Sweden-Number/dlls/d3d10/effect.c

1076 lines
28 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 "config.h"
#include "wine/port.h"
#include "d3d10_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
#define MAKE_TAG(ch0, ch1, ch2, ch3) \
((DWORD)(ch0) | ((DWORD)(ch1) << 8) | \
((DWORD)(ch2) << 16) | ((DWORD)(ch3) << 24 ))
#define TAG_DXBC MAKE_TAG('D', 'X', 'B', 'C')
#define TAG_FX10 MAKE_TAG('F', 'X', '1', '0')
#define TAG_ISGN MAKE_TAG('I', 'S', 'G', 'N')
static const struct ID3D10EffectTechniqueVtbl d3d10_effect_technique_vtbl;
static const struct ID3D10EffectPassVtbl d3d10_effect_pass_vtbl;
static inline void read_dword(const char **ptr, DWORD *d)
{
memcpy(d, *ptr, sizeof(*d));
*ptr += sizeof(*d);
}
static inline void skip_dword_unknown(const char **ptr, unsigned int count)
{
unsigned int i;
DWORD d;
FIXME("Skipping %u unknown DWORDs:\n", count);
for (i = 0; i < count; ++i)
{
read_dword(ptr, &d);
FIXME("\t0x%08x\n", d);
}
}
static inline void write_dword(char **ptr, DWORD d)
{
memcpy(*ptr, &d, sizeof(d));
*ptr += sizeof(d);
}
static inline void write_dword_unknown(char **ptr, DWORD d)
{
FIXME("Writing unknown DWORD 0x%08x\n", d);
write_dword(ptr, d);
}
static inline void read_tag(const char **ptr, DWORD *t, char t_str[5])
{
read_dword(ptr, t);
memcpy(t_str, t, 4);
t_str[4] = '\0';
}
static HRESULT parse_dxbc(const char *data, SIZE_T data_size,
HRESULT (*chunk_handler)(const char *data, DWORD data_size, DWORD tag, void *ctx), void *ctx)
{
const char *ptr = data;
HRESULT hr = S_OK;
DWORD chunk_count;
DWORD total_size;
char tag_str[5];
unsigned int i;
DWORD tag;
read_tag(&ptr, &tag, tag_str);
TRACE("tag: %s\n", tag_str);
if (tag != TAG_DXBC)
{
WARN("Wrong tag.\n");
return E_FAIL;
}
/* checksum? */
skip_dword_unknown(&ptr, 4);
skip_dword_unknown(&ptr, 1);
read_dword(&ptr, &total_size);
TRACE("total size: %#x\n", total_size);
read_dword(&ptr, &chunk_count);
TRACE("chunk count: %#x\n", chunk_count);
for (i = 0; i < chunk_count; ++i)
{
DWORD chunk_tag, chunk_size;
const char *chunk_ptr;
DWORD chunk_offset;
read_dword(&ptr, &chunk_offset);
TRACE("chunk %u at offset %#x\n", i, chunk_offset);
chunk_ptr = data + chunk_offset;
read_dword(&chunk_ptr, &chunk_tag);
read_dword(&chunk_ptr, &chunk_size);
hr = chunk_handler(chunk_ptr, chunk_size, chunk_tag, ctx);
if (FAILED(hr)) break;
}
return hr;
}
static char *copy_name(const char *ptr)
{
size_t name_len;
char *name;
name_len = strlen(ptr) + 1;
name = HeapAlloc(GetProcessHeap(), 0, name_len);
if (!name)
{
ERR("Failed to allocate name memory.\n");
return NULL;
}
memcpy(name, ptr, name_len);
return name;
}
static HRESULT shader_chunk_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
{
struct d3d10_effect_shader_variable *s = ctx;
char tag_str[5];
memcpy(tag_str, &tag, 4);
tag_str[4] = '\0';
TRACE("tag: %s\n", tag_str);
TRACE("chunk size: %#x\n", data_size);
switch(tag)
{
case TAG_ISGN:
{
/* 32 (DXBC header) + 1 * 4 (chunk index) + 2 * 4 (chunk header) + data_size (chunk data) */
UINT size = 44 + data_size;
char *ptr;
s->input_signature = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, size);
if (!s->input_signature)
{
ERR("Failed to allocate input signature data\n");
return E_OUTOFMEMORY;
}
s->input_signature_size = size;
ptr = s->input_signature;
write_dword(&ptr, TAG_DXBC);
/* signature(?) */
write_dword_unknown(&ptr, 0);
write_dword_unknown(&ptr, 0);
