[PATCH 3/7] d3d11: Implement ID3D11ComputeShader interface.
Józef Kucia
jkucia at codeweavers.com
Tue Jun 21 06:09:58 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/d3d11_private.h | 14 ++++
dlls/d3d11/device.c | 16 +++-
dlls/d3d11/shader.c | 184 +++++++++++++++++++++++++++++++++++++++++++++
3 files changed, 212 insertions(+), 2 deletions(-)
diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h
index 77079bd..bd43aa6 100644
--- a/dlls/d3d11/d3d11_private.h
+++ b/dlls/d3d11/d3d11_private.h
@@ -317,6 +317,20 @@ HRESULT d3d_pixel_shader_create(struct d3d_device *device, const void *byte_code
struct d3d_pixel_shader *unsafe_impl_from_ID3D11PixelShader(ID3D11PixelShader *iface) DECLSPEC_HIDDEN;
struct d3d_pixel_shader *unsafe_impl_from_ID3D10PixelShader(ID3D10PixelShader *iface) DECLSPEC_HIDDEN;
+/* ID3D11ComputeShader */
+struct d3d11_compute_shader
+{
+ ID3D11ComputeShader ID3D11ComputeShader_iface;
+ LONG refcount;
+
+ struct wined3d_private_store private_store;
+ struct wined3d_shader *wined3d_shader;
+ ID3D11Device *device;
+};
+
+HRESULT d3d11_compute_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
+ struct d3d11_compute_shader **shader) DECLSPEC_HIDDEN;
+
HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
void shader_free_signature(struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 843639a..0fc8eb5 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -2235,10 +2235,22 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateDomainShader(ID3D11Device *i
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateComputeShader(ID3D11Device *iface, const void *byte_code,
SIZE_T byte_code_length, ID3D11ClassLinkage *class_linkage, ID3D11ComputeShader **shader)
{
- FIXME("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p stub!\n",
+ struct d3d_device *device = impl_from_ID3D11Device(iface);
+ struct d3d11_compute_shader *object;
+ HRESULT hr;
+
+ TRACE("iface %p, byte_code %p, byte_code_length %lu, class_linkage %p, shader %p.\n",
iface, byte_code, byte_code_length, class_linkage, shader);
- return E_NOTIMPL;
+ if (class_linkage)
+ FIXME("Class linkage is not implemented yet.\n");
+
+ if (FAILED(hr = d3d11_compute_shader_create(device, byte_code, byte_code_length, &object)))
+ return hr;
+
+ *shader = &object->ID3D11ComputeShader_iface;
+
+ return S_OK;
}
static HRESULT STDMETHODCALLTYPE d3d11_device_CreateClassLinkage(ID3D11Device *iface,
diff --git a/dlls/d3d11/shader.c b/dlls/d3d11/shader.c
index b1c4f28..9f618e4 100644
--- a/dlls/d3d11/shader.c
+++ b/dlls/d3d11/shader.c
@@ -1500,6 +1500,190 @@ struct d3d_pixel_shader *unsafe_impl_from_ID3D10PixelShader(ID3D10PixelShader *i
return impl_from_ID3D10PixelShader(iface);
}
+/* ID3D11ComputeShader methods */
+
+static inline struct d3d11_compute_shader *impl_from_ID3D11ComputeShader(ID3D11ComputeShader *iface)
+{
+ return CONTAINING_RECORD(iface, struct d3d11_compute_shader, ID3D11ComputeShader_iface);
+}
+
+static HRESULT STDMETHODCALLTYPE d3d11_compute_shader_QueryInterface(ID3D11ComputeShader *iface,
+ REFIID riid, void **object)
+{
+ TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
+
+ if (IsEqualGUID(riid, &IID_ID3D11ComputeShader)
+ || IsEqualGUID(riid, &IID_ID3D11DeviceChild)
+ || IsEqualGUID(riid, &IID_IUnknown))
+ {
+ ID3D11ComputeShader_AddRef(*object = iface);
+ return S_OK;
+ }
+
+ WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
+
+ *object = NULL;
+ return E_NOINTERFACE;
+}
+
+static ULONG STDMETHODCALLTYPE d3d11_compute_shader_AddRef(ID3D11ComputeShader *iface)
+{
+ struct d3d11_compute_shader *shader = impl_from_ID3D11ComputeShader(iface);
+ ULONG refcount = InterlockedIncrement(&shader->refcount);
+
+ TRACE("%p increasing refcount to %u.\n", shader, refcount);
+
+ return refcount;
+}
+
+static ULONG STDMETHODCALLTYPE d3d11_compute_shader_Release(ID3D11ComputeShader *iface)
+{
+ struct d3d11_compute_shader *shader = impl_from_ID3D11ComputeShader(iface);
+ ULONG refcount = InterlockedDecrement(&shader->refcount);
+
+ TRACE("%p decreasing refcount to %u.\n", shader, refcount);
+
+ if (!refcount)
+ {
+ ID3D11Device *device = shader->device;
+
+ wined3d_mutex_lock();
+ wined3d_shader_decref(shader->wined3d_shader);
+ wined3d_mutex_unlock();
+
+ /* Release the device last, it may cause the wined3d device to be
