Sweden-Number/dlls/d3d10core/device.c

1563 lines
55 KiB
C

/*
* Copyright 2008-2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "config.h"
#include "wine/port.h"
#include "d3d10core_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
/* Inner IUnknown methods */
static inline struct d3d10_device *d3d10_device_from_inner_unknown(IUnknown *iface)
{
return (struct d3d10_device *)((char*)iface - FIELD_OFFSET(struct d3d10_device, inner_unknown_vtbl));
}
static HRESULT STDMETHODCALLTYPE d3d10_device_inner_QueryInterface(IUnknown *iface, REFIID riid, void **object)
{
struct d3d10_device *This = d3d10_device_from_inner_unknown(iface);
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_ID3D10Device))
{
ID3D10Device_AddRef(&This->ID3D10Device_iface);
*object = This;
return S_OK;
}
if (IsEqualGUID(riid, &IID_IWineDXGIDeviceParent))
{
IWineDXGIDeviceParent_AddRef(&This->IWineDXGIDeviceParent_iface);
*object = &This->IWineDXGIDeviceParent_iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE d3d10_device_inner_AddRef(IUnknown *iface)
{
struct d3d10_device *This = d3d10_device_from_inner_unknown(iface);
ULONG refcount = InterlockedIncrement(&This->refcount);
TRACE("%p increasing refcount to %u\n", This, refcount);
return refcount;
}
static ULONG STDMETHODCALLTYPE d3d10_device_inner_Release(IUnknown *iface)
{
struct d3d10_device *This = d3d10_device_from_inner_unknown(iface);
ULONG refcount = InterlockedDecrement(&This->refcount);
TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount)
{
if (This->wined3d_device)
wined3d_device_decref(This->wined3d_device);
}
return refcount;
}
/* IUnknown methods */
static inline struct d3d10_device *impl_from_ID3D10Device(ID3D10Device *iface)
{
return CONTAINING_RECORD(iface, struct d3d10_device, ID3D10Device_iface);
}
static HRESULT STDMETHODCALLTYPE d3d10_device_QueryInterface(ID3D10Device *iface, REFIID riid,
void **object)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
TRACE("Forwarding to outer IUnknown\n");
return IUnknown_QueryInterface(This->outer_unknown, riid, object);
}
static ULONG STDMETHODCALLTYPE d3d10_device_AddRef(ID3D10Device *iface)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
TRACE("Forwarding to outer IUnknown\n");
return IUnknown_AddRef(This->outer_unknown);
}
static ULONG STDMETHODCALLTYPE d3d10_device_Release(ID3D10Device *iface)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
TRACE("Forwarding to outer IUnknown\n");
return IUnknown_Release(This->outer_unknown);
}
/* ID3D10Device methods */
static void STDMETHODCALLTYPE d3d10_device_VSSetConstantBuffers(ID3D10Device *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d10_device_PSSetShaderResources(ID3D10Device *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d10_device_PSSetShader(ID3D10Device *iface,
ID3D10PixelShader *shader)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
struct d3d10_pixel_shader *ps = unsafe_impl_from_ID3D10PixelShader(shader);
TRACE("iface %p, shader %p\n", iface, shader);
wined3d_device_set_pixel_shader(This->wined3d_device, ps ? ps->wined3d_shader : NULL);
}
static void STDMETHODCALLTYPE d3d10_device_PSSetSamplers(ID3D10Device *iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d10_device_VSSetShader(ID3D10Device *iface,
ID3D10VertexShader *shader)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
struct d3d10_vertex_shader *vs = unsafe_impl_from_ID3D10VertexShader(shader);
TRACE("iface %p, shader %p\n", iface, shader);
wined3d_device_set_vertex_shader(This->wined3d_device, vs ? vs->wined3d_shader : NULL);
}
static void STDMETHODCALLTYPE d3d10_device_DrawIndexed(ID3D10Device *iface, UINT index_count,
UINT start_index_location, INT base_vertex_location)
{
struct d3d10_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_device_set_base_vertex_index(This->wined3d_device, base_vertex_location);
wined3d_device_draw_indexed_primitive(This->wined3d_device, start_index_location, index_count);
}
static void STDMETHODCALLTYPE d3d10_device_Draw(ID3D10Device *iface, UINT vertex_count,
UINT start_vertex_location)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
TRACE("iface %p, vertex_count %u, start_vertex_location %u\n",
iface, vertex_count, start_vertex_location);
wined3d_device_draw_primitive(This->wined3d_device, start_vertex_location, vertex_count);
}
