2 * Copyright 2009 Henri Verbeet for CodeWeavers
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.
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.
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
21 #include "wine/port.h"
23 #include "d3d10core_private.h"
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d10core
);
27 static HRESULT
isgn_handler(const char *data
, DWORD data_size
, DWORD tag
, void *ctx
)
29 struct wined3d_shader_signature
*is
= ctx
;
34 return shader_parse_signature(data
, data_size
, is
);
37 FIXME("Unhandled chunk %s.\n", debugstr_an((const char *)&tag
, 4));
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
)
46 struct wined3d_shader_signature is
;
50 hr
= parse_dxbc(shader_byte_code
, shader_byte_code_length
, isgn_handler
, &is
);
53 ERR("Failed to parse input signature.\n");
57 *wined3d_elements
= HeapAlloc(GetProcessHeap(), 0, element_count
* sizeof(**wined3d_elements
));
58 if (!*wined3d_elements
)
60 ERR("Failed to allocate wined3d vertex element array memory.\n");
61 HeapFree(GetProcessHeap(), 0, is
.elements
);
64 *wined3d_element_count
= 0;
66 for (i
= 0; i
< element_count
; ++i
)
70 for (j
= 0; j
< is
.element_count
; ++j
)
72 if (!strcmp(element_descs
[i
].SemanticName
, is
.elements
[j
].semantic_name
)
73 && element_descs
[i
].SemanticIndex
== is
.elements
[j
].semantic_idx
)
75 WINED3DVERTEXELEMENT
*e
= &(*wined3d_elements
)[(*wined3d_element_count
)++];
76 const D3D10_INPUT_ELEMENT_DESC
*f
= &element_descs
[i
];
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
;
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
);
98 shader_free_signature(&is
);
103 /* IUnknown methods */
105 static HRESULT STDMETHODCALLTYPE
d3d10_input_layout_QueryInterface(ID3D10InputLayout
*iface
,
106 REFIID riid
, void **object
)
108 TRACE("iface %p, riid %s, object %p\n", iface
, debugstr_guid(riid
), object
);
110 if (IsEqualGUID(riid
, &IID_ID3D10InputLayout
)
111 || IsEqualGUID(riid
, &IID_ID3D10DeviceChild
)
112 || IsEqualGUID(riid
, &IID_IUnknown
))
114 IUnknown_AddRef(iface
);
119 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid
));
122 return E_NOINTERFACE
;
125 static ULONG STDMETHODCALLTYPE
d3d10_input_layout_AddRef(ID3D10InputLayout
*iface
)
127 struct d3d10_input_layout
*This
= (struct d3d10_input_layout
*)iface
;
128 ULONG refcount
= InterlockedIncrement(&This
->refcount
);
130 TRACE("%p increasing refcount to %u\n", This
, refcount
);
134 IWineD3DVertexDeclaration_AddRef(This
->wined3d_decl
);
140 static ULONG STDMETHODCALLTYPE
d3d10_input_layout_Release(ID3D10InputLayout
*iface
)
142 struct d3d10_input_layout
*This
= (struct d3d10_input_layout
*)iface
;
143 ULONG refcount
= InterlockedDecrement(&This
->refcount
);
145 TRACE("%p decreasing refcount to %u\n", This
, refcount
);
149 IWineD3DVertexDeclaration_Release(This
->wined3d_decl
);
155 /* ID3D10DeviceChild methods */
157 static void STDMETHODCALLTYPE
d3d10_input_layout_GetDevice(ID3D10InputLayout
*iface
, ID3D10Device
**device
)
159 FIXME("iface %p, device %p stub!\n", iface
, device
);
162 static HRESULT STDMETHODCALLTYPE
d3d10_input_layout_GetPrivateData(ID3D10InputLayout
*iface
,
163 REFGUID guid
, UINT
*data_size
, void *data
)
165 FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
166 iface
, debugstr_guid(guid
), data_size
, data
);
171 static HRESULT STDMETHODCALLTYPE
d3d10_input_layout_SetPrivateData(ID3D10InputLayout
*iface
,
172 REFGUID guid
, UINT data_size
, const void *data
)
174 FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
175 iface
, debugstr_guid(guid
), data_size
, data
);
180 static HRESULT STDMETHODCALLTYPE
d3d10_input_layout_SetPrivateDataInterface(ID3D10InputLayout
*iface
,
181 REFGUID guid
, const IUnknown
*data
)
183 FIXME("iface %p, guid %s, data %p stub!\n", iface
, debugstr_guid(guid
), data
);
188 static const struct ID3D10InputLayoutVtbl d3d10_input_layout_vtbl
=
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
,
201 static void STDMETHODCALLTYPE
d3d10_input_layout_wined3d_object_destroyed(void *parent
)
203 HeapFree(GetProcessHeap(), 0, parent
);
206 static const struct wined3d_parent_ops d3d10_input_layout_wined3d_parent_ops
=
208 d3d10_input_layout_wined3d_object_destroyed
,
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
)
215 WINED3DVERTEXELEMENT
*wined3d_elements
;
216 UINT wined3d_element_count
;
219 layout
->vtbl
= &d3d10_input_layout_vtbl
;
220 layout
->refcount
= 1;
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
);
226 WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr
);
230 hr
= IWineD3DDevice_CreateVertexDeclaration(device
->wined3d_device
, wined3d_elements
, wined3d_element_count
,
231 layout
, &d3d10_input_layout_wined3d_parent_ops
, &layout
->wined3d_decl
);
232 HeapFree(GetProcessHeap(), 0, wined3d_elements
);
235 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr
);