Henri Verbeet : d3d10core: Add a stub ID3D10VertexShader implementation.
Alexandre Julliard
julliard at winehq.org
Wed Mar 4 09:00:51 CST 2009
Module: wine
Branch: master
Commit: 7eb634976da1f2f491216c8b86d47c7edd05c5a8
URL: http://source.winehq.org/git/wine.git/?a=commit;h=7eb634976da1f2f491216c8b86d47c7edd05c5a8
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Mar 4 07:07:38 2009 +0100
d3d10core: Add a stub ID3D10VertexShader implementation.
---
dlls/d3d10core/Makefile.in | 1 +
dlls/d3d10core/d3d10core_private.h | 8 +++
dlls/d3d10core/device.c | 16 +++++-
dlls/d3d10core/shader.c | 118 ++++++++++++++++++++++++++++++++++++
4 files changed, 142 insertions(+), 1 deletions(-)
diff --git a/dlls/d3d10core/Makefile.in b/dlls/d3d10core/Makefile.in
index 7c96d29..e94d442 100644
--- a/dlls/d3d10core/Makefile.in
+++ b/dlls/d3d10core/Makefile.in
@@ -11,6 +11,7 @@ C_SRCS = \
d3d10core_main.c \
device.c \
inputlayout.c \
+ shader.c \
texture2d.c \
utils.c \
view.c
diff --git a/dlls/d3d10core/d3d10core_private.h b/dlls/d3d10core/d3d10core_private.h
index c5e919d..6426523 100644
--- a/dlls/d3d10core/d3d10core_private.h
+++ b/dlls/d3d10core/d3d10core_private.h
@@ -97,6 +97,14 @@ struct d3d10_input_layout
LONG refcount;
};
+/* ID3D10VertexShader */
+extern const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl;
+struct d3d10_vertex_shader
+{
+ const struct ID3D10VertexShaderVtbl *vtbl;
+ LONG refcount;
+};
+
/* Layered device */
enum dxgi_device_layer_id
{
diff --git a/dlls/d3d10core/device.c b/dlls/d3d10core/device.c
index 1d18c3f..a8b7759 100644
--- a/dlls/d3d10core/device.c
+++ b/dlls/d3d10core/device.c
@@ -919,10 +919,24 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *if
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *iface,
const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader)
{
+ struct d3d10_vertex_shader *object;
+
FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n",
iface, byte_code, byte_code_length, shader);
- return E_NOTIMPL;
+ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
+ if (!object)
+ {
+ ERR("Failed to allocate D3D10 vertex shader object memory\n");
+ return E_OUTOFMEMORY;
+ }
+
+ object->vtbl = &d3d10_vertex_shader_vtbl;
+ object->refcount = 1;
+
+ *shader = (ID3D10VertexShader *)object;
+
+ return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device *iface,
diff --git a/dlls/d3d10core/shader.c b/dlls/d3d10core/shader.c
new file mode 100644
index 0000000..79e8b9b
--- /dev/null
+++ b/dlls/d3d10core/shader.c
@@ -0,0 +1,118 @@
+/*
+ * 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);
+
+/* IUnknown methods */
+
+static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_QueryInterface(ID3D10VertexShader *iface,
+ REFIID riid, void **object)
+{
+ TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
+
+ if (IsEqualGUID(riid, &IID_ID3D10VertexShader)
+ || 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_vertex_shader_AddRef(ID3D10VertexShader *iface)
+{
+ struct d3d10_vertex_shader *This = (struct d3d10_vertex_shader *)iface;
+ ULONG refcount = InterlockedIncrement(&This->refcount);
+
+ TRACE("%p increasing refcount to %u\n", This, refcount);
+
+ return refcount;
+}
+
+static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_Release(ID3D10VertexShader *iface)
+{
+ struct d3d10_vertex_shader *This = (struct d3d10_vertex_shader *)iface;
+ ULONG refcount = InterlockedDecrement(&This->refcount);
+
+ TRACE("%p decreasing refcount to %u\n", This, refcount);
+
+ if (!refcount)
+ {
+ HeapFree(GetProcessHeap(), 0, This);
+ }
+
+ return refcount;
+}
+
+/* ID3D10DeviceChild methods */
+
+static void STDMETHODCALLTYPE d3d10_vertex_shader_GetDevice(ID3D10VertexShader *iface, ID3D10Device **device)
+{
+ FIXME("iface %p, device %p stub!\n", iface, device);
+}
+
+static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_GetPrivateData(ID3D10VertexShader *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_vertex_shader_SetPrivateData(ID3D10VertexShader *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_vertex_shader_SetPrivateDataInterface(ID3D10VertexShader *iface,
+ REFGUID guid, const IUnknown *data)
+{
+ FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
+
+ return E_NOTIMPL;
+}
+
+const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
+{
+ /* IUnknown methods */
+ d3d10_vertex_shader_QueryInterface,
+ d3d10_vertex_shader_AddRef,
+ d3d10_vertex_shader_Release,
+ /* ID3D10DeviceChild methods */
+ d3d10_vertex_shader_GetDevice,
+ d3d10_vertex_shader_GetPrivateData,
+ d3d10_vertex_shader_SetPrivateData,
+ d3d10_vertex_shader_SetPrivateDataInterface,
+};
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