returning %#x\n", hr); return hr; } texture = impl_from_ID3D10Texture2D(texture_iface); *wined3d_texture = texture->wined3d_texture; wined3d_texture_incref(*wined3d_texture); ID3D10Texture2D_Release(&texture->ID3D10Texture2D_iface); return S_OK; } static HRESULT CDECL device_parent_create_swapchain(struct wined3d_device_parent *device_parent, struct wined3d_swapchain_desc *desc, struct wined3d_swapchain **swapchain) { struct d3d_device *device = device_from_wined3d_device_parent(device_parent); IWineDXGIDevice *wine_device; HRESULT hr; TRACE("device_parent %p, desc %p, swapchain %p.\n", device_parent, desc, swapchain); if (FAILED(hr = d3d10_device_QueryInterface(&device->ID3D10Device1_iface, &IID_IWineDXGIDevice, (void **)&wine_device))) { ERR("Device should implement IWineDXGIDevice.\n"); return E_FAIL; } hr = IWineDXGIDevice_create_swapchain(wine_device, desc, swapchain); IWineDXGIDevice_Release(wine_device); if (FAILED(hr)) { ERR("Failed to create DXGI swapchain, returning %#x\n", hr); return hr; } return S_OK; } static const struct wined3d_device_parent_ops d3d_wined3d_device_parent_ops = { device_parent_wined3d_device_created, device_parent_mode_changed, device_parent_activate, device_parent_surface_created, device_parent_volume_created, device_parent_create_swapchain_texture, device_parent_create_swapchain, }; static void *d3d_rb_alloc(size_t size) { return HeapAlloc(GetProcessHeap(), 0, size); } static void *d3d_rb_realloc(void *ptr, size_t size) { return HeapReAlloc(GetProcessHeap(), 0, ptr, size); } static void d3d_rb_free(void *ptr) { HeapFree(GetProcessHeap(), 0, ptr); } static int d3d_sampler_state_compare(const void *key, const struct wine_rb_entry *entry) { const D3D11_SAMPLER_DESC *ka = key; const D3D11_SAMPLER_DESC *kb = &WINE_RB_ENTRY_VALUE(entry, const struct d3d_sampler_state, entry)->desc; return memcmp(ka, kb, sizeof(*ka)); } static const struct wine_rb_functions d3d_sampler_state_rb_ops = { d3d_rb_alloc, d3d_rb_realloc, d3d_rb_free, d3d_sampler_state_compare, }; static int d3d_blend_state_compare(const void *key, const struct wine_rb_entry *entry) { const D3D11_BLEND_DESC *ka = key; const D3D11_BLEND_DESC *kb = &WINE_RB_ENTRY_VALUE(entry, const struct d3d_blend_state, entry)->desc; return memcmp(ka, kb, sizeof(*ka)); } static const struct wine_rb_functions d3d_blend_state_rb_ops = { d3d_rb_alloc, d3d_rb_realloc, d3d_rb_free, d3d_blend_state_compare, }; static int d3d_depthstencil_state_compare(const void *key, const struct wine_rb_entry *entry) { const D3D11_DEPTH_STENCIL_DESC *ka = key; const D3D11_DEPTH_STENCIL_DESC *kb = &WINE_RB_ENTRY_VALUE(entry, const struct d3d_depthstencil_state, entry)->desc; return memcmp(ka, kb, sizeof(*ka)); } static const struct wine_rb_functions d3d_depthstencil_state_rb_ops = { d3d_rb_alloc, d3d_rb_realloc, d3d_rb_free, d3d_depthstencil_state_compare, }; static int d3d_rasterizer_state_compare(const void *key, const struct wine_rb_entry *entry) { const D3D11_RASTERIZER_DESC *ka = key; const D3D11_RASTERIZER_DESC *kb = &WINE_RB_ENTRY_VALUE(entry, const struct d3d_rasterizer_state, entry)->desc; return memcmp(ka, kb, sizeof(*ka)); } static const struct wine_rb_functions d3d_rasterizer_state_rb_ops = { d3d_rb_alloc, d3d_rb_realloc, d3d_rb_free, d3d_rasterizer_state_compare, }; HRESULT d3d_device_init(struct d3d_device *device, void *outer_unknown) { device->IUnknown_inner.lpVtbl = &d3d_device_inner_unknown_vtbl; device->ID3D11Device_iface.lpVtbl = &d3d11_device_vtbl; device->ID3D10Device1_iface.lpVtbl = &d3d10_device1_vtbl; device->ID3D10Multithread_iface.lpVtbl = &d3d10_multithread_vtbl; device->IWineDXGIDeviceParent_iface.lpVtbl = &d3d_dxgi_device_parent_vtbl; device->device_parent.ops = &d3d_wined3d_device_parent_ops; device->refcount = 1; /* COM aggregation always takes place */ device->outer_unk = outer_unknown; if (FAILED(d3d11_immediate_context_init(&device->immediate_context, device))) { WARN("Failed to initialize immediate device context.\n"); return E_FAIL; } ID3D11DeviceContext_Release(&device->immediate_context.ID3D11DeviceContext_iface); if (wine_rb_init(&device->blend_states, &d3d_blend_state_rb_ops) == -1) { WARN("Failed to initialize blend state rbtree.\n"); return E_FAIL; } device->blend_factor[0] = 1.0f; device->blend_factor[1] = 1.0f; device->blend_factor[2] = 1.0f; device->blend_factor[3] = 1.0f; if (wine_rb_init(&device->depthstencil_states, &d3d_depthstencil_state_rb_ops) == -1) { WARN("Failed to initialize depthstencil state rbtree.\n"); wine_rb_destroy(&device->blend_states, NULL, NULL); return E_FAIL; } if (wine_rb_init(&device->rasterizer_states, &d3d_rasterizer_state_rb_ops) == -1) { WARN("Failed to initialize rasterizer state rbtree.\n"); wine_rb_destroy(&device->depthstencil_states, NULL, NULL); wine_rb_destroy(&device->blend_states, NULL, NULL); return E_FAIL; } if (wine_rb_init(&device->sampler_states, &d3d_sampler_state_rb_ops) == -1) { WARN("Failed to initialize sampler state rbtree.\n"); wine_rb_destroy(&device->rasterizer_states, NULL, NULL); wine_rb_destroy(&device->depthstencil_states, NULL, NULL); wine_rb_destroy(&device->blend_states, NULL, NULL); return E_FAIL; } return S_OK; }