/* * Copyright 2008-2009 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA * */ #include "config.h" #include "wine/port.h" #include "d3d10core_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d10core); /* Inner IUnknown methods */ static inline struct d3d10_device *d3d10_device_from_inner_unknown(IUnknown *iface) { return (struct d3d10_device *)((char*)iface - FIELD_OFFSET(struct d3d10_device, inner_unknown_vtbl)); } static HRESULT STDMETHODCALLTYPE d3d10_device_inner_QueryInterface(IUnknown *iface, REFIID riid, void **object) { struct d3d10_device *This = d3d10_device_from_inner_unknown(iface); TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3D10Device)) { ID3D10Device_AddRef(&This->ID3D10Device_iface); *object = This; return S_OK; } if (IsEqualGUID(riid, &IID_IWineDXGIDeviceParent)) { IWineDXGIDeviceParent_AddRef(&This->IWineDXGIDeviceParent_iface); *object = &This->IWineDXGIDeviceParent_iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid)); *object = NULL; return E_NOINTERFACE; } static ULONG STDMETHODCALLTYPE d3d10_device_inner_AddRef(IUnknown *iface) { struct d3d10_device *This = d3d10_device_from_inner_unknown(iface); ULONG refcount = InterlockedIncrement(&This->refcount); TRACE("%p increasing refcount to %u\n", This, refcount); return refcount; } static ULONG STDMETHODCALLTYPE d3d10_device_inner_Release(IUnknown *iface) { struct d3d10_device *This = d3d10_device_from_inner_unknown(iface); ULONG refcount = InterlockedDecrement(&This->refcount); TRACE("%p decreasing refcount to %u\n", This, refcount); if (!refcount) { if (This->wined3d_device) wined3d_device_decref(This->wined3d_device); } return refcount; } /* IUnknown methods */ static inline struct d3d10_device *impl_from_ID3D10Device(ID3D10Device *iface) { return CONTAINING_RECORD(iface, struct d3d10_device, ID3D10Device_iface); } static HRESULT STDMETHODCALLTYPE d3d10_device_QueryInterface(ID3D10Device *iface, REFIID riid, void **object) { struct d3d10_device *This = impl_from_ID3D10Device(iface); TRACE("Forwarding to outer IUnknown\n"); return IUnknown_QueryInterface(This->outer_unknown, riid, object); } static ULONG STDMETHODCALLTYPE d3d10_device_AddRef(ID3D10Device *iface) { struct d3d10_device *This = impl_from_ID3D10Device(iface); TRACE("Forwarding to outer IUnknown\n"); return IUnknown_AddRef(This->outer_unknown); } static ULONG STDMETHODCALLTYPE d3d10_device_Release(ID3D10Device *iface) { struct d3d10_device *This = impl_from_ID3D10Device(iface); TRACE("Forwarding to outer IUnknown\n"); return IUnknown_Release(This->outer_unknown); } /* ID3D10Device methods */ static void STDMETHODCALLTYPE d3d10_device_VSSetConstantBuffers(ID3D10Device *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d10_device_PSSetShaderResources(ID3D10Device *iface, UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d10_device_PSSetShader(ID3D10Device *iface, ID3D10PixelShader *shader) { struct d3d10_device *This = impl_from_ID3D10Device(iface); struct d3d10_pixel_shader *ps = unsafe_impl_from_ID3D10PixelShader(shader); TRACE("iface %p, shader %p\n", iface, shader); wined3d_device_set_pixel_shader(This->wined3d_device, ps ? ps->wined3d_shader : NULL); } static void STDMETHODCALLTYPE d3d10_device_PSSetSamplers(ID3D10Device *iface, UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d10_device_VSSetShader(ID3D10Device *iface, ID3D10VertexShader *shader) { struct d3d10_device *This = impl_from_ID3D10Device(iface); struct d3d10_vertex_shader *vs = unsafe_impl_from_ID3D10VertexShader(shader); TRACE("iface %p, shader %p\n", iface, shader); wined3d_device_set_vertex_shader(This->wined3d_device, vs ? vs->wined3d_shader : NULL); } static void STDMETHODCALLTYPE d3d10_device_DrawIndexed(ID3D10Device *iface, UINT index_count, UINT start_index_location, INT base_vertex_location) { struct d3d10_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_device_set_base_vertex_index(This->wined3d_device, base_vertex_location); wined3d_device_draw_indexed_primitive(This->wined3d_device, start_index_location, index_count); } static void STDMETHODCALLTYPE d3d10_device_Draw(ID3D10Device *iface, UINT vertex_count, UINT start_vertex_location) { struct d3d10_device *This = impl_from_ID3D10Device(iface); TRACE("iface %p, vertex_count %u, start_vertex_location %u\n", iface, vertex_count, start_vertex_location); wined3d_device_draw_primitive(This->wined3d_device, start_vertex_location, vertex_count); } static void STDMETHODCALLTYPE d3d10_device_PSSetConstantBuffers(ID3D10Device *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d10_device_IASetInputLayout(ID3D10Device *iface, ID3D10InputLayout *input_layout) { struct d3d10_device *This = impl_from_ID3D10Device(iface); struct d3d10_input_layout *layout = unsafe_impl_from_ID3D10InputLayout(input_layout); TRACE("iface %p, input_layout %p\n", iface, input_layout); wined3d_device_set_vertex_declaration(This->wined3d_device, layout ? layout->wined3d_decl : NULL); } static void STDMETHODCALLTYPE d3d10_device_IASetVertexBuffers(ID3D10Device *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers, const UINT *strides, const UINT *offsets) { struct d3d10_device *This = 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); for (i = 0; i < buffer_count; ++i) { wined3d_device_set_stream_source(This->wined3d_device, start_slot, buffers[i] ? ((struct d3d10_buffer *)buffers[i])->wined3d_buffer : NULL, offsets[i], strides[i]); } } static void STDMETHODCALLTYPE d3d10_device_IASetIndexBuffer(ID3D10Device *iface, ID3D10Buffer *buffer, DXGI_FORMAT format, UINT offset) { struct d3d10_device *This = impl_from_ID3D10Device(iface); TRACE("iface %p, buffer %p, format %s, offset %u.