diff --git a/dlls/d3d10/Makefile.in b/dlls/d3d10/Makefile.in index 0acf4c0ea16..7500aaa37de 100644 --- a/dlls/d3d10/Makefile.in +++ b/dlls/d3d10/Makefile.in @@ -8,6 +8,7 @@ IMPORTS = dxguid uuid wined3d kernel32 C_SRCS = \ d3d10_main.c \ + device.c \ utils.c RC_SRCS = version.rc diff --git a/dlls/d3d10/d3d10_private.h b/dlls/d3d10/d3d10_private.h index 12a7e450ec9..f76bda6b0b6 100644 --- a/dlls/d3d10/d3d10_private.h +++ b/dlls/d3d10/d3d10_private.h @@ -21,6 +21,7 @@ #include "wine/debug.h" +#define COBJMACROS #include "winbase.h" #include "winuser.h" #include "objbase.h" @@ -32,4 +33,12 @@ const char *debug_d3d10_driver_type(D3D10_DRIVER_TYPE driver_type); const char *debug_d3d10_primitive_topology(D3D10_PRIMITIVE_TOPOLOGY topology); const char *debug_dxgi_format(DXGI_FORMAT format); +/* IDirect3D10Device */ +extern const struct ID3D10DeviceVtbl d3d10_device_vtbl; +struct d3d10_device +{ + const struct ID3D10DeviceVtbl *vtbl; + LONG refcount; +}; + #endif /* __WINE_D3D10_PRIVATE_H */ diff --git a/dlls/d3d10/device.c b/dlls/d3d10/device.c new file mode 100644 index 00000000000..eea9a75269e --- /dev/null +++ b/dlls/d3d10/device.c @@ -0,0 +1,852 @@ +/* + * Copyright 2008 Henri Verbeet for CodeWeavers + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA + * + */ + +#include "config.h" +#include "wine/port.h" + +#include "d3d10_private.h" + +WINE_DEFAULT_DEBUG_CHANNEL(d3d10); + +/* IUnknown methods */ + +HRESULT STDMETHODCALLTYPE d3d10_device_QueryInterface(ID3D10Device* iface, REFIID riid, void **object) +{ + TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object); + + if (IsEqualGUID(riid, &IID_IUnknown) + || IsEqualGUID(riid, &IID_ID3D10Device)) + { + IUnknown_AddRef(iface); + *object = iface; + return S_OK; + } + + WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid)); + + *object = NULL; + return E_NOINTERFACE; +} + +ULONG STDMETHODCALLTYPE d3d10_device_AddRef(ID3D10Device* iface) +{ + struct d3d10_device *This = (struct d3d10_device *)iface; + ULONG refcount = InterlockedIncrement(&This->refcount); + + TRACE("%p increasing refcount to %u\n", This, refcount); + + return refcount; +} + +ULONG STDMETHODCALLTYPE d3d10_device_Release(ID3D10Device* iface) +{ + struct d3d10_device *This = (struct d3d10_device *)iface; + ULONG refcount = InterlockedDecrement(&This->refcount); + + TRACE("%p decreasing refcount to %u\n", This, refcount); + + if (!refcount) + { + HeapFree(GetProcessHeap(), 0, This); + } + + return refcount; +} + +/* ID3D10Device methods */ + +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); +} + +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); +} + +void STDMETHODCALLTYPE d3d10_device_PSSetShader(ID3D10Device* iface, ID3D10PixelShader *shader) +{ + FIXME("iface %p, shader %p stub!\n", iface, shader); +} + +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); +} + +void STDMETHODCALLTYPE d3d10_device_VSSetShader(ID3D10Device* iface, ID3D10VertexShader *shader) +{ + FIXME("iface %p, shader %p stub!\n", iface, shader); +} + +void STDMETHODCALLTYPE d3d10_device_DrawIndexed(ID3D10Device* 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); +} + +void STDMETHODCALLTYPE d3d10_device_Draw(ID3D10Device* 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); +} + +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); +} + +void STDMETHODCALLTYPE d3d10_device_IASetInputLayout(ID3D10Device* iface, ID3D10InputLayout *input_layout) +{ + FIXME("iface %p, input_layout %p stub!\n", iface, input_layout); +} + +void STDMETHODCALLTYPE d3d10_device_IASetVertexBuffers(ID3D10Device* iface, + UINT start_slot, UINT buffer_count, ID3D10Buffer *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); +} + +void STDMETHODCALLTYPE d3d10_device_IASetIndexBuffer(ID3D10Device* iface, + ID3D10Buffer *buffer, DXGI_FORMAT format, UINT offset) +{ + FIXME("iface %p, buffer %p, format %s, offset %u stub!\n", + iface, buffer, debug_dxgi_format(format), offset); +} + +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); +} + +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); +} + +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); +} + +void STDMETHODCALLTYPE d3d10_device_GSSetShader(ID3D10Device* iface, ID3D10GeometryShader *shader) +{ + FIXME("iface %p, shader %p stub!\n", iface, shader); +} + +void STDMETHODCALLTYPE d3d10_device_IASetPrimitiveTopology(ID3D10Device* iface, D3D10_PRIMITIVE_TOPOLOGY topology) +{ + FIXME("iface %p, topology %s stub!\n", iface, debug_d3d10_primitive_topology(topology)); +} + +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); +} + +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); +} + +void STDMETHODCALLTYPE d3d10_device_SetPredication(ID3D10Device* iface, ID3D10Predicate *predicate, BOOL value) +{ + FIXME("iface %p, predicate %p, value %d stub!