/* * Copyright 2009 Henri Verbeet for CodeWeavers * Copyright 2010 Rico Schüller * * 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); /* IUnknown methods */ static inline struct d3d10_shader_reflection *impl_from_ID3D10ShaderReflection(ID3D10ShaderReflection *iface) { return CONTAINING_RECORD(iface, struct d3d10_shader_reflection, ID3D10ShaderReflection_iface); } static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_QueryInterface(ID3D10ShaderReflection *iface, REFIID riid, void **object) { TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object); if (IsEqualGUID(riid, &IID_ID3D10ShaderReflection) || IsEqualGUID(riid, &IID_IUnknown)) { IUnknown_AddRef(iface); *object = iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid)); *object = NULL; return E_NOINTERFACE; } static ULONG STDMETHODCALLTYPE d3d10_shader_reflection_AddRef(ID3D10ShaderReflection *iface) { struct d3d10_shader_reflection *This = impl_from_ID3D10ShaderReflection(iface); ULONG refcount = InterlockedIncrement(&This->refcount); TRACE("%p increasing refcount to %u\n", This, refcount); return refcount; } static ULONG STDMETHODCALLTYPE d3d10_shader_reflection_Release(ID3D10ShaderReflection *iface) { struct d3d10_shader_reflection *This = impl_from_ID3D10ShaderReflection(iface); ULONG refcount = InterlockedDecrement(&This->refcount); TRACE("%p decreasing refcount to %u\n", This, refcount); if (!refcount) { HeapFree(GetProcessHeap(), 0, This); } return refcount; } /* ID3D10ShaderReflection methods */ static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_GetDesc(ID3D10ShaderReflection *iface, D3D10_SHADER_DESC *desc) { FIXME("iface %p, desc %p stub!\n", iface, desc); return E_NOTIMPL; } static struct ID3D10ShaderReflectionConstantBuffer * STDMETHODCALLTYPE d3d10_shader_reflection_GetConstantBufferByIndex( ID3D10ShaderReflection *iface, UINT index) { FIXME("iface %p, index %u stub!\n", iface, index); return NULL; } static struct ID3D10ShaderReflectionConstantBuffer * STDMETHODCALLTYPE d3d10_shader_reflection_GetConstantBufferByName( ID3D10ShaderReflection *iface, const char *name) { FIXME("iface %p, name %s stub!\n", iface, debugstr_a(name)); return NULL; } static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_GetResourceBindingDesc( ID3D10ShaderReflection *iface, UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc) { FIXME("iface %p, index %u, desc %p stub!\n", iface, index, desc); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_GetInputParameterDesc( ID3D10ShaderReflection *iface, UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) { FIXME("iface %p, index %u, desc %p stub!\n", iface, index, desc); return E_NOTIMPL; } static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_GetOutputParameterDesc( ID3D10ShaderReflection *iface, UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc) { FIXME("iface %p, index %u, desc %p stub!\n", iface, index, desc); return E_NOTIMPL; } const struct ID3D10ShaderReflectionVtbl d3d10_shader_reflection_vtbl = { /* IUnknown methods */ d3d10_shader_reflection_QueryInterface, d3d10_shader_reflection_AddRef, d3d10_shader_reflection_Release, /* ID3D10ShaderReflection methods */ d3d10_shader_reflection_GetDesc, d3d10_shader_reflection_GetConstantBufferByIndex, d3d10_shader_reflection_GetConstantBufferByName, d3d10_shader_reflection_GetResourceBindingDesc, d3d10_shader_reflection_GetInputParameterDesc, d3d10_shader_reflection_GetOutputParameterDesc, }; HRESULT WINAPI D3D10CompileShader(const char *data, SIZE_T data_size, const char *filename, const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *entrypoint, const char *profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages) { /* Forward to d3dcompiler */ return D3DCompile(data, data_size, filename, defines, include, entrypoint, profile, flags, 0, shader, error_messages); } HRESULT WINAPI D3D10DisassembleShader(const void *data, SIZE_T data_size, BOOL color_code, const char *comments, ID3D10Blob **disassembly) { TRACE("data %p, data_size %#lx, color_code %#x, comments %p, disassembly %p.\n", data, data_size, color_code, comments, disassembly); return D3DDisassemble(data, data_size, color_code ? D3D_DISASM_ENABLE_COLOR_CODE : 0, comments, disassembly); }