\n", iface, buffer, debug_dxgi_format(format), offset); wined3d_device_set_index_buffer(This->wined3d_device, buffer ? ((struct d3d10_buffer *)buffer)->wined3d_buffer : NULL, wined3dformat_from_dxgi_format(format)); if (offset) FIXME("offset %u not supported.\n", offset); } static void STDMETHODCALLTYPE d3d10_device_DrawIndexedInstanced(ID3D10Device *iface, UINT instance_index_count, UINT instance_count, UINT start_index_location, INT base_vertex_location, UINT start_instance_location) { FIXME("iface %p, instance_index_count %u, instance_count %u, start_index_location %u,\n" "\tbase_vertex_location %d, start_instance_location %u stub!\n", iface, instance_index_count, instance_count, start_index_location, base_vertex_location, start_instance_location); } static void STDMETHODCALLTYPE d3d10_device_DrawInstanced(ID3D10Device *iface, UINT instance_vertex_count, UINT instance_count, UINT start_vertex_location, UINT start_instance_location) { FIXME("iface %p, instance_vertex_count %u, instance_count %u, start_vertex_location %u,\n" "\tstart_instance_location %u stub!\n", iface, instance_vertex_count, instance_count, start_vertex_location, start_instance_location); } static void STDMETHODCALLTYPE d3d10_device_GSSetConstantBuffers(ID3D10Device *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d10_device_GSSetShader(ID3D10Device *iface, ID3D10GeometryShader *shader) { if (shader) FIXME("iface %p, shader %p stub!\n", iface, shader); else WARN("iface %p, shader %p stub!\n", iface, shader); } static void STDMETHODCALLTYPE d3d10_device_IASetPrimitiveTopology(ID3D10Device *iface, D3D10_PRIMITIVE_TOPOLOGY topology) { struct d3d10_device *This = impl_from_ID3D10Device(iface); TRACE("iface %p, topology %s\n", iface, debug_d3d10_primitive_topology(topology)); wined3d_device_set_primitive_type(This->wined3d_device, (enum wined3d_primitive_type)topology); } static void STDMETHODCALLTYPE d3d10_device_VSSetShaderResources(ID3D10Device *iface, UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d10_device_VSSetSamplers(ID3D10Device *iface, UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d10_device_SetPredication(ID3D10Device *iface, ID3D10Predicate *predicate, BOOL value) { FIXME("iface %p, predicate %p, value %d stub!\n", iface, predicate, value); } static void STDMETHODCALLTYPE d3d10_device_GSSetShaderResources(ID3D10Device *iface, UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d10_device_GSSetSamplers(ID3D10Device *iface, UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d10_device_OMSetRenderTargets(ID3D10Device *iface, UINT render_target_view_count, ID3D10RenderTargetView *const *render_target_views, ID3D10DepthStencilView *depth_stencil_view) { FIXME("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p\n", iface, render_target_view_count, render_target_views, depth_stencil_view); } static void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device *iface, ID3D10BlendState *blend_state, const FLOAT blend_factor[4], UINT sample_mask) { FIXME("iface %p, blend_state %p, blend_factor [%f %f %f %f], sample_mask 0x%08x stub!\n", iface, blend_state, blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3], sample_mask); } static void STDMETHODCALLTYPE d3d10_device_OMSetDepthStencilState(ID3D10Device *iface, ID3D10DepthStencilState *depth_stencil_state, UINT stencil_ref) { FIXME("iface %p, depth_stencil_state %p, stencil_ref %u stub!\n", iface, depth_stencil_state, stencil_ref); } static void STDMETHODCALLTYPE d3d10_device_SOSetTargets(ID3D10Device *iface, UINT target_count, ID3D10Buffer *const *targets, const UINT *offsets) { FIXME("iface %p, target_count %u, targets %p, offsets %p stub!\n", iface, target_count, targets, offsets); } static void STDMETHODCALLTYPE d3d10_device_DrawAuto(ID3D10Device *iface) { FIXME("iface %p stub!\n", iface); } static void STDMETHODCALLTYPE d3d10_device_RSSetState(ID3D10Device *iface, ID3D10RasterizerState *rasterizer_state) { FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state); } static void STDMETHODCALLTYPE d3d10_device_RSSetViewports(ID3D10Device *iface, UINT viewport_count, const D3D10_VIEWPORT *viewports) { FIXME("iface %p, viewport_count %u, viewports %p stub!\n", iface, viewport_count, viewports); } static void STDMETHODCALLTYPE d3d10_device_RSSetScissorRects(ID3D10Device *iface, UINT rect_count, const D3D10_RECT *rects) { FIXME("iface %p, rect_count %u, rects %p\n", iface, rect_count, rects); } static void STDMETHODCALLTYPE d3d10_device_CopySubresourceRegion(ID3D10Device *iface, ID3D10Resource *dst_resource, UINT dst_subresource_idx, UINT dst_x, UINT dst_y, UINT dst_z, ID3D10Resource *src_resource, UINT src_subresource_idx, const D3D10_BOX *src_box) { FIXME("iface %p, dst_resource %p, dst_subresource_idx %u, dst_x %u, dst_y %u, dst_z %u,\n" "\tsrc_resource %p, src_subresource_idx %u, src_box %p stub!\n", iface, dst_resource, dst_subresource_idx, dst_x, dst_y, dst_z, src_resource, src_subresource_idx, src_box); } static void STDMETHODCALLTYPE d3d10_device_CopyResource(ID3D10Device *iface, ID3D10Resource *dst_resource, ID3D10Resource *src_resource) { FIXME("iface %p, dst_resource %p, src_resource %p stub!