Sweden-Number/dlls/d3d11/device.c

4253 lines
158 KiB
C

/*
* Copyright 2008-2012 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"
#define NONAMELESSUNION
#include "d3d11_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d11);
static void STDMETHODCALLTYPE d3d_null_wined3d_object_destroyed(void *parent) {}
const struct wined3d_parent_ops d3d_null_wined3d_parent_ops =
{
d3d_null_wined3d_object_destroyed,
};
/* ID3D11DeviceContext - immediate context methods */
static inline struct d3d11_immediate_context *impl_from_ID3D11DeviceContext(ID3D11DeviceContext *iface)
{
return CONTAINING_RECORD(iface, struct d3d11_immediate_context, ID3D11DeviceContext_iface);
}
static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_QueryInterface(ID3D11DeviceContext *iface,
REFIID riid, void **out)
{
TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
if (IsEqualGUID(riid, &IID_ID3D11DeviceContext)
|| IsEqualGUID(riid, &IID_ID3D11DeviceChild)
|| IsEqualGUID(riid, &IID_IUnknown))
{
ID3D11DeviceContext_AddRef(iface);
*out = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*out = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE d3d11_immediate_context_AddRef(ID3D11DeviceContext *iface)
{
struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext(iface);
ULONG refcount = InterlockedIncrement(&context->refcount);
TRACE("%p increasing refcount to %u.\n", context, refcount);
if (refcount == 1)
{
ID3D11Device_AddRef(context->device);
}
return refcount;
}
static ULONG STDMETHODCALLTYPE d3d11_immediate_context_Release(ID3D11DeviceContext *iface)
{
struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext(iface);
ULONG refcount = InterlockedDecrement(&context->refcount);
TRACE("%p decreasing refcount to %u.\n", context, refcount);
if (!refcount)
{
ID3D11Device_Release(context->device);
}
return refcount;
}
static void STDMETHODCALLTYPE d3d11_immediate_context_GetDevice(ID3D11DeviceContext *iface, ID3D11Device **device)
{
struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext(iface);
TRACE("iface %p, device %p.\n", iface, device);
*device = context->device;
ID3D11Device_AddRef(*device);
}
static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_GetPrivateData(ID3D11DeviceContext *iface, REFGUID guid,
UINT *data_size, void *data)
{
FIXME("iface %p, guid %s, data_size %p, data %p stub!\n", iface, debugstr_guid(guid), data_size, data);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_SetPrivateData(ID3D11DeviceContext *iface, REFGUID guid,
UINT data_size, const void *data)
{
FIXME("iface %p, guid %s, data_size %u, data %p stub!\n", iface, debugstr_guid(guid), data_size, data);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_SetPrivateDataInterface(ID3D11DeviceContext *iface,
REFGUID guid, const IUnknown *data)
{
FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
return E_NOTIMPL;
}
static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetConstantBuffers(ID3D11DeviceContext *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShaderResources(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetShader(ID3D11DeviceContext *iface,
ID3D11PixelShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count)
{
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %u stub!\n",
iface, shader, class_instances, class_instance_count);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetSamplers(ID3D11DeviceContext *iface,
UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShader(ID3D11DeviceContext *iface,
ID3D11VertexShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count)
{
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %u stub!\n",
iface, shader, class_instances, class_instance_count);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexed(ID3D11DeviceContext *iface,
UINT index_count, UINT start_index_location, INT base_vertex_location)
{
FIXME("iface %p, index_count %u, start_index_location %u, base_vertex_location %d stub!\n",
iface, index_count, start_index_location, base_vertex_location);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_Draw(ID3D11DeviceContext *iface,
UINT vertex_count, UINT start_vertex_location)
{
FIXME("iface %p, vertex_count %u, start_vertex_location %u stub!\n",
iface, vertex_count, start_vertex_location);
}
static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_Map(ID3D11DeviceContext *iface, ID3D11Resource *resource,
UINT subresource_idx, D3D11_MAP map_type, UINT map_flags, D3D11_MAPPED_SUBRESOURCE *mapped_subresource)
{
FIXME("iface %p, resource %p, subresource_idx %u, map_type %u, map_flags %#x, mapped_subresource %p stub!\n",
iface, resource, subresource_idx, map_type, map_flags, mapped_subresource);
return E_NOTIMPL;
}
static void STDMETHODCALLTYPE d3d11_immediate_context_Unmap(ID3D11DeviceContext *iface, ID3D11Resource *resource,
UINT subresource_idx)
{
FIXME("iface %p, resource %p, subresource_idx %u stub!\n", iface, resource, subresource_idx);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_PSSetConstantBuffers(ID3D11DeviceContext *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_IASetInputLayout(ID3D11DeviceContext *iface,
ID3D11InputLayout *input_layout)
{
FIXME("iface %p, input_layout %p stub!\n", iface, input_layout);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_IASetVertexBuffers(ID3D11DeviceContext *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers, const UINT *strides, const UINT *offsets)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, strides %p, offsets %p stub!\n",
iface, start_slot, buffer_count, buffers, strides, offsets);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_IASetIndexBuffer(ID3D11DeviceContext *iface,
ID3D11Buffer *buffer, DXGI_FORMAT format, UINT offset)
{
FIXME("iface %p, buffer %p, format %s, offset %u stub!\n",
iface, buffer, debug_dxgi_format(format), offset);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexedInstanced(ID3D11DeviceContext *iface,
UINT instance_index_count, UINT instance_count, UINT start_index_location, INT base_vertex_location,
UINT start_instance_location)
{
FIXME("iface %p, instance_index_count %u, instance_count %u, start_index_location %u, "
"base_vertex_location %d, start_instance_location %u stub!\n",
iface, instance_index_count, instance_count, start_index_location,
base_vertex_location, start_instance_location);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DrawInstanced(ID3D11DeviceContext *iface,
UINT instance_vertex_count, UINT instance_count, UINT start_vertex_location, UINT start_instance_location)
{
FIXME("iface %p, instance_vertex_count %u, instance_count %u, start_vertex_location %u, "
"start_instance_location %u stub!\n",
iface, instance_vertex_count, instance_count, start_vertex_location,
start_instance_location);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetConstantBuffers(ID3D11DeviceContext *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShader(ID3D11DeviceContext *iface,
ID3D11GeometryShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count)
{
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %u stub!\n",
iface, shader, class_instances, class_instance_count);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_IASetPrimitiveTopology(ID3D11DeviceContext *iface,
D3D11_PRIMITIVE_TOPOLOGY topology)
{
FIXME("iface %p, topology %u stub!\n", iface, topology);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetShaderResources(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_VSSetSamplers(ID3D11DeviceContext *iface,
UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_Begin(ID3D11DeviceContext *iface,
ID3D11Asynchronous *asynchronous)
{
FIXME("iface %p, asynchronous %p stub!\n", iface, asynchronous);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_End(ID3D11DeviceContext *iface,
ID3D11Asynchronous *asynchronous)
{
FIXME("iface %p, asynchronous %p stub!\n", iface, asynchronous);
}
static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_GetData(ID3D11DeviceContext *iface,
ID3D11Asynchronous *asynchronous, void *data, UINT data_size, UINT data_flags)
{
FIXME("iface %p, asynchronous %p, data %p, data_size %u, data_flags %#x stub!\n",
iface, asynchronous, data, data_size, data_flags);
return E_NOTIMPL;
}
static void STDMETHODCALLTYPE d3d11_immediate_context_SetPredication(ID3D11DeviceContext *iface,
ID3D11Predicate *predicate, BOOL value)
{
FIXME("iface %p, predicate %p, value %#x stub!\n", iface, predicate, value);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetShaderResources(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_GSSetSamplers(ID3D11DeviceContext *iface,
UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetRenderTargets(ID3D11DeviceContext *iface,
UINT render_target_view_count, ID3D11RenderTargetView *const *render_target_views,
ID3D11DepthStencilView *depth_stencil_view)
{
FIXME("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p stub!\n",
iface, render_target_view_count, render_target_views, depth_stencil_view);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetRenderTargetsAndUnorderedAccessViews(
ID3D11DeviceContext *iface, UINT render_target_view_count,
ID3D11RenderTargetView *const *render_target_views, ID3D11DepthStencilView *depth_stencil_view,
UINT unordered_access_view_start_slot, UINT unordered_access_view_count,
ID3D11UnorderedAccessView *const *unordered_access_views, const UINT *initial_counts)
{
FIXME("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p, "
"unordered_access_view_start_slot %u, unordered_access_view_count %u, unordered_access_views %p, "
"initial_counts %p stub!\n",
iface, render_target_view_count, render_target_views, depth_stencil_view,
unordered_access_view_start_slot, unordered_access_view_count, unordered_access_views,
initial_counts);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11DeviceContext *iface,
ID3D11BlendState *blend_state, const FLOAT blend_factor[4], UINT sample_mask)
{
FIXME("iface %p, blend_state %p, blend_factor {%.8e %.8e %.8e %.8e}, sample_mask 0x%08x stub!\n",
iface, blend_state, blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3], sample_mask);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3D11DeviceContext *iface,
ID3D11DepthStencilState *depth_stencil_state, UINT stencil_ref)
{
FIXME("iface %p, depth_stencil_state %p, stencil_ref %u stub!\n", iface, depth_stencil_state, stencil_ref);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_SOSetTargets(ID3D11DeviceContext *iface, UINT buffer_count,
ID3D11Buffer *const *buffers, const UINT *offsets)
{
FIXME("iface %p, buffer_count %u, buffers %p, offsets %p stub!\n", iface, buffer_count, buffers, offsets);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DrawAuto(ID3D11DeviceContext *iface)
{
FIXME("iface %p stub!\n", iface);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DrawIndexedInstancedIndirect(ID3D11DeviceContext *iface,
ID3D11Buffer *buffer, UINT offset)
{
FIXME("iface %p, buffer %p, offset %u stub!\n", iface, buffer, offset);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DrawInstancedIndirect(ID3D11DeviceContext *iface,
ID3D11Buffer *buffer, UINT offset)
{
FIXME("iface %p, buffer %p, offset %u stub!\n", iface, buffer, offset);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_Dispatch(ID3D11DeviceContext *iface,
UINT thread_group_count_x, UINT thread_group_count_y, UINT thread_group_count_z)
{
FIXME("iface %p, thread_group_count_x %u, thread_group_count_y %u, thread_group_count_z %u stub!\n",
iface, thread_group_count_x, thread_group_count_y, thread_group_count_z);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DispatchIndirect(ID3D11DeviceContext *iface,
ID3D11Buffer *buffer, UINT offset)
{
FIXME("iface %p, buffer %p, offset %u stub!\n", iface, buffer, offset);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceContext *iface,
ID3D11RasterizerState *rasterizer_state)
{
FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetViewports(ID3D11DeviceContext *iface,
UINT viewport_count, const D3D11_VIEWPORT *viewports)
{
FIXME("iface %p, viewport_count %u, viewports %p stub!\n", iface, viewport_count, viewports);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetScissorRects(ID3D11DeviceContext *iface,
UINT rect_count, const D3D11_RECT *rects)
{
FIXME("iface %p, rect_count %u, rects %p stub!\n", iface, rect_count, rects);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CopySubresourceRegion(ID3D11DeviceContext *iface,
ID3D11Resource *dst_resource, UINT dst_subresource_idx, UINT dst_x, UINT dst_y, UINT dst_z,
ID3D11Resource *src_resource, UINT src_subresource_idx, const D3D11_BOX *src_box)
{
FIXME("iface %p, dst_resource %p, dst_subresource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
"src_resource %p, src_subresource_idx %u, src_box %p stub!\n",
iface, dst_resource, dst_subresource_idx, dst_x, dst_y, dst_z,
src_resource, src_subresource_idx, src_box);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CopyResource(ID3D11DeviceContext *iface,
ID3D11Resource *dst_resource, ID3D11Resource *src_resource)
{
FIXME("iface %p, dst_resource %p, src_resource %p stub!\n", iface, dst_resource, src_resource);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_UpdateSubresource(ID3D11DeviceContext *iface,
ID3D11Resource *resource, UINT subresource_idx, const D3D11_BOX *box,
const void *data, UINT row_pitch, UINT depth_pitch)
{
FIXME("iface %p, resource %p, subresource_idx %u, box %p, data %p, row_pitch %u, depth_pitch %u stub!\n",
iface, resource, subresource_idx, box, data, row_pitch, depth_pitch);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CopyStructureCount(ID3D11DeviceContext *iface,
ID3D11Buffer *dst_buffer, UINT dst_offset, ID3D11UnorderedAccessView *src_view)
{
FIXME("iface %p, dst_buffer %p, dst_offset %u, src_view %p stub!\n",
iface, dst_buffer, dst_offset, src_view);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_ClearRenderTargetView(ID3D11DeviceContext *iface,
ID3D11RenderTargetView *render_target_view, const FLOAT color_rgba[4])
{
FIXME("iface %p, render_target_view %p, color_rgba {%.8e %.8e %.8e %.8e} stub!\n",
iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_ClearUnorderedAccessViewUint(ID3D11DeviceContext *iface,
ID3D11UnorderedAccessView *unordered_access_view, const UINT values[4])
{
FIXME("iface %p, unordered_access_view %p, values {%u %u %u %u} stub!\n",
iface, unordered_access_view, values[0], values[1], values[2], values[3]);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_ClearUnorderedAccessViewFloat(ID3D11DeviceContext *iface,
ID3D11UnorderedAccessView *unordered_access_view, const FLOAT values[4])
{
FIXME("iface %p, unordered_access_view %p, values {%.8e %.8e %.8e %.8e} stub!\n",
iface, unordered_access_view, values[0], values[1], values[2], values[3]);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_ClearDepthStencilView(ID3D11DeviceContext *iface,
ID3D11DepthStencilView *depth_stencil_view, UINT flags, FLOAT depth, UINT8 stencil)
{
FIXME("iface %p, depth_stencil_view %p, flags %#x, depth %f, stencil %u stub!\n",
iface, depth_stencil_view, flags, depth, stencil);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_GenerateMips(ID3D11DeviceContext *iface,
ID3D11ShaderResourceView *view)
{
FIXME("iface %p, view %p stub!\n", iface, view);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_SetResourceMinLOD(ID3D11DeviceContext *iface,
ID3D11Resource *resource, FLOAT min_lod)
{
FIXME("iface %p, resource %p, min_lod %f stub!\n", iface, resource, min_lod);
}
static FLOAT STDMETHODCALLTYPE d3d11_immediate_context_GetResourceMinLOD(ID3D11DeviceContext *iface,
ID3D11Resource *resource)
{
FIXME("iface %p, resource %p stub!\n", iface, resource);
return 0.0f;
}
static void STDMETHODCALLTYPE d3d11_immediate_context_ResolveSubresource(ID3D11DeviceContext *iface,
ID3D11Resource *dst_resource, UINT dst_subresource_idx,
ID3D11Resource *src_resource, UINT src_subresource_idx,
DXGI_FORMAT format)
{
FIXME("iface %p, dst_resource %p, dst_subresource_idx %u, src_resource %p, src_subresource_idx %u, "