static void STDMETHODCALLTYPE d3d10_device_PSSetConstantBuffers(ID3D10Device *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d10_device_IASetInputLayout(ID3D10Device *iface,
ID3D10InputLayout *input_layout)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
struct d3d10_input_layout *layout = unsafe_impl_from_ID3D10InputLayout(input_layout);
TRACE("iface %p, input_layout %p\n", iface, input_layout);
wined3d_device_set_vertex_declaration(This->wined3d_device,
layout ? layout->wined3d_decl : NULL);
}
static void STDMETHODCALLTYPE d3d10_device_IASetVertexBuffers(ID3D10Device *iface, UINT start_slot,
UINT buffer_count, ID3D10Buffer *const *buffers, const UINT *strides, const UINT *offsets)
{
struct d3d10_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);
for (i = 0; i < buffer_count; ++i)
{
wined3d_device_set_stream_source(This->wined3d_device, start_slot,
buffers[i] ? ((struct d3d10_buffer *)buffers[i])->wined3d_buffer : NULL,
offsets[i], strides[i]);
}
}
static void STDMETHODCALLTYPE d3d10_device_IASetIndexBuffer(ID3D10Device *iface,
ID3D10Buffer *buffer, DXGI_FORMAT format, UINT offset)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
TRACE("iface %p, buffer %p, format %s, offset %u.\n",
iface, buffer, debug_dxgi_format(format), offset);
wined3d_device_set_index_buffer(This->wined3d_device,
buffer ? ((struct d3d10_buffer *)buffer)->wined3d_buffer : NULL,
wined3dformat_from_dxgi_format(format));
if (offset) FIXME("offset %u not supported.\n", offset);
}
static void STDMETHODCALLTYPE d3d10_device_DrawIndexedInstanced(ID3D10Device *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,\n"
"\tbase_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 d3d10_device_DrawInstanced(ID3D10Device *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,\n"
"\tstart_instance_location %u stub!\n", iface, instance_vertex_count, instance_count,
start_vertex_location, start_instance_location);
}
static void STDMETHODCALLTYPE d3d10_device_GSSetConstantBuffers(ID3D10Device *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d10_device_GSSetShader(ID3D10Device *iface, ID3D10GeometryShader *shader)
{
if (shader) FIXME("iface %p, shader %p stub!\n", iface, shader);
else WARN("iface %p, shader %p stub!\n", iface, shader);
}
static void STDMETHODCALLTYPE d3d10_device_IASetPrimitiveTopology(ID3D10Device *iface,
D3D10_PRIMITIVE_TOPOLOGY topology)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
TRACE("iface %p, topology %s\n", iface, debug_d3d10_primitive_topology(topology));
wined3d_device_set_primitive_type(This->wined3d_device, (enum wined3d_primitive_type)topology);
}
static void STDMETHODCALLTYPE d3d10_device_VSSetShaderResources(ID3D10Device *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d10_device_VSSetSamplers(ID3D10Device *iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d10_device_SetPredication(ID3D10Device *iface, ID3D10Predicate *predicate, BOOL value)
{
FIXME("iface %p, predicate %p, value %d stub!\n", iface, predicate, value);
}
static void STDMETHODCALLTYPE d3d10_device_GSSetShaderResources(ID3D10Device *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d10_device_GSSetSamplers(ID3D10Device *iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d10_device_OMSetRenderTargets(ID3D10Device *iface,
UINT render_target_view_count, ID3D10RenderTargetView *const *render_target_views,
ID3D10DepthStencilView *depth_stencil_view)
{
FIXME("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);
}
static void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device *iface,
ID3D10BlendState *blend_state, const FLOAT blend_factor[4], UINT sample_mask)
{
FIXME("iface %p, blend_state %p, blend_factor [%f %f %f %f], 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 d3d10_device_OMSetDepthStencilState(ID3D10Device *iface,
ID3D10DepthStencilState *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 d3d10_device_SOSetTargets(ID3D10Device *iface,
UINT target_count, ID3D10Buffer *const *targets, const UINT *offsets)
{
FIXME("iface %p, target_count %u, targets %p, offsets %p stub!\n", iface, target_count, targets, offsets);
}
static void STDMETHODCALLTYPE d3d10_device_DrawAuto(ID3D10Device *iface)
{
FIXME("iface %p stub!\n", iface);
}
static void STDMETHODCALLTYPE d3d10_device_RSSetState(ID3D10Device *iface, ID3D10RasterizerState *rasterizer_state)
{
FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state);
}