\n", iface, dst_resource, src_resource); } static void STDMETHODCALLTYPE d3d10_device_UpdateSubresource(ID3D10Device *iface, ID3D10Resource *resource, UINT subresource_idx, const D3D10_BOX *box, const void *data, UINT row_pitch, UINT depth_pitch) { FIXME("iface %p, resource %p, subresource_idx %u, box %p, data %p, row_pitch %u, depth_pitch %u stub!\n", iface, resource, subresource_idx, box, data, row_pitch, depth_pitch); } static void STDMETHODCALLTYPE d3d10_device_ClearRenderTargetView(ID3D10Device *iface, ID3D10RenderTargetView *render_target_view, const FLOAT color_rgba[4]) { struct d3d10_device *This = impl_from_ID3D10Device(iface); struct d3d10_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]}; TRACE("iface %p, render_target_view %p, color_rgba [%f %f %f %f]\n", iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]); wined3d_device_clear_rendertarget_view(This->wined3d_device, view->wined3d_view, &color); } static void STDMETHODCALLTYPE d3d10_device_ClearDepthStencilView(ID3D10Device *iface, ID3D10DepthStencilView *depth_stencil_view, UINT flags, FLOAT depth, UINT8 stencil) { FIXME("iface %p, depth_stencil_view %p, flags %#x, depth %f, stencil %u stub!\n", iface, depth_stencil_view, flags, depth, stencil); } static void STDMETHODCALLTYPE d3d10_device_GenerateMips(ID3D10Device *iface, ID3D10ShaderResourceView *shader_resource_view) { FIXME("iface %p, shader_resource_view %p stub!\n", iface, shader_resource_view); } static void STDMETHODCALLTYPE d3d10_device_ResolveSubresource(ID3D10Device *iface, ID3D10Resource *dst_resource, UINT dst_subresource_idx, ID3D10Resource *src_resource, UINT src_subresource_idx, DXGI_FORMAT format) { FIXME("iface %p, dst_resource %p, dst_subresource_idx %u,\n" "\tsrc_resource %p, src_subresource_idx %u, format %s stub!\n", iface, dst_resource, dst_subresource_idx, src_resource, src_subresource_idx, debug_dxgi_format(format)); } static void STDMETHODCALLTYPE d3d10_device_VSGetConstantBuffers(ID3D10Device *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d10_device_PSGetShaderResources(ID3D10Device *iface, UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d10_device_PSGetShader(ID3D10Device *iface, ID3D10PixelShader **shader) { FIXME("iface %p, shader %p stub!\n", iface, shader); } static void STDMETHODCALLTYPE d3d10_device_PSGetSamplers(ID3D10Device *iface, UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d10_device_VSGetShader(ID3D10Device *iface, ID3D10VertexShader **shader) { FIXME("iface %p, shader %p stub!\n", iface, shader); } static void STDMETHODCALLTYPE d3d10_device_PSGetConstantBuffers(ID3D10Device *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffer %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d10_device_IAGetInputLayout(ID3D10Device *iface, ID3D10InputLayout **input_layout) { FIXME("iface %p, input_layout %p stub!\n", iface, input_layout); } static void STDMETHODCALLTYPE d3d10_device_IAGetVertexBuffers(ID3D10Device *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers, UINT *strides, UINT *offsets) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, strides %p, offsets %p stub!\n", iface, start_slot, buffer_count, buffers, strides, offsets); } static void STDMETHODCALLTYPE d3d10_device_IAGetIndexBuffer(ID3D10Device *iface, ID3D10Buffer **buffer, DXGI_FORMAT *format, UINT *offset) { FIXME("iface %p, buffer %p, format %p, offset %p stub!\n", iface, buffer, format, offset); } static void STDMETHODCALLTYPE d3d10_device_GSGetConstantBuffers(ID3D10Device *iface, UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers) { FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n", iface, start_slot, buffer_count, buffers); } static void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device *iface, ID3D10GeometryShader **shader) { FIXME("iface %p, shader %p stub!\n", iface, shader); } static void STDMETHODCALLTYPE d3d10_device_IAGetPrimitiveTopology(ID3D10Device *iface, D3D10_PRIMITIVE_TOPOLOGY *topology) { struct d3d10_device *This = impl_from_ID3D10Device(iface); TRACE("iface %p, topology %p\n", iface, topology); wined3d_device_get_primitive_type(This->wined3d_device, (enum wined3d_primitive_type *)topology); } static void STDMETHODCALLTYPE d3d10_device_VSGetShaderResources(ID3D10Device *iface, UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d10_device_VSGetSamplers(ID3D10Device *iface, UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d10_device_GetPredication(ID3D10Device *iface, ID3D10Predicate **predicate, BOOL *value) { FIXME("iface %p, predicate %p, value %p stub!\n", iface, predicate, value); } static void STDMETHODCALLTYPE d3d10_device_GSGetShaderResources(ID3D10Device *iface, UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views) { FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views); } static void STDMETHODCALLTYPE d3d10_device_GSGetSamplers(ID3D10Device *iface, UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers) { FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n", iface, start_slot, sampler_count, samplers); } static void STDMETHODCALLTYPE d3d10_device_OMGetRenderTargets(ID3D10Device *iface, UINT view_count, ID3D10RenderTargetView **render_target_views, ID3D10DepthStencilView **depth_stencil_view) { FIXME("iface %p, view_count %u, render_target_views %p, depth_stencil_view %p stub!