advapi32: Add support for registry symlinks.
[wine] / dlls / d3d10core / inputlayout.c
1 /*
2  * Copyright 2009 Henri Verbeet for CodeWeavers
3  *
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.
8  *
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.
13  *
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
17  *
18  */
19
20 #include "config.h"
21 #include "wine/port.h"
22
23 #include "d3d10core_private.h"
24
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
26
27 static HRESULT isgn_handler(const char *data, DWORD data_size, DWORD tag, void *ctx)
28 {
29     struct wined3d_shader_signature *is = ctx;
30
31     switch(tag)
32     {
33         case TAG_ISGN:
34             return shader_parse_signature(data, data_size, is);
35
36         default:
37             FIXME("Unhandled chunk %s.\n", debugstr_an((const char *)&tag, 4));
38             return S_OK;
39     }
40 }
41
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         WINED3DVERTEXELEMENT **wined3d_elements, UINT *wined3d_element_count)
45 {
46     struct wined3d_shader_signature is;
47     HRESULT hr;
48     UINT i;
49
50     hr = parse_dxbc(shader_byte_code, shader_byte_code_length, isgn_handler, &is);
51     if (FAILED(hr))
52     {
53         ERR("Failed to parse input signature.\n");
54         return E_FAIL;
55     }
56
57     *wined3d_elements = HeapAlloc(GetProcessHeap(), 0, element_count * sizeof(**wined3d_elements));
58     if (!*wined3d_elements)
59     {
60         ERR("Failed to allocate wined3d vertex element array memory.\n");
61         HeapFree(GetProcessHeap(), 0, is.elements);
62         return E_OUTOFMEMORY;
63     }
64     *wined3d_element_count = 0;
65
66     for (i = 0; i < element_count; ++i)
67     {
68         UINT j;
69
70         for (j = 0; j < is.element_count; ++j)
71         {
72             if (!strcmp(element_descs[i].SemanticName, is.elements[j].semantic_name)
73                     && element_descs[i].SemanticIndex == is.elements[j].semantic_idx)
74             {
75                 WINED3DVERTEXELEMENT *e = &(*wined3d_elements)[(*wined3d_element_count)++];
76                 const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i];
77
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 = WINED3DDECLMETHOD_DEFAULT;
83                 e->usage = 0;
84                 e->usage_idx = 0;
85
86                 if (f->AlignedByteOffset == D3D10_APPEND_ALIGNED_ELEMENT)
87                     FIXME("D3D10_APPEND_ALIGNED_ELEMENT not supported\n");
88                 if (f->InputSlotClass != D3D10_INPUT_PER_VERTEX_DATA)
89                     FIXME("Ignoring input slot class (%#x)\n", f->InputSlotClass);
90                 if (f->InstanceDataStepRate)
91                     FIXME("Ignoring instace data step rate (%#x)\n", f->InstanceDataStepRate);
92
93                 break;
94             }
95         }
96     }
97
98     shader_free_signature(&is);
99
100     return S_OK;
101 }
102
103 /* IUnknown methods */
104
105 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_QueryInterface(ID3D10InputLayout *iface,
106         REFIID riid, void **object)
107 {
108     TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
109
110     if (IsEqualGUID(riid, &IID_ID3D10InputLayout)
111             || IsEqualGUID(riid, &IID_ID3D10DeviceChild)
112             || IsEqualGUID(riid, &IID_IUnknown))
113     {
114         IUnknown_AddRef(iface);
115         *object = iface;
116         return S_OK;
117     }
118
119     WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
120
121     *object = NULL;
122     return E_NOINTERFACE;
123 }
124
125 static ULONG STDMETHODCALLTYPE d3d10_input_layout_AddRef(ID3D10InputLayout *iface)
126 {
127     struct d3d10_input_layout *This = (struct d3d10_input_layout *)iface;
128     ULONG refcount = InterlockedIncrement(&This->refcount);
129
130     TRACE("%p increasing refcount to %u\n", This, refcount);
131
132     if (refcount == 1)
133     {
134         IWineD3DVertexDeclaration_AddRef(This->wined3d_decl);
135     }
136
137     return refcount;
138 }
139
140 static ULONG STDMETHODCALLTYPE d3d10_input_layout_Release(ID3D10InputLayout *iface)
141 {
142     struct d3d10_input_layout *This = (struct d3d10_input_layout *)iface;
143     ULONG refcount = InterlockedDecrement(&This->refcount);
144
145     TRACE("%p decreasing refcount to %u\n", This, refcount);
146
147     if (!refcount)
148     {
149         IWineD3DVertexDeclaration_Release(This->wined3d_decl);
150     }
151
152     return refcount;
153 }
154
155 /* ID3D10DeviceChild methods */
156
157 static void STDMETHODCALLTYPE d3d10_input_layout_GetDevice(ID3D10InputLayout *iface, ID3D10Device **device)
158 {
159     FIXME("iface %p, device %p stub!\n", iface, device);
160 }
161
162 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_GetPrivateData(ID3D10InputLayout *iface,
163         REFGUID guid, UINT *data_size, void *data)
164 {
165     FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
166             iface, debugstr_guid(guid), data_size, data);
167
168     return E_NOTIMPL;
169 }
170
171 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateData(ID3D10InputLayout *iface,
172         REFGUID guid, UINT data_size, const void *data)
173 {
174     FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
175             iface, debugstr_guid(guid), data_size, data);
176
177     return E_NOTIMPL;
178 }
179
180 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateDataInterface(ID3D10InputLayout *iface,
181         REFGUID guid, const IUnknown *data)
182 {
183     FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
184
185     return E_NOTIMPL;
186 }
187
188 static const struct ID3D10InputLayoutVtbl d3d10_input_layout_vtbl =
189 {
190     /* IUnknown methods */
191     d3d10_input_layout_QueryInterface,
192     d3d10_input_layout_AddRef,
193     d3d10_input_layout_Release,
194     /* ID3D10DeviceChild methods */
195     d3d10_input_layout_GetDevice,
196     d3d10_input_layout_GetPrivateData,
197     d3d10_input_layout_SetPrivateData,
198     d3d10_input_layout_SetPrivateDataInterface,
199 };
200
201 static void STDMETHODCALLTYPE d3d10_input_layout_wined3d_object_destroyed(void *parent)
202 {
203     HeapFree(GetProcessHeap(), 0, parent);
204 }
205
206 static const struct wined3d_parent_ops d3d10_input_layout_wined3d_parent_ops =
207 {
208     d3d10_input_layout_wined3d_object_destroyed,
209 };
210
211 HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_device *device,
212         const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
213         const void *shader_byte_code, SIZE_T shader_byte_code_length)
214 {
215     WINED3DVERTEXELEMENT *wined3d_elements;
216     UINT wined3d_element_count;
217     HRESULT hr;
218
219     layout->vtbl = &d3d10_input_layout_vtbl;
220     layout->refcount = 1;
221
222     hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
223             shader_byte_code, shader_byte_code_length, &wined3d_elements, &wined3d_element_count);
224     if (FAILED(hr))
225     {
226         WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr);
227         return hr;
228     }
229
230     hr = IWineD3DDevice_CreateVertexDeclaration(device->wined3d_device, &layout->wined3d_decl,
231             (IUnknown *)layout, &d3d10_input_layout_wined3d_parent_ops, wined3d_elements, wined3d_element_count);
232     HeapFree(GetProcessHeap(), 0, wined3d_elements);
233     if (FAILED(hr))
234     {
235         WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
236         return hr;
237     }
238
239     return S_OK;
240 }