static void STDMETHODCALLTYPE d3d10_device_RSSetViewports(ID3D10Device *iface,
UINT viewport_count, const D3D10_VIEWPORT *viewports)
{
FIXME("iface %p, viewport_count %u, viewports %p stub!\n", iface, viewport_count, viewports);
}
static void STDMETHODCALLTYPE d3d10_device_RSSetScissorRects(ID3D10Device *iface,
UINT rect_count, const D3D10_RECT *rects)
{
FIXME("iface %p, rect_count %u, rects %p\n", iface, rect_count, rects);
}
static void STDMETHODCALLTYPE d3d10_device_CopySubresourceRegion(ID3D10Device *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)
{
FIXME("iface %p, dst_resource %p, dst_subresource_idx %u, dst_x %u, dst_y %u, dst_z %u,\n"
"\tsrc_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 d3d10_device_CopyResource(ID3D10Device *iface,
ID3D10Resource *dst_resource, ID3D10Resource *src_resource)
{
FIXME("iface %p, dst_resource %p, src_resource %p stub!\n", iface, dst_resource, src_resource);
}
static void STDMETHODCALLTYPE d3d10_device_UpdateSubresource(ID3D10Device *iface,
ID3D10Resource *resource, UINT subresource_idx, const D3D10_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 d3d10_device_ClearRenderTargetView(ID3D10Device *iface,
ID3D10RenderTargetView *render_target_view, const FLOAT color_rgba[4])
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
struct d3d10_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]};
TRACE("iface %p, render_target_view %p, color_rgba [%f %f %f %f]\n",
iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]);
wined3d_device_clear_rendertarget_view(This->wined3d_device, view->wined3d_view, &color);
}
static void STDMETHODCALLTYPE d3d10_device_ClearDepthStencilView(ID3D10Device *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(ID3D10Device *iface, ID3D10ShaderResourceView *shader_resource_view)
{
FIXME("iface %p, shader_resource_view %p stub!\n", iface, shader_resource_view);
}
static void STDMETHODCALLTYPE d3d10_device_ResolveSubresource(ID3D10Device *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,\n"
"\tsrc_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(ID3D10Device *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d10_device_PSGetShaderResources(ID3D10Device *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d10_device_PSGetShader(ID3D10Device *iface, ID3D10PixelShader **shader)
{
FIXME("iface %p, shader %p stub!\n", iface, shader);
}
static void STDMETHODCALLTYPE d3d10_device_PSGetSamplers(ID3D10Device *iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d10_device_VSGetShader(ID3D10Device *iface, ID3D10VertexShader **shader)
{
FIXME("iface %p, shader %p stub!\n", iface, shader);
}
static void STDMETHODCALLTYPE d3d10_device_PSGetConstantBuffers(ID3D10Device *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffer %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d10_device_IAGetInputLayout(ID3D10Device *iface, ID3D10InputLayout **input_layout)
{
FIXME("iface %p, input_layout %p stub!\n", iface, input_layout);
}
static void STDMETHODCALLTYPE d3d10_device_IAGetVertexBuffers(ID3D10Device *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **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 d3d10_device_IAGetIndexBuffer(ID3D10Device *iface,
ID3D10Buffer **buffer, DXGI_FORMAT *format, UINT *offset)
{
FIXME("iface %p, buffer %p, format %p, offset %p stub!\n", iface, buffer, format, offset);
}
static void STDMETHODCALLTYPE d3d10_device_GSGetConstantBuffers(ID3D10Device *iface,
UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
{
FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
iface, start_slot, buffer_count, buffers);
}
static void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device *iface, ID3D10GeometryShader **shader)
{
FIXME("iface %p, shader %p stub!\n", iface, shader);
}
static void STDMETHODCALLTYPE d3d10_device_IAGetPrimitiveTopology(ID3D10Device *iface,
D3D10_PRIMITIVE_TOPOLOGY *topology)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
TRACE("iface %p, topology %p\n", iface, topology);
wined3d_device_get_primitive_type(This->wined3d_device, (enum wined3d_primitive_type *)topology);
}
static void STDMETHODCALLTYPE d3d10_device_VSGetShaderResources(ID3D10Device *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d10_device_VSGetSamplers(ID3D10Device *iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d10_device_GetPredication(ID3D10Device *iface,
ID3D10Predicate **predicate, BOOL *value)
{
