2 * Copyright 2008-2009 Henri Verbeet for CodeWeavers
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.
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.
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
21 #include "wine/port.h"
23 #include "d3d10core_private.h"
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
27 /* Inner IUnknown methods */
29 static inline struct d3d10_device *d3d10_device_from_inner_unknown(IUnknown *iface)
31 return (struct d3d10_device *)((char*)iface - FIELD_OFFSET(struct d3d10_device, inner_unknown_vtbl));
34 static HRESULT STDMETHODCALLTYPE d3d10_device_inner_QueryInterface(IUnknown *iface, REFIID riid, void **object)
36 struct d3d10_device *This = d3d10_device_from_inner_unknown(iface);
38 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
40 if (IsEqualGUID(riid, &IID_IUnknown)
41 || IsEqualGUID(riid, &IID_ID3D10Device))
43 IUnknown_AddRef((IUnknown *)This);
48 if (IsEqualGUID(riid, &IID_IWineD3DDeviceParent))
50 IUnknown_AddRef((IUnknown *)&This->device_parent_vtbl);
51 *object = &This->device_parent_vtbl;
55 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
61 static ULONG STDMETHODCALLTYPE d3d10_device_inner_AddRef(IUnknown *iface)
63 struct d3d10_device *This = d3d10_device_from_inner_unknown(iface);
64 ULONG refcount = InterlockedIncrement(&This->refcount);
66 TRACE("%p increasing refcount to %u\n", This, refcount);
71 static ULONG STDMETHODCALLTYPE d3d10_device_inner_Release(IUnknown *iface)
73 struct d3d10_device *This = d3d10_device_from_inner_unknown(iface);
74 ULONG refcount = InterlockedDecrement(&This->refcount);
76 TRACE("%p decreasing refcount to %u\n", This, refcount);
80 if (This->wined3d_device) IWineD3DDevice_Release(This->wined3d_device);
86 /* IUnknown methods */
88 static HRESULT STDMETHODCALLTYPE d3d10_device_QueryInterface(ID3D10Device *iface, REFIID riid, void **object)
90 struct d3d10_device *This = (struct d3d10_device *)iface;
91 TRACE("Forwarding to outer IUnknown\n");
92 return IUnknown_QueryInterface(This->outer_unknown, riid, object);
95 static ULONG STDMETHODCALLTYPE d3d10_device_AddRef(ID3D10Device *iface)
97 struct d3d10_device *This = (struct d3d10_device *)iface;
98 TRACE("Forwarding to outer IUnknown\n");
99 return IUnknown_AddRef(This->outer_unknown);
102 static ULONG STDMETHODCALLTYPE d3d10_device_Release(ID3D10Device *iface)
104 struct d3d10_device *This = (struct d3d10_device *)iface;
105 TRACE("Forwarding to outer IUnknown\n");
106 return IUnknown_Release(This->outer_unknown);
109 /* ID3D10Device methods */
111 static void STDMETHODCALLTYPE d3d10_device_VSSetConstantBuffers(ID3D10Device *iface,
112 UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
114 FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
115 iface, start_slot, buffer_count, buffers);
118 static void STDMETHODCALLTYPE d3d10_device_PSSetShaderResources(ID3D10Device *iface,
119 UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
121 FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
122 iface, start_slot, view_count, views);
125 static void STDMETHODCALLTYPE d3d10_device_PSSetShader(ID3D10Device *iface, ID3D10PixelShader *shader)
127 struct d3d10_device *This = (struct d3d10_device *)iface;
128 struct d3d10_pixel_shader *ps = (struct d3d10_pixel_shader *)shader;
130 TRACE("iface %p, shader %p\n", iface, shader);
132 IWineD3DDevice_SetPixelShader(This->wined3d_device, ps ? ps->wined3d_shader : NULL);
135 static void STDMETHODCALLTYPE d3d10_device_PSSetSamplers(ID3D10Device *iface,
136 UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers)
138 FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
139 iface, start_slot, sampler_count, samplers);
142 static void STDMETHODCALLTYPE d3d10_device_VSSetShader(ID3D10Device *iface, ID3D10VertexShader *shader)
144 struct d3d10_device *This = (struct d3d10_device *)iface;
145 struct d3d10_vertex_shader *vs = (struct d3d10_vertex_shader *)shader;
147 TRACE("iface %p, shader %p\n", iface, shader);
149 IWineD3DDevice_SetVertexShader(This->wined3d_device, vs ? vs->wined3d_shader : NULL);
152 static void STDMETHODCALLTYPE d3d10_device_DrawIndexed(ID3D10Device *iface,
153 UINT index_count, UINT start_index_location, INT base_vertex_location)
155 struct d3d10_device *This = (struct d3d10_device *)iface;
157 TRACE("iface %p, index_count %u, start_index_location %u, base_vertex_location %d.\n",
158 iface, index_count, start_index_location, base_vertex_location);
160 IWineD3DDevice_SetBaseVertexIndex(This->wined3d_device, base_vertex_location);
161 IWineD3DDevice_DrawIndexedPrimitive(This->wined3d_device, start_index_location, index_count);
164 static void STDMETHODCALLTYPE d3d10_device_Draw(ID3D10Device *iface,
165 UINT vertex_count, UINT start_vertex_location)
167 struct d3d10_device *This = (struct d3d10_device *)iface;
169 TRACE("iface %p, vertex_count %u, start_vertex_location %u\n",
170 iface, vertex_count, start_vertex_location);
172 IWineD3DDevice_DrawPrimitive(This->wined3d_device, start_vertex_location, vertex_count);
175 static void STDMETHODCALLTYPE d3d10_device_PSSetConstantBuffers(ID3D10Device *iface,
176 UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
178 FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
179 iface, start_slot, buffer_count, buffers);
182 static void STDMETHODCALLTYPE d3d10_device_IASetInputLayout(ID3D10Device *iface, ID3D10InputLayout *input_layout)
184 struct d3d10_device *This = (struct d3d10_device *)iface;
186 TRACE("iface %p, input_layout %p\n", iface, input_layout);
188 IWineD3DDevice_SetVertexDeclaration(This->wined3d_device,