write_dword_unknown(&ptr, 0);
write_dword_unknown(&ptr, 0);
/* seems to be always 1 */
write_dword_unknown(&ptr, 1);
/* DXBC size */
write_dword(&ptr, size);
/* chunk count */
write_dword(&ptr, 1);
/* chunk index */
write_dword(&ptr, (ptr - s->input_signature) + 4);
/* chunk */
write_dword(&ptr, TAG_ISGN);
write_dword(&ptr, data_size);
memcpy(ptr, data, data_size);
break;
}
default:
FIXME("Unhandled chunk %s\n", tag_str);
break;
}
return S_OK;
}
static HRESULT parse_shader(struct d3d10_effect_object *o, const char *data)
{
ID3D10Device *device = o->pass->technique->effect->device;
struct d3d10_effect_shader_variable *s;
const char *ptr = data;
DWORD dxbc_size;
HRESULT hr;
o->data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct d3d10_effect_shader_variable));
if (!o->data)
{
ERR("Failed to allocate shader variable memory\n");
return E_OUTOFMEMORY;
}
if (!ptr) return S_OK;
s = o->data;
read_dword(&ptr, &dxbc_size);
TRACE("dxbc size: %#x\n", dxbc_size);
switch (o->type)
{
case D3D10_EOT_VERTEXSHADER:
hr = ID3D10Device_CreateVertexShader(device, ptr, dxbc_size, &s->shader.vs);
if (FAILED(hr)) return hr;
break;
case D3D10_EOT_PIXELSHADER:
hr = ID3D10Device_CreatePixelShader(device, ptr, dxbc_size, &s->shader.ps);
if (FAILED(hr)) return hr;
break;
case D3D10_EOT_GEOMETRYSHADER:
hr = ID3D10Device_CreateGeometryShader(device, ptr, dxbc_size, &s->shader.gs);
if (FAILED(hr)) return hr;
break;
}
return parse_dxbc(ptr, dxbc_size, shader_chunk_handler, s);
}
static HRESULT parse_fx10_object(struct d3d10_effect_object *o, const char *data)
{
const char *ptr;
DWORD offset;
HRESULT hr;
ptr = data + o->idx_offset;
read_dword(&ptr, &offset);
TRACE("Effect object of type %#x starts at offset %#x.\n", o->type, offset);
/* FIXME: This probably isn't completely correct. */
if (offset == 1)
{
WARN("Skipping effect object.\n");
ptr = NULL;
}
else
{
ptr = data + offset;
}
switch (o->type)
{
case D3D10_EOT_VERTEXSHADER:
TRACE("Vertex shader\n");
hr = parse_shader(o, ptr);
break;
case D3D10_EOT_PIXELSHADER:
TRACE("Pixel shader\n");
hr = parse_shader(o, ptr);
break;
case D3D10_EOT_GEOMETRYSHADER:
TRACE("Geometry shader\n");
hr = parse_shader(o, ptr);
break;
default:
FIXME("Unhandled object type %#x\n", o->type);
hr = E_FAIL;
break;
}
return hr;
}
static HRESULT parse_fx10_pass(struct d3d10_effect_pass *p, const char **ptr, const char *data)
{
HRESULT hr = S_OK;
unsigned int i;
DWORD offset;
read_dword(ptr, &offset);
TRACE("Pass name at offset %#x.\n", offset);
p->name = copy_name(data + offset);
if (!p->name)
{
ERR("Failed to copy name.\n");
return E_OUTOFMEMORY;
}
TRACE("Pass name: %s.\n", p->name);
read_dword(ptr, &p->object_count);
TRACE("Pass has %u effect objects.\n", p->object_count);
skip_dword_unknown(ptr, 1);
p->objects = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, p->object_count * sizeof(*p->objects));
if (!p->objects)
{
ERR("Failed to allocate effect objects memory.\n");
return E_OUTOFMEMORY;
}
for (i = 0; i < p->object_count; ++i)
{
struct d3d10_effect_object *o = &p->objects[i];
o->pass = p;
read_dword(ptr, &o->type);
TRACE("Effect object %u is of type %#x.\n", i, o->type);
skip_dword_unknown(ptr, 2);
read_dword(ptr, &o->idx_offset);
TRACE("Effect object %u idx is at offset %#x.\n", i, o->idx_offset);
hr = parse_fx10_object(o, data);
if (FAILED(hr)) return hr;
}
return hr;
}