"format %s stub!\n",
iface, dst_resource, dst_subresource_idx, src_resource, src_subresource_idx,
debug_dxgi_format(format));
}
static void STDMETHODCALLTYPE d3d11_immediate_context_ExecuteCommandList(ID3D11DeviceContext *iface,
ID3D11CommandList *command_list, BOOL restore_state)
{
FIXME("iface %p, command_list %p, restore_state %#x stub!\n", iface, command_list, restore_state);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShaderResources(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetShader(ID3D11DeviceContext *iface,
ID3D11HullShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count)
{
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %u stub!\n",
iface, shader, class_instances, class_instance_count);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetSamplers(ID3D11DeviceContext *iface,
UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_HSSetConstantBuffers(ID3D11DeviceContext *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetShaderResources(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetShader(ID3D11DeviceContext *iface,
ID3D11DomainShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count)
{
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %u stub!\n",
iface, shader, class_instances, class_instance_count);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetSamplers(ID3D11DeviceContext *iface,
UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DSSetConstantBuffers(ID3D11DeviceContext *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShaderResources(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView *const *views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetUnorderedAccessViews(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11UnorderedAccessView *const *views, const UINT *initial_counts)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p, initial_counts %p stub!\n",
iface, start_slot, view_count, views, initial_counts);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetShader(ID3D11DeviceContext *iface,
ID3D11ComputeShader *shader, ID3D11ClassInstance *const *class_instances, UINT class_instance_count)
{
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %u stub!\n",
iface, shader, class_instances, class_instance_count);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetSamplers(ID3D11DeviceContext *iface,
UINT start_slot, UINT sampler_count, ID3D11SamplerState *const *samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CSSetConstantBuffers(ID3D11DeviceContext *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer *const *buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetConstantBuffers(ID3D11DeviceContext *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShaderResources(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetShader(ID3D11DeviceContext *iface,
ID3D11PixelShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count)
{
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %p stub!\n",
iface, shader, class_instances, class_instance_count);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetSamplers(ID3D11DeviceContext *iface,
UINT start_slot, UINT sampler_count, ID3D11SamplerState **samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShader(ID3D11DeviceContext *iface,
ID3D11VertexShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count)
{
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %p stub!\n",
iface, shader, class_instances, class_instance_count);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_PSGetConstantBuffers(ID3D11DeviceContext *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetInputLayout(ID3D11DeviceContext *iface,
ID3D11InputLayout **input_layout)
{
FIXME("iface %p, input_layout %p stub!\n", iface, input_layout);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetVertexBuffers(ID3D11DeviceContext *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers, UINT *strides, UINT *offsets)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, strides %p, offsets %p stub!\n",
iface, start_slot, buffer_count, buffers, strides, offsets);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetIndexBuffer(ID3D11DeviceContext *iface,
ID3D11Buffer **buffer, DXGI_FORMAT *format, UINT *offset)
{
FIXME("iface %p, buffer %p, format %p, offset %p stub!\n", iface, buffer, format, offset);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetConstantBuffers(ID3D11DeviceContext *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShader(ID3D11DeviceContext *iface,
ID3D11GeometryShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count)
{
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %p stub!\n",
iface, shader, class_instances, class_instance_count);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_IAGetPrimitiveTopology(ID3D11DeviceContext *iface,
D3D11_PRIMITIVE_TOPOLOGY *topology)
{
FIXME("iface %p, topology %p stub!\n", iface, topology);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetShaderResources(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_VSGetSamplers(ID3D11DeviceContext *iface,
UINT start_slot, UINT sampler_count, ID3D11SamplerState **samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_GetPredication(ID3D11DeviceContext *iface,
ID3D11Predicate **predicate, BOOL *value)
{
FIXME("iface %p, predicate %p, value %p stub!\n", iface, predicate, value);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetShaderResources(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_GSGetSamplers(ID3D11DeviceContext *iface,
UINT start_slot, UINT sampler_count, ID3D11SamplerState **samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetRenderTargets(ID3D11DeviceContext *iface,
UINT render_target_view_count, ID3D11RenderTargetView **render_target_views,
ID3D11DepthStencilView **depth_stencil_view)
{
FIXME("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p stub!\n",
iface, render_target_view_count, render_target_views, depth_stencil_view);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetRenderTargetsAndUnorderedAccessViews(
ID3D11DeviceContext *iface,
UINT render_target_view_count, ID3D11RenderTargetView **render_target_views,
ID3D11DepthStencilView **depth_stencil_view,
UINT unordered_access_view_start_slot, UINT unordered_access_view_count,
ID3D11UnorderedAccessView **unordered_access_views)
{
FIXME("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p, "
"unordered_access_view_start_slot %u, unordered_access_view_count %u, "
"unordered_access_views %p stub!\n",
iface, render_target_view_count, render_target_views, depth_stencil_view,
unordered_access_view_start_slot, unordered_access_view_count, unordered_access_views);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetBlendState(ID3D11DeviceContext *iface,
ID3D11BlendState **blend_state, FLOAT blend_factor[4], UINT *sample_mask)
{
FIXME("iface %p, blend_state %p, blend_factor %p, sample_mask %p stub!\n",
iface, blend_state, blend_factor, sample_mask);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetDepthStencilState(ID3D11DeviceContext *iface,
ID3D11DepthStencilState **depth_stencil_state, UINT *stencil_ref)
{
FIXME("iface %p, depth_stencil_state %p, stencil_ref %p stub!\n", iface, depth_stencil_state, stencil_ref);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_SOGetTargets(ID3D11DeviceContext *iface,
UINT buffer_count, ID3D11Buffer **buffers)
{
FIXME("iface %p, buffer_count %u, buffers %p stub!\n", iface, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_RSGetState(ID3D11DeviceContext *iface,
ID3D11RasterizerState **rasterizer_state)
{
FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_RSGetViewports(ID3D11DeviceContext *iface,
UINT *viewport_count, D3D11_VIEWPORT *viewports)
{
FIXME("iface %p, viewport_count %p, viewports %p stub!\n", iface, viewport_count, viewports);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_RSGetScissorRects(ID3D11DeviceContext *iface,
UINT *rect_count, D3D11_RECT *rects)
{
FIXME("iface %p, rect_count %p, rects %p stub!\n", iface, rect_count, rects);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShaderResources(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetShader(ID3D11DeviceContext *iface,
ID3D11HullShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count)
{
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %p stub!\n",
iface, shader, class_instances, class_instance_count);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetSamplers(ID3D11DeviceContext *iface,
UINT start_slot, UINT sampler_count, ID3D11SamplerState **samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_HSGetConstantBuffers(ID3D11DeviceContext *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShaderResources(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetShader(ID3D11DeviceContext *iface,
ID3D11DomainShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count)
{
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %p stub!\n",
iface, shader, class_instances, class_instance_count);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetSamplers(ID3D11DeviceContext *iface,
UINT start_slot, UINT sampler_count, ID3D11SamplerState **samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_DSGetConstantBuffers(ID3D11DeviceContext *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShaderResources(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11ShaderResourceView **views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetUnorderedAccessViews(ID3D11DeviceContext *iface,
UINT start_slot, UINT view_count, ID3D11UnorderedAccessView **views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n", iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetShader(ID3D11DeviceContext *iface,
ID3D11ComputeShader **shader, ID3D11ClassInstance **class_instances, UINT *class_instance_count)
{
FIXME("iface %p, shader %p, class_instances %p, class_instance_count %p stub!\n",
iface, shader, class_instances, class_instance_count);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetSamplers(ID3D11DeviceContext *iface,
UINT start_slot, UINT sampler_count, ID3D11SamplerState **samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_CSGetConstantBuffers(ID3D11DeviceContext *iface,
UINT start_slot, UINT buffer_count, ID3D11Buffer **buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffer %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_ClearState(ID3D11DeviceContext *iface)
{
FIXME("iface %p stub!\n", iface);
}
static void STDMETHODCALLTYPE d3d11_immediate_context_Flush(ID3D11DeviceContext *iface)
{
FIXME("iface %p stub!\n", iface);
}
static D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE d3d11_immediate_context_GetType(ID3D11DeviceContext *iface)
{
TRACE("iface %p.\n", iface);
return D3D11_DEVICE_CONTEXT_IMMEDIATE;
}
static UINT STDMETHODCALLTYPE d3d11_immediate_context_GetContextFlags(ID3D11DeviceContext *iface)
{
FIXME("iface %p stub!\n", iface);
return 0;
}
static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_FinishCommandList(ID3D11DeviceContext *iface,
BOOL restore, ID3D11CommandList **command_list)
{
FIXME("iface %p, restore %#x, command_list %p stub!\n", iface, restore, command_list);
return E_NOTIMPL;
}
static const struct ID3D11DeviceContextVtbl d3d11_immediate_context_vtbl =
{
/* IUnknown methods */
d3d11_immediate_context_QueryInterface,
d3d11_immediate_context_AddRef,
d3d11_immediate_context_Release,
/* ID3D11DeviceChild methods */
d3d11_immediate_context_GetDevice,
d3d11_immediate_context_GetPrivateData,
d3d11_immediate_context_SetPrivateData,
d3d11_immediate_context_SetPrivateDataInterface,
/* ID3D11DeviceContext methods */
d3d11_immediate_context_VSSetConstantBuffers,
d3d11_immediate_context_PSSetShaderResources,
d3d11_immediate_context_PSSetShader,
d3d11_immediate_context_PSSetSamplers,
d3d11_immediate_context_VSSetShader,
d3d11_immediate_context_DrawIndexed,
d3d11_immediate_context_Draw,
d3d11_immediate_context_Map,
d3d11_immediate_context_Unmap,
d3d11_immediate_context_PSSetConstantBuffers,
d3d11_immediate_context_IASetInputLayout,
d3d11_immediate_context_IASetVertexBuffers,
d3d11_immediate_context_IASetIndexBuffer,
d3d11_immediate_context_DrawIndexedInstanced,
d3d11_immediate_context_DrawInstanced,
d3d11_immediate_context_GSSetConstantBuffers,
d3d11_immediate_context_GSSetShader,
d3d11_immediate_context_IASetPrimitiveTopology,
d3d11_immediate_context_VSSetShaderResources,
d3d11_immediate_context_VSSetSamplers,
d3d11_immediate_context_Begin,
d3d11_immediate_context_End,
d3d11_immediate_context_GetData,
d3d11_immediate_context_SetPredication,
d3d11_immediate_context_GSSetShaderResources,
d3d11_immediate_context_GSSetSamplers,
d3d11_immediate_context_OMSetRenderTargets,
d3d11_immediate_context_OMSetRenderTargetsAndUnorderedAccessViews,
d3d11_immediate_context_OMSetBlendState,
d3d11_immediate_context_OMSetDepthStencilState,
d3d11_immediate_context_SOSetTargets,
d3d11_immediate_context_DrawAuto,
d3d11_immediate_context_DrawIndexedInstancedIndirect,
d3d11_immediate_context_DrawInstancedIndirect,
d3d11_immediate_context_Dispatch,
d3d11_immediate_context_DispatchIndirect,
d3d11_immediate_context_RSSetState,
d3d11_immediate_context_RSSetViewports,
d3d11_immediate_context_RSSetScissorRects,
d3d11_immediate_context_CopySubresourceRegion,
d3d11_immediate_context_CopyResource,
d3d11_immediate_context_UpdateSubresource,
d3d11_immediate_context_CopyStructureCount,
d3d11_immediate_context_ClearRenderTargetView,
d3d11_immediate_context_ClearUnorderedAccessViewUint,
d3d11_immediate_context_ClearUnorderedAccessViewFloat,
d3d11_immediate_context_ClearDepthStencilView,
d3d11_immediate_context_GenerateMips,
d3d11_immediate_context_SetResourceMinLOD,
d3d11_immediate_context_GetResourceMinLOD,
d3d11_immediate_context_ResolveSubresource,
d3d11_immediate_context_ExecuteCommandList,
d3d11_immediate_context_HSSetShaderResources,
d3d11_immediate_context_HSSetShader,
d3d11_immediate_context_HSSetSamplers,
d3d11_immediate_context_HSSetConstantBuffers,
d3d11_immediate_context_DSSetShaderResources,
d3d11_immediate_context_DSSetShader,
d3d11_immediate_context_DSSetSamplers,
d3d11_immediate_context_DSSetConstantBuffers,
d3d11_immediate_context_CSSetShaderResources,
d3d11_immediate_context_CSSetUnorderedAccessViews,
d3d11_immediate_context_CSSetShader,
d3d11_immediate_context_CSSetSamplers,
d3d11_immediate_context_CSSetConstantBuffers,
d3d11_immediate_context_VSGetConstantBuffers,
d3d11_immediate_context_PSGetShaderResources,
d3d11_immediate_context_PSGetShader,
d3d11_immediate_context_PSGetSamplers,
d3d11_immediate_context_VSGetShader,
d3d11_immediate_context_PSGetConstantBuffers,
d3d11_immediate_context_IAGetInputLayout,
d3d11_immediate_context_IAGetVertexBuffers,
d3d11_immediate_context_IAGetIndexBuffer,
d3d11_immediate_context_GSGetConstantBuffers,
d3d11_immediate_context_GSGetShader,
d3d11_immediate_context_IAGetPrimitiveTopology,
d3d11_immediate_context_VSGetShaderResources,
d3d11_immediate_context_VSGetSamplers,
d3d11_immediate_context_GetPredication,
d3d11_immediate_context_GSGetShaderResources,
d3d11_immediate_context_GSGetSamplers,
d3d11_immediate_context_OMGetRenderTargets,
d3d11_immediate_context_OMGetRenderTargetsAndUnorderedAccessViews,
d3d11_immediate_context_OMGetBlendState,
d3d11_immediate_context_OMGetDepthStencilState,
d3d11_immediate_context_SOGetTargets,
d3d11_immediate_context_RSGetState,
d3d11_immediate_context_RSGetViewports,
d3d11_immediate_context_RSGetScissorRects,
d3d11_immediate_context_HSGetShaderResources,
d3d11_immediate_context_HSGetShader,
d3d11_immediate_context_HSGetSamplers,
d3d11_immediate_context_HSGetConstantBuffers,
d3d11_immediate_context_DSGetShaderResources,
d3d11_immediate_context_DSGetShader,
d3d11_immediate_context_DSGetSamplers,
d3d11_immediate_context_DSGetConstantBuffers,
d3d11_immediate_context_CSGetShaderResources,
d3d11_immediate_context_CSGetUnorderedAccessViews,
d3d11_immediate_context_CSGetShader,
d3d11_immediate_context_CSGetSamplers,