189 input_layout ? ((struct d3d10_input_layout *)input_layout)->wined3d_decl : NULL);
192 static void STDMETHODCALLTYPE d3d10_device_IASetVertexBuffers(ID3D10Device *iface,
193 UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers,
194 const UINT *strides, const UINT *offsets)
196 struct d3d10_device *This = (struct d3d10_device *)iface;
199 TRACE("iface %p, start_slot %u, buffer_count %u, buffers %p, strides %p, offsets %p\n",
200 iface, start_slot, buffer_count, buffers, strides, offsets);
202 for (i = 0; i < buffer_count; ++i)
204 IWineD3DDevice_SetStreamSource(This->wined3d_device, start_slot,
205 buffers[i] ? ((struct d3d10_buffer *)buffers[i])->wined3d_buffer : NULL,
206 offsets[i], strides[i]);
210 static void STDMETHODCALLTYPE d3d10_device_IASetIndexBuffer(ID3D10Device *iface,
211 ID3D10Buffer *buffer, DXGI_FORMAT format, UINT offset)
213 struct d3d10_device *This = (struct d3d10_device *)iface;
215 TRACE("iface %p, buffer %p, format %s, offset %u.\n",
216 iface, buffer, debug_dxgi_format(format), offset);
218 IWineD3DDevice_SetIndexBuffer(This->wined3d_device, buffer ? ((struct d3d10_buffer *)buffer)->wined3d_buffer : NULL,
219 wined3dformat_from_dxgi_format(format));
220 if (offset) FIXME("offset %u not supported.\n", offset);
223 static void STDMETHODCALLTYPE d3d10_device_DrawIndexedInstanced(ID3D10Device *iface,
224 UINT instance_index_count, UINT instance_count, UINT start_index_location,
225 INT base_vertex_location, UINT start_instance_location)
227 FIXME("iface %p, instance_index_count %u, instance_count %u, start_index_location %u,\n"
228 "\tbase_vertex_location %d, start_instance_location %u stub!\n",
229 iface, instance_index_count, instance_count, start_index_location,
230 base_vertex_location, start_instance_location);
233 static void STDMETHODCALLTYPE d3d10_device_DrawInstanced(ID3D10Device *iface,
234 UINT instance_vertex_count, UINT instance_count,
235 UINT start_vertex_location, UINT start_instance_location)
237 FIXME("iface %p, instance_vertex_count %u, instance_count %u, start_vertex_location %u,\n"
238 "\tstart_instance_location %u stub!\n", iface, instance_vertex_count, instance_count,
239 start_vertex_location, start_instance_location);
242 static void STDMETHODCALLTYPE d3d10_device_GSSetConstantBuffers(ID3D10Device *iface,
243 UINT start_slot, UINT buffer_count, ID3D10Buffer *const *buffers)
245 FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
246 iface, start_slot, buffer_count, buffers);
249 static void STDMETHODCALLTYPE d3d10_device_GSSetShader(ID3D10Device *iface, ID3D10GeometryShader *shader)
251 if (shader) FIXME("iface %p, shader %p stub!\n", iface, shader);
252 else WARN("iface %p, shader %p stub!\n", iface, shader);
255 static void STDMETHODCALLTYPE d3d10_device_IASetPrimitiveTopology(ID3D10Device *iface, D3D10_PRIMITIVE_TOPOLOGY topology)
257 struct d3d10_device *This = (struct d3d10_device *)iface;
259 TRACE("iface %p, topology %s\n", iface, debug_d3d10_primitive_topology(topology));
261 IWineD3DDevice_SetPrimitiveType(This->wined3d_device, (WINED3DPRIMITIVETYPE)topology);
264 static void STDMETHODCALLTYPE d3d10_device_VSSetShaderResources(ID3D10Device *iface,
265 UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
267 FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
268 iface, start_slot, view_count, views);
271 static void STDMETHODCALLTYPE d3d10_device_VSSetSamplers(ID3D10Device *iface,
272 UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers)
274 FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
275 iface, start_slot, sampler_count, samplers);
278 static void STDMETHODCALLTYPE d3d10_device_SetPredication(ID3D10Device *iface, ID3D10Predicate *predicate, BOOL value)
280 FIXME("iface %p, predicate %p, value %d stub!\n", iface, predicate, value);
283 static void STDMETHODCALLTYPE d3d10_device_GSSetShaderResources(ID3D10Device *iface,
284 UINT start_slot, UINT view_count, ID3D10ShaderResourceView *const *views)
286 FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
287 iface, start_slot, view_count, views);
290 static void STDMETHODCALLTYPE d3d10_device_GSSetSamplers(ID3D10Device *iface,
291 UINT start_slot, UINT sampler_count, ID3D10SamplerState *const *samplers)
293 FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
294 iface, start_slot, sampler_count, samplers);
297 static void STDMETHODCALLTYPE d3d10_device_OMSetRenderTargets(ID3D10Device *iface,
298 UINT render_target_view_count, ID3D10RenderTargetView *const *render_target_views,
299 ID3D10DepthStencilView *depth_stencil_view)
301 FIXME("iface %p, render_target_view_count %u, render_target_views %p, depth_stencil_view %p\n",
302 iface, render_target_view_count, render_target_views, depth_stencil_view);
305 static void STDMETHODCALLTYPE d3d10_device_OMSetBlendState(ID3D10Device *iface,
306 ID3D10BlendState *blend_state, const FLOAT blend_factor[4], UINT sample_mask)
308 FIXME("iface %p, blend_state %p, blend_factor [%f %f %f %f], sample_mask 0x%08x stub!\n",
309 iface, blend_state, blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3], sample_mask);
312 static void STDMETHODCALLTYPE d3d10_device_OMSetDepthStencilState(ID3D10Device *iface,
313 ID3D10DepthStencilState *depth_stencil_state, UINT stencil_ref)
315 FIXME("iface %p, depth_stencil_state %p, stencil_ref %u stub!\n",
316 iface, depth_stencil_state, stencil_ref);
319 static void STDMETHODCALLTYPE d3d10_device_SOSetTargets(ID3D10Device *iface,
320 UINT target_count, ID3D10Buffer *const *targets, const UINT *offsets)
322 FIXME("iface %p, target_count %u, targets %p, offsets %p stub!\n", iface, target_count, targets, offsets);
