Sweden-Number/dlls/d3d11/inputlayout.c

404 lines
13 KiB
C

/*
* 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 "d3d11_private.h"
#include "winternl.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d11);
static struct wined3d_shader_signature_element *shader_find_signature_element(const struct wined3d_shader_signature *s,
const char *semantic_name, unsigned int semantic_idx, unsigned int stream_idx)
{
struct wined3d_shader_signature_element *e = s->elements;
unsigned int i;
for (i = 0; i < s->element_count; ++i)
{
if (!stricmp(e[i].semantic_name, semantic_name) && e[i].semantic_idx == semantic_idx
&& e[i].stream_idx == stream_idx)
return &e[i];
}
return NULL;
}
static enum wined3d_input_classification wined3d_input_classification_from_d3d11(D3D11_INPUT_CLASSIFICATION slot_class)
{
return (enum wined3d_input_classification)slot_class;
}
static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEMENT_DESC *element_descs,
UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
struct wined3d_vertex_element **wined3d_elements)
{
struct wined3d_shader_signature is;
unsigned int i;
HRESULT hr;
if (FAILED(hr = wined3d_extract_shader_input_signature_from_dxbc(&is, shader_byte_code, shader_byte_code_length)))
{
ERR("Failed to extract input signature.\n");
return E_FAIL;
}
if (!(*wined3d_elements = heap_calloc(element_count, sizeof(**wined3d_elements))))
{
ERR("Failed to allocate wined3d vertex element array memory.\n");
heap_free(is.elements);
return E_OUTOFMEMORY;
}
for (i = 0; i < element_count; ++i)
{
struct wined3d_vertex_element *e = &(*wined3d_elements)[i];
const D3D11_INPUT_ELEMENT_DESC *f = &element_descs[i];
struct wined3d_shader_signature_element *element;
e->format = wined3dformat_from_dxgi_format(f->Format);
e->input_slot = f->InputSlot;
e->offset = f->AlignedByteOffset;
e->output_slot = WINED3D_OUTPUT_SLOT_UNUSED;
e->input_slot_class = wined3d_input_classification_from_d3d11(f->InputSlotClass);
e->instance_data_step_rate = f->InstanceDataStepRate;
e->method = WINED3D_DECL_METHOD_DEFAULT;
e->usage = 0;
e->usage_idx = 0;
if ((element = shader_find_signature_element(&is, f->SemanticName, f->SemanticIndex, 0)))
e->output_slot = element->register_idx;
else
WARN("Unused input element %u.\n", i);
}
heap_free(is.elements);
return S_OK;
}
/* ID3D11InputLayout methods */
static inline struct d3d_input_layout *impl_from_ID3D11InputLayout(ID3D11InputLayout *iface)
{
return CONTAINING_RECORD(iface, struct d3d_input_layout, ID3D11InputLayout_iface);
}
static HRESULT STDMETHODCALLTYPE d3d11_input_layout_QueryInterface(ID3D11InputLayout *iface,
REFIID riid, void **object)
{
struct d3d_input_layout *layout = impl_from_ID3D11InputLayout(iface);
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_ID3D11InputLayout)
|| IsEqualGUID(riid, &IID_ID3D11DeviceChild)
|| IsEqualGUID(riid, &IID_IUnknown))
{
ID3D11InputLayout_AddRef(iface);
*object = iface;
return S_OK;
}
if (IsEqualGUID(riid, &IID_ID3D10InputLayout)
|| IsEqualGUID(riid, &IID_ID3D10DeviceChild))
{
ID3D10InputLayout_AddRef(&layout->ID3D10InputLayout_iface);
*object = &layout->ID3D10InputLayout_iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE d3d11_input_layout_AddRef(ID3D11InputLayout *iface)
{
struct d3d_input_layout *layout = impl_from_ID3D11InputLayout(iface);
ULONG refcount = InterlockedIncrement(&layout->refcount);
TRACE("%p increasing refcount to %lu.\n", layout, refcount);
if (refcount == 1)
{
ID3D11Device2_AddRef(layout->device);
wined3d_vertex_declaration_incref(layout->wined3d_decl);
}
return refcount;
}
static ULONG STDMETHODCALLTYPE d3d11_input_layout_Release(ID3D11InputLayout *iface)
{
struct d3d_input_layout *layout = impl_from_ID3D11InputLayout(iface);