d3d11_immediate_context_CSGetConstantBuffers,
d3d11_immediate_context_ClearState,
d3d11_immediate_context_Flush,
d3d11_immediate_context_GetType,
d3d11_immediate_context_GetContextFlags,
d3d11_immediate_context_FinishCommandList,
};
static HRESULT d3d11_immediate_context_init(struct d3d11_immediate_context *context, struct d3d_device *device)
{
context->ID3D11DeviceContext_iface.lpVtbl = &d3d11_immediate_context_vtbl;
context->refcount = 1;
context->device = &device->ID3D11Device_iface;
ID3D11Device_AddRef(context->device);
return S_OK;
}
/* ID3D11Device methods */
static HRESULT STDMETHODCALLTYPE d3d11_device_QueryInterface(ID3D11Device *iface, REFIID riid, void **out)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
return IUnknown_QueryInterface(device->outer_unk, riid, out);
}
static ULONG STDMETHODCALLTYPE d3d11_device_AddRef(ID3D11Device *iface)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
return IUnknown_AddRef(device->outer_unk);
}
static ULONG STDMETHODCALLTYPE d3d11_device_Release(ID3D11Device *iface)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
return IUnknown_Release(device->outer_unk);
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateBuffer(ID3D11Device *iface, const D3D11_BUFFER_DESC *desc,
const D3D11_SUBRESOURCE_DATA *data, ID3D11Buffer **buffer)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_buffer *object;
HRESULT hr;
TRACE("iface %p, desc %p, data %p, buffer %p.\n", iface, desc, data, buffer);
if (FAILED(hr = d3d_buffer_create(device, desc, data, &object)))
return hr;
*buffer = &object->ID3D11Buffer_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateTexture1D(ID3D11Device *iface,
const D3D11_TEXTURE1D_DESC *desc, const D3D11_SUBRESOURCE_DATA *data, ID3D11Texture1D **texture)
{
FIXME("iface %p, desc %p, data %p, texture %p stub!\n", iface, desc, data, texture);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateTexture2D(ID3D11Device *iface,
const D3D11_TEXTURE2D_DESC *desc, const D3D11_SUBRESOURCE_DATA *data, ID3D11Texture2D **texture)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_texture2d *object;
HRESULT hr;
TRACE("iface %p, desc %p, data %p, texture %p.\n", iface, desc, data, texture);
if (FAILED(hr = d3d_texture2d_create(device, desc, data, &object)))
return hr;
*texture = &object->ID3D11Texture2D_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateTexture3D(ID3D11Device *iface,
const D3D11_TEXTURE3D_DESC *desc, const D3D11_SUBRESOURCE_DATA *data, ID3D11Texture3D **texture)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_texture3d *object;
HRESULT hr;
TRACE("iface %p, desc %p, data %p, texture %p.\n", iface, desc, data, texture);
if (FAILED(hr = d3d_texture3d_create(device, desc, data, &object)))
return hr;
*texture = &object->ID3D11Texture3D_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateShaderResourceView(ID3D11Device *iface,
ID3D11Resource *resource, const D3D11_SHADER_RESOURCE_VIEW_DESC *desc, ID3D11ShaderResourceView **view)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_shader_resource_view *object;
HRESULT hr;
TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
if (FAILED(hr = d3d_shader_resource_view_create(device, resource, desc, &object)))
return hr;
*view = &object->ID3D11ShaderResourceView_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateUnorderedAccessView(ID3D11Device *iface,
ID3D11Resource *resource, const D3D11_UNORDERED_ACCESS_VIEW_DESC *desc, ID3D11UnorderedAccessView **view)
{
FIXME("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateRenderTargetView(ID3D11Device *iface,
ID3D11Resource *resource, const D3D11_RENDER_TARGET_VIEW_DESC *desc, ID3D11RenderTargetView **view)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_rendertarget_view *object;
HRESULT hr;
TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
if (FAILED(hr = d3d_rendertarget_view_create(device, resource, desc, &object)))
return hr;
*view = &object->ID3D11RenderTargetView_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDepthStencilView(ID3D11Device *iface,
ID3D11Resource *resource, const D3D11_DEPTH_STENCIL_VIEW_DESC *desc, ID3D11DepthStencilView **view)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_depthstencil_view *object;
HRESULT hr;
TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
if (FAILED(hr = d3d_depthstencil_view_create(device, resource, desc, &object)))
return hr;
*view = &object->ID3D11DepthStencilView_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateInputLayout(ID3D11Device *iface,
const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code,
SIZE_T shader_byte_code_length, ID3D11InputLayout **input_layout)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_input_layout *object;
HRESULT hr;
TRACE("iface %p, element_descs %p, element_count %u, shader_byte_code %p, shader_byte_code_length %lu, "
"input_layout %p.\n", iface, element_descs, element_count, shader_byte_code,
shader_byte_code_length, input_layout);
if (FAILED(hr = d3d_input_layout_create(device, element_descs, element_count,
shader_byte_code, shader_byte_code_length, &object)))
return hr;
*input_layout = &object->ID3D11InputLayout_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateVertexShader(ID3D11Device *iface, const void *byte_code,
SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11VertexShader **shader)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_vertex_shader *object;
HRESULT hr;
TRACE("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p.\n",
iface, byte_code, byte_code_length, class_linkage, shader);
if (class_linkage)
FIXME("Class linkage is not implemented yet.\n");
if (FAILED(hr = d3d_vertex_shader_create(device, byte_code, byte_code_length, &object)))
return hr;
*shader = &object->ID3D11VertexShader_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateGeometryShader(ID3D11Device *iface, const void *byte_code,
SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11GeometryShader **shader)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_geometry_shader *object;
HRESULT hr;
TRACE("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p.\n",
iface, byte_code, byte_code_length, class_linkage, shader);
if (class_linkage)
FIXME("Class linkage is not implemented yet.\n");
if (FAILED(hr = d3d_geometry_shader_create(device, byte_code, byte_code_length, &object)))
return hr;
*shader = &object->ID3D11GeometryShader_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateGeometryShaderWithStreamOutput(ID3D11Device *iface,
const void *byte_code, SIZE_T byte_code_length, const D3D11_SO_DECLARATION_ENTRY *so_entries,
UINT entry_count, const UINT *buffer_strides, UINT strides_count, UINT rasterized_stream,
ID3D11ClassLinkage *class_linkage, ID3D11GeometryShader **shader)
{
FIXME("iface %p, byte_code %p, byte_code_length %lu, so_entries %p, entry_count %u, "
"buffer_strides %p, strides_count %u, rasterized_stream %u, class_linkage %p, shader %p stub!\n",
iface, byte_code, byte_code_length, so_entries, entry_count, buffer_strides, strides_count,
rasterized_stream, class_linkage, shader);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreatePixelShader(ID3D11Device *iface, const void *byte_code,
SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11PixelShader **shader)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_pixel_shader *object;
HRESULT hr;
TRACE("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p.\n",
iface, byte_code, byte_code_length, class_linkage, shader);
if (class_linkage)
FIXME("Class linkage is not implemented yet.\n");
if (FAILED(hr = d3d_pixel_shader_create(device, byte_code, byte_code_length, &object)))
return hr;
*shader = &object->ID3D11PixelShader_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateHullShader(ID3D11Device *iface, const void *byte_code,
SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11HullShader **shader)
{
FIXME("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p stub!\n",
iface, byte_code, byte_code_length, class_linkage, shader);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDomainShader(ID3D11Device *iface, const void *byte_code,
SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11DomainShader **shader)
{
FIXME("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p stub!\n",
iface, byte_code, byte_code_length, class_linkage, shader);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateComputeShader(ID3D11Device *iface, const void *byte_code,
SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11ComputeShader **shader)
{
FIXME("iface %p, byte_code %p, byte_code_lenghth %lu, class_linkage %p, shader %p stub!\n",
iface, byte_code, byte_code_length, class_linkage, shader);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateClassLinkage(ID3D11Device *iface,
ID3D11ClassLinkage **class_linkage)
{
FIXME("iface %p, class_linkage %p stub!\n", iface, class_linkage);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateBlendState(ID3D11Device *iface,
const D3D11_BLEND_DESC *desc, ID3D11BlendState **blend_state)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_blend_state *object;
struct wine_rb_entry *entry;
D3D11_BLEND_DESC tmp_desc;
unsigned int i, j;
HRESULT hr;
TRACE("iface %p, desc %p, blend_state %p.\n", iface, desc, blend_state);
if (!desc)
return E_INVALIDARG;
/* D3D11_RENDER_TARGET_BLEND_DESC has a hole, which is a problem because we use
* D3D11_BLEND_DESC as a key in the rbtree. */
memset(&tmp_desc, 0, sizeof(tmp_desc));
tmp_desc.AlphaToCoverageEnable = desc->AlphaToCoverageEnable;
tmp_desc.IndependentBlendEnable = desc->IndependentBlendEnable;
for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
{
j = desc->IndependentBlendEnable ? i : 0;
tmp_desc.RenderTarget[i].BlendEnable = desc->RenderTarget[j].BlendEnable;
tmp_desc.RenderTarget[i].SrcBlend = desc->RenderTarget[j].SrcBlend;
tmp_desc.RenderTarget[i].DestBlend = desc->RenderTarget[j].DestBlend;
tmp_desc.RenderTarget[i].BlendOp = desc->RenderTarget[j].BlendOp;
tmp_desc.RenderTarget[i].SrcBlendAlpha = desc->RenderTarget[j].SrcBlendAlpha;
tmp_desc.RenderTarget[i].DestBlendAlpha = desc->RenderTarget[j].DestBlendAlpha;
tmp_desc.RenderTarget[i].BlendOpAlpha = desc->RenderTarget[j].BlendOpAlpha;
tmp_desc.RenderTarget[i].RenderTargetWriteMask = desc->RenderTarget[j].RenderTargetWriteMask;
}
wined3d_mutex_lock();
if ((entry = wine_rb_get(&device->blend_states, &tmp_desc)))
{
object = WINE_RB_ENTRY_VALUE(entry, struct d3d_blend_state, entry);
TRACE("Returning existing blend state %p.\n", object);
*blend_state = &object->ID3D11BlendState_iface;
ID3D11BlendState_AddRef(*blend_state);
wined3d_mutex_unlock();
return S_OK;
}
wined3d_mutex_unlock();
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = d3d_blend_state_init(object, device, &tmp_desc)))
{
WARN("Failed to initialize blend state, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created blend state %p.\n", object);
*blend_state = &object->ID3D11BlendState_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDepthStencilState(ID3D11Device *iface,
const D3D11_DEPTH_STENCIL_DESC *desc, ID3D11DepthStencilState **depth_stencil_state)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_depthstencil_state *object;
D3D11_DEPTH_STENCIL_DESC tmp_desc;
struct wine_rb_entry *entry;
HRESULT hr;
TRACE("iface %p, desc %p, depth_stencil_state %p.\n", iface, desc, depth_stencil_state);
if (!desc)
return E_INVALIDARG;
/* D3D11_DEPTH_STENCIL_DESC has a hole, which is a problem because we use
* it as a key in the rbtree. */
memset(&tmp_desc, 0, sizeof(tmp_desc));
tmp_desc.DepthEnable = desc->DepthEnable;
tmp_desc.DepthWriteMask = desc->DepthWriteMask;
tmp_desc.DepthFunc = desc->DepthFunc;
tmp_desc.StencilEnable = desc->StencilEnable;
tmp_desc.StencilReadMask = desc->StencilReadMask;
tmp_desc.StencilWriteMask = desc->StencilWriteMask;
tmp_desc.FrontFace = desc->FrontFace;
tmp_desc.BackFace = desc->BackFace;
wined3d_mutex_lock();
if ((entry = wine_rb_get(&device->depthstencil_states, &tmp_desc)))
{
object = WINE_RB_ENTRY_VALUE(entry, struct d3d_depthstencil_state, entry);
TRACE("Returning existing depthstencil state %p.\n", object);
*depth_stencil_state = &object->ID3D11DepthStencilState_iface;
ID3D11DepthStencilState_AddRef(*depth_stencil_state);
wined3d_mutex_unlock();
return S_OK;
}
wined3d_mutex_unlock();
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = d3d_depthstencil_state_init(object, device, &tmp_desc)))
{
WARN("Failed to initialize depthstencil state, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created depthstencil state %p.\n", object);
*depth_stencil_state = &object->ID3D11DepthStencilState_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateRasterizerState(ID3D11Device *iface,
const D3D11_RASTERIZER_DESC *desc, ID3D11RasterizerState **rasterizer_state)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
struct d3d_rasterizer_state *object;
struct wine_rb_entry *entry;
HRESULT hr;
TRACE("iface %p, desc %p, rasterizer_state %p.\n", iface, desc, rasterizer_state);
if (!desc)
return E_INVALIDARG;
wined3d_mutex_lock();
if ((entry = wine_rb_get(&device->rasterizer_states, desc)))
{
object = WINE_RB_ENTRY_VALUE(entry, struct d3d_rasterizer_state, entry);
TRACE("Returning existing rasterizer state %p.\n", object);
*rasterizer_state = &object->ID3D11RasterizerState_iface;
ID3D11RasterizerState_AddRef(*rasterizer_state);
wined3d_mutex_unlock();
return S_OK;
}
wined3d_mutex_unlock();
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = d3d_rasterizer_state_init(object, device, desc)))
{
WARN("Failed to initialize rasterizer state, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created rasterizer state %p.\n", object);
*rasterizer_state = &object->ID3D11RasterizerState_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateSamplerState(ID3D11Device *iface,
const D3D11_SAMPLER_DESC *desc, ID3D11SamplerState **sampler_state)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
D3D11_SAMPLER_DESC normalized_desc;
struct d3d_sampler_state *object;
struct wine_rb_entry *entry;
HRESULT hr;
TRACE("iface %p, desc %p, sampler_state %p.\n", iface, desc, sampler_state);
if (!desc)
return E_INVALIDARG;
normalized_desc = *desc;
if (!D3D11_DECODE_IS_ANISOTROPIC_FILTER(normalized_desc.Filter))
normalized_desc.MaxAnisotropy = 0;
if (!D3D11_DECODE_IS_COMPARISON_FILTER(normalized_desc.Filter))
normalized_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
if (normalized_desc.AddressU != D3D11_TEXTURE_ADDRESS_BORDER
&& normalized_desc.AddressV != D3D11_TEXTURE_ADDRESS_BORDER
&& normalized_desc.AddressW != D3D11_TEXTURE_ADDRESS_BORDER)
memset(&normalized_desc.BorderColor, 0, sizeof(normalized_desc.BorderColor));
wined3d_mutex_lock();
if ((entry = wine_rb_get(&device->sampler_states, &normalized_desc)))
{
object = WINE_RB_ENTRY_VALUE(entry, struct d3d_sampler_state, entry);
TRACE("Returning existing sampler state %p.\n", object);
*sampler_state = &object->ID3D11SamplerState_iface;
ID3D11SamplerState_AddRef(*sampler_state);
wined3d_mutex_unlock();
return S_OK;
}
wined3d_mutex_unlock();
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = d3d_sampler_state_init(object, device, &normalized_desc)))
{
WARN("Failed to initialize sampler state, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created sampler state %p.\n", object);
*sampler_state = &object->ID3D11SamplerState_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateQuery(ID3D11Device *iface,
const D3D11_QUERY_DESC *desc, ID3D11Query **query)
{
FIXME("iface %p, desc %p, query %p stub!\n", iface, desc, query);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreatePredicate(ID3D11Device *iface, const D3D11_QUERY_DESC *desc,
ID3D11Predicate **predicate)
{
FIXME("iface %p, desc %p, predicate %p stub!\n", iface, desc, predicate);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateCounter(ID3D11Device *iface, const D3D11_COUNTER_DESC *desc,
ID3D11Counter **counter)
{
FIXME("iface %p, desc %p, counter %p stub!\n", iface, desc, counter);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDeferredContext(ID3D11Device *iface, UINT flags,