FIXME("iface %p, predicate %p, value %p stub!\n", iface, predicate, value);
}
static void STDMETHODCALLTYPE d3d10_device_GSGetShaderResources(ID3D10Device *iface,
UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views)
{
FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
iface, start_slot, view_count, views);
}
static void STDMETHODCALLTYPE d3d10_device_GSGetSamplers(ID3D10Device *iface,
UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers)
{
FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
iface, start_slot, sampler_count, samplers);
}
static void STDMETHODCALLTYPE d3d10_device_OMGetRenderTargets(ID3D10Device *iface,
UINT view_count, ID3D10RenderTargetView **render_target_views, ID3D10DepthStencilView **depth_stencil_view)
{
FIXME("iface %p, view_count %u, render_target_views %p, depth_stencil_view %p stub!\n",
iface, view_count, render_target_views, depth_stencil_view);
}
static void STDMETHODCALLTYPE d3d10_device_OMGetBlendState(ID3D10Device *iface,
ID3D10BlendState **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 d3d10_device_OMGetDepthStencilState(ID3D10Device *iface,
ID3D10DepthStencilState **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 d3d10_device_SOGetTargets(ID3D10Device *iface,
UINT buffer_count, ID3D10Buffer **buffers, UINT *offsets)
{
FIXME("iface %p, buffer_count %u, buffers %p, offsets %p stub!\n",
iface, buffer_count, buffers, offsets);
}
static void STDMETHODCALLTYPE d3d10_device_RSGetState(ID3D10Device *iface, ID3D10RasterizerState **rasterizer_state)
{
FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state);
}
static void STDMETHODCALLTYPE d3d10_device_RSGetViewports(ID3D10Device *iface,
UINT *viewport_count, D3D10_VIEWPORT *viewports)
{
FIXME("iface %p, viewport_count %p, viewports %p stub!\n", iface, viewport_count, viewports);
}
static void STDMETHODCALLTYPE d3d10_device_RSGetScissorRects(ID3D10Device *iface, UINT *rect_count, D3D10_RECT *rects)
{
FIXME("iface %p, rect_count %p, rects %p stub!\n", iface, rect_count, rects);
}
static HRESULT STDMETHODCALLTYPE d3d10_device_GetDeviceRemovedReason(ID3D10Device *iface)
{
FIXME("iface %p stub!\n", iface);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_SetExceptionMode(ID3D10Device *iface, UINT flags)
{
FIXME("iface %p, flags %#x stub!\n", iface, flags);
return E_NOTIMPL;
}
static UINT STDMETHODCALLTYPE d3d10_device_GetExceptionMode(ID3D10Device *iface)
{
FIXME("iface %p stub!\n", iface);
return 0;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_GetPrivateData(ID3D10Device *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 d3d10_device_SetPrivateData(ID3D10Device *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 d3d10_device_SetPrivateDataInterface(ID3D10Device *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 d3d10_device_ClearState(ID3D10Device *iface)
{
FIXME("iface %p stub!\n", iface);
}
static void STDMETHODCALLTYPE d3d10_device_Flush(ID3D10Device *iface)
{
FIXME("iface %p stub!\n", iface);
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBuffer(ID3D10Device *iface,
const D3D10_BUFFER_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Buffer **buffer)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
struct d3d10_buffer *object;
HRESULT hr;
FIXME("iface %p, desc %p, data %p, buffer %p partial stub!\n", iface, desc, data, buffer);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 buffer object memory\n");
return E_OUTOFMEMORY;
}
hr = d3d10_buffer_init(object, This, desc, data);
if (FAILED(hr))
{
WARN("Failed to initialize buffer, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
*buffer = (ID3D10Buffer *)object;
TRACE("Created ID3D10Buffer %p\n", object);
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture1D(ID3D10Device *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(ID3D10Device *iface,
const D3D10_TEXTURE2D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data,
ID3D10Texture2D **texture)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
struct d3d10_texture2d *object;
HRESULT hr;
FIXME("iface %p, desc %p, data %p, texture %p partial stub!\n", iface, desc, data, texture);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 texture2d object memory\n");
return E_OUTOFMEMORY;
}
hr = d3d10_texture2d_init(object, This, desc);
if (FAILED(hr))
{
WARN("Failed to initialize texture, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