\n", iface, view_count, render_target_views, depth_stencil_view); } static void STDMETHODCALLTYPE d3d10_device_OMGetBlendState(ID3D10Device *iface, ID3D10BlendState **blend_state, FLOAT blend_factor[4], UINT *sample_mask) { FIXME("iface %p, blend_state %p, blend_factor %p, sample_mask %p stub!\n", iface, blend_state, blend_factor, sample_mask); } static void STDMETHODCALLTYPE d3d10_device_OMGetDepthStencilState(ID3D10Device *iface, ID3D10DepthStencilState **depth_stencil_state, UINT *stencil_ref) { FIXME("iface %p, depth_stencil_state %p, stencil_ref %p stub!\n", iface, depth_stencil_state, stencil_ref); } static void STDMETHODCALLTYPE d3d10_device_SOGetTargets(ID3D10Device *iface, UINT buffer_count, ID3D10Buffer **buffers, UINT *offsets) { FIXME("iface %p, buffer_count %u, buffers %p, offsets %p stub!\n", iface, buffer_count, buffers, offsets); } static void STDMETHODCALLTYPE d3d10_device_RSGetState(ID3D10Device *iface, ID3D10RasterizerState **rasterizer_state) { FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state); } static void STDMETHODCALLTYPE d3d10_device_RSGetViewports(ID3D10Device *iface, UINT *viewport_count, D3D10_VIEWPORT *viewports) { FIXME("iface %p, viewport_count %p, viewports %p stub!\n", iface, viewport_count, viewports); } static void STDMETHODCALLTYPE d3d10_device_RSGetScissorRects(ID3D10Device *iface, UINT *rect_count, D3D10_RECT *rects) { FIXME("iface %p, rect_count %p, rects %p stub!\n", iface, rect_count, rects); } static HRESULT STDMETHODCALLTYPE d3d10_device_GetDeviceRemovedReason(ID3D10Device *iface) { FIXME("iface %p stub!\n", iface); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d10_device_SetExceptionMode(ID3D10Device *iface, UINT flags) { FIXME("iface %p, flags %#x stub!\n", iface, flags); return E_NOTIMPL; } static UINT STDMETHODCALLTYPE d3d10_device_GetExceptionMode(ID3D10Device *iface) { FIXME("iface %p stub!\n", iface); return 0; } static HRESULT STDMETHODCALLTYPE d3d10_device_GetPrivateData(ID3D10Device *iface, REFGUID guid, UINT *data_size, void *data) { FIXME("iface %p, guid %s, data_size %p, data %p stub!\n", iface, debugstr_guid(guid), data_size, data); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d10_device_SetPrivateData(ID3D10Device *iface, REFGUID guid, UINT data_size, const void *data) { FIXME("iface %p, guid %s, data_size %u, data %p stub!\n", iface, debugstr_guid(guid), data_size, data); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d10_device_SetPrivateDataInterface(ID3D10Device *iface, REFGUID guid, const IUnknown *data) { FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data); return E_NOTIMPL; } static void STDMETHODCALLTYPE d3d10_device_ClearState(ID3D10Device *iface) { FIXME("iface %p stub!\n", iface); } static void STDMETHODCALLTYPE d3d10_device_Flush(ID3D10Device *iface) { FIXME("iface %p stub!\n", iface); } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBuffer(ID3D10Device *iface, const D3D10_BUFFER_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Buffer **buffer) { struct d3d10_device *This = impl_from_ID3D10Device(iface); struct d3d10_buffer *object; HRESULT hr; FIXME("iface %p, desc %p, data %p, buffer %p partial stub!\n", iface, desc, data, buffer); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 buffer object memory\n"); return E_OUTOFMEMORY; } hr = d3d10_buffer_init(object, This, desc, data); if (FAILED(hr)) { WARN("Failed to initialize buffer, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } *buffer = (ID3D10Buffer *)object; TRACE("Created ID3D10Buffer %p\n", object); return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture1D(ID3D10Device *iface, const D3D10_TEXTURE1D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture1D **texture) { FIXME("iface %p, desc %p, data %p, texture %p stub!\n", iface, desc, data, texture); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture2D(ID3D10Device *iface, const D3D10_TEXTURE2D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture2D **texture) { struct d3d10_device *This = impl_from_ID3D10Device(iface); struct d3d10_texture2d *object; HRESULT hr; FIXME("iface %p, desc %p, data %p, texture %p partial stub!\n", iface, desc, data, texture); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 texture2d object memory\n"); return E_OUTOFMEMORY; } hr = d3d10_texture2d_init(object, This, desc); if (FAILED(hr)) { WARN("Failed to initialize texture, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } *texture = &object->ID3D10Texture2D_iface; TRACE("Created ID3D10Texture2D %p\n", object); return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture3D(ID3D10Device *iface, const D3D10_TEXTURE3D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture3D **texture) { struct d3d10_device *device = impl_from_ID3D10Device(iface); struct d3d10_texture3d *object; HRESULT hr; TRACE("iface %p, desc %p, data %p, texture %p.\n", iface, desc, data, texture); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 texture3d object memory.\n"); return E_OUTOFMEMORY; } hr = d3d10_texture3d_init(object, device, desc); if (FAILED(hr)) { WARN("Failed to initialize texture, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created 3D texture %p.\n", object); *texture = &object->ID3D10Texture3D_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Device *iface, ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc, ID3D10ShaderResourceView **view) { struct d3d10_shader_resource_view *object; HRESULT hr; TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 shader resource view object memory.