ULONG refcount = InterlockedDecrement(&layout->refcount);
TRACE("%p decreasing refcount to %lu.\n", layout, refcount);
if (!refcount)
{
ID3D11Device2 *device = layout->device;
wined3d_vertex_declaration_decref(layout->wined3d_decl);
ID3D11Device2_Release(device);
}
return refcount;
}
static void STDMETHODCALLTYPE d3d11_input_layout_GetDevice(ID3D11InputLayout *iface,
ID3D11Device **device)
{
struct d3d_input_layout *layout = impl_from_ID3D11InputLayout(iface);
TRACE("iface %p, device %p.\n", iface, device);
ID3D11Device_AddRef(*device = (ID3D11Device *)layout->device);
}
static HRESULT STDMETHODCALLTYPE d3d11_input_layout_GetPrivateData(ID3D11InputLayout *iface,
REFGUID guid, UINT *data_size, void *data)
{
struct d3d_input_layout *layout = impl_from_ID3D11InputLayout(iface);
TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return d3d_get_private_data(&layout->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d11_input_layout_SetPrivateData(ID3D11InputLayout *iface,
REFGUID guid, UINT data_size, const void *data)
{
struct d3d_input_layout *layout = impl_from_ID3D11InputLayout(iface);
TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return d3d_set_private_data(&layout->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d11_input_layout_SetPrivateDataInterface(ID3D11InputLayout *iface,
REFGUID guid, const IUnknown *data)
{
struct d3d_input_layout *layout = impl_from_ID3D11InputLayout(iface);
TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
return d3d_set_private_data_interface(&layout->private_store, guid, data);
}
static const struct ID3D11InputLayoutVtbl d3d11_input_layout_vtbl =
{
/* IUnknown methods */
d3d11_input_layout_QueryInterface,
d3d11_input_layout_AddRef,
d3d11_input_layout_Release,
/* ID3D11DeviceChild methods */
d3d11_input_layout_GetDevice,
d3d11_input_layout_GetPrivateData,
d3d11_input_layout_SetPrivateData,
d3d11_input_layout_SetPrivateDataInterface,
};
/* ID3D10InputLayout methods */
static inline struct d3d_input_layout *impl_from_ID3D10InputLayout(ID3D10InputLayout *iface)
{
return CONTAINING_RECORD(iface, struct d3d_input_layout, ID3D10InputLayout_iface);
}
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE d3d10_input_layout_QueryInterface(ID3D10InputLayout *iface,
REFIID riid, void **object)
{
struct d3d_input_layout *layout = impl_from_ID3D10InputLayout(iface);
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
return d3d11_input_layout_QueryInterface(&layout->ID3D11InputLayout_iface, riid, object);
}
static ULONG STDMETHODCALLTYPE d3d10_input_layout_AddRef(ID3D10InputLayout *iface)
{
struct d3d_input_layout *layout = impl_from_ID3D10InputLayout(iface);
TRACE("iface %p.\n", iface);
return d3d11_input_layout_AddRef(&layout->ID3D11InputLayout_iface);
}
static ULONG STDMETHODCALLTYPE d3d10_input_layout_Release(ID3D10InputLayout *iface)
{
struct d3d_input_layout *layout = impl_from_ID3D10InputLayout(iface);
TRACE("iface %p.\n", iface);
return d3d11_input_layout_Release(&layout->ID3D11InputLayout_iface);
}
/* ID3D10DeviceChild methods */
static void STDMETHODCALLTYPE d3d10_input_layout_GetDevice(ID3D10InputLayout *iface, ID3D10Device **device)
{
struct d3d_input_layout *layout = impl_from_ID3D10InputLayout(iface);
TRACE("iface %p, device %p.\n", iface, device);
ID3D11Device2_QueryInterface(layout->device, &IID_ID3D10Device, (void **)device);
}
static HRESULT STDMETHODCALLTYPE d3d10_input_layout_GetPrivateData(ID3D10InputLayout *iface,
REFGUID guid, UINT *data_size, void *data)
{
struct d3d_input_layout *layout = impl_from_ID3D10InputLayout(iface);
TRACE("iface %p, guid %s, data_size %p, data %p.\n",
iface, debugstr_guid(guid), data_size, data);