static HRESULT parse_fx10_technique(struct d3d10_effect_technique *t, const char **ptr, const char *data)
{
unsigned int i;
DWORD offset;
read_dword(ptr, &offset);
TRACE("Technique name at offset %#x.\n", offset);
t->name = copy_name(data + offset);
if (!t->name)
{
ERR("Failed to copy name.\n");
return E_OUTOFMEMORY;
}
TRACE("Technique name: %s.\n", t->name);
read_dword(ptr, &t->pass_count);
TRACE("Technique has %u passes\n", t->pass_count);
skip_dword_unknown(ptr, 1);
t->passes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, t->pass_count * sizeof(*t->passes));
if (!t->passes)
{
ERR("Failed to allocate passes memory\n");
return E_OUTOFMEMORY;
}
for (i = 0; i < t->pass_count; ++i)
{
struct d3d10_effect_pass *p = &t->passes[i];
HRESULT hr;
p->vtbl = &d3d10_effect_pass_vtbl;
p->technique = t;
hr = parse_fx10_pass(p, ptr, data);
if (FAILED(hr)) return hr;
}
return S_OK;
}
static HRESULT parse_fx10_local_buffer(struct d3d10_effect_local_buffer *l, const char **ptr, const char *data)
{
unsigned int i;
DWORD offset;
read_dword(ptr, &offset);
TRACE("Local buffer name at offset %#x.\n", offset);
l->name = copy_name(data + offset);
if (!l->name)
{
ERR("Failed to copy name.\n");
return E_OUTOFMEMORY;
}
TRACE("Local buffer name: %s.\n", l->name);
read_dword(ptr, &l->data_size);
TRACE("Local buffer data size: %#x.\n", l->data_size);
skip_dword_unknown(ptr, 1);
read_dword(ptr, &l->variable_count);
TRACE("Local buffer variable count: %#x.\n", l->variable_count);
skip_dword_unknown(ptr, 2);
for (i = 0; i < l->variable_count; ++i)
{
skip_dword_unknown(ptr, 7);
}
return S_OK;
}
static HRESULT parse_fx10_body(struct d3d10_effect *e, const char *data, DWORD data_size)
{
const char *ptr = data + e->index_offset;
unsigned int i;
HRESULT hr;
e->local_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, e->local_buffer_count * sizeof(*e->local_buffers));
if (!e->local_buffers)
{
ERR("Failed to allocate local buffer memory.\n");
return E_OUTOFMEMORY;
}
e->techniques = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, e->technique_count * sizeof(*e->techniques));
if (!e->techniques)
{
ERR("Failed to allocate techniques memory\n");
return E_OUTOFMEMORY;
}
for (i = 0; i < e->local_buffer_count; ++i)
{
struct d3d10_effect_local_buffer *l = &e->local_buffers[i];
hr = parse_fx10_local_buffer(l, &ptr, data);
if (FAILED(hr)) return hr;
}
for (i = 0; i < e->technique_count; ++i)
{
struct d3d10_effect_technique *t = &e->techniques[i];
t->vtbl = &d3d10_effect_technique_vtbl;
t->effect = e;
hr = parse_fx10_technique(t, &ptr, data);
if (FAILED(hr)) return hr;
}
return S_OK;
}
static HRESULT parse_fx10(struct d3d10_effect *e, const char *data, DWORD data_size)
{
const char *ptr = data;
DWORD unknown;
/* Compiled target version (e.g. fx_4_0=0xfeff1001, fx_4_1=0xfeff1011). */
read_dword(&ptr, &e->version);
TRACE("Target: %#x\n", e->version);
read_dword(&ptr, &e->local_buffer_count);
TRACE("Local buffer count: %u.\n", e->local_buffer_count);
/* Number of variables in local buffers? */
read_dword(&ptr, &unknown);
FIXME("Unknown 0: %u\n", unknown);
read_dword(&ptr, &e->localobjects_count);
TRACE("Localobjects count: %u\n", e->localobjects_count);
read_dword(&ptr, &e->sharedbuffers_count);
TRACE("Sharedbuffers count: %u\n", e->sharedbuffers_count);
/* Number of variables in shared buffers? */
read_dword(&ptr, &unknown);
FIXME("Unknown 1: %u\n", unknown);