\n", iface, predicate, value); +} + +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); +} + +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); +} + +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); +} + +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); +} + +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); +} + +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); +} + +void STDMETHODCALLTYPE d3d10_device_DrawAuto(ID3D10Device* iface) +{ + FIXME("iface %p stub!\n", iface); +} + +void STDMETHODCALLTYPE d3d10_device_RSSetState(ID3D10Device* iface, ID3D10RasterizerState *rasterizer_state) +{ + FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state); +} + +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); +} + +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); +} + +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); +} + +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); +} + +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); +} + +void STDMETHODCALLTYPE d3d10_device_ClearRenderTargetView(ID3D10Device* iface, + ID3D10RenderTargetView *render_target_view, const FLOAT color_rgba[4]) +{ + FIXME("iface %p, render_target_view %p, color_rgba [%f %f %f %f] stub!\n", + iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]); +} + +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); +} + +void STDMETHODCALLTYPE d3d10_device_GenerateMips(ID3D10Device* iface, ID3D10ShaderResourceView *shader_resource_view) +{ + FIXME("iface %p, shader_resource_view %p stub!\n", iface, shader_resource_view); +} + +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)); +} + +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); +} + +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); +} + +void STDMETHODCALLTYPE d3d10_device_PSGetShader(ID3D10Device* iface, ID3D10PixelShader **shader) +{ + FIXME("iface %p, shader %p stub!\n", iface, shader); +} + +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); +} + +void STDMETHODCALLTYPE d3d10_device_VSGetShader(ID3D10Device* iface, ID3D10VertexShader **shader) +{ + FIXME("iface %p, shader %p stub!\n", iface, shader); +} + +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); +} + +void STDMETHODCALLTYPE d3d10_device_IAGetInputLayout(ID3D10Device* iface, ID3D10InputLayout **input_layout) +{ + FIXME("iface %p, input_layout %p stub!\n", iface, input_layout); +} + +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); +} + +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); +} + +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); +} + +void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device* iface, ID3D10GeometryShader **shader) +{ + FIXME("iface %p, shader %p stub!\n", iface, shader); +} + +void STDMETHODCALLTYPE d3d10_device_IAGetPrimitiveTopology(ID3D10Device* iface, D3D10_PRIMITIVE_TOPOLOGY *topology) +{ + FIXME("iface %p, topology %p stub!\n", iface, topology); +} + +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); +} + +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); +} + +void STDMETHODCALLTYPE d3d10_device_GetPredication(ID3D10Device* iface, + ID3D10Predicate **predicate, BOOL *value) +{ + FIXME("iface %p, predicate %p, value %p stub!\n", iface, predicate, value); +} + +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); +} + +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); +} + +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); +} + +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); +} + +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); +} + +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); +} + +void STDMETHODCALLTYPE d3d10_device_RSGetState(ID3D10Device* iface, ID3D10RasterizerState **rasterizer_state) +{ + FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state); +} + +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); +} + +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); +} + +HRESULT STDMETHODCALLTYPE d3d10_device_GetDeviceRemovedReason(ID3D10Device* iface) +{ + FIXME("iface %p stub!\n", iface); + + return E_NOTIMPL; +} + +HRESULT STDMETHODCALLTYPE d3d10_device_SetExceptionMode(ID3D10Device* iface, UINT flags) +{ + FIXME("iface %p, flags %#x stub!\n", iface, flags); + + return E_NOTIMPL; +} + +UINT STDMETHODCALLTYPE d3d10_device_GetExceptionMode(ID3D10Device* iface) +{ + FIXME("iface %p stub!\n", iface); + + return 0; +} + +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; +} + +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; +} + +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; +} + +void STDMETHODCALLTYPE d3d10_device_ClearState(ID3D10Device* iface) +{ + FIXME("iface %p stub!\n", iface); +} + +void STDMETHODCALLTYPE d3d10_device_Flush(ID3D10Device* iface) +{ + FIXME("iface %p stub!\n", iface); +} + +HRESULT STDMETHODCALLTYPE d3d10_device_CreateBuffer(ID3D10Device* iface, + const D3D10_BUFFER_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Buffer **buffer) +{ + FIXME("iface %p, desc %p, data %p, buffer %p stub!\n", iface, desc, data, buffer); + + return E_NOTIMPL; +} + +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; +} + +HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture2D(ID3D10Device* iface, + const D3D10_TEXTURE2D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture2D **texture) +{ + FIXME("iface %p, desc %p, data %p, texture %p stub!