325 static void STDMETHODCALLTYPE d3d10_device_DrawAuto(ID3D10Device *iface)
327 FIXME("iface %p stub!\n", iface);
330 static void STDMETHODCALLTYPE d3d10_device_RSSetState(ID3D10Device *iface, ID3D10RasterizerState *rasterizer_state)
332 FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state);
335 static void STDMETHODCALLTYPE d3d10_device_RSSetViewports(ID3D10Device *iface,
336 UINT viewport_count, const D3D10_VIEWPORT *viewports)
338 FIXME("iface %p, viewport_count %u, viewports %p stub!\n", iface, viewport_count, viewports);
341 static void STDMETHODCALLTYPE d3d10_device_RSSetScissorRects(ID3D10Device *iface,
342 UINT rect_count, const D3D10_RECT *rects)
344 FIXME("iface %p, rect_count %u, rects %p\n", iface, rect_count, rects);
347 static void STDMETHODCALLTYPE d3d10_device_CopySubresourceRegion(ID3D10Device *iface,
348 ID3D10Resource *dst_resource, UINT dst_subresource_idx, UINT dst_x, UINT dst_y, UINT dst_z,
349 ID3D10Resource *src_resource, UINT src_subresource_idx, const D3D10_BOX *src_box)
351 FIXME("iface %p, dst_resource %p, dst_subresource_idx %u, dst_x %u, dst_y %u, dst_z %u,\n"
352 "\tsrc_resource %p, src_subresource_idx %u, src_box %p stub!\n",
353 iface, dst_resource, dst_subresource_idx, dst_x, dst_y, dst_z,
354 src_resource, src_subresource_idx, src_box);
357 static void STDMETHODCALLTYPE d3d10_device_CopyResource(ID3D10Device *iface,
358 ID3D10Resource *dst_resource, ID3D10Resource *src_resource)
360 FIXME("iface %p, dst_resource %p, src_resource %p stub!\n", iface, dst_resource, src_resource);
363 static void STDMETHODCALLTYPE d3d10_device_UpdateSubresource(ID3D10Device *iface,
364 ID3D10Resource *resource, UINT subresource_idx, const D3D10_BOX *box,
365 const void *data, UINT row_pitch, UINT depth_pitch)
367 FIXME("iface %p, resource %p, subresource_idx %u, box %p, data %p, row_pitch %u, depth_pitch %u stub!\n",
368 iface, resource, subresource_idx, box, data, row_pitch, depth_pitch);
371 static void STDMETHODCALLTYPE d3d10_device_ClearRenderTargetView(ID3D10Device *iface,
372 ID3D10RenderTargetView *render_target_view, const FLOAT color_rgba[4])
374 struct d3d10_device *This = (struct d3d10_device *)iface;
375 IWineD3DRendertargetView *wined3d_view = ((struct d3d10_rendertarget_view *)render_target_view)->wined3d_view;
377 TRACE("iface %p, render_target_view %p, color_rgba [%f %f %f %f]\n",
378 iface, render_target_view, color_rgba[0], color_rgba[1], color_rgba[2], color_rgba[3]);
380 IWineD3DDevice_ClearRendertargetView(This->wined3d_device, wined3d_view, color_rgba);
383 static void STDMETHODCALLTYPE d3d10_device_ClearDepthStencilView(ID3D10Device *iface,
384 ID3D10DepthStencilView *depth_stencil_view, UINT flags, FLOAT depth, UINT8 stencil)
386 FIXME("iface %p, depth_stencil_view %p, flags %#x, depth %f, stencil %u stub!\n",
387 iface, depth_stencil_view, flags, depth, stencil);
390 static void STDMETHODCALLTYPE d3d10_device_GenerateMips(ID3D10Device *iface, ID3D10ShaderResourceView *shader_resource_view)
392 FIXME("iface %p, shader_resource_view %p stub!\n", iface, shader_resource_view);
395 static void STDMETHODCALLTYPE d3d10_device_ResolveSubresource(ID3D10Device *iface,
396 ID3D10Resource *dst_resource, UINT dst_subresource_idx,
397 ID3D10Resource *src_resource, UINT src_subresource_idx, DXGI_FORMAT format)
399 FIXME("iface %p, dst_resource %p, dst_subresource_idx %u,\n"
400 "\tsrc_resource %p, src_subresource_idx %u, format %s stub!\n",
401 iface, dst_resource, dst_subresource_idx,
402 src_resource, src_subresource_idx, debug_dxgi_format(format));
405 static void STDMETHODCALLTYPE d3d10_device_VSGetConstantBuffers(ID3D10Device *iface,
406 UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
408 FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
409 iface, start_slot, buffer_count, buffers);
412 static void STDMETHODCALLTYPE d3d10_device_PSGetShaderResources(ID3D10Device *iface,
413 UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views)
415 FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
416 iface, start_slot, view_count, views);
419 static void STDMETHODCALLTYPE d3d10_device_PSGetShader(ID3D10Device *iface, ID3D10PixelShader **shader)
421 FIXME("iface %p, shader %p stub!\n", iface, shader);
424 static void STDMETHODCALLTYPE d3d10_device_PSGetSamplers(ID3D10Device *iface,
425 UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers)
427 FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
428 iface, start_slot, sampler_count, samplers);
431 static void STDMETHODCALLTYPE d3d10_device_VSGetShader(ID3D10Device *iface, ID3D10VertexShader **shader)
433 FIXME("iface %p, shader %p stub!\n", iface, shader);
436 static void STDMETHODCALLTYPE d3d10_device_PSGetConstantBuffers(ID3D10Device *iface,
437 UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
439 FIXME("iface %p, start_slot %u, buffer_count %u, buffer %p stub!\n",
440 iface, start_slot, buffer_count, buffers);
443 static void STDMETHODCALLTYPE d3d10_device_IAGetInputLayout(ID3D10Device *iface, ID3D10InputLayout **input_layout)
445 FIXME("iface %p, input_layout %p stub!\n", iface, input_layout);
448 static void STDMETHODCALLTYPE d3d10_device_IAGetVertexBuffers(ID3D10Device *iface,
449 UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers, UINT *strides, UINT *offsets)
451 FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p, strides %p, offsets %p stub!\n",
452 iface, start_slot, buffer_count, buffers, strides, offsets);
455 static void STDMETHODCALLTYPE d3d10_device_IAGetIndexBuffer(ID3D10Device *iface,
456 ID3D10Buffer **buffer, DXGI_FORMAT *format, UINT *offset)