ID3D11DeviceContext **context)
{
FIXME("iface %p, flags %#x, context %p stub!\n", iface, flags, context);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_OpenSharedResource(ID3D11Device *iface, HANDLE resource, REFIID riid,
void **out)
{
FIXME("iface %p, resource %p, riid %s, out %p stub!\n", iface, resource, debugstr_guid(riid), out);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CheckFormatSupport(ID3D11Device *iface, DXGI_FORMAT format,
UINT *format_support)
{
FIXME("iface %p, format %u, format_support %p stub!\n", iface, format, format_support);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CheckMultisampleQualityLevels(ID3D11Device *iface,
DXGI_FORMAT format, UINT sample_count, UINT *quality_level_count)
{
FIXME("iface %p, format %u, sample_count %u, quality_level_count %p stub!\n",
iface, format, sample_count, quality_level_count);
return E_NOTIMPL;
}
static void STDMETHODCALLTYPE d3d11_device_CheckCounterInfo(ID3D11Device *iface, D3D11_COUNTER_INFO *info)
{
FIXME("iface %p, info %p stub!\n", iface, info);
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CheckCounter(ID3D11Device *iface, const D3D11_COUNTER_DESC *desc,
D3D11_COUNTER_TYPE *type, UINT *active_counter_count, char *name, UINT *name_length,
char *units, UINT *units_length, char *description, UINT *description_length)
{
FIXME("iface %p, desc %p, type %p, active_counter_count %p, name %p, name_length %p, "
"units %p, units_length %p, description %p, description_length %p stub!\n",
iface, desc, type, active_counter_count, name, name_length,
units, units_length, description, description_length);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CheckFeatureSupport(ID3D11Device *iface, D3D11_FEATURE feature,
void *feature_support_data, UINT feature_support_data_size)
{
FIXME("iface %p, feature %u, feature_support_data %p, feature_support_data_size %u stub!\n",
iface, feature, feature_support_data, feature_support_data_size);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_GetPrivateData(ID3D11Device *iface, REFGUID guid,
UINT *data_size, void *data)
{
IDXGIDevice *dxgi_device;
HRESULT hr;
TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data);
if (FAILED(hr = ID3D11Device_QueryInterface(iface, &IID_IDXGIDevice, (void **)&dxgi_device)))
return hr;
hr = IDXGIDevice_GetPrivateData(dxgi_device, guid, data_size, data);
IDXGIDevice_Release(dxgi_device);
return hr;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_SetPrivateData(ID3D11Device *iface, REFGUID guid,
UINT data_size, const void *data)
{
IDXGIDevice *dxgi_device;
HRESULT hr;
TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data);
if (FAILED(hr = ID3D11Device_QueryInterface(iface, &IID_IDXGIDevice, (void **)&dxgi_device)))
return hr;
hr = IDXGIDevice_SetPrivateData(dxgi_device, guid, data_size, data);
IDXGIDevice_Release(dxgi_device);
return hr;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_SetPrivateDataInterface(ID3D11Device *iface, REFGUID guid,
const IUnknown *data)
{
IDXGIDevice *dxgi_device;
HRESULT hr;
TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
if (FAILED(hr = ID3D11Device_QueryInterface(iface, &IID_IDXGIDevice, (void **)&dxgi_device)))
return hr;
hr = IDXGIDevice_SetPrivateDataInterface(dxgi_device, guid, data);
IDXGIDevice_Release(dxgi_device);
return hr;
}
static D3D_FEATURE_LEVEL STDMETHODCALLTYPE d3d11_device_GetFeatureLevel(ID3D11Device *iface)
{
FIXME("iface %p stub!\n", iface);
return D3D_FEATURE_LEVEL_10_0;
}
static UINT STDMETHODCALLTYPE d3d11_device_GetCreationFlags(ID3D11Device *iface)
{
FIXME("iface %p stub!\n", iface);
return 0;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_GetDeviceRemovedReason(ID3D11Device *iface)
{
FIXME("iface %p stub!\n", iface);
return S_OK;
}
static void STDMETHODCALLTYPE d3d11_device_GetImmediateContext(ID3D11Device *iface,
ID3D11DeviceContext **immediate_context)
{
struct d3d_device *device = impl_from_ID3D11Device(iface);
TRACE("iface %p, immediate_context %p.\n", iface, immediate_context);
*immediate_context = &device->immediate_context.ID3D11DeviceContext_iface;
ID3D11DeviceContext_AddRef(*immediate_context);
}
static HRESULT STDMETHODCALLTYPE d3d11_device_SetExceptionMode(ID3D11Device *iface, UINT flags)
{
FIXME("iface %p, flags %#x stub!\n", iface, flags);
return E_NOTIMPL;
}
static UINT STDMETHODCALLTYPE d3d11_device_GetExceptionMode(ID3D11Device *iface)
{
FIXME("iface %p stub!\n", iface);
return 0;
}
static const struct ID3D11DeviceVtbl d3d11_device_vtbl =
{
/* IUnknown methods */
d3d11_device_QueryInterface,
d3d11_device_AddRef,
d3d11_device_Release,
/* ID3D11Device methods */
d3d11_device_CreateBuffer,
d3d11_device_CreateTexture1D,
d3d11_device_CreateTexture2D,
d3d11_device_CreateTexture3D,
d3d11_device_CreateShaderResourceView,
d3d11_device_CreateUnorderedAccessView,
d3d11_device_CreateRenderTargetView,
d3d11_device_CreateDepthStencilView,
d3d11_device_CreateInputLayout,
d3d11_device_CreateVertexShader,
d3d11_device_CreateGeometryShader,
d3d11_device_CreateGeometryShaderWithStreamOutput,
d3d11_device_CreatePixelShader,
d3d11_device_CreateHullShader,
d3d11_device_CreateDomainShader,
d3d11_device_CreateComputeShader,
d3d11_device_CreateClassLinkage,
d3d11_device_CreateBlendState,
d3d11_device_CreateDepthStencilState,
d3d11_device_CreateRasterizerState,
d3d11_device_CreateSamplerState,
d3d11_device_CreateQuery,
d3d11_device_CreatePredicate,
d3d11_device_CreateCounter,
d3d11_device_CreateDeferredContext,
d3d11_device_OpenSharedResource,
d3d11_device_CheckFormatSupport,
d3d11_device_CheckMultisampleQualityLevels,
d3d11_device_CheckCounterInfo,
d3d11_device_CheckCounter,
d3d11_device_CheckFeatureSupport,
d3d11_device_GetPrivateData,
d3d11_device_SetPrivateData,
d3d11_device_SetPrivateDataInterface,
d3d11_device_GetFeatureLevel,
d3d11_device_GetCreationFlags,
d3d11_device_GetDeviceRemovedReason,
d3d11_device_GetImmediateContext,
d3d11_device_SetExceptionMode,
d3d11_device_GetExceptionMode,
};
/* Inner IUnknown methods */
static inline struct d3d_device *impl_from_IUnknown(IUnknown *iface)
{
return CONTAINING_RECORD(iface, struct d3d_device, IUnknown_inner);
}
static HRESULT STDMETHODCALLTYPE d3d_device_inner_QueryInterface(IUnknown *iface, REFIID riid, void **out)
{
struct d3d_device *device = impl_from_IUnknown(iface);
TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
if (IsEqualGUID(riid, &IID_ID3D11Device)
|| IsEqualGUID(riid, &IID_IUnknown))
{
*out = &device->ID3D11Device_iface;
}
else if (IsEqualGUID(riid, &IID_ID3D10Device1)
|| IsEqualGUID(riid, &IID_ID3D10Device))
{
*out = &device->ID3D10Device1_iface;
}
else if (IsEqualGUID(riid, &IID_ID3D10Multithread))
{
*out = &device->ID3D10Multithread_iface;
}
else if (IsEqualGUID(riid, &IID_IWineDXGIDeviceParent))
{
*out = &device->IWineDXGIDeviceParent_iface;
}
else
{
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*out = NULL;
return E_NOINTERFACE;
}
IUnknown_AddRef((IUnknown *)*out);
return S_OK;
}
static ULONG STDMETHODCALLTYPE d3d_device_inner_AddRef(IUnknown *iface)
{
struct d3d_device *device = impl_from_IUnknown(iface);
ULONG refcount = InterlockedIncrement(&device->refcount);
TRACE("%p increasing refcount to %u.\n", device, refcount);
return refcount;
}
static ULONG STDMETHODCALLTYPE d3d_device_inner_Release(IUnknown *iface)
{
struct d3d_device *device = impl_from_IUnknown(iface);
ULONG refcount = InterlockedDecrement(&device->refcount);
TRACE("%p decreasing refcount to %u.\n", device, refcount);
if (!refcount)
{
if (device->wined3d_device)
{
wined3d_mutex_lock();
wined3d_device_decref(device->wined3d_device);
wined3d_mutex_unlock();
}
wine_rb_destroy(&device->sampler_states, NULL, NULL);
wine_rb_destroy(&device->rasterizer_states, NULL, NULL);
wine_rb_destroy(&device->depthstencil_states, NULL, NULL);
wine_rb_destroy(&device->blend_states, NULL, NULL);
}
return refcount;
}
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE d3d10_device_QueryInterface(ID3D10Device1 *iface, REFIID riid,
void **ppv)
{
struct d3d_device *This = impl_from_ID3D10Device(iface);
return IUnknown_QueryInterface(This->outer_unk, riid, ppv);
}
static ULONG STDMETHODCALLTYPE d3d10_device_AddRef(ID3D10Device1 *iface)
{
struct d3d_device *This = impl_from_ID3D10Device(iface);
return IUnknown_AddRef(This->outer_unk);
}
static ULONG STDMETHODCALLTYPE d3d10_device_Release(ID3D10Device1 *iface)
{
struct d3d_device *This = impl_from_ID3D10Device(iface);
return IUnknown_Release(This->outer_unk);
}
/* ID3D10Device methods */
static void STDMETHODCALLTYPE d3d10_device_VSSetConstantBuffers(ID3D10Device1 *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct d3d_buffer *buffer = unsafe_impl_from_ID3D10Buffer(buffers[i]);
wined3d_device_set_vs_cb(device->wined3d_device, start_slot + i,
buffer ? buffer->wined3d_buffer : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_PSSetShaderResources(ID3D10Device1 *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D10ShaderResourceView(views[i]);
wined3d_device_set_ps_resource_view(device->wined3d_device, start_slot + i,
view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_PSSetShader(ID3D10Device1 *iface,
ID3D10PixelShader *shader)
{
struct d3d_device *This = impl_from_ID3D10Device(iface);
struct d3d_pixel_shader *ps = unsafe_impl_from_ID3D10PixelShader(shader);
TRACE("iface %p, shader %p\n", iface, shader);
wined3d_mutex_lock();
wined3d_device_set_pixel_shader(This->wined3d_device, ps ? ps->wined3d_shader : NULL);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_PSSetSamplers(ID3D10Device1 *iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
iface, start_slot, sampler_count, samplers);
wined3d_mutex_lock();
for (i = 0; i < sampler_count; ++i)
{
struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D10SamplerState(samplers[i]);
wined3d_device_set_ps_sampler(device->wined3d_device, start_slot + i,
sampler ? sampler->wined3d_sampler : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_VSSetShader(ID3D10Device1 *iface,
ID3D10VertexShader *shader)
{
struct d3d_device *This = impl_from_ID3D10Device(iface);
struct d3d_vertex_shader *vs = unsafe_impl_from_ID3D10VertexShader(shader);
TRACE("iface %p, shader %p\n", iface, shader);
wined3d_mutex_lock();
wined3d_device_set_vertex_shader(This->wined3d_device, vs ? vs->wined3d_shader : NULL);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_DrawIndexed(ID3D10Device1 *iface, UINT index_count,
UINT start_index_location, INT base_vertex_location)
{
struct d3d_device *This = impl_from_ID3D10Device(iface);
TRACE("iface %p, index_count %u, start_index_location %u, base_vertex_location %d.\n",
iface, index_count, start_index_location, base_vertex_location);
wined3d_mutex_lock();
wined3d_device_set_base_vertex_index(This->wined3d_device, base_vertex_location);
wined3d_device_draw_indexed_primitive(This->wined3d_device, start_index_location, index_count);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_Draw(ID3D10Device1 *iface, UINT vertex_count,
UINT start_vertex_location)
{
struct d3d_device *This = impl_from_ID3D10Device(iface);
TRACE("iface %p, vertex_count %u, start_vertex_location %u\n",
iface, vertex_count, start_vertex_location);
wined3d_mutex_lock();
wined3d_device_draw_primitive(This->wined3d_device, start_vertex_location, vertex_count);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_PSSetConstantBuffers(ID3D10Device1 *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct d3d_buffer *buffer = unsafe_impl_from_ID3D10Buffer(buffers[i]);
wined3d_device_set_ps_cb(device->wined3d_device, start_slot + i,
buffer ? buffer->wined3d_buffer : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_IASetInputLayout(ID3D10Device1 *iface,
ID3D10InputLayout *input_layout)
{
struct d3d_device *This = impl_from_ID3D10Device(iface);
struct d3d_input_layout *layout = unsafe_impl_from_ID3D10InputLayout(input_layout);
TRACE("iface %p, input_layout %p\n", iface, input_layout);
wined3d_mutex_lock();
wined3d_device_set_vertex_declaration(This->wined3d_device,
layout ? layout->wined3d_decl : NULL);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_IASetVertexBuffers(ID3D10Device1 *iface, UINT start_slot,
UINT buffer_count, ID3D10Buffer *const *buffers, const UINT *strides, const UINT *offsets)
{
struct d3d_device *This = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, strides %p, offsets %p\n",
iface, start_slot, buffer_count, buffers, strides, offsets);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct d3d_buffer *buffer = unsafe_impl_from_ID3D10Buffer(buffers[i]);
wined3d_device_set_stream_source(This->wined3d_device, start_slot + i,
buffer ? buffer->wined3d_buffer : NULL, offsets[i], strides[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_IASetIndexBuffer(ID3D10Device1 *iface,
ID3D10Buffer *buffer, DXGI_FORMAT format, UINT offset)
{
struct d3d_device *This = impl_from_ID3D10Device(iface);
struct d3d_buffer *buffer_impl = unsafe_impl_from_ID3D10Buffer(buffer);
TRACE("iface %p, buffer %p, format %s, offset %u.\n",
iface, buffer, debug_dxgi_format(format), offset);
wined3d_mutex_lock();
wined3d_device_set_index_buffer(This->wined3d_device,
buffer_impl ? buffer_impl->wined3d_buffer : NULL,
wined3dformat_from_dxgi_format(format));
wined3d_mutex_unlock();
if (offset) FIXME("offset %u not supported.\n", offset);
}
static void STDMETHODCALLTYPE d3d10_device_DrawIndexedInstanced(ID3D10Device1 *iface,
UINT instance_index_count, UINT instance_count, UINT start_index_location,
INT base_vertex_location, UINT start_instance_location)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
TRACE("iface %p, instance_index_count %u, instance_count %u, start_index_location %u, "
"base_vertex_location %d, start_instance_location %u.\n",
iface, instance_index_count, instance_count, start_index_location,
base_vertex_location, start_instance_location);
wined3d_mutex_lock();
wined3d_device_set_base_vertex_index(device->wined3d_device, base_vertex_location);
wined3d_device_draw_indexed_primitive_instanced(device->wined3d_device, start_index_location,
instance_index_count, start_instance_location, instance_count);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_DrawInstanced(ID3D10Device1 *iface,
UINT instance_vertex_count, UINT instance_count,
UINT start_vertex_location, UINT start_instance_location)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
TRACE("iface %p, instance_vertex_count %u, instance_count %u, start_vertex_location %u, "
"start_instance_location %u.\n", iface, instance_vertex_count, instance_count,
start_vertex_location, start_instance_location);
wined3d_mutex_lock();
wined3d_device_draw_primitive_instanced(device->wined3d_device, start_vertex_location,
instance_vertex_count, start_instance_location, instance_count);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_GSSetConstantBuffers(ID3D10Device1 *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct d3d_buffer *buffer = unsafe_impl_from_ID3D10Buffer(buffers[i]);
wined3d_device_set_gs_cb(device->wined3d_device, start_slot + i,
buffer ? buffer->wined3d_buffer : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_GSSetShader(ID3D10Device1 *iface, ID3D10GeometryShader *shader)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_geometry_shader *gs = unsafe_impl_from_ID3D10GeometryShader(shader);
TRACE("iface %p, shader %p.\n", iface, shader);
wined3d_mutex_lock();
wined3d_device_set_geometry_shader(device->wined3d_device, gs ? gs->wined3d_shader : NULL);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_IASetPrimitiveTopology(ID3D10Device1 *iface,
D3D10_PRIMITIVE_TOPOLOGY topology)
{
struct d3d_device *This = impl_from_ID3D10Device(iface);
TRACE("iface %p, topology %s\n", iface, debug_d3d10_primitive_topology(topology));
wined3d_mutex_lock();
wined3d_device_set_primitive_type(This->wined3d_device, (enum wined3d_primitive_type)topology);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_VSSetShaderResources(ID3D10Device1 *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D10ShaderResourceView(views[i]);
