[PATCH 7/8] d3d11: Implement d3d11_device_CreateInputLayout().
Józef Kucia
jkucia at codeweavers.com
Mon Sep 14 18:37:44 CDT 2015
---
dlls/d3d11/d3d11_private.h | 7 ++++---
dlls/d3d11/device.c | 32 ++++++++++++++++----------------
dlls/d3d11/inputlayout.c | 36 +++++++++++++++++++++++++++++++-----
3 files changed, 51 insertions(+), 24 deletions(-)
diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h
index cd57955..27a7ed4 100644
--- a/dlls/d3d11/d3d11_private.h
+++ b/dlls/d3d11/d3d11_private.h
@@ -218,9 +218,10 @@ struct d3d_input_layout
struct wined3d_vertex_declaration *wined3d_decl;
};
-HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device *device,
- const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
- const void *shader_byte_code, SIZE_T shader_byte_code_length) DECLSPEC_HIDDEN;
+HRESULT d3d_input_layout_create(struct d3d_device *device,
+ const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
+ const void *shader_byte_code, SIZE_T shader_byte_code_length,
+ struct d3d_input_layout **layout) DECLSPEC_HIDDEN;
struct d3d_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface) DECLSPEC_HIDDEN;
/* ID3D10VertexShader */
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index d0468e2..65524d3 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -179,11 +179,21 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateInputLayout(ID3D11Device *if
const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code,
SIZE_T shader_byte_code_length, ID3D11InputLayout **input_layout)
{
- FIXME("iface %p, element_descs %p, element_count %u, shader_byte_code %p, shader_byte_code_length %lu, "
- "input_layout %p stub!\n", iface, element_descs, element_count, shader_byte_code,
+ struct d3d_device *device = impl_from_ID3D11Device(iface);
+ struct d3d_input_layout *object;
+ HRESULT hr;
+
+ TRACE("iface %p, element_descs %p, element_count %u, shader_byte_code %p, shader_byte_code_length %lu, "
+ "input_layout %p.\n", iface, element_descs, element_count, shader_byte_code,
shader_byte_code_length, input_layout);
- return E_NOTIMPL;
+ if (FAILED(hr = d3d_input_layout_create(device, element_descs, element_count,
+ shader_byte_code, shader_byte_code_length, &object)))
+ return hr;
+
+ *input_layout = &object->ID3D11InputLayout_iface;
+
+ return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateVertexShader(ID3D11Device *iface, const void *byte_code,
@@ -2206,7 +2216,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *i
const void *shader_byte_code, SIZE_T shader_byte_code_length,
ID3D10InputLayout **input_layout)
{
- struct d3d_device *This = impl_from_ID3D10Device(iface);
+ struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_input_layout *object;
HRESULT hr;
@@ -2215,20 +2225,10 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *i
iface, element_descs, element_count, shader_byte_code,
shader_byte_code_length, input_layout);
- object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
- if (!object)
- return E_OUTOFMEMORY;
-
- hr = d3d_input_layout_init(object, This, element_descs, element_count,
- shader_byte_code, shader_byte_code_length);
- if (FAILED(hr))
- {
- WARN("Failed to initialize input layout, hr %#x.\n", hr);
- HeapFree(GetProcessHeap(), 0, object);
+ if (FAILED(hr = d3d_input_layout_create(device, (const D3D11_INPUT_ELEMENT_DESC *)element_descs, element_count,
+ shader_byte_code, shader_byte_code_length, &object)))
return hr;
- }
- TRACE("Created input layout %p.\n", object);
*input_layout = &object->ID3D10InputLayout_iface;
return S_OK;
diff --git a/dlls/d3d11/inputlayout.c b/dlls/d3d11/inputlayout.c
index 68b8b6f..bb98d30 100644
--- a/dlls/d3d11/inputlayout.c
+++ b/dlls/d3d11/inputlayout.c
@@ -39,7 +39,7 @@ static HRESULT isgn_handler(const char *data, DWORD data_size, DWORD tag, void *
}
}
-static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs,
+static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEMENT_DESC *element_descs,
UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
struct wined3d_vertex_element **wined3d_elements)
{
@@ -65,7 +65,7 @@ static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEME
for (i = 0; i < element_count; ++i)
{
struct wined3d_vertex_element *e = &(*wined3d_elements)[i];
- const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i];
+ const D3D11_INPUT_ELEMENT_DESC *f = &element_descs[i];
UINT j;
e->format = wined3dformat_from_dxgi_format(f->Format);
@@ -316,8 +316,8 @@ static const struct wined3d_parent_ops d3d_input_layout_wined3d_parent_ops =
d3d_input_layout_wined3d_object_destroyed,
};
-HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device *device,
- const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
+static HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device *device,
+ const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
const void *shader_byte_code, SIZE_T shader_byte_code_length)
{
struct wined3d_vertex_element *wined3d_elements;
@@ -329,7 +329,7 @@ HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device
wined3d_mutex_lock();
wined3d_private_store_init(&layout->private_store);
- if (FAILED(hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
+ if (FAILED(hr = d3d11_input_layout_to_wined3d_declaration(element_descs, element_count,
shader_byte_code, shader_byte_code_length, &wined3d_elements)))
{
WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr);
@@ -353,6 +353,32 @@ HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device
return S_OK;
}
+HRESULT d3d_input_layout_create(struct d3d_device *device,
+ const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
+ const void *shader_byte_code, SIZE_T shader_byte_code_length,
+ struct d3d_input_layout **layout)
+{
+ struct d3d_input_layout *object;
+ HRESULT hr;
+
+ object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
+ if (!object)
+ return E_OUTOFMEMORY;
+
+ if (FAILED(hr = d3d_input_layout_init(object, device, element_descs, element_count,
+ shader_byte_code, shader_byte_code_length)))
+ {
+ WARN("Failed to initialize input layout, hr %#x.\n", hr);
+ HeapFree(GetProcessHeap(), 0, object);
+ return hr;
+ }
+
+ TRACE("Created input layout %p.\n", object);
+ *layout = object;
+
+ return S_OK;
+}
+
struct d3d_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface)
{
if (!iface)
--
2.4.6
More information about the wine-patches
mailing list