=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d11: Implement d3d11_device_CreateInputLayout().

Alexandre Julliard julliard at wine.codeweavers.com
Tue Sep 15 09:50:51 CDT 2015


Module: wine
Branch: master
Commit: 1cb181668ee991c0e17c116b5c16880ea18393b9
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=1cb181668ee991c0e17c116b5c16880ea18393b9

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Tue Sep 15 01:37:44 2015 +0200

d3d11: Implement d3d11_device_CreateInputLayout().

---

 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 5dfdc29..303fa6d 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)




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