+ * destroyed. */
+ ID3D11Device_Release(device);
+ }
+
+ return refcount;
+}
+
+static void STDMETHODCALLTYPE d3d11_compute_shader_GetDevice(ID3D11ComputeShader *iface,
+ ID3D11Device **device)
+{
+ struct d3d11_compute_shader *shader = impl_from_ID3D11ComputeShader(iface);
+
+ TRACE("iface %p, device %p.\n", iface, device);
+
+ ID3D11Device_AddRef(*device = shader->device);
+}
+
+static HRESULT STDMETHODCALLTYPE d3d11_compute_shader_GetPrivateData(ID3D11ComputeShader *iface,
+ REFGUID guid, UINT *data_size, void *data)
+{
+ struct d3d11_compute_shader *shader = impl_from_ID3D11ComputeShader(iface);
+
+ TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data);
+
+ return d3d_get_private_data(&shader->private_store, guid, data_size, data);
+}
+
+static HRESULT STDMETHODCALLTYPE d3d11_compute_shader_SetPrivateData(ID3D11ComputeShader *iface,
+ REFGUID guid, UINT data_size, const void *data)
+{
+ struct d3d11_compute_shader *shader = impl_from_ID3D11ComputeShader(iface);
+
+ TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data);
+
+ return d3d_set_private_data(&shader->private_store, guid, data_size, data);
+}
+
+static HRESULT STDMETHODCALLTYPE d3d11_compute_shader_SetPrivateDataInterface(ID3D11ComputeShader *iface,
+ REFGUID guid, const IUnknown *data)
+{
+ struct d3d11_compute_shader *shader = impl_from_ID3D11ComputeShader(iface);
+
+ TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
+
+ return d3d_set_private_data_interface(&shader->private_store, guid, data);
+}
+
+static const struct ID3D11ComputeShaderVtbl d3d11_compute_shader_vtbl =
+{
+ /* IUnknown methods */
+ d3d11_compute_shader_QueryInterface,
+ d3d11_compute_shader_AddRef,
+ d3d11_compute_shader_Release,
+ /* ID3D11DeviceChild methods */
+ d3d11_compute_shader_GetDevice,
+ d3d11_compute_shader_GetPrivateData,
+ d3d11_compute_shader_SetPrivateData,
+ d3d11_compute_shader_SetPrivateDataInterface,
+};
+
+static void STDMETHODCALLTYPE d3d11_compute_shader_wined3d_object_destroyed(void *parent)
+{
+ struct d3d11_compute_shader *shader = parent;
+
+ wined3d_private_store_cleanup(&shader->private_store);
+ HeapFree(GetProcessHeap(), 0, parent);
+}
+
+static const struct wined3d_parent_ops d3d11_compute_shader_wined3d_parent_ops =
+{
+ d3d11_compute_shader_wined3d_object_destroyed,
+};
+
+static HRESULT d3d11_compute_shader_init(struct d3d11_compute_shader *shader, struct d3d_device *device,
+ const void *byte_code, SIZE_T byte_code_length)
+{
+ struct wined3d_shader_desc desc;
+ HRESULT hr;
+
+ shader->ID3D11ComputeShader_iface.lpVtbl = &d3d11_compute_shader_vtbl;
+ shader->refcount = 1;
+ wined3d_mutex_lock();
+ wined3d_private_store_init(&shader->private_store);
+
+ if (FAILED(hr = shader_extract_from_dxbc(byte_code, byte_code_length, &desc)))
+ {
+ WARN("Failed to extract shader, hr %#x.\n", hr);
+ wined3d_private_store_cleanup(&shader->private_store);
+ wined3d_mutex_unlock();
+ return hr;
+ }
+ desc.max_version = d3d_sm_from_feature_level(device->feature_level);
+
+ hr = wined3d_shader_create_cs(device->wined3d_device, &desc, shader,
+ &d3d11_compute_shader_wined3d_parent_ops, &shader->wined3d_shader);
+ shader_free_signature(&desc.input_signature);
+ shader_free_signature(&desc.output_signature);
+ if (FAILED(hr))
+ {
+ WARN("Failed to create wined3d compute shader, hr %#x.\n", hr);
+ wined3d_private_store_cleanup(&shader->private_store);
+ wined3d_mutex_unlock();
+ return E_INVALIDARG;
+ }
+ wined3d_mutex_unlock();
+
+ ID3D11Device_AddRef(shader->device = &device->ID3D11Device_iface);
+
+ return S_OK;
+}
+
+HRESULT d3d11_compute_shader_create(struct d3d_device *device, const void *byte_code, SIZE_T byte_code_length,
+ struct d3d11_compute_shader **shader)
+{
+ struct d3d11_compute_shader *object;
+ HRESULT hr;
+
+ if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
+ return E_OUTOFMEMORY;
+
+ if (FAILED(hr = d3d11_compute_shader_init(object, device, byte_code, byte_code_length)))
+ {
+ HeapFree(GetProcessHeap(), 0, object);
+ return hr;
+ }
+
+ TRACE("Created compute shader %p.\n", object);
+ *shader = object;
+
+ return S_OK;
+}
+
/* ID3D11ClassLinkage methods */
static inline struct d3d11_class_linkage *impl_from_ID3D11ClassLinkage(ID3D11ClassLinkage *iface)
--
2.7.3
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