read_dword(&ptr, &e->sharedobjects_count);
TRACE("Sharedobjects count: %u\n", e->sharedobjects_count);
read_dword(&ptr, &e->technique_count);
TRACE("Technique count: %u\n", e->technique_count);
read_dword(&ptr, &e->index_offset);
TRACE("Index offset: %#x\n", e->index_offset);
read_dword(&ptr, &unknown);
FIXME("Unknown 2: %u\n", unknown);
read_dword(&ptr, &unknown);
FIXME("Unknown 3: %u\n", unknown);
read_dword(&ptr, &e->dephstencilstate_count);
TRACE("Depthstencilstate count: %u\n", e->dephstencilstate_count);
read_dword(&ptr, &e->blendstate_count);
TRACE("Blendstate count: %u\n", e->blendstate_count);
read_dword(&ptr, &e->rasterizerstate_count);
TRACE("Rasterizerstate count: %u\n", e->rasterizerstate_count);
read_dword(&ptr, &e->samplerstate_count);
TRACE("Samplerstate count: %u\n", e->samplerstate_count);
read_dword(&ptr, &unknown);
FIXME("Unknown 4: %u\n", unknown);
read_dword(&ptr, &unknown);
FIXME("Unknown 5: %u\n", unknown);
/* Number of function calls in all passes? */
read_dword(&ptr, &unknown);
FIXME("Unknown 6: %u\n", unknown);
read_dword(&ptr, &unknown);
FIXME("Unknown 7: %u\n", unknown);
return parse_fx10_body(e, ptr, data_size - (ptr - data));
}
static HRESULT fx10_chunk_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
{
struct d3d10_effect *e = ctx;
char tag_str[5];
memcpy(tag_str, &tag, 4);
tag_str[4] = '\0';
TRACE("tag: %s\n", tag_str);
TRACE("chunk size: %#x\n", data_size);
switch(tag)
{
case TAG_FX10:
return parse_fx10(e, data, data_size);
default:
FIXME("Unhandled chunk %s\n", tag_str);
return S_OK;
}
}
HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T data_size)
{
return parse_dxbc(data, data_size, fx10_chunk_handler, This);
}
static void d3d10_effect_object_destroy(struct d3d10_effect_object *o)
{
TRACE("effect object %p.\n", o);
switch(o->type)
{
case D3D10_EOT_VERTEXSHADER:
case D3D10_EOT_PIXELSHADER:
case D3D10_EOT_GEOMETRYSHADER:
HeapFree(GetProcessHeap(), 0, ((struct d3d10_effect_shader_variable *)o->data)->input_signature);
break;
default:
break;
}
HeapFree(GetProcessHeap(), 0, o->data);
}
static HRESULT d3d10_effect_object_apply(struct d3d10_effect_object *o)
{
ID3D10Device *device = o->pass->technique->effect->device;
TRACE("effect object %p, type %#x.\n", o, o->type);
switch(o->type)
{
case D3D10_EOT_VERTEXSHADER:
ID3D10Device_VSSetShader(device, ((struct d3d10_effect_shader_variable *)o->data)->shader.vs);
return S_OK;
case D3D10_EOT_PIXELSHADER:
ID3D10Device_PSSetShader(device, ((struct d3d10_effect_shader_variable *)o->data)->shader.ps);
return S_OK;
case D3D10_EOT_GEOMETRYSHADER:
ID3D10Device_GSSetShader(device, ((struct d3d10_effect_shader_variable *)o->data)->shader.gs);
return S_OK;
default:
FIXME("Unhandled effect object type %#x.\n", o->type);
return E_FAIL;
}
}
static void d3d10_effect_pass_destroy(struct d3d10_effect_pass *p)
{
TRACE("pass %p\n", p);
HeapFree(GetProcessHeap(), 0, p->name);
if (p->objects)
{
unsigned int i;
for (i = 0; i < p->object_count; ++i)
{
d3d10_effect_object_destroy(&p->objects[i]);
}
HeapFree(GetProcessHeap(), 0, p->objects);
}
}
static void d3d10_effect_technique_destroy(struct d3d10_effect_technique *t)
{
TRACE("technique %p\n", t);
HeapFree(GetProcessHeap(), 0, t->name);
if (t->passes)
{
unsigned int i;
for (i = 0; i < t->pass_count; ++i)
{
d3d10_effect_pass_destroy(&t->passes[i]);
}
HeapFree(GetProcessHeap(), 0, t->passes);
}
}