458 FIXME("iface %p, buffer %p, format %p, offset %p stub!\n", iface, buffer, format, offset);
461 static void STDMETHODCALLTYPE d3d10_device_GSGetConstantBuffers(ID3D10Device *iface,
462 UINT start_slot, UINT buffer_count, ID3D10Buffer **buffers)
464 FIXME("iface %p, start_slot %u, buffer_count %u, buffers %p stub!\n",
465 iface, start_slot, buffer_count, buffers);
468 static void STDMETHODCALLTYPE d3d10_device_GSGetShader(ID3D10Device *iface, ID3D10GeometryShader **shader)
470 FIXME("iface %p, shader %p stub!\n", iface, shader);
473 static void STDMETHODCALLTYPE d3d10_device_IAGetPrimitiveTopology(ID3D10Device *iface, D3D10_PRIMITIVE_TOPOLOGY *topology)
475 struct d3d10_device *This = (struct d3d10_device *)iface;
477 TRACE("iface %p, topology %p\n", iface, topology);
479 IWineD3DDevice_GetPrimitiveType(This->wined3d_device, (WINED3DPRIMITIVETYPE *)topology);
482 static void STDMETHODCALLTYPE d3d10_device_VSGetShaderResources(ID3D10Device *iface,
483 UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views)
485 FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
486 iface, start_slot, view_count, views);
489 static void STDMETHODCALLTYPE d3d10_device_VSGetSamplers(ID3D10Device *iface,
490 UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers)
492 FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
493 iface, start_slot, sampler_count, samplers);
496 static void STDMETHODCALLTYPE d3d10_device_GetPredication(ID3D10Device *iface,
497 ID3D10Predicate **predicate, BOOL *value)
499 FIXME("iface %p, predicate %p, value %p stub!\n", iface, predicate, value);
502 static void STDMETHODCALLTYPE d3d10_device_GSGetShaderResources(ID3D10Device *iface,
503 UINT start_slot, UINT view_count, ID3D10ShaderResourceView **views)
505 FIXME("iface %p, start_slot %u, view_count %u, views %p stub!\n",
506 iface, start_slot, view_count, views);
509 static void STDMETHODCALLTYPE d3d10_device_GSGetSamplers(ID3D10Device *iface,
510 UINT start_slot, UINT sampler_count, ID3D10SamplerState **samplers)
512 FIXME("iface %p, start_slot %u, sampler_count %u, samplers %p stub!\n",
513 iface, start_slot, sampler_count, samplers);
516 static void STDMETHODCALLTYPE d3d10_device_OMGetRenderTargets(ID3D10Device *iface,
517 UINT view_count, ID3D10RenderTargetView **render_target_views, ID3D10DepthStencilView **depth_stencil_view)
519 FIXME("iface %p, view_count %u, render_target_views %p, depth_stencil_view %p stub!\n",
520 iface, view_count, render_target_views, depth_stencil_view);
523 static void STDMETHODCALLTYPE d3d10_device_OMGetBlendState(ID3D10Device *iface,
524 ID3D10BlendState **blend_state, FLOAT blend_factor[4], UINT *sample_mask)
526 FIXME("iface %p, blend_state %p, blend_factor %p, sample_mask %p stub!\n",
527 iface, blend_state, blend_factor, sample_mask);
530 static void STDMETHODCALLTYPE d3d10_device_OMGetDepthStencilState(ID3D10Device *iface,
531 ID3D10DepthStencilState **depth_stencil_state, UINT *stencil_ref)
533 FIXME("iface %p, depth_stencil_state %p, stencil_ref %p stub!\n",
534 iface, depth_stencil_state, stencil_ref);
537 static void STDMETHODCALLTYPE d3d10_device_SOGetTargets(ID3D10Device *iface,
538 UINT buffer_count, ID3D10Buffer **buffers, UINT *offsets)
540 FIXME("iface %p, buffer_count %u, buffers %p, offsets %p stub!\n",
541 iface, buffer_count, buffers, offsets);
544 static void STDMETHODCALLTYPE d3d10_device_RSGetState(ID3D10Device *iface, ID3D10RasterizerState **rasterizer_state)
546 FIXME("iface %p, rasterizer_state %p stub!\n", iface, rasterizer_state);
549 static void STDMETHODCALLTYPE d3d10_device_RSGetViewports(ID3D10Device *iface,
550 UINT *viewport_count, D3D10_VIEWPORT *viewports)
552 FIXME("iface %p, viewport_count %p, viewports %p stub!\n", iface, viewport_count, viewports);
555 static void STDMETHODCALLTYPE d3d10_device_RSGetScissorRects(ID3D10Device *iface, UINT *rect_count, D3D10_RECT *rects)
557 FIXME("iface %p, rect_count %p, rects %p stub!\n", iface, rect_count, rects);
560 static HRESULT STDMETHODCALLTYPE d3d10_device_GetDeviceRemovedReason(ID3D10Device *iface)
562 FIXME("iface %p stub!\n", iface);
567 static HRESULT STDMETHODCALLTYPE d3d10_device_SetExceptionMode(ID3D10Device *iface, UINT flags)
569 FIXME("iface %p, flags %#x stub!\n", iface, flags);
574 static UINT STDMETHODCALLTYPE d3d10_device_GetExceptionMode(ID3D10Device *iface)
576 FIXME("iface %p stub!\n", iface);
581 static HRESULT STDMETHODCALLTYPE d3d10_device_GetPrivateData(ID3D10Device *iface,
582 REFGUID guid, UINT *data_size, void *data)
584 FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
585 iface, debugstr_guid(guid), data_size, data);
590 static HRESULT STDMETHODCALLTYPE d3d10_device_SetPrivateData(ID3D10Device *iface,
591 REFGUID guid, UINT data_size, const void *data)
593 FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
594 iface, debugstr_guid(guid), data_size, data);
599 static HRESULT STDMETHODCALLTYPE d3d10_device_SetPrivateDataInterface(ID3D10Device *iface,
600 REFGUID guid, const IUnknown *data)
602 FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
607 static void STDMETHODCALLTYPE d3d10_device_ClearState(ID3D10Device *iface)
609 FIXME("iface %p stub!\n", iface);
612 static void STDMETHODCALLTYPE d3d10_device_Flush(ID3D10Device *iface)
614 FIXME("iface %p stub!\n", iface);
617 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBuffer(ID3D10Device *iface,
618 const D3D10_BUFFER_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Buffer **buffer)
620 struct d3d10_device *This = (struct d3d10_device *)iface;
621 struct d3d10_buffer *object;