\n"); return E_OUTOFMEMORY; } hr = d3d10_shader_resource_view_init(object); if (FAILED(hr)) { WARN("Failed to initialize shader resource view, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created shader resource view %p.\n", object); *view = &object->ID3D10ShaderResourceView_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRenderTargetView(ID3D10Device *iface, ID3D10Resource *resource, const D3D10_RENDER_TARGET_VIEW_DESC *desc, ID3D10RenderTargetView **view) { struct d3d10_rendertarget_view *object; HRESULT hr; TRACE("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 rendertarget view object memory\n"); return E_OUTOFMEMORY; } hr = d3d10_rendertarget_view_init(object, resource, desc); if (FAILED(hr)) { WARN("Failed to initialize rendertarget view, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created rendertarget view %p.\n", object); *view = &object->ID3D10RenderTargetView_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilView(ID3D10Device *iface, ID3D10Resource *resource, const D3D10_DEPTH_STENCIL_VIEW_DESC *desc, ID3D10DepthStencilView **view) { struct d3d10_depthstencil_view *object; HRESULT hr; TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 depthstencil view object memory.\n"); return E_OUTOFMEMORY; } hr = d3d10_depthstencil_view_init(object); if (FAILED(hr)) { WARN("Failed to initialize depthstencil view, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created depthstencil view %p.\n", object); *view = &object->ID3D10DepthStencilView_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *iface, const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length, ID3D10InputLayout **input_layout) { struct d3d10_device *This = impl_from_ID3D10Device(iface); struct d3d10_input_layout *object; HRESULT hr; TRACE("iface %p, element_descs %p, element_count %u, shader_byte_code %p," "\tshader_byte_code_length %lu, input_layout %p\n", iface, element_descs, element_count, shader_byte_code, shader_byte_code_length, input_layout); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 input layout object memory\n"); return E_OUTOFMEMORY; } hr = d3d10_input_layout_init(object, This, element_descs, element_count, shader_byte_code, shader_byte_code_length); if (FAILED(hr)) { WARN("Failed to initialize input layout, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created input layout %p.\n", object); *input_layout = &object->ID3D10InputLayout_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *iface, const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader) { struct d3d10_device *This = impl_from_ID3D10Device(iface); struct d3d10_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); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 vertex shader object memory\n"); return E_OUTOFMEMORY; } hr = d3d10_vertex_shader_init(object, This, byte_code, byte_code_length); if (FAILED(hr)) { WARN("Failed to initialize vertex shader, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created vertex shader %p.\n", object); *shader = &object->ID3D10VertexShader_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device *iface, const void *byte_code, SIZE_T byte_code_length, ID3D10GeometryShader **shader) { struct d3d10_device *This = impl_from_ID3D10Device(iface); struct d3d10_geometry_shader *object; HRESULT hr; FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n", iface, byte_code, byte_code_length, shader); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 geometry shader object memory\n"); return E_OUTOFMEMORY; } hr = d3d10_geometry_shader_init(object, This, byte_code, byte_code_length); if (FAILED(hr)) { WARN("Failed to initialize geometry shader, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); } TRACE("Created geometry shader %p.\n", object); *shader = &object->ID3D10GeometryShader_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutput(ID3D10Device *iface, const void *byte_code, SIZE_T byte_code_length, const D3D10_SO_DECLARATION_ENTRY *output_stream_decls, UINT output_stream_decl_count, UINT output_stream_stride, ID3D10GeometryShader **shader) { FIXME("iface %p, byte_code %p, byte_code_length %lu, output_stream_decls %p,\n" "\toutput_stream_decl_count %u, output_stream_stride %u, shader %p stub!\n", iface, byte_code, byte_code_length, output_stream_decls, output_stream_decl_count, output_stream_stride, shader); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *iface, const void *byte_code, SIZE_T byte_code_length, ID3D10PixelShader **shader) { struct d3d10_device *This = impl_from_ID3D10Device(iface); struct d3d10_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); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 pixel shader object memory\n"); return E_OUTOFMEMORY; } hr = d3d10_pixel_shader_init(object, This, byte_code, byte_code_length); if (FAILED(hr)) { WARN("Failed to initialize pixel shader, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created pixel shader %p.\n", object); *shader = &object->ID3D10PixelShader_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBlendState(ID3D10Device *iface, const D3D10_BLEND_DESC *desc, ID3D10BlendState **blend_state) { struct d3d10_blend_state *object; HRESULT hr; TRACE("iface %p, desc %p, blend_state %p.