static void d3d10_effect_local_buffer_destroy(struct d3d10_effect_local_buffer *l)
{
TRACE("local buffer %p.\n", l);
HeapFree(GetProcessHeap(), 0, l->name);
}
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE d3d10_effect_QueryInterface(ID3D10Effect *iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_ID3D10Effect)
|| 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_effect_AddRef(ID3D10Effect *iface)
{
struct d3d10_effect *This = (struct d3d10_effect *)iface;
ULONG refcount = InterlockedIncrement(&This->refcount);
TRACE("%p increasing refcount to %u\n", This, refcount);
return refcount;
}
static ULONG STDMETHODCALLTYPE d3d10_effect_Release(ID3D10Effect *iface)
{
struct d3d10_effect *This = (struct d3d10_effect *)iface;
ULONG refcount = InterlockedDecrement(&This->refcount);
TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount)
{
unsigned int i;
if (This->techniques)
{
for (i = 0; i < This->technique_count; ++i)
{
d3d10_effect_technique_destroy(&This->techniques[i]);
}
HeapFree(GetProcessHeap(), 0, This->techniques);
}
if (This->local_buffers)
{
for (i = 0; i < This->local_buffer_count; ++i)
{
d3d10_effect_local_buffer_destroy(&This->local_buffers[i]);
}
HeapFree(GetProcessHeap(), 0, This->local_buffers);
}
ID3D10Device_Release(This->device);
HeapFree(GetProcessHeap(), 0, This);
}
return refcount;
}
/* ID3D10Effect methods */
static BOOL STDMETHODCALLTYPE d3d10_effect_IsValid(ID3D10Effect *iface)
{
FIXME("iface %p stub!\n", iface);
return FALSE;
}
static BOOL STDMETHODCALLTYPE d3d10_effect_IsPool(ID3D10Effect *iface)
{
FIXME("iface %p stub!\n", iface);
return FALSE;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_GetDevice(ID3D10Effect *iface, ID3D10Device **device)
{
struct d3d10_effect *This = (struct d3d10_effect *)iface;
TRACE("iface %p, device %p\n", iface, device);
ID3D10Device_AddRef(This->device);
*device = This->device;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_GetDesc(ID3D10Effect *iface, D3D10_EFFECT_DESC *desc)
{
FIXME("iface %p, desc %p stub!\n", iface, desc);
return E_NOTIMPL;
}
static struct ID3D10EffectConstantBuffer * STDMETHODCALLTYPE d3d10_effect_GetConstantBufferByIndex(ID3D10Effect *iface,
UINT index)
{
FIXME("iface %p, index %u stub!\n", iface, index);
return NULL;
}
static struct ID3D10EffectConstantBuffer * STDMETHODCALLTYPE d3d10_effect_GetConstantBufferByName(ID3D10Effect *iface,
LPCSTR name)
{
FIXME("iface %p, name \"%s\" stub!\n", iface, name);
return NULL;
}
static struct ID3D10EffectVariable * STDMETHODCALLTYPE d3d10_effect_GetVariableByIndex(ID3D10Effect *iface, UINT index)
{
FIXME("iface %p, index %u stub!\n", iface, index);
return NULL;
}
static struct ID3D10EffectVariable * STDMETHODCALLTYPE d3d10_effect_GetVariableByName(ID3D10Effect *iface, LPCSTR name)
{
FIXME("iface %p, name \"%s\" stub!\n", iface, name);
return NULL;
}
static struct ID3D10EffectVariable * STDMETHODCALLTYPE d3d10_effect_GetVariableBySemantic(ID3D10Effect *iface,
LPCSTR semantic)
{
FIXME("iface %p, semantic \"%s\" stub!\n", iface, semantic);
return NULL;
}
static struct ID3D10EffectTechnique * STDMETHODCALLTYPE d3d10_effect_GetTechniqueByIndex(ID3D10Effect *iface,
UINT index)
{
struct d3d10_effect *This = (struct d3d10_effect *)iface;
struct d3d10_effect_technique *t;
TRACE("iface %p, index %u\n", iface, index);
if (index >= This->technique_count)
{
WARN("Invalid index specified\n");
return NULL;