624 FIXME("iface %p, desc %p, data %p, buffer %p partial stub!\n", iface, desc, data, buffer);
626 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
629 ERR("Failed to allocate D3D10 buffer object memory\n");
630 return E_OUTOFMEMORY;
633 hr = d3d10_buffer_init(object, This, desc, data);
636 WARN("Failed to initialize buffer, hr %#x.\n", hr);
637 HeapFree(GetProcessHeap(), 0, object);
641 *buffer = (ID3D10Buffer *)object;
643 TRACE("Created ID3D10Buffer %p\n", object);
648 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture1D(ID3D10Device *iface,
649 const D3D10_TEXTURE1D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture1D **texture)
651 FIXME("iface %p, desc %p, data %p, texture %p stub!\n", iface, desc, data, texture);
656 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture2D(ID3D10Device *iface,
657 const D3D10_TEXTURE2D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture2D **texture)
659 struct d3d10_device *This = (struct d3d10_device *)iface;
660 struct d3d10_texture2d *object;
663 FIXME("iface %p, desc %p, data %p, texture %p partial stub!\n", iface, desc, data, texture);
665 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
668 ERR("Failed to allocate D3D10 texture2d object memory\n");
669 return E_OUTOFMEMORY;
672 hr = d3d10_texture2d_init(object, This, desc);
675 WARN("Failed to initialize texture, hr %#x.\n", hr);
676 HeapFree(GetProcessHeap(), 0, object);
680 *texture = (ID3D10Texture2D *)object;
682 TRACE("Created ID3D10Texture2D %p\n", object);
687 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture3D(ID3D10Device *iface,
688 const D3D10_TEXTURE3D_DESC *desc, const D3D10_SUBRESOURCE_DATA *data, ID3D10Texture3D **texture)
690 FIXME("iface %p, desc %p, data %p, texture %p stub!\n", iface, desc, data, texture);
695 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Device *iface,
696 ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc, ID3D10ShaderResourceView **view)
698 struct d3d10_shader_resource_view *object;
701 TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
703 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
706 ERR("Failed to allocate D3D10 shader resource view object memory.\n");
707 return E_OUTOFMEMORY;
710 hr = d3d10_shader_resource_view_init(object);
713 WARN("Failed to initialize shader resource view, hr %#x.\n", hr);
714 HeapFree(GetProcessHeap(), 0, object);
718 TRACE("Created shader resource view %p.\n", object);
719 *view = (ID3D10ShaderResourceView *)object;
724 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRenderTargetView(ID3D10Device *iface,
725 ID3D10Resource *resource, const D3D10_RENDER_TARGET_VIEW_DESC *desc, ID3D10RenderTargetView **view)
727 struct d3d10_rendertarget_view *object;
730 TRACE("iface %p, resource %p, desc %p, view %p stub!\n", iface, resource, desc, view);
732 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
735 ERR("Failed to allocate D3D10 rendertarget view object memory\n");
736 return E_OUTOFMEMORY;
739 hr = d3d10_rendertarget_view_init(object, (struct d3d10_device *)iface, resource, desc);
742 WARN("Failed to initialize rendertarget view, hr %#x.\n", hr);
743 HeapFree(GetProcessHeap(), 0, object);
747 TRACE("Created rendertarget view %p.\n", object);
748 *view = (ID3D10RenderTargetView *)object;
753 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilView(ID3D10Device *iface,
754 ID3D10Resource *resource, const D3D10_DEPTH_STENCIL_VIEW_DESC *desc, ID3D10DepthStencilView **view)
756 struct d3d10_depthstencil_view *object;
759 TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
761 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
764 ERR("Failed to allocate D3D10 depthstencil view object memory.\n");
765 return E_OUTOFMEMORY;
768 hr = d3d10_depthstencil_view_init(object);
771 WARN("Failed to initialize depthstencil view, hr %#x.\n", hr);
772 HeapFree(GetProcessHeap(), 0, object);
776 TRACE("Created depthstencil view %p.\n", object);
777 *view = (ID3D10DepthStencilView *)object;
782 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *iface,
783 const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code,
784 SIZE_T shader_byte_code_length, ID3D10InputLayout **input_layout)
786 struct d3d10_device *This = (struct d3d10_device *)iface;
787 struct d3d10_input_layout *object;
790 TRACE("iface %p, element_descs %p, element_count %u, shader_byte_code %p,"
791 "\tshader_byte_code_length %lu, input_layout %p\n",
792 iface, element_descs, element_count, shader_byte_code,
793 shader_byte_code_length, input_layout);
795 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
798 ERR("Failed to allocate D3D10 input layout object memory\n");
799 return E_OUTOFMEMORY;
802 hr = d3d10_input_layout_init(object, This, element_descs, element_count,
803 shader_byte_code, shader_byte_code_length);
806 WARN("Failed to initialize input layout, hr %#x.\n", hr);
807 HeapFree(GetProcessHeap(), 0, object);
811 TRACE("Created input layout %p.\n", object);
812 *input_layout = (ID3D10InputLayout *)object;
817 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *iface,
818 const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader)
820 struct d3d10_device *This = (struct d3d10_device *)iface;
821 struct d3d10_vertex_shader *object;
824 TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n",
825 iface, byte_code, byte_code_length, shader);
827 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
830 ERR("Failed to allocate D3D10 vertex shader object memory\n");
831 return E_OUTOFMEMORY;
834 hr = d3d10_vertex_shader_init(object, This, byte_code, byte_code_length);