*texture = &object->ID3D10Texture2D_iface;
TRACE("Created ID3D10Texture2D %p\n", object);
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture3D(ID3D10Device *iface,
const D3D10_TEXTURE3D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data,
ID3D10Texture3D **texture)
{
struct d3d10_device *device = impl_from_ID3D10Device(iface);
struct d3d10_texture3d *object;
HRESULT hr;
TRACE("iface %p, desc %p, data %p, texture %p.\n", iface, desc, data, texture);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 texture3d object memory.\n");
return E_OUTOFMEMORY;
}
hr = d3d10_texture3d_init(object, device, desc);
if (FAILED(hr))
{
WARN("Failed to initialize texture, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created 3D texture %p.\n", object);
*texture = &object->ID3D10Texture3D_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Device *iface,
ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc, ID3D10ShaderResourceView **view)
{
struct d3d10_shader_resource_view *object;
HRESULT hr;
TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 shader resource view object memory.\n");
return E_OUTOFMEMORY;
}
hr = d3d10_shader_resource_view_init(object);
if (FAILED(hr))
{
WARN("Failed to initialize shader resource view, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created shader resource view %p.\n", object);
*view = &object->ID3D10ShaderResourceView_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRenderTargetView(ID3D10Device *iface,
ID3D10Resource *resource, const D3D10_RENDER_TARGET_VIEW_DESC *desc, ID3D10RenderTargetView **view)
{
struct d3d10_rendertarget_view *object;
HRESULT hr;
TRACE("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 rendertarget view object memory\n");
return E_OUTOFMEMORY;
}
hr = d3d10_rendertarget_view_init(object, resource, desc);
if (FAILED(hr))
{
WARN("Failed to initialize rendertarget view, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created rendertarget view %p.\n", object);
*view = &object->ID3D10RenderTargetView_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilView(ID3D10Device *iface,
ID3D10Resource *resource, const D3D10_DEPTH_STENCIL_VIEW_DESC *desc, ID3D10DepthStencilView **view)
{
struct d3d10_depthstencil_view *object;
HRESULT hr;
TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 depthstencil view object memory.\n");
return E_OUTOFMEMORY;
}
hr = d3d10_depthstencil_view_init(object);
if (FAILED(hr))
{
WARN("Failed to initialize depthstencil view, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created depthstencil view %p.\n", object);
*view = &object->ID3D10DepthStencilView_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *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 d3d10_device *This = impl_from_ID3D10Device(iface);
struct d3d10_input_layout *object;
HRESULT hr;
TRACE("iface %p, element_descs %p, element_count %u, shader_byte_code %p,"
"\tshader_byte_code_length %lu, input_layout %p\n",
iface, element_descs, element_count, shader_byte_code,
shader_byte_code_length, input_layout);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 input layout object memory\n");
return E_OUTOFMEMORY;
}
hr = d3d10_input_layout_init(object, This, element_descs, element_count,
shader_byte_code, shader_byte_code_length);
if (FAILED(hr))
{
WARN("Failed to initialize input layout, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created input layout %p.\n", object);
*input_layout = &object->ID3D10InputLayout_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *iface,
const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
struct d3d10_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);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 vertex shader object memory\n");
return E_OUTOFMEMORY;
}
hr = d3d10_vertex_shader_init(object, This, byte_code, byte_code_length);
if (FAILED(hr))
{
WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created vertex shader %p.\n", object);
*shader = &object->ID3D10VertexShader_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device *iface,
const void *byte_code, SIZE_T byte_code_length, ID3D10GeometryShader **shader)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
struct d3d10_geometry_shader *object;
HRESULT hr;
FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n",
iface, byte_code, byte_code_length, shader);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 geometry shader object memory\n");