}
t = &This->techniques[index];
TRACE("Returning technique %p, \"%s\"\n", t, t->name);
return (ID3D10EffectTechnique *)t;
}
static struct ID3D10EffectTechnique * STDMETHODCALLTYPE d3d10_effect_GetTechniqueByName(ID3D10Effect *iface,
LPCSTR name)
{
struct d3d10_effect *This = (struct d3d10_effect *)iface;
unsigned int i;
TRACE("iface %p, name \"%s\"\n", iface, name);
for (i = 0; i < This->technique_count; ++i)
{
struct d3d10_effect_technique *t = &This->techniques[i];
if (!strcmp(t->name, name))
{
TRACE("Returning technique %p\n", t);
return (ID3D10EffectTechnique *)t;
}
}
return NULL;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_Optimize(ID3D10Effect *iface)
{
FIXME("iface %p stub!\n", iface);
return E_NOTIMPL;
}
static BOOL STDMETHODCALLTYPE d3d10_effect_IsOptimized(ID3D10Effect *iface)
{
FIXME("iface %p stub!\n", iface);
return FALSE;
}
const struct ID3D10EffectVtbl d3d10_effect_vtbl =
{
/* IUnknown methods */
d3d10_effect_QueryInterface,
d3d10_effect_AddRef,
d3d10_effect_Release,
/* ID3D10Effect methods */
d3d10_effect_IsValid,
d3d10_effect_IsPool,
d3d10_effect_GetDevice,
d3d10_effect_GetDesc,
d3d10_effect_GetConstantBufferByIndex,
d3d10_effect_GetConstantBufferByName,
d3d10_effect_GetVariableByIndex,
d3d10_effect_GetVariableByName,
d3d10_effect_GetVariableBySemantic,
d3d10_effect_GetTechniqueByIndex,
d3d10_effect_GetTechniqueByName,
d3d10_effect_Optimize,
d3d10_effect_IsOptimized,
};
/* ID3D10EffectTechnique methods */
static BOOL STDMETHODCALLTYPE d3d10_effect_technique_IsValid(ID3D10EffectTechnique *iface)
{
FIXME("iface %p stub!\n", iface);
return FALSE;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_technique_GetDesc(ID3D10EffectTechnique *iface,
D3D10_TECHNIQUE_DESC *desc)
{
struct d3d10_effect_technique *This = (struct d3d10_effect_technique *)iface;
TRACE("iface %p, desc %p\n", iface, desc);
desc->Name = This->name;
desc->Passes = This->pass_count;
WARN("Annotations not implemented\n");
desc->Annotations = 0;
return S_OK;
}
static struct ID3D10EffectVariable * STDMETHODCALLTYPE d3d10_effect_technique_GetAnnotationByIndex(
ID3D10EffectTechnique *iface, UINT index)
{
FIXME("iface %p, index %u stub!\n", iface, index);
return NULL;
}
static struct ID3D10EffectVariable * STDMETHODCALLTYPE d3d10_effect_technique_GetAnnotationByName(
ID3D10EffectTechnique *iface, LPCSTR name)
{
FIXME("iface %p, name \"%s\" stub!\n", iface, name);
return NULL;
}
static struct ID3D10EffectPass * STDMETHODCALLTYPE d3d10_effect_technique_GetPassByIndex(ID3D10EffectTechnique *iface,
UINT index)
{
struct d3d10_effect_technique *This = (struct d3d10_effect_technique *)iface;
struct d3d10_effect_pass *p;
TRACE("iface %p, index %u\n", iface, index);
if (index >= This->pass_count)
{
WARN("Invalid index specified\n");
return NULL;
}
p = &This->passes[index];
TRACE("Returning pass %p, \"%s\"\n", p, p->name);
return (ID3D10EffectPass *)p;
}
static struct ID3D10EffectPass * STDMETHODCALLTYPE d3d10_effect_technique_GetPassByName(ID3D10EffectTechnique *iface,
LPCSTR name)
{
struct d3d10_effect_technique *This = (struct d3d10_effect_technique *)iface;
unsigned int i;
TRACE("iface %p, name \"%s\"\n", iface, name);
for (i = 0; i < This->pass_count; ++i)
{
struct d3d10_effect_pass *p = &This->passes[i];
if (!strcmp(p->name, name))
{
TRACE("Returning pass %p\n", p);
return (ID3D10EffectPass *)p;
}
}
