/* * Direct3D 10 * * Copyright 2007 Andras Kovacs * Copyright 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 "d3d10_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d10); HRESULT WINAPI D3D10CreateDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type, HMODULE swrast, UINT flags, UINT sdk_version, ID3D10Device **device) { IDXGIFactory *factory; HRESULT hr; TRACE("adapter %p, driver_type %s, swrast %p, flags %#x, sdk_version %#x, device %p.\n", adapter, debug_d3d10_driver_type(driver_type), swrast, flags, sdk_version, device); if (sdk_version != D3D10_SDK_VERSION) { WARN("Invalid SDK version %#x.\n", sdk_version); return E_INVALIDARG; } if (adapter) { IDXGIAdapter_AddRef(adapter); hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory); if (FAILED(hr)) { WARN("Failed to get dxgi factory, returning %#x.\n", hr); return hr; } } else { hr = CreateDXGIFactory(&IID_IDXGIFactory, (void **)&factory); if (FAILED(hr)) { WARN("Failed to create dxgi factory, returning %#x.\n", hr); return hr; } switch (driver_type) { case D3D10_DRIVER_TYPE_HARDWARE: { hr = IDXGIFactory_EnumAdapters(factory, 0, &adapter); if (FAILED(hr)) { WARN("No adapters found, returning %#x.\n", hr); IDXGIFactory_Release(factory); return hr; } break; } case D3D10_DRIVER_TYPE_NULL: FIXME("NULL device not implemented, falling back to refrast.\n"); /* fall through, for now */ case D3D10_DRIVER_TYPE_REFERENCE: { HMODULE refrast = LoadLibraryA("d3d10ref.dll"); if (!refrast) { WARN("Failed to load refrast, returning E_FAIL.\n"); IDXGIFactory_Release(factory); return E_FAIL; } hr = IDXGIFactory_CreateSoftwareAdapter(factory, refrast, &adapter); FreeLibrary(refrast); if (FAILED(hr)) { WARN("Failed to create a software adapter, returning %#x.\n", hr); IDXGIFactory_Release(factory); return hr; } break; } case D3D10_DRIVER_TYPE_SOFTWARE: { if (!swrast) { WARN("Software device requested, but NULL swrast passed, returning E_FAIL.\n"); IDXGIFactory_Release(factory); return E_FAIL; } hr = IDXGIFactory_CreateSoftwareAdapter(factory, swrast, &adapter); if (FAILED(hr)) { WARN("Failed to create a software adapter, returning %#x.\n", hr); IDXGIFactory_Release(factory); return hr; } break; } default: FIXME("Unhandled driver type %#x.\n", driver_type); IDXGIFactory_Release(factory); return E_FAIL; } } hr = D3D10CoreCreateDevice(factory, adapter, flags, D3D_FEATURE_LEVEL_10_0, device); IDXGIAdapter_Release(adapter); IDXGIFactory_Release(factory); if (FAILED(hr)) { WARN("Failed to create a device, returning %#x.\n", hr); return hr; } TRACE("Created ID3D10Device %p.\n", *device); return hr; } HRESULT WINAPI D3D10CreateDeviceAndSwapChain(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type, HMODULE swrast, UINT flags, UINT sdk_version, DXGI_SWAP_CHAIN_DESC *swapchain_desc, IDXGISwapChain **swapchain, ID3D10Device **device) { IDXGIDevice *dxgi_device; IDXGIFactory *factory; HRESULT hr; TRACE("adapter %p, driver_type %s, swrast %p, flags %#x, sdk_version %d, " "swapchain_desc %p, swapchain %p, device %p\n", adapter, debug_d3d10_driver_type(driver_type), swrast, flags, sdk_version, swapchain_desc, swapchain, device); hr = D3D10CreateDevice(adapter, driver_type, swrast, flags, sdk_version, device); if (FAILED(hr)) { WARN("Failed to create a device, returning %#x\n", hr); *device = NULL; return hr; } TRACE("Created ID3D10Device %p\n", *device); hr = ID3D10Device_QueryInterface(*device, &IID_IDXGIDevice, (void **)&dxgi_device); if (FAILED(hr)) { ERR("Failed to get a dxgi device from the d3d10 device, returning %#x\n", hr); ID3D10Device_Release(*device); *device = NULL; return hr; } hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter); IDXGIDevice_Release(dxgi_device); if (FAILED(hr)) { ERR("Failed to get the device adapter, returning %#x\n", hr); ID3D10Device_Release(*device); *device = NULL; return hr; } hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory); IDXGIAdapter_Release(adapter); if (FAILED(hr)) { ERR("Failed to get the adapter factory, returning %#x\n", hr); ID3D10Device_Release(*device); *device = NULL; return hr; } hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)*device, swapchain_desc, swapchain); IDXGIFactory_Release(factory); if (FAILED(hr)) { ID3D10Device_Release(*device); *device = NULL; WARN("Failed to create a swapchain, returning %#x\n", hr); return hr; } TRACE("Created IDXGISwapChain %p\n", *swapchain); return S_OK; } static int d3d10_effect_type_compare(const void *key, const struct wine_rb_entry *entry) { const struct d3d10_effect_type *t = WINE_RB_ENTRY_VALUE(entry, const struct d3d10_effect_type, entry); const DWORD *id = key; return *id - t->id; } HRESULT WINAPI D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT flags, ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3D10Effect **effect) { struct d3d10_effect *object; HRESULT hr; FIXME("data %p, data_size %lu, flags %#x, device %p, effect_pool %p, effect %p stub!\n", data, data_size, flags, device, effect_pool, effect); if (!(object = heap_alloc_zero(sizeof(*object)))) { ERR("Failed to allocate D3D10 effect object memory\n"); return E_OUTOFMEMORY; } wine_rb_init(&object->types, d3d10_effect_type_compare); object->ID3D10Effect_iface.lpVtbl = &d3d10_effect_vtbl; object->refcount = 1; ID3D10Device_AddRef(device); object->device = device; hr = d3d10_effect_parse(object, data, data_size); if (FAILED(hr)) { ERR("Failed to parse effect\n"); IUnknown_Release(&object->ID3D10Effect_iface); return hr; } *effect = &object->ID3D10Effect_iface; TRACE("Created ID3D10Effect %p\n", object); return S_OK; } HRESULT WINAPI D3D10CompileEffectFromMemory(void *data, SIZE_T data_size, const char *filename, const D3D10_SHADER_MACRO *defines, ID3D10Include *include, UINT hlsl_flags, UINT fx_flags, ID3D10Blob **effect, ID3D10Blob **errors) { TRACE("data %p, data_size %lu, filename %s, defines %p, include %p, " "hlsl_flags %#x, fx_flags %#x, effect %p, errors %p.\n", data, data_size, wine_dbgstr_a(filename), defines, include, hlsl_flags, fx_flags, effect, errors); return D3DCompile(data, data_size, filename, defines, include, NULL, "fx_4_0", hlsl_flags, fx_flags, effect, errors); } HRESULT WINAPI D3D10CreateEffectPoolFromMemory(void *data, SIZE_T data_size, UINT fx_flags, ID3D10Device *device, ID3D10EffectPool **effect_pool) { FIXME("data %p, data_size %lu, fx_flags %#x, device %p, effect_pool %p stub.\n", data, data_size, fx_flags, device, effect_pool); return E_NOTIMPL; } const char * WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device) { FIXME("device %p stub!\n", device); return "vs_4_0"; } const char * WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device) { FIXME("device %p stub!\n", device); return "gs_4_0"; } const char * WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device) { FIXME("device %p stub!\n", device); return "ps_4_0"; } HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector) { struct d3d10_shader_reflection *object; FIXME("data %p, data_size %lu, reflector %p stub!\n", data, data_size, reflector); if (!(object = heap_alloc_zero(sizeof(*object)))) { ERR("Failed to allocate D3D10 shader reflection object memory\n"); return E_OUTOFMEMORY; } object->ID3D10ShaderReflection_iface.lpVtbl = &d3d10_shader_reflection_vtbl; object->refcount = 1; *reflector = &object->ID3D10ShaderReflection_iface; TRACE("Created ID3D10ShaderReflection %p\n", object); return S_OK; }