return E_OUTOFMEMORY;
}
hr = d3d10_geometry_shader_init(object, This, byte_code, byte_code_length);
if (FAILED(hr))
{
WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
}
TRACE("Created geometry shader %p.\n", object);
*shader = &object->ID3D10GeometryShader_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutput(ID3D10Device *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,\n"
"\toutput_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(ID3D10Device *iface,
const void *byte_code, SIZE_T byte_code_length, ID3D10PixelShader **shader)
{
struct d3d10_device *This = impl_from_ID3D10Device(iface);
struct d3d10_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);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 pixel shader object memory\n");
return E_OUTOFMEMORY;
}
hr = d3d10_pixel_shader_init(object, This, byte_code, byte_code_length);
if (FAILED(hr))
{
WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
TRACE("Created pixel shader %p.\n", object);
*shader = &object->ID3D10PixelShader_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBlendState(ID3D10Device *iface,
const D3D10_BLEND_DESC *desc, ID3D10BlendState **blend_state)
{
struct d3d10_blend_state *object;
HRESULT hr;
TRACE("iface %p, desc %p, blend_state %p.\n", iface, desc, blend_state);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 blend state object memory.\n");
return E_OUTOFMEMORY;
}
hr = d3d10_blend_state_init(object);
if (FAILED(hr))
{
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->ID3D10BlendState_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Device *iface,
const D3D10_DEPTH_STENCIL_DESC *desc, ID3D10DepthStencilState **depth_stencil_state)
{
struct d3d10_depthstencil_state *object;
HRESULT hr;
TRACE("iface %p, desc %p, depth_stencil_state %p.\n", iface, desc, depth_stencil_state);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 depthstencil state object memory.\n");
return E_OUTOFMEMORY;
}
hr = d3d10_depthstencil_state_init(object);
if (FAILED(hr))
{
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->ID3D10DepthStencilState_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRasterizerState(ID3D10Device *iface,
const D3D10_RASTERIZER_DESC *desc, ID3D10RasterizerState **rasterizer_state)
{
struct d3d10_rasterizer_state *object;
HRESULT hr;
TRACE("iface %p, desc %p, rasterizer_state %p.\n", iface, desc, rasterizer_state);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 rasterizer state object memory.\n");
return E_OUTOFMEMORY;
}
hr = d3d10_rasterizer_state_init(object);
if (FAILED(hr))
{
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->ID3D10RasterizerState_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateSamplerState(ID3D10Device *iface,
const D3D10_SAMPLER_DESC *desc, ID3D10SamplerState **sampler_state)
{
struct d3d10_sampler_state *object;
HRESULT hr;
FIXME("iface %p, desc %p, sampler_state %p.\n", iface, desc, sampler_state);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 sampler state object memory.\n");
return E_OUTOFMEMORY;
}
hr = d3d10_sampler_state_init(object);
if (FAILED(hr))
{
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->ID3D10SamplerState_iface;
return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateQuery(ID3D10Device *iface,
const D3D10_QUERY_DESC *desc, ID3D10Query **query)
{
struct d3d10_query *object;
HRESULT hr;
TRACE("iface %p, desc %p, query %p.\n", iface, desc, query);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 query object memory.\n");
return E_OUTOFMEMORY;
}
hr = d3d10_query_init(object);
if (FAILED(hr))
{
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(ID3D10Device *iface,
const D3D10_QUERY_DESC *desc, ID3D10Predicate **predicate)
{
FIXME("iface %p, desc %p, predicate %p stub!\n", iface, desc, predicate);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateCounter(ID3D10Device *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(ID3D10Device *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(ID3D10Device *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(ID3D10Device *iface, D3D10_COUNTER_INFO *counter_info)
{
FIXME("iface %p, counter_info %p stub!\n", iface, counter_info);
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CheckCounter(ID3D10Device *iface,
const D3D10_COUNTER_DESC *desc, D3D10_COUNTER_TYPE *type, UINT *active_counters, LPSTR name,