\n", iface, desc, data, texture); + + return E_NOTIMPL; +} + +HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture3D(ID3D10Device* iface, + const D3D10_TEXTURE3D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture3D **texture) +{ + FIXME("iface %p, desc %p, data %p, texture %p stub!\n", iface, desc, data, texture); + + return E_NOTIMPL; +} + +HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Device* iface, + ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc, ID3D10ShaderResourceView **view) +{ + FIXME("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view); + + return E_NOTIMPL; +} + +HRESULT STDMETHODCALLTYPE d3d10_device_CreateRenderTargetView(ID3D10Device* iface, + ID3D10Resource *resource, const D3D10_RENDER_TARGET_VIEW_DESC *desc, ID3D10RenderTargetView **view) +{ + FIXME("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view); + + return E_NOTIMPL; +} + +HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilView(ID3D10Device* iface, + ID3D10Resource *resource, const D3D10_DEPTH_STENCIL_VIEW_DESC *desc, ID3D10DepthStencilView **view) +{ + FIXME("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view); + + return E_NOTIMPL; +} + +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) +{ + FIXME("iface %p, element_descs %p, element_count %u, shader_byte_code %p," + "\tshader_byte_code_length %lu, input_layout %p stub!\n", + iface, element_descs, element_count, shader_byte_code, + shader_byte_code_length, input_layout); + + return E_NOTIMPL; +} + +HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device* iface, + const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader) +{ + FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n", + iface, byte_code, byte_code_length, shader); + + return E_NOTIMPL; +} + +HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device* iface, + const void *byte_code, SIZE_T byte_code_length, ID3D10GeometryShader **shader) +{ + FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n", + iface, byte_code, byte_code_length, shader); + + return E_NOTIMPL; +} + +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; +} + +HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device* iface, + const void *byte_code, SIZE_T byte_code_length, ID3D10PixelShader **shader) +{ + FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n", + iface, byte_code, byte_code_length, shader); + + return E_NOTIMPL; +} + +HRESULT STDMETHODCALLTYPE d3d10_device_CreateBlendState(ID3D10Device* iface, + const D3D10_BLEND_DESC *desc, ID3D10BlendState **blend_state) +{ + FIXME("iface %p, desc %p, blend_state %p stub!\n", iface, desc, blend_state); + + return E_NOTIMPL; +} + +HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Device* iface, + const D3D10_DEPTH_STENCIL_DESC *desc, ID3D10DepthStencilState **depth_stencil_state) +{ + FIXME("iface %p, desc %p, depth_stencil_state %p stub!\n", iface, desc, depth_stencil_state); + + return E_NOTIMPL; +} + +HRESULT STDMETHODCALLTYPE d3d10_device_CreateRasterizerState(ID3D10Device* iface, + const D3D10_RASTERIZER_DESC *desc, ID3D10RasterizerState **rasterizer_state) +{ + FIXME("iface %p, desc %p, rasterizer_state %p stub!\n", iface, desc, rasterizer_state); + + return E_NOTIMPL; +} + +HRESULT STDMETHODCALLTYPE d3d10_device_CreateSamplerState(ID3D10Device* iface, + const D3D10_SAMPLER_DESC *desc, ID3D10SamplerState **sampler_state) +{ + FIXME("iface %p, desc %p, sampler_state %p stub!\n", iface, desc, sampler_state); + + return E_NOTIMPL; +} + +HRESULT STDMETHODCALLTYPE d3d10_device_CreateQuery(ID3D10Device* iface, + const D3D10_QUERY_DESC *desc, ID3D10Query **query) +{ + FIXME("iface %p, desc %p, query %p stub!\n", iface, desc, query); + + return E_NOTIMPL; +} + +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; +} + +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; +} + +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; +} + +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; +} + +void STDMETHODCALLTYPE d3d10_device_CheckCounterInfo(ID3D10Device* iface, D3D10_COUNTER_INFO *counter_info) +{ + FIXME("iface %p, counter_info %p stub!\n", iface, counter_info); +} + +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; +} + +UINT STDMETHODCALLTYPE d3d10_device_GetCreationFlags(ID3D10Device* iface) +{ + FIXME("iface %p stub!\n", iface); + + return 0; +} + +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; +} + +void STDMETHODCALLTYPE d3d10_device_SetTextFilterSize(ID3D10Device* iface, UINT width, UINT height) +{ + FIXME("iface %p, width %u, height %u stub!\n", iface, width, height); +} + +void STDMETHODCALLTYPE d3d10_device_GetTextFilterSize(ID3D10Device* iface, UINT *width, UINT *height) +{ + FIXME("iface %p, width %p, height %p stub!\n", iface, width, height); +} + +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, +};