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wine/dlls/d3d10core/inputlayout.c

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  1 /*
  2  * Copyright 2009 Henri Verbeet for CodeWeavers
  3  *
  4  * This library is free software; you can redistribute it and/or
  5  * modify it under the terms of the GNU Lesser General Public
  6  * License as published by the Free Software Foundation; either
  7  * version 2.1 of the License, or (at your option) any later version.
  8  *
  9  * This library is distributed in the hope that it will be useful,
 10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
 11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 12  * Lesser General Public License for more details.
 13  *
 14  * You should have received a copy of the GNU Lesser General Public
 15  * License along with this library; if not, write to the Free Software
 16  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 17  *
 18  */
 19 
 20 #include "config.h"
 21 #include "wine/port.h"
 22 
 23 #include "d3d10core_private.h"
 24 
 25 WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
 26 
 27 static HRESULT isgn_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
 28 {
 29     struct wined3d_shader_signature *is = ctx;
 30 
 31     switch(tag)
 32     {
 33         case TAG_ISGN:
 34             return shader_parse_signature(data, data_size, is);
 35 
 36         default:
 37             FIXME("Unhandled chunk %s.\n", debugstr_an((const char *)&tag, 4));
 38             return S_OK;
 39     }
 40 }
 41 
 42 static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs,
 43         UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
 44         WINED3DVERTEXELEMENT **wined3d_elements, UINT *wined3d_element_count)
 45 {
 46     struct wined3d_shader_signature is;
 47     HRESULT hr;
 48     UINT i;
 49 
 50     hr = parse_dxbc(shader_byte_code, shader_byte_code_length, isgn_handler, &is);
 51     if (FAILED(hr))
 52     {
 53         ERR("Failed to parse input signature.\n");
 54         return E_FAIL;
 55     }
 56 
 57     *wined3d_elements = HeapAlloc(GetProcessHeap(), 0, element_count * sizeof(**wined3d_elements));
 58     if (!*wined3d_elements)
 59     {
 60         ERR("Failed to allocate wined3d vertex element array memory.\n");
 61         HeapFree(GetProcessHeap(), 0, is.elements);
 62         return E_OUTOFMEMORY;
 63     }
 64     *wined3d_element_count = 0;
 65 
 66     for (i = 0; i < element_count; ++i)
 67     {
 68         UINT j;
 69 
 70         for (j = 0; j < is.element_count; ++j)
 71         {
 72             if (!strcmp(element_descs[i].SemanticName, is.elements[j].semantic_name)
 73                     && element_descs[i].SemanticIndex == is.elements[j].semantic_idx)
 74             {
 75                 WINED3DVERTEXELEMENT *e = &(*wined3d_elements)[(*wined3d_element_count)++];
 76                 const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i];
 77 
 78                 e->format = wined3dformat_from_dxgi_format(f->Format);
 79                 e->input_slot = f->InputSlot;
 80                 e->offset = f->AlignedByteOffset;
 81                 e->output_slot = is.elements[j].register_idx;
 82                 e->method = WINED3DDECLMETHOD_DEFAULT;
 83                 e->usage = 0;
 84                 e->usage_idx = 0;
 85 
 86                 if (f->AlignedByteOffset == D3D10_APPEND_ALIGNED_ELEMENT)
 87                     FIXME("D3D10_APPEND_ALIGNED_ELEMENT not supported\n");
 88                 if (f->InputSlotClass != D3D10_INPUT_PER_VERTEX_DATA)
 89                     FIXME("Ignoring input slot class (%#x)\n", f->InputSlotClass);
 90                 if (f->InstanceDataStepRate)
 91                     FIXME("Ignoring instace data step rate (%#x)\n", f->InstanceDataStepRate);
 92 
 93                 break;
 94             }
 95         }
 96     }
 97 
 98     shader_free_signature(&is);
 99 
100     return S_OK;
101 }
102 
103 /* IUnknown methods */
104 
105 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_QueryInterface(ID3D10InputLayout *iface,
106         REFIID riid, void **object)
107 {
108     TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
109 
110     if (IsEqualGUID(riid, &IID_ID3D10InputLayout)
111             || IsEqualGUID(riid, &IID_ID3D10DeviceChild)