UINT *name_length, LPSTR units, UINT *units_length, LPSTR description, UINT *description_length)
{
FIXME("iface %p, desc %p, type %p, active_counters %p, name %p, name_length %p,\n"
"\tunits %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(ID3D10Device *iface)
{
FIXME("iface %p stub!\n", iface);
return 0;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_OpenSharedResource(ID3D10Device *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(ID3D10Device *iface, UINT width, UINT height)
{
FIXME("iface %p, width %u, height %u stub!\n", iface, width, height);
}
static void STDMETHODCALLTYPE d3d10_device_GetTextFilterSize(ID3D10Device *iface, UINT *width, UINT *height)
{
FIXME("iface %p, width %p, height %p stub!\n", iface, width, height);
}
static const struct ID3D10DeviceVtbl d3d10_device_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,
};
static const struct IUnknownVtbl d3d10_device_inner_unknown_vtbl =
{
/* IUnknown methods */
d3d10_device_inner_QueryInterface,
d3d10_device_inner_AddRef,
d3d10_device_inner_Release,
};
static void STDMETHODCALLTYPE d3d10_subresource_destroyed(void *parent) {}
static const struct wined3d_parent_ops d3d10_subresource_parent_ops =
{
d3d10_subresource_destroyed,
};
/* IWineDXGIDeviceParent IUnknown methods */
static inline struct d3d10_device *device_from_dxgi_device_parent(IWineDXGIDeviceParent *iface)
{
return CONTAINING_RECORD(iface, struct d3d10_device, IWineDXGIDeviceParent_iface);
}
static HRESULT STDMETHODCALLTYPE dxgi_device_parent_QueryInterface(IWineDXGIDeviceParent *iface,
REFIID riid, void **object)
{
struct d3d10_device *device = device_from_dxgi_device_parent(iface);
return d3d10_device_QueryInterface(&device->ID3D10Device_iface, riid, object);
}
static ULONG STDMETHODCALLTYPE dxgi_device_parent_AddRef(IWineDXGIDeviceParent *iface)
{
struct d3d10_device *device = device_from_dxgi_device_parent(iface);
return d3d10_device_AddRef(&device->ID3D10Device_iface);
}
static ULONG STDMETHODCALLTYPE dxgi_device_parent_Release(IWineDXGIDeviceParent *iface)
{
struct d3d10_device *device = device_from_dxgi_device_parent(iface);
return d3d10_device_Release(&device->ID3D10Device_iface);
}
static struct wined3d_device_parent * STDMETHODCALLTYPE dxgi_device_parent_get_wined3d_device_parent(
IWineDXGIDeviceParent *iface)
{
struct d3d10_device *device = device_from_dxgi_device_parent(iface);
return &device->device_parent;
}
static const struct IWineDXGIDeviceParentVtbl d3d10_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 d3d10_device *device_from_wined3d_device_parent(struct wined3d_device_parent *device_parent)
{
return CONTAINING_RECORD(device_parent, struct d3d10_device, device_parent);
}
static void CDECL device_parent_wined3d_device_created(struct wined3d_device_parent *device_parent,
struct wined3d_device *wined3d_device)
{
struct d3d10_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 HRESULT CDECL device_parent_create_surface(struct wined3d_device_parent *device_parent,
void *container_parent, UINT width, UINT height, enum wined3d_format_id format, DWORD usage,
WINED3DPOOL pool, UINT level, WINED3DCUBEMAP_FACES face, struct wined3d_surface **surface)
{
struct d3d10_device *device = device_from_wined3d_device_parent(device_parent);
struct d3d10_texture2d *texture;
D3D10_TEXTURE2D_DESC desc;
HRESULT hr;
FIXME("device_parent %p, container_parent %p, width %u, height %u, format %#x, usage %#x,\n"
"\tpool %#x, level %u, face %u, surface %p partial stub!\n",
device_parent, container_parent, width, height, format, usage, pool, level, face, surface);
FIXME("Implement DXGI<->wined3d usage conversion\n");
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = dxgi_format_from_wined3dformat(format);
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = usage;
desc.BindFlags = 0;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
hr = d3d10_device_CreateTexture2D(&device->ID3D10Device_iface, &desc, NULL,
(ID3D10Texture2D **)&texture);
if (FAILED(hr))
{
ERR("CreateTexture2D failed, returning %#x\n", hr);
return hr;
}
*surface = texture->wined3d_surface;
wined3d_surface_incref(*surface);
ID3D10Texture2D_Release(&texture->ID3D10Texture2D_iface);
return S_OK;
}
static HRESULT CDECL device_parent_create_rendertarget(struct wined3d_device_parent *device_parent,
void *container_parent, UINT width, UINT height, enum wined3d_format_id format,