wined3d_device_set_vs_resource_view(device->wined3d_device, start_slot + i,
view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_VSSetSamplers(ID3D10Device1 *iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
iface, start_slot, sampler_count, samplers);
wined3d_mutex_lock();
for (i = 0; i < sampler_count; ++i)
{
struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D10SamplerState(samplers[i]);
wined3d_device_set_vs_sampler(device->wined3d_device, start_slot + i,
sampler ? sampler->wined3d_sampler : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_SetPredication(ID3D10Device1 *iface, ID3D10Predicate *predicate, BOOL value)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d10_query *query;
TRACE("iface %p, predicate %p, value %#x.\n", iface, predicate, value);
query = unsafe_impl_from_ID3D10Query((ID3D10Query *)predicate);
wined3d_mutex_lock();
wined3d_device_set_predication(device->wined3d_device, query ? query->wined3d_query : NULL, value);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_GSSetShaderResources(ID3D10Device1 *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct d3d_shader_resource_view *view = unsafe_impl_from_ID3D10ShaderResourceView(views[i]);
wined3d_device_set_gs_resource_view(device->wined3d_device, start_slot + i,
view ? view->wined3d_view : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_GSSetSamplers(ID3D10Device1 *iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
iface, start_slot, sampler_count, samplers);
wined3d_mutex_lock();
for (i = 0; i < sampler_count; ++i)
{
struct d3d_sampler_state *sampler = unsafe_impl_from_ID3D10SamplerState(samplers[i]);
wined3d_device_set_gs_sampler(device->wined3d_device, start_slot + i,
sampler ? sampler->wined3d_sampler : NULL);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_OMSetRenderTargets(ID3D10Device1 *iface,
UINT render_target_view_count, ID3D10RenderTargetView *const *render_target_views,
ID3D10DepthStencilView *depth_stencil_view)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_depthstencil_view *dsv;
unsigned int i;
TRACE("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p.\n",
iface, render_target_view_count, render_target_views, depth_stencil_view);
wined3d_mutex_lock();
for (i = 0; i < render_target_view_count; ++i)
{
struct d3d_rendertarget_view *rtv = unsafe_impl_from_ID3D10RenderTargetView(render_target_views[i]);
wined3d_device_set_rendertarget_view(device->wined3d_device, i,
rtv ? rtv->wined3d_view : NULL, FALSE);
}
for (; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
{
wined3d_device_set_rendertarget_view(device->wined3d_device, i, NULL, FALSE);
}
dsv = unsafe_impl_from_ID3D10DepthStencilView(depth_stencil_view);
wined3d_device_set_depth_stencil_view(device->wined3d_device,
dsv ? dsv->wined3d_view : NULL);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device1 *iface,
ID3D10BlendState *blend_state, const FLOAT blend_factor[4], UINT sample_mask)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
const D3D11_BLEND_DESC *desc;
TRACE("iface %p, blend_state %p, blend_factor {%.8e %.8e %.8e %.8e}, sample_mask 0x%08x.\n",
iface, blend_state, blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3], sample_mask);
if (blend_factor[0] != 1.0f || blend_factor[1] != 1.0f || blend_factor[2] != 1.0f || blend_factor[3] != 1.0f)
FIXME("Ignoring blend factor {%.8e %.8e %.8e %.8e}.\n",
blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
wined3d_mutex_lock();
memcpy(device->blend_factor, blend_factor, 4 * sizeof(*blend_factor));
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK, sample_mask);
if (!(device->blend_state = unsafe_impl_from_ID3D10BlendState(blend_state)))
{
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE, FALSE);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE, D3D10_COLOR_WRITE_ENABLE_ALL);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE1, D3D10_COLOR_WRITE_ENABLE_ALL);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE2, D3D10_COLOR_WRITE_ENABLE_ALL);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE3, D3D10_COLOR_WRITE_ENABLE_ALL);
wined3d_mutex_unlock();
return;
}
desc = &device->blend_state->desc;
/* glSampleCoverage() */
if (desc->AlphaToCoverageEnable)
FIXME("Ignoring AlphaToCoverageEnable %#x.\n", desc->AlphaToCoverageEnable);
/* glEnableIndexedEXT(GL_BLEND, ...) */
FIXME("Per-rendertarget blend not implemented.\n");
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ALPHABLENDENABLE,
desc->RenderTarget[0].BlendEnable);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLEND, desc->RenderTarget[0].SrcBlend);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLEND, desc->RenderTarget[0].DestBlend);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOP, desc->RenderTarget[0].BlendOp);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SEPARATEALPHABLENDENABLE, TRUE);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SRCBLENDALPHA,
desc->RenderTarget[0].SrcBlendAlpha);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_DESTBLENDALPHA,
desc->RenderTarget[0].DestBlendAlpha);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BLENDOPALPHA,
desc->RenderTarget[0].BlendOpAlpha);
FIXME("Color mask > 3 not implemented.\n");
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE, desc->RenderTarget[0].RenderTargetWriteMask);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE1, desc->RenderTarget[1].RenderTargetWriteMask);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE2, desc->RenderTarget[2].RenderTargetWriteMask);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_COLORWRITEENABLE3, desc->RenderTarget[3].RenderTargetWriteMask);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_OMSetDepthStencilState(ID3D10Device1 *iface,
ID3D10DepthStencilState *depth_stencil_state, UINT stencil_ref)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
TRACE("iface %p, depth_stencil_state %p, stencil_ref %u.\n",
iface, depth_stencil_state, stencil_ref);
device->depth_stencil_state = unsafe_impl_from_ID3D10DepthStencilState(depth_stencil_state);
device->stencil_ref = stencil_ref;
}
static void STDMETHODCALLTYPE d3d10_device_SOSetTargets(ID3D10Device1 *iface,
UINT target_count, ID3D10Buffer *const *targets, const UINT *offsets)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int count, i;
TRACE("iface %p, target_count %u, targets %p, offsets %p.\n", iface, target_count, targets, offsets);
count = min(target_count, 4);
wined3d_mutex_lock();
for (i = 0; i < count; ++i)
{
struct d3d_buffer *buffer = unsafe_impl_from_ID3D10Buffer(targets[i]);
wined3d_device_set_stream_output(device->wined3d_device, i,
buffer ? buffer->wined3d_buffer : NULL, offsets[i]);
}
for (i = count; i < 4; ++i)
{
wined3d_device_set_stream_output(device->wined3d_device, i, NULL, 0);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_DrawAuto(ID3D10Device1 *iface)
{
FIXME("iface %p stub!\n", iface);
}
static void STDMETHODCALLTYPE d3d10_device_RSSetState(ID3D10Device1 *iface, ID3D10RasterizerState *rasterizer_state)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
const D3D11_RASTERIZER_DESC *desc;
TRACE("iface %p, rasterizer_state %p.\n", iface, rasterizer_state);
wined3d_mutex_lock();
if (!(device->rasterizer_state = unsafe_impl_from_ID3D10RasterizerState(rasterizer_state)))
{
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_FILLMODE, WINED3D_FILL_SOLID);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CULLMODE, WINED3D_CULL_CCW);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SCISSORTESTENABLE, FALSE);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, FALSE);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ANTIALIASEDLINEENABLE, FALSE);
wined3d_mutex_unlock();
return;
}
desc = &device->rasterizer_state->desc;
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_FILLMODE, desc->FillMode);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CULLMODE, desc->CullMode);
/* glFrontFace() */
if (desc->FrontCounterClockwise)
FIXME("Ignoring FrontCounterClockwise %#x.\n", desc->FrontCounterClockwise);
/* OpenGL style depth bias. */
if (desc->DepthBias || desc->SlopeScaledDepthBias)
FIXME("Ignoring depth bias.\n");
/* GL_DEPTH_CLAMP */
if (!desc->DepthClipEnable)
FIXME("Ignoring DepthClipEnable %#x.\n", desc->DepthClipEnable);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SCISSORTESTENABLE, desc->ScissorEnable);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, desc->MultisampleEnable);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_ANTIALIASEDLINEENABLE, desc->AntialiasedLineEnable);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_RSSetViewports(ID3D10Device1 *iface,
UINT viewport_count, const D3D10_VIEWPORT *viewports)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct wined3d_viewport wined3d_vp;
TRACE("iface %p, viewport_count %u, viewports %p.\n", iface, viewport_count, viewports);
if (viewport_count > 1)
FIXME("Multiple viewports not implemented.\n");
if (!viewport_count)
return;
wined3d_vp.x = viewports[0].TopLeftX;
wined3d_vp.y = viewports[0].TopLeftY;
wined3d_vp.width = viewports[0].Width;
wined3d_vp.height = viewports[0].Height;
wined3d_vp.min_z = viewports[0].MinDepth;
wined3d_vp.max_z = viewports[0].MaxDepth;
wined3d_mutex_lock();
wined3d_device_set_viewport(device->wined3d_device, &wined3d_vp);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_RSSetScissorRects(ID3D10Device1 *iface,
UINT rect_count, const D3D10_RECT *rects)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
TRACE("iface %p, rect_count %u, rects %p.\n", iface, rect_count, rects);
if (rect_count > 1)
FIXME("Multiple scissor rects not implemented.\n");
if (!rect_count)
return;
wined3d_mutex_lock();
wined3d_device_set_scissor_rect(device->wined3d_device, rects);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_CopySubresourceRegion(ID3D10Device1 *iface,
ID3D10Resource *dst_resource, UINT dst_subresource_idx, UINT dst_x, UINT dst_y, UINT dst_z,
ID3D10Resource *src_resource, UINT src_subresource_idx, const D3D10_BOX *src_box)
{
struct wined3d_resource *wined3d_dst_resource, *wined3d_src_resource;
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct wined3d_box wined3d_src_box;
TRACE("iface %p, dst_resource %p, dst_subresource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
"src_resource %p, src_subresource_idx %u, src_box %p.\n",
iface, dst_resource, dst_subresource_idx, dst_x, dst_y, dst_z,
src_resource, src_subresource_idx, src_box);
wined3d_dst_resource = wined3d_resource_from_d3d10_resource(dst_resource);
wined3d_src_resource = wined3d_resource_from_d3d10_resource(src_resource);
wined3d_src_box.left = src_box->left;
wined3d_src_box.top = src_box->top;
wined3d_src_box.front = src_box->front;
wined3d_src_box.right = src_box->right;
wined3d_src_box.bottom = src_box->bottom;
wined3d_src_box.back = src_box->back;
wined3d_mutex_lock();
wined3d_device_copy_sub_resource_region(device->wined3d_device, wined3d_dst_resource, dst_subresource_idx,
dst_x, dst_y, dst_z, wined3d_src_resource, src_subresource_idx, &wined3d_src_box);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_CopyResource(ID3D10Device1 *iface,
ID3D10Resource *dst_resource, ID3D10Resource *src_resource)
{
struct wined3d_resource *wined3d_dst_resource, *wined3d_src_resource;
struct d3d_device *device = impl_from_ID3D10Device(iface);
TRACE("iface %p, dst_resource %p, src_resource %p.\n", iface, dst_resource, src_resource);
wined3d_dst_resource = wined3d_resource_from_d3d10_resource(dst_resource);
wined3d_src_resource = wined3d_resource_from_d3d10_resource(src_resource);
wined3d_mutex_lock();
wined3d_device_copy_resource(device->wined3d_device, wined3d_dst_resource, wined3d_src_resource);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_UpdateSubresource(ID3D10Device1 *iface,
ID3D10Resource *resource, UINT subresource_idx, const D3D10_BOX *box,
const void *data, UINT row_pitch, UINT depth_pitch)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct wined3d_resource *wined3d_resource;
struct wined3d_box wined3d_box;
TRACE("iface %p, resource %p, subresource_idx %u, box %p, data %p, row_pitch %u, depth_pitch %u.\n",
iface, resource, subresource_idx, box, data, row_pitch, depth_pitch);
if (box)
{
wined3d_box.left = box->left;
wined3d_box.top = box->top;
wined3d_box.front = box->front;
wined3d_box.right = box->right;
wined3d_box.bottom = box->bottom;
wined3d_box.back = box->back;
}
wined3d_resource = wined3d_resource_from_d3d10_resource(resource);
wined3d_mutex_lock();
wined3d_device_update_sub_resource(device->wined3d_device, wined3d_resource,
subresource_idx, box ? &wined3d_box : NULL, data, row_pitch, depth_pitch);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_ClearRenderTargetView(ID3D10Device1 *iface,
ID3D10RenderTargetView *render_target_view, const FLOAT color_rgba[4])
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_rendertarget_view *view = unsafe_impl_from_ID3D10RenderTargetView(render_target_view);
const struct wined3d_color color = {color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]};
HRESULT hr;
TRACE("iface %p, render_target_view %p, color_rgba {%.8e, %.8e, %.8e, %.8e}.\n",
iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]);
wined3d_mutex_lock();
if (FAILED(hr = wined3d_device_clear_rendertarget_view(device->wined3d_device, view->wined3d_view, NULL, &color)))
ERR("Failed to clear view, hr %#x.\n", hr);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_ClearDepthStencilView(ID3D10Device1 *iface,
ID3D10DepthStencilView *depth_stencil_view, UINT flags, FLOAT depth, UINT8 stencil)
{
FIXME("iface %p, depth_stencil_view %p, flags %#x, depth %f, stencil %u stub!\n",
iface, depth_stencil_view, flags, depth, stencil);
}
static void STDMETHODCALLTYPE d3d10_device_GenerateMips(ID3D10Device1 *iface,
ID3D10ShaderResourceView *shader_resource_view)
{
FIXME("iface %p, shader_resource_view %p stub!\n", iface, shader_resource_view);
}
static void STDMETHODCALLTYPE d3d10_device_ResolveSubresource(ID3D10Device1 *iface,
ID3D10Resource *dst_resource, UINT dst_subresource_idx,
ID3D10Resource *src_resource, UINT src_subresource_idx, DXGI_FORMAT format)
{
FIXME("iface %p, dst_resource %p, dst_subresource_idx %u, "
"src_resource %p, src_subresource_idx %u, format %s stub!\n",
iface, dst_resource, dst_subresource_idx,
src_resource, src_subresource_idx, debug_dxgi_format(format));
}
static void STDMETHODCALLTYPE d3d10_device_VSGetConstantBuffers(ID3D10Device1 *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_vs_cb(device->wined3d_device, start_slot + i)))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_PSGetShaderResources(ID3D10Device1 *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct wined3d_shader_resource_view *wined3d_view;
struct d3d_shader_resource_view *view_impl;
if (!(wined3d_view = wined3d_device_get_ps_resource_view(device->wined3d_device, start_slot + i)))
{
views[i] = NULL;
continue;
}
view_impl = wined3d_shader_resource_view_get_parent(wined3d_view);
views[i] = &view_impl->ID3D10ShaderResourceView_iface;
ID3D10ShaderResourceView_AddRef(views[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_PSGetShader(ID3D10Device1 *iface, ID3D10PixelShader **shader)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_pixel_shader *shader_impl;
struct wined3d_shader *wined3d_shader;
TRACE("iface %p, shader %p.\n", iface, shader);
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_pixel_shader(device->wined3d_device)))
{
wined3d_mutex_unlock();
*shader = NULL;
return;
}
shader_impl = wined3d_shader_get_parent(wined3d_shader);
wined3d_mutex_unlock();
*shader = &shader_impl->ID3D10PixelShader_iface;
ID3D10PixelShader_AddRef(*shader);
}
static void STDMETHODCALLTYPE d3d10_device_PSGetSamplers(ID3D10Device1 *iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
iface, start_slot, sampler_count, samplers);
wined3d_mutex_lock();