\n", iface, desc, blend_state); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 blend state object memory.\n"); return E_OUTOFMEMORY; } hr = d3d10_blend_state_init(object); if (FAILED(hr)) { 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->ID3D10BlendState_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Device *iface, const D3D10_DEPTH_STENCIL_DESC *desc, ID3D10DepthStencilState **depth_stencil_state) { struct d3d10_depthstencil_state *object; HRESULT hr; TRACE("iface %p, desc %p, depth_stencil_state %p.\n", iface, desc, depth_stencil_state); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 depthstencil state object memory.\n"); return E_OUTOFMEMORY; } hr = d3d10_depthstencil_state_init(object); if (FAILED(hr)) { 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->ID3D10DepthStencilState_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRasterizerState(ID3D10Device *iface, const D3D10_RASTERIZER_DESC *desc, ID3D10RasterizerState **rasterizer_state) { struct d3d10_rasterizer_state *object; HRESULT hr; TRACE("iface %p, desc %p, rasterizer_state %p.\n", iface, desc, rasterizer_state); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 rasterizer state object memory.\n"); return E_OUTOFMEMORY; } hr = d3d10_rasterizer_state_init(object); if (FAILED(hr)) { 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->ID3D10RasterizerState_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateSamplerState(ID3D10Device *iface, const D3D10_SAMPLER_DESC *desc, ID3D10SamplerState **sampler_state) { struct d3d10_sampler_state *object; HRESULT hr; FIXME("iface %p, desc %p, sampler_state %p.\n", iface, desc, sampler_state); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 sampler state object memory.\n"); return E_OUTOFMEMORY; } hr = d3d10_sampler_state_init(object); if (FAILED(hr)) { 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->ID3D10SamplerState_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateQuery(ID3D10Device *iface, const D3D10_QUERY_DESC *desc, ID3D10Query **query) { struct d3d10_query *object; HRESULT hr; TRACE("iface %p, desc %p, query %p.\n", iface, desc, query); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D10 query object memory.\n"); return E_OUTOFMEMORY; } hr = d3d10_query_init(object); if (FAILED(hr)) { WARN("Failed to initialize query, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created query %p.\n", object); *query = &object->ID3D10Query_iface; return S_OK; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePredicate(ID3D10Device *iface, const D3D10_QUERY_DESC *desc, ID3D10Predicate **predicate) { FIXME("iface %p, desc %p, predicate %p stub!\n", iface, desc, predicate); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d10_device_CreateCounter(ID3D10Device *iface, const D3D10_COUNTER_DESC *desc, ID3D10Counter **counter) { FIXME("iface %p, desc %p, counter %p stub!\n", iface, desc, counter); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d10_device_CheckFormatSupport(ID3D10Device *iface, DXGI_FORMAT format, UINT *format_support) { FIXME("iface %p, format %s, format_support %p stub!\n", iface, debug_dxgi_format(format), format_support); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d10_device_CheckMultisampleQualityLevels(ID3D10Device *iface, DXGI_FORMAT format, UINT sample_count, UINT *quality_level_count) { FIXME("iface %p, format %s, sample_count %u, quality_level_count %p stub!\n", iface, debug_dxgi_format(format), sample_count, quality_level_count); return E_NOTIMPL; } static void STDMETHODCALLTYPE d3d10_device_CheckCounterInfo(ID3D10Device *iface, D3D10_COUNTER_INFO *counter_info) { FIXME("iface %p, counter_info %p stub!\n", iface, counter_info); } static HRESULT STDMETHODCALLTYPE d3d10_device_CheckCounter(ID3D10Device *iface, const D3D10_COUNTER_DESC *desc, D3D10_COUNTER_TYPE *type, UINT *active_counters, LPSTR name, UINT *name_length, LPSTR units, UINT *units_length, LPSTR description, UINT *description_length) { FIXME("iface %p, desc %p, type %p, active_counters %p, name %p, name_length %p,\n" "\tunits %p, units_length %p, description %p, description_length %p stub!\n", iface, desc, type, active_counters, name, name_length, units, units_length, description, description_length); return E_NOTIMPL; } static UINT STDMETHODCALLTYPE d3d10_device_GetCreationFlags(ID3D10Device *iface) { FIXME("iface %p stub!\n", iface); return 0; } static HRESULT STDMETHODCALLTYPE d3d10_device_OpenSharedResource(ID3D10Device *iface, HANDLE resource_handle, REFIID guid, void **resource) { FIXME("iface %p, resource_handle %p, guid %s, resource %p stub!\n", iface, resource_handle, debugstr_guid(guid), resource); return E_NOTIMPL; } static void STDMETHODCALLTYPE d3d10_device_SetTextFilterSize(ID3D10Device *iface, UINT width, UINT height) { FIXME("iface %p, width %u, height %u stub!\n", iface, width, height); } static void STDMETHODCALLTYPE d3d10_device_GetTextFilterSize(ID3D10Device *iface, UINT *width, UINT *height) { FIXME("iface %p, width %p, height %p stub!