return NULL;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_technique_ComputeStateBlockMask(ID3D10EffectTechnique *iface,
D3D10_STATE_BLOCK_MASK *mask)
{
FIXME("iface %p,mask %p stub!\n", iface, mask);
return E_NOTIMPL;
}
static const struct ID3D10EffectTechniqueVtbl d3d10_effect_technique_vtbl =
{
/* ID3D10EffectTechnique methods */
d3d10_effect_technique_IsValid,
d3d10_effect_technique_GetDesc,
d3d10_effect_technique_GetAnnotationByIndex,
d3d10_effect_technique_GetAnnotationByName,
d3d10_effect_technique_GetPassByIndex,
d3d10_effect_technique_GetPassByName,
d3d10_effect_technique_ComputeStateBlockMask,
};
/* ID3D10EffectPass methods */
static BOOL STDMETHODCALLTYPE d3d10_effect_pass_IsValid(ID3D10EffectPass *iface)
{
FIXME("iface %p stub!\n", iface);
return FALSE;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetDesc(ID3D10EffectPass *iface, D3D10_PASS_DESC *desc)
{
struct d3d10_effect_pass *This = (struct d3d10_effect_pass *)iface;
unsigned int i;
FIXME("iface %p, desc %p partial stub!\n", iface, desc);
memset(desc, 0, sizeof(*desc));
desc->Name = This->name;
for (i = 0; i < This->object_count; ++i)
{
struct d3d10_effect_object *o = &This->objects[i];
if (o->type == D3D10_EOT_VERTEXSHADER)
{
struct d3d10_effect_shader_variable *s = o->data;
desc->pIAInputSignature = (BYTE *)s->input_signature;
desc->IAInputSignatureSize = s->input_signature_size;
break;
}
}
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetVertexShaderDesc(ID3D10EffectPass *iface,
D3D10_PASS_SHADER_DESC *desc)
{
FIXME("iface %p, desc %p stub!\n", iface, desc);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetGeometryShaderDesc(ID3D10EffectPass *iface,
D3D10_PASS_SHADER_DESC *desc)
{
FIXME("iface %p, desc %p stub!\n", iface, desc);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_GetPixelShaderDesc(ID3D10EffectPass *iface,
D3D10_PASS_SHADER_DESC *desc)
{
FIXME("iface %p, desc %p stub!\n", iface, desc);
return E_NOTIMPL;
}
static struct ID3D10EffectVariable * STDMETHODCALLTYPE d3d10_effect_pass_GetAnnotationByIndex(ID3D10EffectPass *iface,
UINT index)
{
FIXME("iface %p, index %u stub!\n", iface, index);
return NULL;
}
static struct ID3D10EffectVariable * STDMETHODCALLTYPE d3d10_effect_pass_GetAnnotationByName(ID3D10EffectPass *iface,
LPCSTR name)
{
FIXME("iface %p, name \"%s\" stub!\n", iface, name);
return NULL;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_Apply(ID3D10EffectPass *iface, UINT flags)
{
struct d3d10_effect_pass *This = (struct d3d10_effect_pass *)iface;
HRESULT hr = S_OK;
unsigned int i;
TRACE("iface %p, flags %#x\n", iface, flags);
if (flags) FIXME("Ignoring flags (%#x)\n", flags);
for (i = 0; i < This->object_count; ++i)
{
hr = d3d10_effect_object_apply(&This->objects[i]);
if (FAILED(hr)) break;
}
return hr;
}
static HRESULT STDMETHODCALLTYPE d3d10_effect_pass_ComputeStateBlockMask(ID3D10EffectPass *iface,
D3D10_STATE_BLOCK_MASK *mask)
{
FIXME("iface %p, mask %p stub!\n", iface, mask);
return E_NOTIMPL;
}
static const struct ID3D10EffectPassVtbl d3d10_effect_pass_vtbl =
{
/* ID3D10EffectPass methods */
d3d10_effect_pass_IsValid,
d3d10_effect_pass_GetDesc,
d3d10_effect_pass_GetVertexShaderDesc,
d3d10_effect_pass_GetGeometryShaderDesc,
d3d10_effect_pass_GetPixelShaderDesc,
d3d10_effect_pass_GetAnnotationByIndex,
d3d10_effect_pass_GetAnnotationByName,
d3d10_effect_pass_Apply,
d3d10_effect_pass_ComputeStateBlockMask,
};