for (i = 0; i < sampler_count; ++i)
{
struct d3d_sampler_state *sampler_impl;
struct wined3d_sampler *wined3d_sampler;
if (!(wined3d_sampler = wined3d_device_get_ps_sampler(device->wined3d_device, start_slot + i)))
{
samplers[i] = NULL;
continue;
}
sampler_impl = wined3d_sampler_get_parent(wined3d_sampler);
samplers[i] = &sampler_impl->ID3D10SamplerState_iface;
ID3D10SamplerState_AddRef(samplers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_VSGetShader(ID3D10Device1 *iface, ID3D10VertexShader **shader)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_vertex_shader *shader_impl;
struct wined3d_shader *wined3d_shader;
TRACE("iface %p, shader %p.\n", iface, shader);
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_vertex_shader(device->wined3d_device)))
{
wined3d_mutex_unlock();
*shader = NULL;
return;
}
shader_impl = wined3d_shader_get_parent(wined3d_shader);
wined3d_mutex_unlock();
*shader = &shader_impl->ID3D10VertexShader_iface;
ID3D10VertexShader_AddRef(*shader);
}
static void STDMETHODCALLTYPE d3d10_device_PSGetConstantBuffers(ID3D10Device1 *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_ps_cb(device->wined3d_device, start_slot + i)))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_IAGetInputLayout(ID3D10Device1 *iface, ID3D10InputLayout **input_layout)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct wined3d_vertex_declaration *wined3d_declaration;
struct d3d_input_layout *input_layout_impl;
TRACE("iface %p, input_layout %p.\n", iface, input_layout);
wined3d_mutex_lock();
if (!(wined3d_declaration = wined3d_device_get_vertex_declaration(device->wined3d_device)))
{
wined3d_mutex_unlock();
*input_layout = NULL;
return;
}
input_layout_impl = wined3d_vertex_declaration_get_parent(wined3d_declaration);
wined3d_mutex_unlock();
*input_layout = &input_layout_impl->ID3D10InputLayout_iface;
ID3D10InputLayout_AddRef(*input_layout);
}
static void STDMETHODCALLTYPE d3d10_device_IAGetVertexBuffers(ID3D10Device1 *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers, UINT *strides, UINT *offsets)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, strides %p, offsets %p.\n",
iface, start_slot, buffer_count, buffers, strides, offsets);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (FAILED(wined3d_device_get_stream_source(device->wined3d_device, start_slot + i,
&wined3d_buffer, &offsets[i], &strides[i])))
ERR("Failed to get vertex buffer.\n");
if (!wined3d_buffer)
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_IAGetIndexBuffer(ID3D10Device1 *iface,
ID3D10Buffer **buffer, DXGI_FORMAT *format, UINT *offset)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
enum wined3d_format_id wined3d_format;
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
TRACE("iface %p, buffer %p, format %p, offset %p.\n", iface, buffer, format, offset);
wined3d_mutex_lock();
wined3d_buffer = wined3d_device_get_index_buffer(device->wined3d_device, &wined3d_format);
*format = dxgi_format_from_wined3dformat(wined3d_format);
*offset = 0; /* FIXME */
if (!wined3d_buffer)
{
wined3d_mutex_unlock();
*buffer = NULL;
return;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
wined3d_mutex_unlock();
*buffer = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(*buffer);
}
static void STDMETHODCALLTYPE d3d10_device_GSGetConstantBuffers(ID3D10Device1 *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p.\n",
iface, start_slot, buffer_count, buffers);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_gs_cb(device->wined3d_device, start_slot + i)))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device1 *iface, ID3D10GeometryShader **shader)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_geometry_shader *shader_impl;
struct wined3d_shader *wined3d_shader;
TRACE("iface %p, shader %p.\n", iface, shader);
wined3d_mutex_lock();
if (!(wined3d_shader = wined3d_device_get_geometry_shader(device->wined3d_device)))
{
wined3d_mutex_unlock();
*shader = NULL;
return;
}
shader_impl = wined3d_shader_get_parent(wined3d_shader);
wined3d_mutex_unlock();
*shader = &shader_impl->ID3D10GeometryShader_iface;
ID3D10GeometryShader_AddRef(*shader);
}
static void STDMETHODCALLTYPE d3d10_device_IAGetPrimitiveTopology(ID3D10Device1 *iface,
D3D10_PRIMITIVE_TOPOLOGY *topology)
{
struct d3d_device *This = impl_from_ID3D10Device(iface);
TRACE("iface %p, topology %p\n", iface, topology);
wined3d_mutex_lock();
wined3d_device_get_primitive_type(This->wined3d_device, (enum wined3d_primitive_type *)topology);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_VSGetShaderResources(ID3D10Device1 *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct wined3d_shader_resource_view *wined3d_view;
struct d3d_shader_resource_view *view_impl;
if (!(wined3d_view = wined3d_device_get_vs_resource_view(device->wined3d_device, start_slot + i)))
{
views[i] = NULL;
continue;
}
view_impl = wined3d_shader_resource_view_get_parent(wined3d_view);
views[i] = &view_impl->ID3D10ShaderResourceView_iface;
ID3D10ShaderResourceView_AddRef(views[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_VSGetSamplers(ID3D10Device1 *iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
iface, start_slot, sampler_count, samplers);
wined3d_mutex_lock();
for (i = 0; i < sampler_count; ++i)
{
struct d3d_sampler_state *sampler_impl;
struct wined3d_sampler *wined3d_sampler;
if (!(wined3d_sampler = wined3d_device_get_vs_sampler(device->wined3d_device, start_slot + i)))
{
samplers[i] = NULL;
continue;
}
sampler_impl = wined3d_sampler_get_parent(wined3d_sampler);
samplers[i] = &sampler_impl->ID3D10SamplerState_iface;
ID3D10SamplerState_AddRef(samplers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_GetPredication(ID3D10Device1 *iface,
ID3D10Predicate **predicate, BOOL *value)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct wined3d_query *wined3d_predicate;
struct d3d10_query *predicate_impl;
TRACE("iface %p, predicate %p, value %p.\n", iface, predicate, value);
wined3d_mutex_lock();
if (!(wined3d_predicate = wined3d_device_get_predication(device->wined3d_device, value)))
{
wined3d_mutex_unlock();
*predicate = NULL;
return;
}
predicate_impl = wined3d_query_get_parent(wined3d_predicate);
wined3d_mutex_unlock();
*predicate = (ID3D10Predicate *)&predicate_impl->ID3D10Query_iface;
ID3D10Predicate_AddRef(*predicate);
}
static void STDMETHODCALLTYPE d3d10_device_GSGetShaderResources(ID3D10Device1 *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, view_count %u, views %p.\n",
iface, start_slot, view_count, views);
wined3d_mutex_lock();
for (i = 0; i < view_count; ++i)
{
struct wined3d_shader_resource_view *wined3d_view;
struct d3d_shader_resource_view *view_impl;
if (!(wined3d_view = wined3d_device_get_gs_resource_view(device->wined3d_device, start_slot + i)))
{
views[i] = NULL;
continue;
}
view_impl = wined3d_shader_resource_view_get_parent(wined3d_view);
views[i] = &view_impl->ID3D10ShaderResourceView_iface;
ID3D10ShaderResourceView_AddRef(views[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_GSGetSamplers(ID3D10Device1 *iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, start_slot %u, sampler_count %u, samplers %p.\n",
iface, start_slot, sampler_count, samplers);
wined3d_mutex_lock();
for (i = 0; i < sampler_count; ++i)
{
struct d3d_sampler_state *sampler_impl;
struct wined3d_sampler *wined3d_sampler;
if (!(wined3d_sampler = wined3d_device_get_gs_sampler(device->wined3d_device, start_slot + i)))
{
samplers[i] = NULL;
continue;
}
sampler_impl = wined3d_sampler_get_parent(wined3d_sampler);
samplers[i] = &sampler_impl->ID3D10SamplerState_iface;
ID3D10SamplerState_AddRef(samplers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_OMGetRenderTargets(ID3D10Device1 *iface,
UINT view_count, ID3D10RenderTargetView **render_target_views, ID3D10DepthStencilView **depth_stencil_view)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct wined3d_rendertarget_view *wined3d_view;
TRACE("iface %p, view_count %u, render_target_views %p, depth_stencil_view %p.\n",
iface, view_count, render_target_views, depth_stencil_view);
wined3d_mutex_lock();
if (render_target_views)
{
struct d3d_rendertarget_view *view_impl;
unsigned int i;
for (i = 0; i < view_count; ++i)
{
if (!(wined3d_view = wined3d_device_get_rendertarget_view(device->wined3d_device, i))
|| !(view_impl = wined3d_rendertarget_view_get_parent(wined3d_view)))
{
render_target_views[i] = NULL;
continue;
}
render_target_views[i] = &view_impl->ID3D10RenderTargetView_iface;
ID3D10RenderTargetView_AddRef(render_target_views[i]);
}
}
if (depth_stencil_view)
{
struct d3d_depthstencil_view *view_impl;
if (!(wined3d_view = wined3d_device_get_depth_stencil_view(device->wined3d_device))
|| !(view_impl = wined3d_rendertarget_view_get_parent(wined3d_view)))
{
*depth_stencil_view = NULL;
}
else
{
*depth_stencil_view = &view_impl->ID3D10DepthStencilView_iface;
ID3D10DepthStencilView_AddRef(*depth_stencil_view);
}
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_OMGetBlendState(ID3D10Device1 *iface,
ID3D10BlendState **blend_state, FLOAT blend_factor[4], UINT *sample_mask)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
TRACE("iface %p, blend_state %p, blend_factor %p, sample_mask %p.\n",
iface, blend_state, blend_factor, sample_mask);
if ((*blend_state = device->blend_state ? &device->blend_state->ID3D10BlendState_iface : NULL))
ID3D10BlendState_AddRef(*blend_state);
wined3d_mutex_lock();
memcpy(blend_factor, device->blend_factor, 4 * sizeof(*blend_factor));
*sample_mask = wined3d_device_get_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEMASK);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_OMGetDepthStencilState(ID3D10Device1 *iface,
ID3D10DepthStencilState **depth_stencil_state, UINT *stencil_ref)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
TRACE("iface %p, depth_stencil_state %p, stencil_ref %p.\n",
iface, depth_stencil_state, stencil_ref);
if ((*depth_stencil_state = device->depth_stencil_state
? &device->depth_stencil_state->ID3D10DepthStencilState_iface : NULL))
ID3D10DepthStencilState_AddRef(*depth_stencil_state);
*stencil_ref = device->stencil_ref;
}
static void STDMETHODCALLTYPE d3d10_device_SOGetTargets(ID3D10Device1 *iface,
UINT buffer_count, ID3D10Buffer **buffers, UINT *offsets)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p, buffer_count %u, buffers %p, offsets %p.\n",
iface, buffer_count, buffers, offsets);
wined3d_mutex_lock();
for (i = 0; i < buffer_count; ++i)
{
struct wined3d_buffer *wined3d_buffer;
struct d3d_buffer *buffer_impl;
if (!(wined3d_buffer = wined3d_device_get_stream_output(device->wined3d_device, i, &offsets[i])))
{
buffers[i] = NULL;
continue;
}
buffer_impl = wined3d_buffer_get_parent(wined3d_buffer);
buffers[i] = &buffer_impl->ID3D10Buffer_iface;
ID3D10Buffer_AddRef(buffers[i]);
}
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_RSGetState(ID3D10Device1 *iface, ID3D10RasterizerState **rasterizer_state)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
TRACE("iface %p, rasterizer_state %p.\n", iface, rasterizer_state);
if ((*rasterizer_state = device->rasterizer_state ? &device->rasterizer_state->ID3D10RasterizerState_iface : NULL))
ID3D10RasterizerState_AddRef(*rasterizer_state);
}
static void STDMETHODCALLTYPE d3d10_device_RSGetViewports(ID3D10Device1 *iface,
UINT *viewport_count, D3D10_VIEWPORT *viewports)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct wined3d_viewport wined3d_vp;
TRACE("iface %p, viewport_count %p, viewports %p.\n", iface, viewport_count, viewports);
if (!viewports)
{
*viewport_count = 1;
return;
}
if (!*viewport_count)
return;
wined3d_mutex_lock();
wined3d_device_get_viewport(device->wined3d_device, &wined3d_vp);
wined3d_mutex_unlock();
viewports[0].TopLeftX = wined3d_vp.x;
viewports[0].TopLeftY = wined3d_vp.y;
viewports[0].Width = wined3d_vp.width;
viewports[0].Height = wined3d_vp.height;
viewports[0].MinDepth = wined3d_vp.min_z;
viewports[0].MaxDepth = wined3d_vp.max_z;
if (*viewport_count > 1)
memset(&viewports[1], 0, (*viewport_count - 1) * sizeof(*viewports));
}
static void STDMETHODCALLTYPE d3d10_device_RSGetScissorRects(ID3D10Device1 *iface, UINT *rect_count, D3D10_RECT *rects)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
TRACE("iface %p, rect_count %p, rects %p.\n", iface, rect_count, rects);
if (!rects)
{
*rect_count = 1;
return;
}
if (!*rect_count)
return;
wined3d_mutex_lock();
wined3d_device_get_scissor_rect(device->wined3d_device, rects);
wined3d_mutex_unlock();
if (*rect_count > 1)
memset(&rects[1], 0, (*rect_count - 1) * sizeof(*rects));
}
static HRESULT STDMETHODCALLTYPE d3d10_device_GetDeviceRemovedReason(ID3D10Device1 *iface)
{
TRACE("iface %p.\n", iface);
/* In the current implementation the device is never removed, so we can
* just return S_OK here. */
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_SetExceptionMode(ID3D10Device1 *iface, UINT flags)
{
FIXME("iface %p, flags %#x stub!\n", iface, flags);
return E_NOTIMPL;
}
static UINT STDMETHODCALLTYPE d3d10_device_GetExceptionMode(ID3D10Device1 *iface)
{
FIXME("iface %p stub!\n", iface);
return 0;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_GetPrivateData(ID3D10Device1 *iface,
REFGUID guid, UINT *data_size, void *data)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return d3d11_device_GetPrivateData(&device->ID3D11Device_iface, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d10_device_SetPrivateData(ID3D10Device1 *iface,
REFGUID guid, UINT data_size, const void *data)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return d3d11_device_SetPrivateData(&device->ID3D11Device_iface, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d10_device_SetPrivateDataInterface(ID3D10Device1 *iface,
REFGUID guid, const IUnknown *data)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
return d3d11_device_SetPrivateDataInterface(&device->ID3D11Device_iface, guid, data);
}
static void STDMETHODCALLTYPE d3d10_device_ClearState(ID3D10Device1 *iface)
{
static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
struct d3d_device *device = impl_from_ID3D10Device(iface);
unsigned int i;
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
wined3d_device_set_vertex_shader(device->wined3d_device, NULL);
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
wined3d_device_set_vs_sampler(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
wined3d_device_set_vs_resource_view(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
wined3d_device_set_vs_cb(device->wined3d_device, i, NULL);
}
wined3d_device_set_geometry_shader(device->wined3d_device, NULL);
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
wined3d_device_set_gs_sampler(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
wined3d_device_set_gs_resource_view(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
wined3d_device_set_gs_cb(device->wined3d_device, i, NULL);
}
wined3d_device_set_pixel_shader(device->wined3d_device, NULL);
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
{
wined3d_device_set_ps_sampler(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
wined3d_device_set_ps_resource_view(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
{
wined3d_device_set_ps_cb(device->wined3d_device, i, NULL);
}
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
wined3d_device_set_stream_source(device->wined3d_device, i, NULL, 0, 0);
}
wined3d_device_set_index_buffer(device->wined3d_device, NULL, WINED3DFMT_UNKNOWN);
wined3d_device_set_vertex_declaration(device->wined3d_device, NULL);
wined3d_device_set_primitive_type(device->wined3d_device, WINED3D_PT_UNDEFINED);
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
{
wined3d_device_set_rendertarget_view(device->wined3d_device, i, NULL, FALSE);
}
wined3d_device_set_depth_stencil_view(device->wined3d_device, NULL);
ID3D10Device1_OMSetDepthStencilState(iface, NULL, 0);
ID3D10Device1_OMSetBlendState(iface, NULL, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device1_RSSetViewports(iface, 0, NULL);
ID3D10Device1_RSSetScissorRects(iface, 0, NULL);