837 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
838 HeapFree(GetProcessHeap(), 0, object);
842 TRACE("Created vertex shader %p.\n", object);
843 *shader = (ID3D10VertexShader *)object;
848 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device *iface,
849 const void *byte_code, SIZE_T byte_code_length, ID3D10GeometryShader **shader)
851 struct d3d10_device *This = (struct d3d10_device *)iface;
852 struct d3d10_geometry_shader *object;
855 FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n",
856 iface, byte_code, byte_code_length, shader);
858 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
861 ERR("Failed to allocate D3D10 geometry shader object memory\n");
862 return E_OUTOFMEMORY;
865 hr = d3d10_geometry_shader_init(object, This, byte_code, byte_code_length);
868 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
869 HeapFree(GetProcessHeap(), 0, object);
872 TRACE("Created geometry shader %p.\n", object);
873 *shader = (ID3D10GeometryShader *)object;
878 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutput(ID3D10Device *iface,
879 const void *byte_code, SIZE_T byte_code_length, const D3D10_SO_DECLARATION_ENTRY *output_stream_decls,
880 UINT output_stream_decl_count, UINT output_stream_stride, ID3D10GeometryShader **shader)
882 FIXME("iface %p, byte_code %p, byte_code_length %lu, output_stream_decls %p,\n"
883 "\toutput_stream_decl_count %u, output_stream_stride %u, shader %p stub!\n",
884 iface, byte_code, byte_code_length, output_stream_decls,
885 output_stream_decl_count, output_stream_stride, shader);
890 static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *iface,
891 const void *byte_code, SIZE_T byte_code_length, ID3D10PixelShader **shader)
893 struct d3d10_device *This = (struct d3d10_device *)iface;
894 struct d3d10_pixel_shader *object;
897 TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n",
898 iface, byte_code, byte_code_length, shader);
900 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
903 ERR("Failed to allocate D3D10 pixel shader object memory\n");
904 return E_OUTOFMEMORY;
907 hr = d3d10_pixel_shader_init(object, This, byte_code, byte_code_length);
910 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
911 HeapFree(GetProcessHeap(), 0, object);
915 TRACE("Created pixel shader %p.\n", object);
916 *shader = (ID3D10PixelShader *)object;
921 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateBlendState(ID3D10Device *iface,
922 const D3D10_BLEND_DESC *desc, ID3D10BlendState **blend_state)
924 struct d3d10_blend_state *object;
927 TRACE("iface %p, desc %p, blend_state %p.\n", iface, desc, blend_state);
929 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
932 ERR("Failed to allocate D3D10 blend state object memory.\n");
933 return E_OUTOFMEMORY;
936 hr = d3d10_blend_state_init(object);
939 WARN("Failed to initialize blend state, hr %#x.\n", hr);
940 HeapFree(GetProcessHeap(), 0, object);
944 TRACE("Created blend state %p.\n", object);
945 *blend_state = (ID3D10BlendState *)object;
950 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateDepthStencilState(ID3D10Device *iface,
951 const D3D10_DEPTH_STENCIL_DESC *desc, ID3D10DepthStencilState **depth_stencil_state)
953 struct d3d10_depthstencil_state *object;
956 TRACE("iface %p, desc %p, depth_stencil_state %p.\n", iface, desc, depth_stencil_state);
958 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
961 ERR("Failed to allocate D3D10 depthstencil state object memory.\n");
962 return E_OUTOFMEMORY;
965 hr = d3d10_depthstencil_state_init(object);
968 WARN("Failed to initialize depthstencil state, hr %#x.\n", hr);
969 HeapFree(GetProcessHeap(), 0, object);
973 TRACE("Created depthstencil state %p.\n", object);
974 *depth_stencil_state = (ID3D10DepthStencilState *)object;
979 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateRasterizerState(ID3D10Device *iface,
980 const D3D10_RASTERIZER_DESC *desc, ID3D10RasterizerState **rasterizer_state)
982 struct d3d10_rasterizer_state *object;
985 TRACE("iface %p, desc %p, rasterizer_state %p.\n", iface, desc, rasterizer_state);
987 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
990 ERR("Failed to allocate D3D10 rasterizer state object memory.\n");
991 return E_OUTOFMEMORY;
994 hr = d3d10_rasterizer_state_init(object);
997 WARN("Failed to initialize rasterizer state, hr %#x.\n", hr);
998 HeapFree(GetProcessHeap(), 0, object);
1002 TRACE("Created rasterizer state %p.\n", object);
1003 *rasterizer_state = (ID3D10RasterizerState *)object;
1008 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateSamplerState(ID3D10Device *iface,
1009 const D3D10_SAMPLER_DESC *desc, ID3D10SamplerState **sampler_state)
1011 struct d3d10_sampler_state *object;
1014 FIXME("iface %p, desc %p, sampler_state %p.\n", iface, desc, sampler_state);
1016 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1019 ERR("Failed to allocate D3D10 sampler state object memory.\n");
1020 return E_OUTOFMEMORY;
1023 hr = d3d10_sampler_state_init(object);
1026 WARN("Failed to initialize sampler state, hr %#x.\n", hr);
1027 HeapFree(GetProcessHeap(), 0, object);
1031 TRACE("Created sampler state %p.\n", object);
1032 *sampler_state = (ID3D10SamplerState *)object;
1037 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateQuery(ID3D10Device *iface,
1038 const D3D10_QUERY_DESC *desc, ID3D10Query **query)
1040 struct d3d10_query *object;
1043 TRACE("iface %p, desc %p, query %p.\n", iface, desc, query);
1045 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1048 ERR("Failed to allocate D3D10 query object memory.\n");
1049 return E_OUTOFMEMORY;
