gdi32: Avoid redundant computation of the gradient bounding rectangle.
[wine/multimedia.git] / dlls / d3d10core / inputlayout.c
blobd6ae787f113220bdc1f52392c8726e0a16ab8265
1 /*
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
20 #include "config.h"
21 #include "wine/port.h"
22 #include <assert.h>
24 #include "d3d10core_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
28 static HRESULT isgn_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
30 struct wined3d_shader_signature *is = ctx;
32 switch(tag)
34 case TAG_ISGN:
35 return shader_parse_signature(data, data_size, is);
37 default:
38 FIXME("Unhandled chunk %s.\n", debugstr_an((const char *)&tag, 4));
39 return S_OK;
43 static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs,
44 UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
45 struct wined3d_vertex_element **wined3d_elements, UINT *wined3d_element_count)
47 struct wined3d_shader_signature is;
48 HRESULT hr;
49 UINT i;
51 hr = parse_dxbc(shader_byte_code, shader_byte_code_length, isgn_handler, &is);
52 if (FAILED(hr))
54 ERR("Failed to parse input signature.\n");
55 return E_FAIL;
58 *wined3d_elements = HeapAlloc(GetProcessHeap(), 0, element_count * sizeof(**wined3d_elements));
59 if (!*wined3d_elements)
61 ERR("Failed to allocate wined3d vertex element array memory.\n");
62 HeapFree(GetProcessHeap(), 0, is.elements);
63 return E_OUTOFMEMORY;
65 *wined3d_element_count = 0;
67 for (i = 0; i < element_count; ++i)
69 UINT j;
71 for (j = 0; j < is.element_count; ++j)
73 if (!strcmp(element_descs[i].SemanticName, is.elements[j].semantic_name)
74 && element_descs[i].SemanticIndex == is.elements[j].semantic_idx)
76 struct wined3d_vertex_element *e = &(*wined3d_elements)[(*wined3d_element_count)++];
77 const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i];
79 e->format = wined3dformat_from_dxgi_format(f->Format);
80 e->input_slot = f->InputSlot;
81 e->offset = f->AlignedByteOffset;
82 e->output_slot = is.elements[j].register_idx;
83 e->method = WINED3D_DECL_METHOD_DEFAULT;
84 e->usage = 0;
85 e->usage_idx = 0;
87 if (f->AlignedByteOffset == D3D10_APPEND_ALIGNED_ELEMENT)
88 FIXME("D3D10_APPEND_ALIGNED_ELEMENT not supported\n");
89 if (f->InputSlotClass != D3D10_INPUT_PER_VERTEX_DATA)
90 FIXME("Ignoring input slot class (%#x)\n", f->InputSlotClass);
91 if (f->InstanceDataStepRate)
92 FIXME("Ignoring instace data step rate (%#x)\n", f->InstanceDataStepRate);
94 break;
99 shader_free_signature(&is);
101 return S_OK;
104 static inline struct d3d10_input_layout *impl_from_ID3D10InputLayout(ID3D10InputLayout *iface)
106 return CONTAINING_RECORD(iface, struct d3d10_input_layout, ID3D10InputLayout_iface);
109 /* IUnknown methods */
111 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_QueryInterface(ID3D10InputLayout *iface,
112 REFIID riid, void **object)
114 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
116 if (IsEqualGUID(riid, &IID_ID3D10InputLayout)
117 || IsEqualGUID(riid, &IID_ID3D10DeviceChild)
118 || IsEqualGUID(riid, &IID_IUnknown))
120 IUnknown_AddRef(iface);
121 *object = iface;
122 return S_OK;
125 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
127 *object = NULL;
128 return E_NOINTERFACE;
131 static ULONG STDMETHODCALLTYPE d3d10_input_layout_AddRef(ID3D10InputLayout *iface)
133 struct d3d10_input_layout *This = impl_from_ID3D10InputLayout(iface);
134 ULONG refcount = InterlockedIncrement(&This->refcount);
136 TRACE("%p increasing refcount to %u\n", This, refcount);
138 if (refcount == 1)
140 wined3d_vertex_declaration_incref(This->wined3d_decl);
143 return refcount;
146 static ULONG STDMETHODCALLTYPE d3d10_input_layout_Release(ID3D10InputLayout *iface)
148 struct d3d10_input_layout *This = impl_from_ID3D10InputLayout(iface);
149 ULONG refcount = InterlockedDecrement(&This->refcount);
151 TRACE("%p decreasing refcount to %u\n", This, refcount);
153 if (!refcount)
155 wined3d_vertex_declaration_decref(This->wined3d_decl);
158 return refcount;
161 /* ID3D10DeviceChild methods */
163 static void STDMETHODCALLTYPE d3d10_input_layout_GetDevice(ID3D10InputLayout *iface, ID3D10Device **device)
165 FIXME("iface %p, device %p stub!\n", iface, device);
168 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_GetPrivateData(ID3D10InputLayout *iface,
169 REFGUID guid, UINT *data_size, void *data)
171 FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
172 iface, debugstr_guid(guid), data_size, data);
174 return E_NOTIMPL;
177 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateData(ID3D10InputLayout *iface,
178 REFGUID guid, UINT data_size, const void *data)
180 FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
181 iface, debugstr_guid(guid), data_size, data);
183 return E_NOTIMPL;
186 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateDataInterface(ID3D10InputLayout *iface,
187 REFGUID guid, const IUnknown *data)
189 FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
191 return E_NOTIMPL;
194 static const struct ID3D10InputLayoutVtbl d3d10_input_layout_vtbl =
196 /* IUnknown methods */
197 d3d10_input_layout_QueryInterface,
198 d3d10_input_layout_AddRef,
199 d3d10_input_layout_Release,
200 /* ID3D10DeviceChild methods */
201 d3d10_input_layout_GetDevice,
202 d3d10_input_layout_GetPrivateData,
203 d3d10_input_layout_SetPrivateData,
204 d3d10_input_layout_SetPrivateDataInterface,
207 static void STDMETHODCALLTYPE d3d10_input_layout_wined3d_object_destroyed(void *parent)
209 HeapFree(GetProcessHeap(), 0, parent);
212 static const struct wined3d_parent_ops d3d10_input_layout_wined3d_parent_ops =
214 d3d10_input_layout_wined3d_object_destroyed,
217 HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_device *device,
218 const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
219 const void *shader_byte_code, SIZE_T shader_byte_code_length)
221 struct wined3d_vertex_element *wined3d_elements;
222 UINT wined3d_element_count;
223 HRESULT hr;
225 layout->ID3D10InputLayout_iface.lpVtbl = &d3d10_input_layout_vtbl;
226 layout->refcount = 1;
228 hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
229 shader_byte_code, shader_byte_code_length, &wined3d_elements, &wined3d_element_count);
230 if (FAILED(hr))
232 WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr);
233 return hr;
236 hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, wined3d_element_count,
237 layout, &d3d10_input_layout_wined3d_parent_ops, &layout->wined3d_decl);
238 HeapFree(GetProcessHeap(), 0, wined3d_elements);
239 if (FAILED(hr))
241 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
242 return hr;
245 return S_OK;
248 struct d3d10_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface)
250 if (!iface)
251 return NULL;
252 assert(iface->lpVtbl == &d3d10_input_layout_vtbl);
254 return impl_from_ID3D10InputLayout(iface);