return d3d_get_private_data(&layout->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateData(ID3D10InputLayout *iface,
REFGUID guid, UINT data_size, const void *data)
{
struct d3d_input_layout *layout = impl_from_ID3D10InputLayout(iface);
TRACE("iface %p, guid %s, data_size %u, data %p.\n",
iface, debugstr_guid(guid), data_size, data);
return d3d_set_private_data(&layout->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateDataInterface(ID3D10InputLayout *iface,
REFGUID guid, const IUnknown *data)
{
struct d3d_input_layout *layout = impl_from_ID3D10InputLayout(iface);
TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
return d3d_set_private_data_interface(&layout->private_store, guid, data);
}
static const struct ID3D10InputLayoutVtbl d3d10_input_layout_vtbl =
{
/* IUnknown methods */
d3d10_input_layout_QueryInterface,
d3d10_input_layout_AddRef,
d3d10_input_layout_Release,
/* ID3D10DeviceChild methods */
d3d10_input_layout_GetDevice,
d3d10_input_layout_GetPrivateData,
d3d10_input_layout_SetPrivateData,
d3d10_input_layout_SetPrivateDataInterface,
};
static void STDMETHODCALLTYPE d3d_input_layout_wined3d_object_destroyed(void *parent)
{
struct d3d_input_layout *layout = parent;
wined3d_private_store_cleanup(&layout->private_store);
heap_free(parent);
}
static const struct wined3d_parent_ops d3d_input_layout_wined3d_parent_ops =
{
d3d_input_layout_wined3d_object_destroyed,
};
static HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device *device,
const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
const void *shader_byte_code, SIZE_T shader_byte_code_length)
{
struct wined3d_vertex_element *wined3d_elements;
HRESULT hr;
layout->ID3D11InputLayout_iface.lpVtbl = &d3d11_input_layout_vtbl;
layout->ID3D10InputLayout_iface.lpVtbl = &d3d10_input_layout_vtbl;
layout->refcount = 1;
wined3d_mutex_lock();
wined3d_private_store_init(&layout->private_store);
if (FAILED(hr = d3d11_input_layout_to_wined3d_declaration(element_descs, element_count,
shader_byte_code, shader_byte_code_length, &wined3d_elements)))
{
WARN("Failed to create wined3d vertex declaration elements, hr %#lx.\n", hr);
wined3d_private_store_cleanup(&layout->private_store);
wined3d_mutex_unlock();
return hr;
}
hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, element_count,
layout, &d3d_input_layout_wined3d_parent_ops, &layout->wined3d_decl);
heap_free(wined3d_elements);
if (FAILED(hr))
{
WARN("Failed to create wined3d vertex declaration, hr %#lx.\n", hr);
wined3d_private_store_cleanup(&layout->private_store);
wined3d_mutex_unlock();
return hr;
}
wined3d_mutex_unlock();
ID3D11Device2_AddRef(layout->device = &device->ID3D11Device2_iface);
return S_OK;
}
HRESULT d3d_input_layout_create(struct d3d_device *device,
const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
const void *shader_byte_code, SIZE_T shader_byte_code_length,
struct d3d_input_layout **layout)
{
struct d3d_input_layout *object;
HRESULT hr;
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = d3d_input_layout_init(object, device, element_descs, element_count,
shader_byte_code, shader_byte_code_length)))
{
WARN("Failed to initialise input layout, hr %#lx.\n", hr);
heap_free(object);
return hr;
}
TRACE("Created input layout %p.\n", object);
*layout = object;
return S_OK;
}
struct d3d_input_layout *unsafe_impl_from_ID3D11InputLayout(ID3D11InputLayout *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == &d3d11_input_layout_vtbl);
return impl_from_ID3D11InputLayout(iface);
}
struct d3d_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface)
{
if (!iface)
return NULL;
assert(iface->lpVtbl == &d3d10_input_layout_vtbl);
return impl_from_ID3D10InputLayout(iface);
}