1052 hr = d3d10_query_init(object);
1055 WARN("Failed to initialize query, hr %#x.\n", hr);
1056 HeapFree(GetProcessHeap(), 0, object);
1060 TRACE("Created query %p.\n", object);
1061 *query = (ID3D10Query *)object;
1066 static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePredicate(ID3D10Device *iface,
1067 const D3D10_QUERY_DESC *desc, ID3D10Predicate **predicate)
1069 FIXME("iface %p, desc %p, predicate %p stub!\n", iface, desc, predicate);
1074 static HRESULT STDMETHODCALLTYPE d3d10_device_CreateCounter(ID3D10Device *iface,
1075 const D3D10_COUNTER_DESC *desc, ID3D10Counter **counter)
1077 FIXME("iface %p, desc %p, counter %p stub!\n", iface, desc, counter);
1082 static HRESULT STDMETHODCALLTYPE d3d10_device_CheckFormatSupport(ID3D10Device *iface,
1083 DXGI_FORMAT format, UINT *format_support)
1085 FIXME("iface %p, format %s, format_support %p stub!\n",
1086 iface, debug_dxgi_format(format), format_support);
1091 static HRESULT STDMETHODCALLTYPE d3d10_device_CheckMultisampleQualityLevels(ID3D10Device *iface,
1092 DXGI_FORMAT format, UINT sample_count, UINT *quality_level_count)
1094 FIXME("iface %p, format %s, sample_count %u, quality_level_count %p stub!\n",
1095 iface, debug_dxgi_format(format), sample_count, quality_level_count);
1100 static void STDMETHODCALLTYPE d3d10_device_CheckCounterInfo(ID3D10Device *iface, D3D10_COUNTER_INFO *counter_info)
1102 FIXME("iface %p, counter_info %p stub!\n", iface, counter_info);
1105 static HRESULT STDMETHODCALLTYPE d3d10_device_CheckCounter(ID3D10Device *iface,
1106 const D3D10_COUNTER_DESC *desc, D3D10_COUNTER_TYPE *type, UINT *active_counters, LPSTR name,
1107 UINT *name_length, LPSTR units, UINT *units_length, LPSTR description, UINT *description_length)
1109 FIXME("iface %p, desc %p, type %p, active_counters %p, name %p, name_length %p,\n"
1110 "\tunits %p, units_length %p, description %p, description_length %p stub!\n",
1111 iface, desc, type, active_counters, name, name_length,
1112 units, units_length, description, description_length);
1117 static UINT STDMETHODCALLTYPE d3d10_device_GetCreationFlags(ID3D10Device *iface)
1119 FIXME("iface %p stub!\n", iface);
1124 static HRESULT STDMETHODCALLTYPE d3d10_device_OpenSharedResource(ID3D10Device *iface,
1125 HANDLE resource_handle, REFIID guid, void **resource)
1127 FIXME("iface %p, resource_handle %p, guid %s, resource %p stub!\n",
1128 iface, resource_handle, debugstr_guid(guid), resource);
1133 static void STDMETHODCALLTYPE d3d10_device_SetTextFilterSize(ID3D10Device *iface, UINT width, UINT height)
1135 FIXME("iface %p, width %u, height %u stub!\n", iface, width, height);
1138 static void STDMETHODCALLTYPE d3d10_device_GetTextFilterSize(ID3D10Device *iface, UINT *width, UINT *height)
1140 FIXME("iface %p, width %p, height %p stub!\n", iface, width, height);
1143 static const struct ID3D10DeviceVtbl d3d10_device_vtbl =
1145 /* IUnknown methods */
1146 d3d10_device_QueryInterface,
1147 d3d10_device_AddRef,
1148 d3d10_device_Release,
1149 /* ID3D10Device methods */
1150 d3d10_device_VSSetConstantBuffers,
1151 d3d10_device_PSSetShaderResources,
1152 d3d10_device_PSSetShader,
1153 d3d10_device_PSSetSamplers,
1154 d3d10_device_VSSetShader,
1155 d3d10_device_DrawIndexed,
1157 d3d10_device_PSSetConstantBuffers,
1158 d3d10_device_IASetInputLayout,
1159 d3d10_device_IASetVertexBuffers,
1160 d3d10_device_IASetIndexBuffer,
1161 d3d10_device_DrawIndexedInstanced,
1162 d3d10_device_DrawInstanced,
1163 d3d10_device_GSSetConstantBuffers,
1164 d3d10_device_GSSetShader,
1165 d3d10_device_IASetPrimitiveTopology,
1166 d3d10_device_VSSetShaderResources,
1167 d3d10_device_VSSetSamplers,
1168 d3d10_device_SetPredication,
1169 d3d10_device_GSSetShaderResources,
1170 d3d10_device_GSSetSamplers,
1171 d3d10_device_OMSetRenderTargets,
1172 d3d10_device_OMSetBlendState,
1173 d3d10_device_OMSetDepthStencilState,
1174 d3d10_device_SOSetTargets,
1175 d3d10_device_DrawAuto,
1176 d3d10_device_RSSetState,
1177 d3d10_device_RSSetViewports,
1178 d3d10_device_RSSetScissorRects,
1179 d3d10_device_CopySubresourceRegion,
1180 d3d10_device_CopyResource,
1181 d3d10_device_UpdateSubresource,
1182 d3d10_device_ClearRenderTargetView,
1183 d3d10_device_ClearDepthStencilView,
1184 d3d10_device_GenerateMips,
1185 d3d10_device_ResolveSubresource,
1186 d3d10_device_VSGetConstantBuffers,
1187 d3d10_device_PSGetShaderResources,
1188 d3d10_device_PSGetShader,
1189 d3d10_device_PSGetSamplers,
1190 d3d10_device_VSGetShader,
1191 d3d10_device_PSGetConstantBuffers,
1192 d3d10_device_IAGetInputLayout,
1193 d3d10_device_IAGetVertexBuffers,
1194 d3d10_device_IAGetIndexBuffer,
1195 d3d10_device_GSGetConstantBuffers,
1196 d3d10_device_GSGetShader,
1197 d3d10_device_IAGetPrimitiveTopology,
1198 d3d10_device_VSGetShaderResources,
1199 d3d10_device_VSGetSamplers,
1200 d3d10_device_GetPredication,
1201 d3d10_device_GSGetShaderResources,
1202 d3d10_device_GSGetSamplers,
1203 d3d10_device_OMGetRenderTargets,
1204 d3d10_device_OMGetBlendState,
1205 d3d10_device_OMGetDepthStencilState,
1206 d3d10_device_SOGetTargets,
1207 d3d10_device_RSGetState,
1208 d3d10_device_RSGetViewports,
1209 d3d10_device_RSGetScissorRects,
1210 d3d10_device_GetDeviceRemovedReason,
1211 d3d10_device_SetExceptionMode,
1212 d3d10_device_GetExceptionMode,
1213 d3d10_device_GetPrivateData,
1214 d3d10_device_SetPrivateData,
1215 d3d10_device_SetPrivateDataInterface,
1216 d3d10_device_ClearState,
1218 d3d10_device_CreateBuffer,
1219 d3d10_device_CreateTexture1D,
1220 d3d10_device_CreateTexture2D,
1221 d3d10_device_CreateTexture3D,
1222 d3d10_device_CreateShaderResourceView,
