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 struct wined3d_vertex_element
**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 struct wined3d_vertex_element
*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
= WINED3D_DECL_METHOD_DEFAULT
;
86 if (f
->InputSlotClass
!= D3D10_INPUT_PER_VERTEX_DATA
)
87 FIXME("Ignoring input slot class (%#x)\n", f
->InputSlotClass
);
88 if (f
->InstanceDataStepRate
)
89 FIXME("Ignoring instance data step rate (%#x)\n", f
->InstanceDataStepRate
);
96 shader_free_signature(&is
);
101 static inline struct d3d10_input_layout
*impl_from_ID3D10InputLayout(ID3D10InputLayout
*iface
)
103 return CONTAINING_RECORD(iface
, struct d3d10_input_layout
, ID3D10InputLayout_iface
);
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
= impl_from_ID3D10InputLayout(iface
);
131 ULONG refcount
= InterlockedIncrement(&This
->refcount
);
133 TRACE("%p increasing refcount to %u\n", This
, refcount
);
137 wined3d_vertex_declaration_incref(This
->wined3d_decl
);
143 static ULONG STDMETHODCALLTYPE
d3d10_input_layout_Release(ID3D10InputLayout
*iface
)
145 struct d3d10_input_layout
*This
= impl_from_ID3D10InputLayout(iface
);
146 ULONG refcount
= InterlockedDecrement(&This
->refcount
);
148 TRACE("%p decreasing refcount to %u\n", This
, refcount
);
152 wined3d_vertex_declaration_decref(This
->wined3d_decl
);
158 /* ID3D10DeviceChild methods */
160 static void STDMETHODCALLTYPE
d3d10_input_layout_GetDevice(ID3D10InputLayout
*iface
, ID3D10Device
**device
)
162 FIXME("iface %p, device %p stub!\n", iface
, device
);
165 static HRESULT STDMETHODCALLTYPE
d3d10_input_layout_GetPrivateData(ID3D10InputLayout
*iface
,
166 REFGUID guid
, UINT
*data_size
, void *data
)
168 FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
169 iface
, debugstr_guid(guid
), data_size
, data
);
174 static HRESULT STDMETHODCALLTYPE
d3d10_input_layout_SetPrivateData(ID3D10InputLayout
*iface
,
175 REFGUID guid
, UINT data_size
, const void *data
)
177 struct d3d10_input_layout
*layout
= impl_from_ID3D10InputLayout(iface
);
179 TRACE("iface %p, guid %s, data_size %u, data %p.\n",
180 iface
, debugstr_guid(guid
), data_size
, data
);
182 return d3d10_set_private_data(&layout
->private_store
, guid
, data_size
, data
);
185 static HRESULT STDMETHODCALLTYPE
d3d10_input_layout_SetPrivateDataInterface(ID3D10InputLayout
*iface
,
186 REFGUID guid
, const IUnknown
*data
)
188 FIXME("iface %p, guid %s, data %p stub!\n", iface
, debugstr_guid(guid
), data
);
193 static const struct ID3D10InputLayoutVtbl d3d10_input_layout_vtbl
=
195 /* IUnknown methods */
196 d3d10_input_layout_QueryInterface
,
197 d3d10_input_layout_AddRef
,
198 d3d10_input_layout_Release
,
199 /* ID3D10DeviceChild methods */
200 d3d10_input_layout_GetDevice
,
201 d3d10_input_layout_GetPrivateData
,
202 d3d10_input_layout_SetPrivateData
,
203 d3d10_input_layout_SetPrivateDataInterface
,
206 static void STDMETHODCALLTYPE
d3d10_input_layout_wined3d_object_destroyed(void *parent
)
208 struct d3d10_input_layout
*layout
= parent
;
210 wined3d_private_store_cleanup(&layout
->private_store
);
211 HeapFree(GetProcessHeap(), 0, parent
);
214 static const struct wined3d_parent_ops d3d10_input_layout_wined3d_parent_ops
=
216 d3d10_input_layout_wined3d_object_destroyed
,
219 HRESULT
d3d10_input_layout_init(struct d3d10_input_layout
*layout
, struct d3d10_device
*device
,
220 const D3D10_INPUT_ELEMENT_DESC
*element_descs
, UINT element_count
,
221 const void *shader_byte_code
, SIZE_T shader_byte_code_length
)
223 struct wined3d_vertex_element
*wined3d_elements
;
224 UINT wined3d_element_count
;
227 layout
->ID3D10InputLayout_iface
.lpVtbl
= &d3d10_input_layout_vtbl
;
228 layout
->refcount
= 1;
229 wined3d_private_store_init(&layout
->private_store
);
231 hr
= d3d10_input_layout_to_wined3d_declaration(element_descs
, element_count
,
232 shader_byte_code
, shader_byte_code_length
, &wined3d_elements
, &wined3d_element_count
);
235 WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr
);
236 wined3d_private_store_cleanup(&layout
->private_store
);
240 hr
= wined3d_vertex_declaration_create(device
->wined3d_device
, wined3d_elements
, wined3d_element_count
,
241 layout
, &d3d10_input_layout_wined3d_parent_ops
, &layout
->wined3d_decl
);
242 HeapFree(GetProcessHeap(), 0, wined3d_elements
);
245 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr
);
246 wined3d_private_store_cleanup(&layout
->private_store
);
253 struct d3d10_input_layout
*unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout
*iface
)
257 assert(iface
->lpVtbl
== &d3d10_input_layout_vtbl
);
259 return impl_from_ID3D10InputLayout(iface
);