/* * Copyright 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); static HRESULT isgn_handler(const char *data, DWORD data_size, DWORD tag, void *ctx) { struct wined3d_shader_signature *is = ctx; switch(tag) { case TAG_ISGN: return shader_parse_signature(data, data_size, is); default: FIXME("Unhandled chunk %s.\n", debugstr_an((const char *)&tag, 4)); return S_OK; } } static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length, WINED3DVERTEXELEMENT **wined3d_elements, UINT *wined3d_element_count) { struct wined3d_shader_signature is; HRESULT hr; UINT i; hr = parse_dxbc(shader_byte_code, shader_byte_code_length, isgn_handler, &is); if (FAILED(hr)) { ERR("Failed to parse input signature.\n"); return E_FAIL; } *wined3d_elements = HeapAlloc(GetProcessHeap(), 0, element_count * sizeof(**wined3d_elements)); if (!*wined3d_elements) { ERR("Failed to allocate wined3d vertex element array memory.\n"); HeapFree(GetProcessHeap(), 0, is.elements); return E_OUTOFMEMORY; } *wined3d_element_count = 0; for (i = 0; i < element_count; ++i) { UINT j; for (j = 0; j < is.element_count; ++j) { if (!strcmp(element_descs[i].SemanticName, is.elements[j].semantic_name) && element_descs[i].SemanticIndex == is.elements[j].semantic_idx) { WINED3DVERTEXELEMENT *e = &(*wined3d_elements)[(*wined3d_element_count)++]; const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i]; e->format = wined3dformat_from_dxgi_format(f->Format); e->input_slot = f->InputSlot; e->offset = f->AlignedByteOffset; e->output_slot = is.elements[j].register_idx; e->method = WINED3DDECLMETHOD_DEFAULT; e->usage = 0; e->usage_idx = 0; if (f->AlignedByteOffset == D3D10_APPEND_ALIGNED_ELEMENT) FIXME("D3D10_APPEND_ALIGNED_ELEMENT not supported\n"); if (f->InputSlotClass != D3D10_INPUT_PER_VERTEX_DATA) FIXME("Ignoring input slot class (%#x)\n", f->InputSlotClass); if (f->InstanceDataStepRate) FIXME("Ignoring instace data step rate (%#x)\n", f->InstanceDataStepRate); break; } } } shader_free_signature(&is); return S_OK; } /* IUnknown methods */ static HRESULT STDMETHODCALLTYPE d3d10_input_layout_QueryInterface(ID3D10InputLayout *iface, REFIID riid, void **object) { TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object); if (IsEqualGUID(riid, &IID_ID3D10InputLayout) || IsEqualGUID(riid, &IID_ID3D10DeviceChild) || IsEqualGUID(riid, &IID_IUnknown)) { IUnknown_AddRef(iface); *object = iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid)); *object = NULL; return E_NOINTERFACE; } static ULONG STDMETHODCALLTYPE d3d10_input_layout_AddRef(ID3D10InputLayout *iface) { struct d3d10_input_layout *This = (struct d3d10_input_layout *)iface; ULONG refcount = InterlockedIncrement(&This->refcount); TRACE("%p increasing refcount to %u\n", This, refcount); if (refcount == 1) { IWineD3DVertexDeclaration_AddRef(This->wined3d_decl); } return refcount; } static ULONG STDMETHODCALLTYPE d3d10_input_layout_Release(ID3D10InputLayout *iface) { struct d3d10_input_layout *This = (struct d3d10_input_layout *)iface; ULONG refcount = InterlockedDecrement(&This->refcount); TRACE("%p decreasing refcount to %u\n", This, refcount); if (!refcount) { IWineD3DVertexDeclaration_Release(This->wined3d_decl); } return refcount; } /* ID3D10DeviceChild methods */ static void STDMETHODCALLTYPE d3d10_input_layout_GetDevice(ID3D10InputLayout *iface, ID3D10Device **device) { FIXME("iface %p, device %p stub!\n", iface, device); } static HRESULT STDMETHODCALLTYPE d3d10_input_layout_GetPrivateData(ID3D10InputLayout *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_input_layout_SetPrivateData(ID3D10InputLayout *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_input_layout_SetPrivateDataInterface(ID3D10InputLayout *iface, REFGUID guid, const IUnknown *data) { FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data); return E_NOTIMPL; } static const struct ID3D10InputLayoutVtbl d3d10_input_layout_vtbl = { /* IUnknown methods */ d3d10_input_layout_QueryInterface, d3d10_input_layout_AddRef, d3d10_input_layout_Release, /* ID3D10DeviceChild methods */ d3d10_input_layout_GetDevice, d3d10_input_layout_GetPrivateData, d3d10_input_layout_SetPrivateData, d3d10_input_layout_SetPrivateDataInterface, }; static void STDMETHODCALLTYPE d3d10_input_layout_wined3d_object_destroyed(void *parent) { HeapFree(GetProcessHeap(), 0, parent); } static const struct wined3d_parent_ops d3d10_input_layout_wined3d_parent_ops = { d3d10_input_layout_wined3d_object_destroyed, }; HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_device *device, const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length) { WINED3DVERTEXELEMENT *wined3d_elements; UINT wined3d_element_count; HRESULT hr; layout->vtbl = &d3d10_input_layout_vtbl; layout->refcount = 1; hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count, shader_byte_code, shader_byte_code_length, &wined3d_elements, &wined3d_element_count); if (FAILED(hr)) { WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr); return hr; } hr = IWineD3DDevice_CreateVertexDeclaration(device->wined3d_device, wined3d_elements, wined3d_element_count, layout, &d3d10_input_layout_wined3d_parent_ops, &layout->wined3d_decl); HeapFree(GetProcessHeap(), 0, wined3d_elements); if (FAILED(hr)) { WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr); return hr; } return S_OK; }