\n", iface, width, height); } static const struct ID3D10DeviceVtbl d3d10_device_vtbl = { /* IUnknown methods */ d3d10_device_QueryInterface, d3d10_device_AddRef, d3d10_device_Release, /* ID3D10Device methods */ d3d10_device_VSSetConstantBuffers, d3d10_device_PSSetShaderResources, d3d10_device_PSSetShader, d3d10_device_PSSetSamplers, d3d10_device_VSSetShader, d3d10_device_DrawIndexed, d3d10_device_Draw, d3d10_device_PSSetConstantBuffers, d3d10_device_IASetInputLayout, d3d10_device_IASetVertexBuffers, d3d10_device_IASetIndexBuffer, d3d10_device_DrawIndexedInstanced, d3d10_device_DrawInstanced, d3d10_device_GSSetConstantBuffers, d3d10_device_GSSetShader, d3d10_device_IASetPrimitiveTopology, d3d10_device_VSSetShaderResources, d3d10_device_VSSetSamplers, d3d10_device_SetPredication, d3d10_device_GSSetShaderResources, d3d10_device_GSSetSamplers, d3d10_device_OMSetRenderTargets, d3d10_device_OMSetBlendState, d3d10_device_OMSetDepthStencilState, d3d10_device_SOSetTargets, d3d10_device_DrawAuto, d3d10_device_RSSetState, d3d10_device_RSSetViewports, d3d10_device_RSSetScissorRects, d3d10_device_CopySubresourceRegion, d3d10_device_CopyResource, d3d10_device_UpdateSubresource, d3d10_device_ClearRenderTargetView, d3d10_device_ClearDepthStencilView, d3d10_device_GenerateMips, d3d10_device_ResolveSubresource, d3d10_device_VSGetConstantBuffers, d3d10_device_PSGetShaderResources, d3d10_device_PSGetShader, d3d10_device_PSGetSamplers, d3d10_device_VSGetShader, d3d10_device_PSGetConstantBuffers, d3d10_device_IAGetInputLayout, d3d10_device_IAGetVertexBuffers, d3d10_device_IAGetIndexBuffer, d3d10_device_GSGetConstantBuffers, d3d10_device_GSGetShader, d3d10_device_IAGetPrimitiveTopology, d3d10_device_VSGetShaderResources, d3d10_device_VSGetSamplers, d3d10_device_GetPredication, d3d10_device_GSGetShaderResources, d3d10_device_GSGetSamplers, d3d10_device_OMGetRenderTargets, d3d10_device_OMGetBlendState, d3d10_device_OMGetDepthStencilState, d3d10_device_SOGetTargets, d3d10_device_RSGetState, d3d10_device_RSGetViewports, d3d10_device_RSGetScissorRects, d3d10_device_GetDeviceRemovedReason, d3d10_device_SetExceptionMode, d3d10_device_GetExceptionMode, d3d10_device_GetPrivateData, d3d10_device_SetPrivateData, d3d10_device_SetPrivateDataInterface, d3d10_device_ClearState, d3d10_device_Flush, d3d10_device_CreateBuffer, d3d10_device_CreateTexture1D, d3d10_device_CreateTexture2D, d3d10_device_CreateTexture3D, d3d10_device_CreateShaderResourceView, d3d10_device_CreateRenderTargetView, d3d10_device_CreateDepthStencilView, d3d10_device_CreateInputLayout, d3d10_device_CreateVertexShader, d3d10_device_CreateGeometryShader, d3d10_device_CreateGeometryShaderWithStreamOutput, d3d10_device_CreatePixelShader, d3d10_device_CreateBlendState, d3d10_device_CreateDepthStencilState, d3d10_device_CreateRasterizerState, d3d10_device_CreateSamplerState, d3d10_device_CreateQuery, d3d10_device_CreatePredicate, d3d10_device_CreateCounter, d3d10_device_CheckFormatSupport, d3d10_device_CheckMultisampleQualityLevels, d3d10_device_CheckCounterInfo, d3d10_device_CheckCounter, d3d10_device_GetCreationFlags, d3d10_device_OpenSharedResource, d3d10_device_SetTextFilterSize, d3d10_device_GetTextFilterSize, }; static const struct IUnknownVtbl d3d10_device_inner_unknown_vtbl = { /* IUnknown methods */ d3d10_device_inner_QueryInterface, d3d10_device_inner_AddRef, d3d10_device_inner_Release, }; static void STDMETHODCALLTYPE d3d10_subresource_destroyed(void *parent) {} static const struct wined3d_parent_ops d3d10_subresource_parent_ops = { d3d10_subresource_destroyed, }; /* IWineDXGIDeviceParent IUnknown methods */ static inline struct d3d10_device *device_from_dxgi_device_parent(IWineDXGIDeviceParent *iface) { return CONTAINING_RECORD(iface, struct d3d10_device, IWineDXGIDeviceParent_iface); } static HRESULT STDMETHODCALLTYPE dxgi_device_parent_QueryInterface(IWineDXGIDeviceParent *iface, REFIID riid, void **object) { struct d3d10_device *device = device_from_dxgi_device_parent(iface); return d3d10_device_QueryInterface(&device->ID3D10Device_iface, riid, object); } static ULONG STDMETHODCALLTYPE dxgi_device_parent_AddRef(IWineDXGIDeviceParent *iface) { struct d3d10_device *device = device_from_dxgi_device_parent(iface); return d3d10_device_AddRef(&device->ID3D10Device_iface); } static ULONG STDMETHODCALLTYPE dxgi_device_parent_Release(IWineDXGIDeviceParent *iface) { struct d3d10_device *device = device_from_dxgi_device_parent(iface); return d3d10_device_Release(&device->ID3D10Device_iface); } static struct wined3d_device_parent * STDMETHODCALLTYPE dxgi_device_parent_get_wined3d_device_parent( IWineDXGIDeviceParent *iface) { struct d3d10_device *device = device_from_dxgi_device_parent(iface); return &device->device_parent; } static const struct IWineDXGIDeviceParentVtbl d3d10_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 d3d10_device *device_from_wined3d_device_parent(struct wined3d_device_parent *device_parent) { return CONTAINING_RECORD(device_parent, struct d3d10_device, device_parent); } static void CDECL device_parent_wined3d_device_created(struct wined3d_device_parent *device_parent, struct wined3d_device *wined3d_device) { struct d3d10_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 HRESULT CDECL device_parent_create_surface(struct wined3d_device_parent *device_parent, void *container_parent, UINT width, UINT height, enum wined3d_format_id format, DWORD usage, WINED3DPOOL pool, UINT level, WINED3DCUBEMAP_FACES face, struct wined3d_surface **surface) { struct d3d10_device *device = device_from_wined3d_device_parent(device_parent); struct d3d10_texture2d *texture; D3D10_TEXTURE2D_DESC desc; HRESULT hr; FIXME("device_parent %p, container_parent %p, width %u, height %u, format %#x, usage %#x,\n" "\tpool %#x, level %u, face %u, surface %p partial stub!