112             || IsEqualGUID(riid, &IID_IUnknown))
113     {
114         IUnknown_AddRef(iface);
115         *object = iface;
116         return S_OK;
117     }
118 
119     WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
120 
121     *object = NULL;
122     return E_NOINTERFACE;
123 }
124 
125 static ULONG STDMETHODCALLTYPE d3d10_input_layout_AddRef(ID3D10InputLayout *iface)
126 {
127     struct d3d10_input_layout *This = (struct d3d10_input_layout *)iface;
128     ULONG refcount = InterlockedIncrement(&This->refcount);
129 
130     TRACE("%p increasing refcount to %u\n", This, refcount);
131 
132     if (refcount == 1)
133     {
134         IWineD3DVertexDeclaration_AddRef(This->wined3d_decl);
135     }
136 
137     return refcount;
138 }
139 
140 static ULONG STDMETHODCALLTYPE d3d10_input_layout_Release(ID3D10InputLayout *iface)
141 {
142     struct d3d10_input_layout *This = (struct d3d10_input_layout *)iface;
143     ULONG refcount = InterlockedDecrement(&This->refcount);
144 
145     TRACE("%p decreasing refcount to %u\n", This, refcount);
146 
147     if (!refcount)
148     {
149         IWineD3DVertexDeclaration_Release(This->wined3d_decl);
150     }
151 
152     return refcount;
153 }
154 
155 /* ID3D10DeviceChild methods */
156 
157 static void STDMETHODCALLTYPE d3d10_input_layout_GetDevice(ID3D10InputLayout *iface, ID3D10Device **device)
158 {
159     FIXME("iface %p, device %p stub!\n", iface, device);
160 }
161 
162 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_GetPrivateData(ID3D10InputLayout *iface,
163         REFGUID guid, UINT *data_size, void *data)
164 {
165     FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
166             iface, debugstr_guid(guid), data_size, data);
167 
168     return E_NOTIMPL;
169 }
170 
171 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateData(ID3D10InputLayout *iface,
172         REFGUID guid, UINT data_size, const void *data)
173 {
174     FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
175             iface, debugstr_guid(guid), data_size, data);
176 
177     return E_NOTIMPL;
178 }
179 
180 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateDataInterface(ID3D10InputLayout *iface,
181         REFGUID guid, const IUnknown *data)
182 {
183     FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
184 
185     return E_NOTIMPL;
186 }
187 
188 static const struct ID3D10InputLayoutVtbl d3d10_input_layout_vtbl =
189 {
190     /* IUnknown methods */
191     d3d10_input_layout_QueryInterface,
192     d3d10_input_layout_AddRef,
193     d3d10_input_layout_Release,
194     /* ID3D10DeviceChild methods */
195     d3d10_input_layout_GetDevice,
196     d3d10_input_layout_GetPrivateData,
197     d3d10_input_layout_SetPrivateData,
198     d3d10_input_layout_SetPrivateDataInterface,
199 };
200 
201 static void STDMETHODCALLTYPE d3d10_input_layout_wined3d_object_destroyed(void *parent)
202 {
203     HeapFree(GetProcessHeap(), 0, parent);
204 }
205 
206 static const struct wined3d_parent_ops d3d10_input_layout_wined3d_parent_ops =
207 {
208     d3d10_input_layout_wined3d_object_destroyed,
209 };
210 
211 HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_device *device,
212         const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
213         const void *shader_byte_code, SIZE_T shader_byte_code_length)
214 {
215     WINED3DVERTEXELEMENT *wined3d_elements;
216     UINT wined3d_element_count;
217     HRESULT hr;
218 
219     layout->vtbl = &d3d10_input_layout_vtbl;
220     layout->refcount = 1;
221 
222     hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
223             shader_byte_code, shader_byte_code_length, &wined3d_elements, &wined3d_element_count);
224     if (FAILED(hr))
225     {
226         WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr);
227         return hr;
228     }
229 
230     hr = IWineD3DDevice_CreateVertexDeclaration(device->wined3d_device, &layout->wined3d_decl,
231             (IUnknown *)layout, &d3d10_input_layout_wined3d_parent_ops, wined3d_elements, wined3d_element_count);
232     HeapFree(GetProcessHeap(), 0, wined3d_elements);
233     if (FAILED(hr))
234     {
235         WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
236         return hr;
237     }
238 
239     return S_OK;
240 }
241 

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