ID3D10Device1_RSSetState(iface, NULL);
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
{
wined3d_device_set_stream_output(device->wined3d_device, i, NULL, 0);
}
wined3d_device_set_predication(device->wined3d_device, NULL, FALSE);
wined3d_mutex_unlock();
}
static void STDMETHODCALLTYPE d3d10_device_Flush(ID3D10Device1 *iface)
{
FIXME("iface %p stub!\n", iface);
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBuffer(ID3D10Device1 *iface,
const D3D10_BUFFER_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Buffer **buffer)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
D3D11_BUFFER_DESC d3d11_desc;
struct d3d_buffer *object;
HRESULT hr;
TRACE("iface %p, desc %p, data %p, buffer %p.\n", iface, desc, data, buffer);
d3d11_desc.ByteWidth = desc->ByteWidth;
d3d11_desc.Usage = d3d11_usage_from_d3d10_usage(desc->Usage);
d3d11_desc.BindFlags = d3d11_bind_flags_from_d3d10_bind_flags(desc->BindFlags);
d3d11_desc.CPUAccessFlags = d3d11_cpu_access_flags_from_d3d10_cpu_access_flags(desc->CPUAccessFlags);
d3d11_desc.MiscFlags = d3d11_resource_misc_flags_from_d3d10_resource_misc_flags(desc->MiscFlags);
d3d11_desc.StructureByteStride = 0;
if (FAILED(hr = d3d_buffer_create(device, &d3d11_desc, (const D3D11_SUBRESOURCE_DATA *)data, &object)))
return hr;
*buffer = &object->ID3D10Buffer_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture1D(ID3D10Device1 *iface,
const D3D10_TEXTURE1D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture1D **texture)
{
FIXME("iface %p, desc %p, data %p, texture %p stub!\n", iface, desc, data, texture);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture2D(ID3D10Device1 *iface,
const D3D10_TEXTURE2D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data,
ID3D10Texture2D **texture)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
D3D11_TEXTURE2D_DESC d3d11_desc;
struct d3d_texture2d *object;
HRESULT hr;
TRACE("iface %p, desc %p, data %p, texture %p.\n", iface, desc, data, texture);
d3d11_desc.Width = desc->Width;
d3d11_desc.Height = desc->Height;
d3d11_desc.MipLevels = desc->MipLevels;
d3d11_desc.ArraySize = desc->ArraySize;
d3d11_desc.Format = desc->Format;
d3d11_desc.SampleDesc = desc->SampleDesc;
d3d11_desc.Usage = d3d11_usage_from_d3d10_usage(desc->Usage);
d3d11_desc.BindFlags = d3d11_bind_flags_from_d3d10_bind_flags(desc->BindFlags);
d3d11_desc.CPUAccessFlags = d3d11_cpu_access_flags_from_d3d10_cpu_access_flags(desc->CPUAccessFlags);
d3d11_desc.MiscFlags = d3d11_resource_misc_flags_from_d3d10_resource_misc_flags(desc->MiscFlags);
if (FAILED(hr = d3d_texture2d_create(device, &d3d11_desc, (const D3D11_SUBRESOURCE_DATA *)data, &object)))
return hr;
*texture = &object->ID3D10Texture2D_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture3D(ID3D10Device1 *iface,
const D3D10_TEXTURE3D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data,
ID3D10Texture3D **texture)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
D3D11_TEXTURE3D_DESC d3d11_desc;
struct d3d_texture3d *object;
HRESULT hr;
TRACE("iface %p, desc %p, data %p, texture %p.\n", iface, desc, data, texture);
d3d11_desc.Width = desc->Width;
d3d11_desc.Height = desc->Height;
d3d11_desc.Depth = desc->Depth;
d3d11_desc.MipLevels = desc->MipLevels;
d3d11_desc.Format = desc->Format;
d3d11_desc.Usage = d3d11_usage_from_d3d10_usage(desc->Usage);
d3d11_desc.BindFlags = d3d11_bind_flags_from_d3d10_bind_flags(desc->BindFlags);
d3d11_desc.CPUAccessFlags = d3d11_cpu_access_flags_from_d3d10_cpu_access_flags(desc->CPUAccessFlags);
d3d11_desc.MiscFlags = d3d11_resource_misc_flags_from_d3d10_resource_misc_flags(desc->MiscFlags);
if (FAILED(hr = d3d_texture3d_create(device, &d3d11_desc, (const D3D11_SUBRESOURCE_DATA *)data, &object)))
return hr;
*texture = &object->ID3D10Texture3D_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Device1 *iface,
ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc, ID3D10ShaderResourceView **view)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_shader_resource_view *object;
ID3D11Resource *d3d11_resource;
HRESULT hr;
TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
if (FAILED(hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D11Resource, (void **)&d3d11_resource)))
{
ERR("Resource does not implement ID3D11Resource.\n");
return E_FAIL;
}
hr = d3d_shader_resource_view_create(device, d3d11_resource, (const D3D11_SHADER_RESOURCE_VIEW_DESC *)desc,
&object);
ID3D11Resource_Release(d3d11_resource);
if (FAILED(hr))
return hr;
*view = &object->ID3D10ShaderResourceView_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRenderTargetView(ID3D10Device1 *iface,
ID3D10Resource *resource, const D3D10_RENDER_TARGET_VIEW_DESC *desc, ID3D10RenderTargetView **view)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_rendertarget_view *object;
ID3D11Resource *d3d11_resource;
HRESULT hr;
TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
if (FAILED(hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D11Resource, (void **)&d3d11_resource)))
{
ERR("Resource does not implement ID3D11Resource.\n");
return E_FAIL;
}
hr = d3d_rendertarget_view_create(device, d3d11_resource, (const D3D11_RENDER_TARGET_VIEW_DESC *)desc, &object);
ID3D11Resource_Release(d3d11_resource);
if (FAILED(hr))
return hr;
*view = &object->ID3D10RenderTargetView_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilView(ID3D10Device1 *iface,
ID3D10Resource *resource, const D3D10_DEPTH_STENCIL_VIEW_DESC *desc, ID3D10DepthStencilView **view)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
D3D11_DEPTH_STENCIL_VIEW_DESC d3d11_desc;
struct d3d_depthstencil_view *object;
ID3D11Resource *d3d11_resource;
HRESULT hr;
TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
if (desc)
{
d3d11_desc.Format = desc->Format;
d3d11_desc.ViewDimension = desc->ViewDimension;
d3d11_desc.Flags = 0;
memcpy(&d3d11_desc.u, &desc->u, sizeof(d3d11_desc.u));
}
if (FAILED(hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D11Resource, (void **)&d3d11_resource)))
{
ERR("Resource does not implement ID3D11Resource.\n");
return E_FAIL;
}
hr = d3d_depthstencil_view_create(device, d3d11_resource, desc ? &d3d11_desc : NULL, &object);
ID3D11Resource_Release(d3d11_resource);
if (FAILED(hr))
return hr;
*view = &object->ID3D10DepthStencilView_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *iface,
const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
const void *shader_byte_code, SIZE_T shader_byte_code_length,
ID3D10InputLayout **input_layout)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_input_layout *object;
HRESULT hr;
TRACE("iface %p, element_descs %p, element_count %u, shader_byte_code %p, "
"shader_byte_code_length %lu, input_layout %p\n",
iface, element_descs, element_count, shader_byte_code,
shader_byte_code_length, input_layout);
if (FAILED(hr = d3d_input_layout_create(device, (const D3D11_INPUT_ELEMENT_DESC *)element_descs, element_count,
shader_byte_code, shader_byte_code_length, &object)))
return hr;
*input_layout = &object->ID3D10InputLayout_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device1 *iface,
const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_vertex_shader *object;
HRESULT hr;
TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p.\n",
iface, byte_code, byte_code_length, shader);
if (FAILED(hr = d3d_vertex_shader_create(device, byte_code, byte_code_length, &object)))
return hr;
*shader = &object->ID3D10VertexShader_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device1 *iface,
const void *byte_code, SIZE_T byte_code_length, ID3D10GeometryShader **shader)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_geometry_shader *object;
HRESULT hr;
TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p.\n",
iface, byte_code, byte_code_length, shader);
if (FAILED(hr = d3d_geometry_shader_create(device, byte_code, byte_code_length, &object)))
return hr;
*shader = &object->ID3D10GeometryShader_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutput(ID3D10Device1 *iface,
const void *byte_code, SIZE_T byte_code_length, const D3D10_SO_DECLARATION_ENTRY *output_stream_decls,
UINT output_stream_decl_count, UINT output_stream_stride, ID3D10GeometryShader **shader)
{
FIXME("iface %p, byte_code %p, byte_code_length %lu, output_stream_decls %p, "
"output_stream_decl_count %u, output_stream_stride %u, shader %p stub!\n",
iface, byte_code, byte_code_length, output_stream_decls,
output_stream_decl_count, output_stream_stride, shader);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device1 *iface,
const void *byte_code, SIZE_T byte_code_length, ID3D10PixelShader **shader)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_pixel_shader *object;
HRESULT hr;
TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p.\n",
iface, byte_code, byte_code_length, shader);
if (FAILED(hr = d3d_pixel_shader_create(device, byte_code, byte_code_length, &object)))
return hr;
*shader = &object->ID3D10PixelShader_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBlendState(ID3D10Device1 *iface,
const D3D10_BLEND_DESC *desc, ID3D10BlendState **blend_state)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
ID3D11BlendState *d3d11_blend_state;
D3D11_BLEND_DESC d3d11_desc;
unsigned int i;
HRESULT hr;
TRACE("iface %p, desc %p, blend_state %p.\n", iface, desc, blend_state);
if (!desc)
return E_INVALIDARG;
d3d11_desc.AlphaToCoverageEnable = desc->AlphaToCoverageEnable;
d3d11_desc.IndependentBlendEnable = FALSE;
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT - 1; ++i)
{
if (desc->BlendEnable[i] != desc->BlendEnable[i + 1]
|| desc->RenderTargetWriteMask[i] != desc->RenderTargetWriteMask[i + 1])
d3d11_desc.IndependentBlendEnable = TRUE;
}
for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
{
d3d11_desc.RenderTarget[i].BlendEnable = desc->BlendEnable[i];
d3d11_desc.RenderTarget[i].SrcBlend = desc->SrcBlend;
d3d11_desc.RenderTarget[i].DestBlend = desc->DestBlend;
d3d11_desc.RenderTarget[i].BlendOp = desc->BlendOp;
d3d11_desc.RenderTarget[i].SrcBlendAlpha = desc->SrcBlendAlpha;
d3d11_desc.RenderTarget[i].DestBlendAlpha = desc->DestBlendAlpha;
d3d11_desc.RenderTarget[i].BlendOpAlpha = desc->BlendOpAlpha;
d3d11_desc.RenderTarget[i].RenderTargetWriteMask = desc->RenderTargetWriteMask[i];
}
if (FAILED(hr = d3d11_device_CreateBlendState(&device->ID3D11Device_iface, &d3d11_desc, &d3d11_blend_state)))
return hr;
hr = ID3D11BlendState_QueryInterface(d3d11_blend_state, &IID_ID3D10BlendState, (void **)blend_state);
ID3D11BlendState_Release(d3d11_blend_state);
return hr;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Device1 *iface,
const D3D10_DEPTH_STENCIL_DESC *desc, ID3D10DepthStencilState **depth_stencil_state)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
ID3D11DepthStencilState *d3d11_depth_stencil_state;
HRESULT hr;
TRACE("iface %p, desc %p, depth_stencil_state %p.\n", iface, desc, depth_stencil_state);
if (FAILED(hr = d3d11_device_CreateDepthStencilState(&device->ID3D11Device_iface,
(const D3D11_DEPTH_STENCIL_DESC *)desc, &d3d11_depth_stencil_state)))
return hr;
hr = ID3D11DepthStencilState_QueryInterface(d3d11_depth_stencil_state, &IID_ID3D10DepthStencilState,
(void **)depth_stencil_state);
ID3D11DepthStencilState_Release(d3d11_depth_stencil_state);
return hr;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRasterizerState(ID3D10Device1 *iface,
const D3D10_RASTERIZER_DESC *desc, ID3D10RasterizerState **rasterizer_state)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
ID3D11RasterizerState *d3d11_rasterizer_state;
HRESULT hr;
TRACE("iface %p, desc %p, rasterizer_state %p.\n", iface, desc, rasterizer_state);
if (FAILED(hr = d3d11_device_CreateRasterizerState(&device->ID3D11Device_iface,
(const D3D11_RASTERIZER_DESC *)desc, &d3d11_rasterizer_state)))
return hr;
hr = ID3D11RasterizerState_QueryInterface(d3d11_rasterizer_state,
&IID_ID3D10RasterizerState, (void **)rasterizer_state);
ID3D11RasterizerState_Release(d3d11_rasterizer_state);
return hr;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateSamplerState(ID3D10Device1 *iface,
const D3D10_SAMPLER_DESC *desc, ID3D10SamplerState **sampler_state)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
ID3D11SamplerState *d3d11_sampler_state;
HRESULT hr;
TRACE("iface %p, desc %p, sampler_state %p.\n", iface, desc, sampler_state);
if (FAILED(hr = d3d11_device_CreateSamplerState(&device->ID3D11Device_iface,
(const D3D11_SAMPLER_DESC *)desc, &d3d11_sampler_state)))
return hr;
hr = ID3D11SamplerState_QueryInterface(d3d11_sampler_state, &IID_ID3D10SamplerState, (void **)sampler_state);
ID3D11SamplerState_Release(d3d11_sampler_state);
return hr;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateQuery(ID3D10Device1 *iface,
const D3D10_QUERY_DESC *desc, ID3D10Query **query)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d10_query *object;
HRESULT hr;
TRACE("iface %p, desc %p, query %p.\n", iface, desc, query);
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = d3d10_query_init(object, device, desc, FALSE)))
{
WARN("Failed to initialize query, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created query %p.\n", object);
*query = &object->ID3D10Query_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePredicate(ID3D10Device1 *iface,
const D3D10_QUERY_DESC *desc, ID3D10Predicate **predicate)
{
struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d10_query *object;
HRESULT hr;
TRACE("iface %p, desc %p, predicate %p.\n", iface, desc, predicate);
if (!desc)
return E_INVALIDARG;
if (desc->Query != D3D10_QUERY_OCCLUSION_PREDICATE && desc->Query != D3D10_QUERY_SO_OVERFLOW_PREDICATE)
{
WARN("Query type %#x is not a predicate.\n", desc->Query);
return E_INVALIDARG;
}
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
return E_OUTOFMEMORY;
if (FAILED(hr = d3d10_query_init(object, device, desc, TRUE)))
{
WARN("Failed to initialize predicate, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created predicate %p.\n", object);
*predicate = (ID3D10Predicate *)&object->ID3D10Query_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateCounter(ID3D10Device1 *iface,
const D3D10_COUNTER_DESC *desc, ID3D10Counter **counter)
{
FIXME("iface %p, desc %p, counter %p stub!\n", iface, desc, counter);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CheckFormatSupport(ID3D10Device1 *iface,
DXGI_FORMAT format, UINT *format_support)
{
FIXME("iface %p, format %s, format_support %p stub!\n",
iface, debug_dxgi_format(format), format_support);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CheckMultisampleQualityLevels(ID3D10Device1 *iface,
DXGI_FORMAT format, UINT sample_count, UINT *quality_level_count)
{
FIXME("iface %p, format %s, sample_count %u, quality_level_count %p stub!\n",
iface, debug_dxgi_format(format), sample_count, quality_level_count);
return E_NOTIMPL;
}
static void STDMETHODCALLTYPE d3d10_device_CheckCounterInfo(ID3D10Device1 *iface, D3D10_COUNTER_INFO *counter_info)
{
FIXME("iface %p, counter_info %p stub!\n", iface, counter_info);
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CheckCounter(ID3D10Device1 *iface,
const D3D10_COUNTER_DESC *desc, D3D10_COUNTER_TYPE *type, UINT *active_counters, char *name,
UINT *name_length, char *units, UINT *units_length, char *description, UINT *description_length)
{
FIXME("iface %p, desc %p, type %p, active_counters %p, name %p, name_length %p, "
"units %p, units_length %p, description %p, description_length %p stub!\n",
iface, desc, type, active_counters, name, name_length,
units, units_length, description, description_length);
return E_NOTIMPL;
}
static UINT STDMETHODCALLTYPE d3d10_device_GetCreationFlags(ID3D10Device1 *iface)
{
FIXME("iface %p stub!\n", iface);
return 0;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_OpenSharedResource(ID3D10Device1 *iface,
HANDLE resource_handle, REFIID guid, void **resource)
{
FIXME("iface %p, resource_handle %p, guid %s, resource %p stub!\n",
iface, resource_handle, debugstr_guid(guid), resource);
return E_NOTIMPL;
}
