241 lines
7.6 KiB
C
241 lines
7.6 KiB
C
/*
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* Copyright 2009 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "d3d10core_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
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static HRESULT isgn_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
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{
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struct wined3d_shader_signature *is = ctx;
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switch(tag)
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{
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case TAG_ISGN:
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return shader_parse_signature(data, data_size, is);
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default:
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FIXME("Unhandled chunk %s.\n", debugstr_an((const char *)&tag, 4));
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return S_OK;
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}
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}
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static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs,
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UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
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WINED3DVERTEXELEMENT **wined3d_elements, UINT *wined3d_element_count)
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{
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struct wined3d_shader_signature is;
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HRESULT hr;
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UINT i;
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hr = parse_dxbc(shader_byte_code, shader_byte_code_length, isgn_handler, &is);
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if (FAILED(hr))
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{
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ERR("Failed to parse input signature.\n");
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return E_FAIL;
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}
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*wined3d_elements = HeapAlloc(GetProcessHeap(), 0, element_count * sizeof(**wined3d_elements));
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if (!*wined3d_elements)
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{
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ERR("Failed to allocate wined3d vertex element array memory.\n");
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HeapFree(GetProcessHeap(), 0, is.elements);
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return E_OUTOFMEMORY;
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}
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*wined3d_element_count = 0;
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for (i = 0; i < element_count; ++i)
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{
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UINT j;
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for (j = 0; j < is.element_count; ++j)
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{
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if (!strcmp(element_descs[i].SemanticName, is.elements[j].semantic_name)
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&& element_descs[i].SemanticIndex == is.elements[j].semantic_idx)
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{
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WINED3DVERTEXELEMENT *e = &(*wined3d_elements)[(*wined3d_element_count)++];
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const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i];
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e->format = wined3dformat_from_dxgi_format(f->Format);
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e->input_slot = f->InputSlot;
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e->offset = f->AlignedByteOffset;
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e->output_slot = is.elements[j].register_idx;
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e->method = WINED3DDECLMETHOD_DEFAULT;
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e->usage = 0;
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e->usage_idx = 0;
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if (f->AlignedByteOffset == D3D10_APPEND_ALIGNED_ELEMENT)
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FIXME("D3D10_APPEND_ALIGNED_ELEMENT not supported\n");
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if (f->InputSlotClass != D3D10_INPUT_PER_VERTEX_DATA)
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FIXME("Ignoring input slot class (%#x)\n", f->InputSlotClass);
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if (f->InstanceDataStepRate)
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FIXME("Ignoring instace data step rate (%#x)\n", f->InstanceDataStepRate);
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break;
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}
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}
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}
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shader_free_signature(&is);
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return S_OK;
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}
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/* IUnknown methods */
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static HRESULT STDMETHODCALLTYPE d3d10_input_layout_QueryInterface(ID3D10InputLayout *iface,
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REFIID riid, void **object)
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{
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TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
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if (IsEqualGUID(riid, &IID_ID3D10InputLayout)
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|| IsEqualGUID(riid, &IID_ID3D10DeviceChild)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IUnknown_AddRef(iface);
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*object = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
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*object = NULL;
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return E_NOINTERFACE;
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}
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static ULONG STDMETHODCALLTYPE d3d10_input_layout_AddRef(ID3D10InputLayout *iface)
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{
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struct d3d10_input_layout *This = (struct d3d10_input_layout *)iface;
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ULONG refcount = InterlockedIncrement(&This->refcount);
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TRACE("%p increasing refcount to %u\n", This, refcount);
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if (refcount == 1)
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{
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IWineD3DVertexDeclaration_AddRef(This->wined3d_decl);
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}
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return refcount;
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}
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static ULONG STDMETHODCALLTYPE d3d10_input_layout_Release(ID3D10InputLayout *iface)
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{
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struct d3d10_input_layout *This = (struct d3d10_input_layout *)iface;
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ULONG refcount = InterlockedDecrement(&This->refcount);
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TRACE("%p decreasing refcount to %u\n", This, refcount);
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if (!refcount)
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{
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IWineD3DVertexDeclaration_Release(This->wined3d_decl);
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}
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return refcount;
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}
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/* ID3D10DeviceChild methods */
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static void STDMETHODCALLTYPE d3d10_input_layout_GetDevice(ID3D10InputLayout *iface, ID3D10Device **device)
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{
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FIXME("iface %p, device %p stub!\n", iface, device);
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}
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static HRESULT STDMETHODCALLTYPE d3d10_input_layout_GetPrivateData(ID3D10InputLayout *iface,
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REFGUID guid, UINT *data_size, void *data)
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{
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FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
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iface, debugstr_guid(guid), data_size, data);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateData(ID3D10InputLayout *iface,
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REFGUID guid, UINT data_size, const void *data)
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{
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FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
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iface, debugstr_guid(guid), data_size, data);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateDataInterface(ID3D10InputLayout *iface,
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REFGUID guid, const IUnknown *data)
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{
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FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
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return E_NOTIMPL;
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}
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static const struct ID3D10InputLayoutVtbl d3d10_input_layout_vtbl =
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{
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/* IUnknown methods */
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d3d10_input_layout_QueryInterface,
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d3d10_input_layout_AddRef,
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d3d10_input_layout_Release,
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/* ID3D10DeviceChild methods */
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d3d10_input_layout_GetDevice,
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d3d10_input_layout_GetPrivateData,
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d3d10_input_layout_SetPrivateData,
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d3d10_input_layout_SetPrivateDataInterface,
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};
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static void STDMETHODCALLTYPE d3d10_input_layout_wined3d_object_destroyed(void *parent)
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{
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HeapFree(GetProcessHeap(), 0, parent);
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}
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static const struct wined3d_parent_ops d3d10_input_layout_wined3d_parent_ops =
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{
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d3d10_input_layout_wined3d_object_destroyed,
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};
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HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_device *device,
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const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
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const void *shader_byte_code, SIZE_T shader_byte_code_length)
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{
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WINED3DVERTEXELEMENT *wined3d_elements;
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UINT wined3d_element_count;
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HRESULT hr;
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layout->vtbl = &d3d10_input_layout_vtbl;
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layout->refcount = 1;
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hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
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shader_byte_code, shader_byte_code_length, &wined3d_elements, &wined3d_element_count);
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr);
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return hr;
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}
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hr = IWineD3DDevice_CreateVertexDeclaration(device->wined3d_device, wined3d_elements, wined3d_element_count,
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layout, &d3d10_input_layout_wined3d_parent_ops, &layout->wined3d_decl);
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HeapFree(GetProcessHeap(), 0, wined3d_elements);
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
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return hr;
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}
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return S_OK;
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}
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