enum wined3d_multisample_type multisample_type, DWORD multisample_quality, BOOL lockable,
struct wined3d_surface **surface)
{
struct d3d10_device *device = device_from_wined3d_device_parent(device_parent);
struct d3d10_texture2d *texture;
D3D10_TEXTURE2D_DESC desc;
HRESULT hr;
FIXME("device_parent %p, container_parent %p, width %u, height %u, format %#x, multisample_type %#x,\n"
"\tmultisample_quality %u, lockable %u, surface %p partial stub!\n",
device_parent, container_parent, width, height, format, multisample_type,
multisample_quality, lockable, surface);
FIXME("Implement DXGI<->wined3d usage conversion\n");
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = dxgi_format_from_wined3dformat(format);
desc.SampleDesc.Count = multisample_type ? multisample_type : 1;
desc.SampleDesc.Quality = multisample_quality;
desc.Usage = D3D10_USAGE_DEFAULT;
desc.BindFlags = D3D10_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
hr = d3d10_device_CreateTexture2D(&device->ID3D10Device_iface, &desc, NULL,
(ID3D10Texture2D **)&texture);
if (FAILED(hr))
{
ERR("CreateTexture2D failed, returning %#x\n", hr);
return hr;
}
*surface = texture->wined3d_surface;
wined3d_surface_incref(*surface);
ID3D10Texture2D_Release(&texture->ID3D10Texture2D_iface);
return S_OK;
}
static HRESULT CDECL device_parent_create_depth_stencil(struct wined3d_device_parent *device_parent,
UINT width, UINT height, enum wined3d_format_id format, enum wined3d_multisample_type multisample_type,
DWORD multisample_quality, BOOL discard, struct wined3d_surface **surface)
{
struct d3d10_device *device = device_from_wined3d_device_parent(device_parent);
struct d3d10_texture2d *texture;
D3D10_TEXTURE2D_DESC desc;
HRESULT hr;
FIXME("device_parent %p, width %u, height %u, format %#x, multisample_type %#x,\n"
"\tmultisample_quality %u, discard %u, surface %p partial stub!\n",
device_parent, width, height, format, multisample_type, multisample_quality, discard, surface);
FIXME("Implement DXGI<->wined3d usage conversion\n");
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = dxgi_format_from_wined3dformat(format);
desc.SampleDesc.Count = multisample_type ? multisample_type : 1;
desc.SampleDesc.Quality = multisample_quality;
desc.Usage = D3D10_USAGE_DEFAULT;
desc.BindFlags = D3D10_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
hr = d3d10_device_CreateTexture2D(&device->ID3D10Device_iface, &desc, NULL,
(ID3D10Texture2D **)&texture);
if (FAILED(hr))
{
ERR("CreateTexture2D failed, returning %#x\n", hr);
return hr;
}
*surface = texture->wined3d_surface;
wined3d_surface_incref(*surface);
ID3D10Texture2D_Release(&texture->ID3D10Texture2D_iface);
return S_OK;
}
static HRESULT CDECL device_parent_create_volume(struct wined3d_device_parent *device_parent,
void *container_parent, UINT width, UINT height, UINT depth, enum wined3d_format_id format,
WINED3DPOOL pool, DWORD usage, struct wined3d_volume **volume)
{
HRESULT hr;
TRACE("device_parent %p, container_parent %p, width %u, height %u, depth %u, "
"format %#x, pool %#x, usage %#x, volume %p.\n",
device_parent, container_parent, width, height, depth,
format, pool, usage, volume);
hr = wined3d_volume_create(device_from_wined3d_device_parent(device_parent)->wined3d_device,
width, height, depth, usage, format, pool, NULL, &d3d10_subresource_parent_ops, volume);
if (FAILED(hr))
{
WARN("Failed to create wined3d volume, hr %#x.\n", hr);
return hr;
}
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 d3d10_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);
hr = d3d10_device_QueryInterface(&device->ID3D10Device_iface, &IID_IWineDXGIDevice,
(void **)&wine_device);
if (FAILED(hr))
{
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 d3d10_wined3d_device_parent_ops =
{
device_parent_wined3d_device_created,
device_parent_mode_changed,
device_parent_create_surface,
device_parent_create_rendertarget,
device_parent_create_depth_stencil,
device_parent_create_volume,
device_parent_create_swapchain,
};
void d3d10_device_init(struct d3d10_device *device, void *outer_unknown)
{
device->ID3D10Device_iface.lpVtbl = &d3d10_device_vtbl;
device->inner_unknown_vtbl = &d3d10_device_inner_unknown_vtbl;
device->IWineDXGIDeviceParent_iface.lpVtbl = &d3d10_dxgi_device_parent_vtbl;
device->device_parent.ops = &d3d10_wined3d_device_parent_ops;
device->refcount = 1;
device->outer_unknown = outer_unknown;
}