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
;
35 return shader_parse_signature(data
, data_size
, is
);
38 memcpy(tag_str
, &tag
, 4);
40 FIXME("Unhandled chunk %s\n", tag_str
);
45 HRESULT
d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC
*element_descs
,
46 UINT element_count
, const void *shader_byte_code
, SIZE_T shader_byte_code_length
,
47 WINED3DVERTEXELEMENT
**wined3d_elements
, UINT
*wined3d_element_count
)
49 struct wined3d_shader_signature is
;
53 hr
= parse_dxbc(shader_byte_code
, shader_byte_code_length
, isgn_handler
, &is
);
56 ERR("Failed to parse input signature.\n");
60 *wined3d_elements
= HeapAlloc(GetProcessHeap(), 0, element_count
* sizeof(**wined3d_elements
));
61 if (!*wined3d_elements
)
63 ERR("Failed to allocate wined3d vertex element array memory.\n");
64 HeapFree(GetProcessHeap(), 0, is
.elements
);
67 *wined3d_element_count
= 0;
69 for (i
= 0; i
< element_count
; ++i
)
73 for (j
= 0; j
< is
.element_count
; ++j
)
75 if (!strcmp(element_descs
[i
].SemanticName
, is
.elements
[j
].semantic_name
)
76 && element_descs
[i
].SemanticIndex
== is
.elements
[j
].semantic_idx
)
78 WINED3DVERTEXELEMENT
*e
= &(*wined3d_elements
)[(*wined3d_element_count
)++];
79 const D3D10_INPUT_ELEMENT_DESC
*f
= &element_descs
[i
];
81 e
->format
= wined3dformat_from_dxgi_format(f
->Format
);
82 e
->input_slot
= f
->InputSlot
;
83 e
->offset
= f
->AlignedByteOffset
;
84 e
->output_slot
= is
.elements
[j
].register_idx
;
85 e
->method
= WINED3DDECLMETHOD_DEFAULT
;
89 if (f
->AlignedByteOffset
== D3D10_APPEND_ALIGNED_ELEMENT
)
90 FIXME("D3D10_APPEND_ALIGNED_ELEMENT not supported\n");
91 if (f
->InputSlotClass
!= D3D10_INPUT_PER_VERTEX_DATA
)
92 FIXME("Ignoring input slot class (%#x)\n", f
->InputSlotClass
);
93 if (f
->InstanceDataStepRate
)
94 FIXME("Ignoring instace data step rate (%#x)\n", f
->InstanceDataStepRate
);
101 shader_free_signature(&is
);
106 /* IUnknown methods */
108 static HRESULT STDMETHODCALLTYPE
d3d10_input_layout_QueryInterface(ID3D10InputLayout
*iface
,
109 REFIID riid
, void **object
)
111 TRACE("iface %p, riid %s, object %p\n", iface
, debugstr_guid(riid
), object
);
113 if (IsEqualGUID(riid
, &IID_ID3D10InputLayout
)
114 || IsEqualGUID(riid
, &IID_ID3D10DeviceChild
)
115 || IsEqualGUID(riid
, &IID_IUnknown
))
117 IUnknown_AddRef(iface
);
122 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid
));
125 return E_NOINTERFACE
;
128 static ULONG STDMETHODCALLTYPE
d3d10_input_layout_AddRef(ID3D10InputLayout
*iface
)
130 struct d3d10_input_layout
*This
= (struct d3d10_input_layout
*)iface
;
131 ULONG refcount
= InterlockedIncrement(&This
->refcount
);
133 TRACE("%p increasing refcount to %u\n", This
, refcount
);
138 static ULONG STDMETHODCALLTYPE
d3d10_input_layout_Release(ID3D10InputLayout
*iface
)
140 struct d3d10_input_layout
*This
= (struct d3d10_input_layout
*)iface
;
141 ULONG refcount
= InterlockedDecrement(&This
->refcount
);
143 TRACE("%p decreasing refcount to %u\n", This
, refcount
);
147 IWineD3DVertexDeclaration_Release(This
->wined3d_decl
);
148 HeapFree(GetProcessHeap(), 0, This
);
154 /* ID3D10DeviceChild methods */
156 static void STDMETHODCALLTYPE
d3d10_input_layout_GetDevice(ID3D10InputLayout
*iface
, ID3D10Device
**device
)
158 FIXME("iface %p, device %p stub!\n", iface
, device
);
161 static HRESULT STDMETHODCALLTYPE
d3d10_input_layout_GetPrivateData(ID3D10InputLayout
*iface
,
162 REFGUID guid
, UINT
*data_size
, void *data
)
164 FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
165 iface
, debugstr_guid(guid
), data_size
, data
);
170 static HRESULT STDMETHODCALLTYPE
d3d10_input_layout_SetPrivateData(ID3D10InputLayout
*iface
,
171 REFGUID guid
, UINT data_size
, const void *data
)
173 FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
174 iface
, debugstr_guid(guid
), data_size
, data
);
179 static HRESULT STDMETHODCALLTYPE
d3d10_input_layout_SetPrivateDataInterface(ID3D10InputLayout
*iface
,
180 REFGUID guid
, const IUnknown
*data
)
182 FIXME("iface %p, guid %s, data %p stub!\n", iface
, debugstr_guid(guid
), data
);
187 const struct ID3D10InputLayoutVtbl d3d10_input_layout_vtbl
=
189 /* IUnknown methods */
190 d3d10_input_layout_QueryInterface
,
191 d3d10_input_layout_AddRef
,
192 d3d10_input_layout_Release
,
193 /* ID3D10DeviceChild methods */
194 d3d10_input_layout_GetDevice
,
195 d3d10_input_layout_GetPrivateData
,
196 d3d10_input_layout_SetPrivateData
,
197 d3d10_input_layout_SetPrivateDataInterface
,