static void STDMETHODCALLTYPE d3d10_device_SetTextFilterSize(ID3D10Device1 *iface, UINT width, UINT height)
{
FIXME("iface %p, width %u, height %u stub!\n", iface, width, height);
}
static void STDMETHODCALLTYPE d3d10_device_GetTextFilterSize(ID3D10Device1 *iface, UINT *width, UINT *height)
{
FIXME("iface %p, width %p, height %p stub!\n", iface, width, height);
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView1(ID3D10Device1 *iface,
ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC1 *desc, ID3D10ShaderResourceView1 **view)
{
FIXME("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBlendState1(ID3D10Device1 *iface,
const D3D10_BLEND_DESC1 *desc, ID3D10BlendState1 **blend_state)
{
FIXME("iface %p, desc %p, blend_state %p stub!\n", iface, desc, blend_state);
return E_NOTIMPL;
}
static D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE d3d10_device_GetFeatureLevel(ID3D10Device1 *iface)
{
FIXME("iface %p stub!\n", iface);
return D3D10_FEATURE_LEVEL_10_1;
}
static const struct ID3D10Device1Vtbl d3d10_device1_vtbl =
{
/* IUnknown methods */
d3d10_device_QueryInterface,
d3d10_device_AddRef,
d3d10_device_Release,
/* ID3D10Device methods */
d3d10_device_VSSetConstantBuffers,
d3d10_device_PSSetShaderResources,
d3d10_device_PSSetShader,
d3d10_device_PSSetSamplers,
d3d10_device_VSSetShader,
d3d10_device_DrawIndexed,
d3d10_device_Draw,
d3d10_device_PSSetConstantBuffers,
d3d10_device_IASetInputLayout,
d3d10_device_IASetVertexBuffers,
d3d10_device_IASetIndexBuffer,
d3d10_device_DrawIndexedInstanced,
d3d10_device_DrawInstanced,
d3d10_device_GSSetConstantBuffers,
d3d10_device_GSSetShader,
d3d10_device_IASetPrimitiveTopology,
d3d10_device_VSSetShaderResources,
d3d10_device_VSSetSamplers,
d3d10_device_SetPredication,
d3d10_device_GSSetShaderResources,
d3d10_device_GSSetSamplers,
d3d10_device_OMSetRenderTargets,
d3d10_device_OMSetBlendState,
d3d10_device_OMSetDepthStencilState,
d3d10_device_SOSetTargets,
d3d10_device_DrawAuto,
d3d10_device_RSSetState,
d3d10_device_RSSetViewports,
d3d10_device_RSSetScissorRects,
d3d10_device_CopySubresourceRegion,
d3d10_device_CopyResource,
d3d10_device_UpdateSubresource,
d3d10_device_ClearRenderTargetView,
d3d10_device_ClearDepthStencilView,
d3d10_device_GenerateMips,
d3d10_device_ResolveSubresource,
d3d10_device_VSGetConstantBuffers,
d3d10_device_PSGetShaderResources,
d3d10_device_PSGetShader,
d3d10_device_PSGetSamplers,
d3d10_device_VSGetShader,
d3d10_device_PSGetConstantBuffers,
d3d10_device_IAGetInputLayout,
d3d10_device_IAGetVertexBuffers,
d3d10_device_IAGetIndexBuffer,
d3d10_device_GSGetConstantBuffers,
d3d10_device_GSGetShader,
d3d10_device_IAGetPrimitiveTopology,
d3d10_device_VSGetShaderResources,
d3d10_device_VSGetSamplers,
d3d10_device_GetPredication,
d3d10_device_GSGetShaderResources,
d3d10_device_GSGetSamplers,
d3d10_device_OMGetRenderTargets,
d3d10_device_OMGetBlendState,
d3d10_device_OMGetDepthStencilState,
d3d10_device_SOGetTargets,
d3d10_device_RSGetState,
d3d10_device_RSGetViewports,
d3d10_device_RSGetScissorRects,
d3d10_device_GetDeviceRemovedReason,
d3d10_device_SetExceptionMode,
d3d10_device_GetExceptionMode,
d3d10_device_GetPrivateData,
d3d10_device_SetPrivateData,
d3d10_device_SetPrivateDataInterface,
d3d10_device_ClearState,
d3d10_device_Flush,
d3d10_device_CreateBuffer,
d3d10_device_CreateTexture1D,
d3d10_device_CreateTexture2D,
d3d10_device_CreateTexture3D,
d3d10_device_CreateShaderResourceView,
d3d10_device_CreateRenderTargetView,
d3d10_device_CreateDepthStencilView,
d3d10_device_CreateInputLayout,
d3d10_device_CreateVertexShader,
d3d10_device_CreateGeometryShader,
d3d10_device_CreateGeometryShaderWithStreamOutput,
d3d10_device_CreatePixelShader,
d3d10_device_CreateBlendState,
d3d10_device_CreateDepthStencilState,
d3d10_device_CreateRasterizerState,
d3d10_device_CreateSamplerState,
d3d10_device_CreateQuery,
d3d10_device_CreatePredicate,
d3d10_device_CreateCounter,
d3d10_device_CheckFormatSupport,
d3d10_device_CheckMultisampleQualityLevels,
d3d10_device_CheckCounterInfo,
d3d10_device_CheckCounter,
d3d10_device_GetCreationFlags,
d3d10_device_OpenSharedResource,
d3d10_device_SetTextFilterSize,
d3d10_device_GetTextFilterSize,
d3d10_device_CreateShaderResourceView1,
d3d10_device_CreateBlendState1,
d3d10_device_GetFeatureLevel,
};
static const struct IUnknownVtbl d3d_device_inner_unknown_vtbl =
{
/* IUnknown methods */
d3d_device_inner_QueryInterface,
d3d_device_inner_AddRef,
d3d_device_inner_Release,
};
/* ID3D10Multithread methods */
static inline struct d3d_device *impl_from_ID3D10Multithread(ID3D10Multithread *iface)
{
return CONTAINING_RECORD(iface, struct d3d_device, ID3D10Multithread_iface);
}
static HRESULT STDMETHODCALLTYPE d3d10_multithread_QueryInterface(ID3D10Multithread *iface, REFIID iid, void **out)
{
struct d3d_device *device = impl_from_ID3D10Multithread(iface);
TRACE("iface %p, iid %s, out %p.\n", iface, debugstr_guid(iid), out);
return IUnknown_QueryInterface(device->outer_unk, iid, out);
}
static ULONG STDMETHODCALLTYPE d3d10_multithread_AddRef(ID3D10Multithread *iface)
{
struct d3d_device *device = impl_from_ID3D10Multithread(iface);
TRACE("iface %p.\n", iface);
return IUnknown_AddRef(device->outer_unk);
}
static ULONG STDMETHODCALLTYPE d3d10_multithread_Release(ID3D10Multithread *iface)
{
struct d3d_device *device = impl_from_ID3D10Multithread(iface);
TRACE("iface %p.\n", iface);
return IUnknown_Release(device->outer_unk);
}
static void STDMETHODCALLTYPE d3d10_multithread_Enter(ID3D10Multithread *iface)
{
TRACE("iface %p.\n", iface);
wined3d_mutex_lock();
}
static void STDMETHODCALLTYPE d3d10_multithread_Leave(ID3D10Multithread *iface)
{
TRACE("iface %p.\n", iface);
wined3d_mutex_unlock();
}
static BOOL STDMETHODCALLTYPE d3d10_multithread_SetMultithreadProtected(ID3D10Multithread *iface, BOOL protect)
{
FIXME("iface %p, protect %#x stub!\n", iface, protect);
return TRUE;
}
static BOOL STDMETHODCALLTYPE d3d10_multithread_GetMultithreadProtected(ID3D10Multithread *iface)
{
FIXME("iface %p stub!\n", iface);
return TRUE;
}
static const struct ID3D10MultithreadVtbl d3d10_multithread_vtbl =
{
d3d10_multithread_QueryInterface,
d3d10_multithread_AddRef,
d3d10_multithread_Release,
d3d10_multithread_Enter,
d3d10_multithread_Leave,
d3d10_multithread_SetMultithreadProtected,
d3d10_multithread_GetMultithreadProtected,
};
/* IWineDXGIDeviceParent IUnknown methods */
static inline struct d3d_device *device_from_dxgi_device_parent(IWineDXGIDeviceParent *iface)
{
return CONTAINING_RECORD(iface, struct d3d_device, IWineDXGIDeviceParent_iface);
}
static HRESULT STDMETHODCALLTYPE dxgi_device_parent_QueryInterface(IWineDXGIDeviceParent *iface,
REFIID riid, void **ppv)
{
struct d3d_device *device = device_from_dxgi_device_parent(iface);
return IUnknown_QueryInterface(device->outer_unk, riid, ppv);
}
static ULONG STDMETHODCALLTYPE dxgi_device_parent_AddRef(IWineDXGIDeviceParent *iface)
{
struct d3d_device *device = device_from_dxgi_device_parent(iface);
return IUnknown_AddRef(device->outer_unk);
}
static ULONG STDMETHODCALLTYPE dxgi_device_parent_Release(IWineDXGIDeviceParent *iface)
{
struct d3d_device *device = device_from_dxgi_device_parent(iface);
return IUnknown_Release(device->outer_unk);
}
static struct wined3d_device_parent * STDMETHODCALLTYPE dxgi_device_parent_get_wined3d_device_parent(
IWineDXGIDeviceParent *iface)
{
struct d3d_device *device = device_from_dxgi_device_parent(iface);
return &device->device_parent;
}
static const struct IWineDXGIDeviceParentVtbl d3d_dxgi_device_parent_vtbl =
{
/* IUnknown methods */
dxgi_device_parent_QueryInterface,
dxgi_device_parent_AddRef,
dxgi_device_parent_Release,
/* IWineDXGIDeviceParent methods */
dxgi_device_parent_get_wined3d_device_parent,
};
static inline struct d3d_device *device_from_wined3d_device_parent(struct wined3d_device_parent *device_parent)
{
return CONTAINING_RECORD(device_parent, struct d3d_device, device_parent);
}
static void CDECL device_parent_wined3d_device_created(struct wined3d_device_parent *device_parent,
struct wined3d_device *wined3d_device)
{
struct d3d_device *device = device_from_wined3d_device_parent(device_parent);
TRACE("device_parent %p, wined3d_device %p.\n", device_parent, wined3d_device);
wined3d_device_incref(wined3d_device);
device->wined3d_device = wined3d_device;
}
static void CDECL device_parent_mode_changed(struct wined3d_device_parent *device_parent)
{
TRACE("device_parent %p.\n", device_parent);
}
static void CDECL device_parent_activate(struct wined3d_device_parent *device_parent, BOOL activate)
{
TRACE("device_parent %p, activate %#x.\n", device_parent, activate);
}
static HRESULT CDECL device_parent_surface_created(struct wined3d_device_parent *device_parent,
struct wined3d_texture *wined3d_texture, unsigned int sub_resource_idx, struct wined3d_surface *surface, void **parent,
const struct wined3d_parent_ops **parent_ops)
{
TRACE("device_parent %p, wined3d_texture %p, sub_resource_idx %u, surface %p, parent %p, parent_ops %p.\n",
device_parent, wined3d_texture, sub_resource_idx, surface, parent, parent_ops);
*parent = NULL;
*parent_ops = &d3d_null_wined3d_parent_ops;
return S_OK;
}
static HRESULT CDECL device_parent_volume_created(struct wined3d_device_parent *device_parent,
struct wined3d_texture *wined3d_texture, unsigned int sub_resource_idx, void **parent,
const struct wined3d_parent_ops **parent_ops)
{
TRACE("device_parent %p, texture %p, sub_resource_idx %u, parent %p, parent_ops %p.\n",
device_parent, wined3d_texture, sub_resource_idx, parent, parent_ops);
*parent = NULL;
*parent_ops = &d3d_null_wined3d_parent_ops;
return S_OK;
}
static HRESULT CDECL device_parent_create_swapchain_texture(struct wined3d_device_parent *device_parent,
void *container_parent, const struct wined3d_resource_desc *wined3d_desc,
struct wined3d_texture **wined3d_texture)
{
struct d3d_device *device = device_from_wined3d_device_parent(device_parent);
struct d3d_texture2d *texture;
ID3D10Texture2D *texture_iface;
D3D10_TEXTURE2D_DESC desc;
HRESULT hr;
FIXME("device_parent %p, container_parent %p, wined3d_desc %p, wined3d_texture %p partial stub!\n",
device_parent, container_parent, wined3d_desc, wined3d_texture);
FIXME("Implement DXGI<->wined3d usage conversion\n");
desc.Width = wined3d_desc->width;
desc.Height = wined3d_desc->height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = dxgi_format_from_wined3dformat(wined3d_desc->format);
desc.SampleDesc.Count = wined3d_desc->multisample_type ? wined3d_desc->multisample_type : 1;
desc.SampleDesc.Quality = wined3d_desc->multisample_quality;
desc.Usage = D3D10_USAGE_DEFAULT;
desc.BindFlags = D3D10_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
if (FAILED(hr = d3d10_device_CreateTexture2D(&device->ID3D10Device1_iface,
&desc, NULL, &texture_iface)))
{
ERR("CreateTexture2D failed, returning %#x\n", hr);
return hr;
}
texture = impl_from_ID3D10Texture2D(texture_iface);
*wined3d_texture = texture->wined3d_texture;
wined3d_texture_incref(*wined3d_texture);
ID3D10Texture2D_Release(&texture->ID3D10Texture2D_iface);
return S_OK;
}
static HRESULT CDECL device_parent_create_swapchain(struct wined3d_device_parent *device_parent,
struct wined3d_swapchain_desc *desc, struct wined3d_swapchain **swapchain)
{
struct d3d_device *device = device_from_wined3d_device_parent(device_parent);
IWineDXGIDevice *wine_device;
HRESULT hr;
TRACE("device_parent %p, desc %p, swapchain %p.\n", device_parent, desc, swapchain);
if (FAILED(hr = d3d10_device_QueryInterface(&device->ID3D10Device1_iface,
&IID_IWineDXGIDevice, (void **)&wine_device)))
{
ERR("Device should implement IWineDXGIDevice.\n");
return E_FAIL;
}
hr = IWineDXGIDevice_create_swapchain(wine_device, desc, swapchain);
IWineDXGIDevice_Release(wine_device);
if (FAILED(hr))
{
ERR("Failed to create DXGI swapchain, returning %#x\n", hr);
return hr;
}
return S_OK;
}
static const struct wined3d_device_parent_ops d3d_wined3d_device_parent_ops =
{
device_parent_wined3d_device_created,
device_parent_mode_changed,
device_parent_activate,
device_parent_surface_created,
device_parent_volume_created,
device_parent_create_swapchain_texture,
device_parent_create_swapchain,
};
static void *d3d_rb_alloc(size_t size)
{
return HeapAlloc(GetProcessHeap(), 0, size);
}
static void *d3d_rb_realloc(void *ptr, size_t size)
{
return HeapReAlloc(GetProcessHeap(), 0, ptr, size);
}
static void d3d_rb_free(void *ptr)
{
HeapFree(GetProcessHeap(), 0, ptr);
}
static int d3d_sampler_state_compare(const void *key, const struct wine_rb_entry *entry)
{
const D3D11_SAMPLER_DESC *ka = key;
const D3D11_SAMPLER_DESC *kb = &WINE_RB_ENTRY_VALUE(entry, const struct d3d_sampler_state, entry)->desc;
return memcmp(ka, kb, sizeof(*ka));
}
static const struct wine_rb_functions d3d_sampler_state_rb_ops =
{
d3d_rb_alloc,
d3d_rb_realloc,
d3d_rb_free,
d3d_sampler_state_compare,
};
static int d3d_blend_state_compare(const void *key, const struct wine_rb_entry *entry)
{
const D3D11_BLEND_DESC *ka = key;
const D3D11_BLEND_DESC *kb = &WINE_RB_ENTRY_VALUE(entry, const struct d3d_blend_state, entry)->desc;
return memcmp(ka, kb, sizeof(*ka));
}
static const struct wine_rb_functions d3d_blend_state_rb_ops =
{
d3d_rb_alloc,
d3d_rb_realloc,
d3d_rb_free,
d3d_blend_state_compare,
};
static int d3d_depthstencil_state_compare(const void *key, const struct wine_rb_entry *entry)
{
const D3D11_DEPTH_STENCIL_DESC *ka = key;
const D3D11_DEPTH_STENCIL_DESC *kb = &WINE_RB_ENTRY_VALUE(entry,
const struct d3d_depthstencil_state, entry)->desc;
return memcmp(ka, kb, sizeof(*ka));
}
static const struct wine_rb_functions d3d_depthstencil_state_rb_ops =
{
d3d_rb_alloc,
d3d_rb_realloc,
d3d_rb_free,
d3d_depthstencil_state_compare,
};
static int d3d_rasterizer_state_compare(const void *key, const struct wine_rb_entry *entry)
{
const D3D11_RASTERIZER_DESC *ka = key;
const D3D11_RASTERIZER_DESC *kb = &WINE_RB_ENTRY_VALUE(entry, const struct d3d_rasterizer_state, entry)->desc;
return memcmp(ka, kb, sizeof(*ka));
}
static const struct wine_rb_functions d3d_rasterizer_state_rb_ops =
{
d3d_rb_alloc,
d3d_rb_realloc,
d3d_rb_free,
d3d_rasterizer_state_compare,
};
HRESULT d3d_device_init(struct d3d_device *device, void *outer_unknown)
{
device->IUnknown_inner.lpVtbl = &d3d_device_inner_unknown_vtbl;
device->ID3D11Device_iface.lpVtbl = &d3d11_device_vtbl;
device->ID3D10Device1_iface.lpVtbl = &d3d10_device1_vtbl;
device->ID3D10Multithread_iface.lpVtbl = &d3d10_multithread_vtbl;
device->IWineDXGIDeviceParent_iface.lpVtbl = &d3d_dxgi_device_parent_vtbl;
device->device_parent.ops = &d3d_wined3d_device_parent_ops;
device->refcount = 1;
/* COM aggregation always takes place */
device->outer_unk = outer_unknown;
if (FAILED(d3d11_immediate_context_init(&device->immediate_context, device)))
{
WARN("Failed to initialize immediate device context.\n");
return E_FAIL;
}
ID3D11DeviceContext_Release(&device->immediate_context.ID3D11DeviceContext_iface);
if (wine_rb_init(&device->blend_states, &d3d_blend_state_rb_ops) == -1)
{
WARN("Failed to initialize blend state rbtree.\n");
return E_FAIL;
}
device->blend_factor[0] = 1.0f;
device->blend_factor[1] = 1.0f;
device->blend_factor[2] = 1.0f;
device->blend_factor[3] = 1.0f;
if (wine_rb_init(&device->depthstencil_states, &d3d_depthstencil_state_rb_ops) == -1)
{
WARN("Failed to initialize depthstencil state rbtree.\n");
wine_rb_destroy(&device->blend_states, NULL, NULL);
return E_FAIL;
}
if (wine_rb_init(&device->rasterizer_states, &d3d_rasterizer_state_rb_ops) == -1)
{
WARN("Failed to initialize rasterizer state rbtree.\n");
wine_rb_destroy(&device->depthstencil_states, NULL, NULL);
wine_rb_destroy(&device->blend_states, NULL, NULL);
return E_FAIL;
}
if (wine_rb_init(&device->sampler_states, &d3d_sampler_state_rb_ops) == -1)
{
WARN("Failed to initialize sampler state rbtree.\n");
wine_rb_destroy(&device->rasterizer_states, NULL, NULL);
wine_rb_destroy(&device->depthstencil_states, NULL, NULL);
wine_rb_destroy(&device->blend_states, NULL, NULL);
return E_FAIL;
}
return S_OK;
}