\n", device_parent, container_parent, width, height, format, usage, pool, level, face, surface); FIXME("Implement DXGI<->wined3d usage conversion\n"); desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = dxgi_format_from_wined3dformat(format); desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = usage; desc.BindFlags = 0; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; hr = d3d10_device_CreateTexture2D(&device->ID3D10Device_iface, &desc, NULL, (ID3D10Texture2D **)&texture); if (FAILED(hr)) { ERR("CreateTexture2D failed, returning %#x\n", hr); return hr; } *surface = texture->wined3d_surface; wined3d_surface_incref(*surface); ID3D10Texture2D_Release(&texture->ID3D10Texture2D_iface); return S_OK; } static HRESULT CDECL device_parent_create_rendertarget(struct wined3d_device_parent *device_parent, void *container_parent, UINT width, UINT height, enum wined3d_format_id format, enum wined3d_multisample_type multisample_type, DWORD multisample_quality, BOOL lockable, struct wined3d_surface **surface) { struct d3d10_device *device = device_from_wined3d_device_parent(device_parent); struct d3d10_texture2d *texture; D3D10_TEXTURE2D_DESC desc; HRESULT hr; FIXME("device_parent %p, container_parent %p, width %u, height %u, format %#x, multisample_type %#x,\n" "\tmultisample_quality %u, lockable %u, surface %p partial stub!\n", device_parent, container_parent, width, height, format, multisample_type, multisample_quality, lockable, surface); FIXME("Implement DXGI<->wined3d usage conversion\n"); desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = dxgi_format_from_wined3dformat(format); desc.SampleDesc.Count = multisample_type ? multisample_type : 1; desc.SampleDesc.Quality = multisample_quality; desc.Usage = D3D10_USAGE_DEFAULT; desc.BindFlags = D3D10_BIND_RENDER_TARGET; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; hr = d3d10_device_CreateTexture2D(&device->ID3D10Device_iface, &desc, NULL, (ID3D10Texture2D **)&texture); if (FAILED(hr)) { ERR("CreateTexture2D failed, returning %#x\n", hr); return hr; } *surface = texture->wined3d_surface; wined3d_surface_incref(*surface); ID3D10Texture2D_Release(&texture->ID3D10Texture2D_iface); return S_OK; } static HRESULT CDECL device_parent_create_depth_stencil(struct wined3d_device_parent *device_parent, UINT width, UINT height, enum wined3d_format_id format, enum wined3d_multisample_type multisample_type, DWORD multisample_quality, BOOL discard, struct wined3d_surface **surface) { struct d3d10_device *device = device_from_wined3d_device_parent(device_parent); struct d3d10_texture2d *texture; D3D10_TEXTURE2D_DESC desc; HRESULT hr; FIXME("device_parent %p, width %u, height %u, format %#x, multisample_type %#x,\n" "\tmultisample_quality %u, discard %u, surface %p partial stub!\n", device_parent, width, height, format, multisample_type, multisample_quality, discard, surface); FIXME("Implement DXGI<->wined3d usage conversion\n"); desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = dxgi_format_from_wined3dformat(format); desc.SampleDesc.Count = multisample_type ? multisample_type : 1; desc.SampleDesc.Quality = multisample_quality; desc.Usage = D3D10_USAGE_DEFAULT; desc.BindFlags = D3D10_BIND_RENDER_TARGET; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; hr = d3d10_device_CreateTexture2D(&device->ID3D10Device_iface, &desc, NULL, (ID3D10Texture2D **)&texture); if (FAILED(hr)) { ERR("CreateTexture2D failed, returning %#x\n", hr); return hr; } *surface = texture->wined3d_surface; wined3d_surface_incref(*surface); ID3D10Texture2D_Release(&texture->ID3D10Texture2D_iface); return S_OK; } static HRESULT CDECL device_parent_create_volume(struct wined3d_device_parent *device_parent, void *container_parent, UINT width, UINT height, UINT depth, enum wined3d_format_id format, WINED3DPOOL pool, DWORD usage, struct wined3d_volume **volume) { HRESULT hr; TRACE("device_parent %p, container_parent %p, width %u, height %u, depth %u, " "format %#x, pool %#x, usage %#x, volume %p.\n", device_parent, container_parent, width, height, depth, format, pool, usage, volume); hr = wined3d_volume_create(device_from_wined3d_device_parent(device_parent)->wined3d_device, width, height, depth, usage, format, pool, NULL, &d3d10_subresource_parent_ops, volume); if (FAILED(hr)) { WARN("Failed to create wined3d volume, hr %#x.\n", hr); return hr; } 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 d3d10_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); hr = d3d10_device_QueryInterface(&device->ID3D10Device_iface, &IID_IWineDXGIDevice, (void **)&wine_device); if (FAILED(hr)) { 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 d3d10_wined3d_device_parent_ops = { device_parent_wined3d_device_created, device_parent_mode_changed, device_parent_create_surface, device_parent_create_rendertarget, device_parent_create_depth_stencil, device_parent_create_volume, device_parent_create_swapchain, }; void d3d10_device_init(struct d3d10_device *device, void *outer_unknown) { device->ID3D10Device_iface.lpVtbl = &d3d10_device_vtbl; device->inner_unknown_vtbl = &d3d10_device_inner_unknown_vtbl; device->IWineDXGIDeviceParent_iface.lpVtbl = &d3d10_dxgi_device_parent_vtbl; device->device_parent.ops = &d3d10_wined3d_device_parent_ops; device->refcount = 1; device->outer_unknown = outer_unknown; }