1223 d3d10_device_CreateRenderTargetView,
1224 d3d10_device_CreateDepthStencilView,
1225 d3d10_device_CreateInputLayout,
1226 d3d10_device_CreateVertexShader,
1227 d3d10_device_CreateGeometryShader,
1228 d3d10_device_CreateGeometryShaderWithStreamOutput,
1229 d3d10_device_CreatePixelShader,
1230 d3d10_device_CreateBlendState,
1231 d3d10_device_CreateDepthStencilState,
1232 d3d10_device_CreateRasterizerState,
1233 d3d10_device_CreateSamplerState,
1234 d3d10_device_CreateQuery,
1235 d3d10_device_CreatePredicate,
1236 d3d10_device_CreateCounter,
1237 d3d10_device_CheckFormatSupport,
1238 d3d10_device_CheckMultisampleQualityLevels,
1239 d3d10_device_CheckCounterInfo,
1240 d3d10_device_CheckCounter,
1241 d3d10_device_GetCreationFlags,
1242 d3d10_device_OpenSharedResource,
1243 d3d10_device_SetTextFilterSize,
1244 d3d10_device_GetTextFilterSize,
1247 static const struct IUnknownVtbl d3d10_device_inner_unknown_vtbl =
1249 /* IUnknown methods */
1250 d3d10_device_inner_QueryInterface,
1251 d3d10_device_inner_AddRef,
1252 d3d10_device_inner_Release,
1255 /* IWineD3DDeviceParent IUnknown methods */
1257 static inline struct d3d10_device *device_from_device_parent(IWineD3DDeviceParent *iface)
1259 return (struct d3d10_device *)((char*)iface - FIELD_OFFSET(struct d3d10_device, device_parent_vtbl));
1262 static HRESULT STDMETHODCALLTYPE device_parent_QueryInterface(IWineD3DDeviceParent *iface, REFIID riid, void **object)
1264 struct d3d10_device *This = device_from_device_parent(iface);
1265 return d3d10_device_QueryInterface((ID3D10Device *)This, riid, object);
1268 static ULONG STDMETHODCALLTYPE device_parent_AddRef(IWineD3DDeviceParent *iface)
1270 struct d3d10_device *This = device_from_device_parent(iface);
1271 return d3d10_device_AddRef((ID3D10Device *)This);
1274 static ULONG STDMETHODCALLTYPE device_parent_Release(IWineD3DDeviceParent *iface)
1276 struct d3d10_device *This = device_from_device_parent(iface);
1277 return d3d10_device_Release((ID3D10Device *)This);
1280 /* IWineD3DDeviceParent methods */
1282 static void STDMETHODCALLTYPE device_parent_WineD3DDeviceCreated(IWineD3DDeviceParent *iface, IWineD3DDevice *device)
1284 struct d3d10_device *This = device_from_device_parent(iface);
1286 TRACE("iface %p, device %p\n", iface, device);
1288 IWineD3DDevice_AddRef(device);
1289 This->wined3d_device = device;
1292 static HRESULT STDMETHODCALLTYPE device_parent_CreateSurface(IWineD3DDeviceParent *iface,
1293 IUnknown *superior, UINT width, UINT height, WINED3DFORMAT format, DWORD usage,
1294 WINED3DPOOL pool, UINT level, WINED3DCUBEMAP_FACES face, IWineD3DSurface **surface)
1296 struct d3d10_device *This = device_from_device_parent(iface);
1297 struct d3d10_texture2d *texture;
1298 D3D10_TEXTURE2D_DESC desc;
1301 FIXME("iface %p, superior %p, width %u, height %u, format %#x, usage %#x,\n"
1302 "\tpool %#x, level %u, face %u, surface %p partial stub!\n",
1303 iface, superior, width, height, format, usage, pool, level, face, surface);
1305 FIXME("Implement DXGI<->wined3d usage conversion\n");
1308 desc.Height = height;
1311 desc.Format = dxgi_format_from_wined3dformat(format);
1312 desc.SampleDesc.Count = 1;
1313 desc.SampleDesc.Quality = 0;
1316 desc.CPUAccessFlags = 0;
1319 hr = d3d10_device_CreateTexture2D((ID3D10Device *)This, &desc, NULL, (ID3D10Texture2D **)&texture);
1322 ERR("CreateTexture2D failed, returning %#x\n", hr);
1326 *surface = texture->wined3d_surface;
1327 IWineD3DSurface_AddRef(*surface);
1328 ID3D10Texture2D_Release((ID3D10Texture2D *)texture);
1333 static HRESULT STDMETHODCALLTYPE device_parent_CreateRenderTarget(IWineD3DDeviceParent *iface,
1334 IUnknown *superior, UINT width, UINT height, WINED3DFORMAT format, WINED3DMULTISAMPLE_TYPE multisample_type,
1335 DWORD multisample_quality, BOOL lockable, IWineD3DSurface **surface)
1337 struct d3d10_device *This = device_from_device_parent(iface);
1338 struct d3d10_texture2d *texture;
1339 D3D10_TEXTURE2D_DESC desc;
1342 FIXME("iface %p, superior %p, width %u, height %u, format %#x, multisample_type %#x,\n"
1343 "\tmultisample_quality %u, lockable %u, surface %p partial stub!\n",
1344 iface, superior, width, height, format, multisample_type, multisample_quality, lockable, surface);
1346 FIXME("Implement DXGI<->wined3d usage conversion\n");
1349 desc.Height = height;
1352 desc.Format = dxgi_format_from_wined3dformat(format);
1353 desc.SampleDesc.Count = multisample_type ? multisample_type : 1;
1354 desc.SampleDesc.Quality = multisample_quality;
1355 desc.Usage = D3D10_USAGE_DEFAULT;
1356 desc.BindFlags = D3D10_BIND_RENDER_TARGET;
1357 desc.CPUAccessFlags = 0;
1360 hr = d3d10_device_CreateTexture2D((ID3D10Device *)This, &desc, NULL, (ID3D10Texture2D **)&texture);
1363 ERR("CreateTexture2D failed, returning %#x\n", hr);
1367 *surface = texture->wined3d_surface;
1368 IWineD3DSurface_AddRef(*surface);
1369 ID3D10Texture2D_Release((ID3D10Texture2D *)texture);
1374 static HRESULT STDMETHODCALLTYPE device_parent_CreateDepthStencilSurface(IWineD3DDeviceParent *iface,
1375 IUnknown *superior, UINT width, UINT height, WINED3DFORMAT format, WINED3DMULTISAMPLE_TYPE multisample_type,
1376 DWORD multisample_quality, BOOL discard, IWineD3DSurface **surface)
1378 struct d3d10_device *This = device_from_device_parent(iface);
1379 struct d3d10_texture2d *texture;
1380 D3D10_TEXTURE2D_DESC desc;
1383 FIXME("iface %p, superior %p, width %u, height %u, format %#x, multisample_type %#x,\n"
1384 "\tmultisample_quality %u, discard %u, surface %p partial stub!\n",
1385 iface, superior, width, height, format, multisample_type, multisample_quality, discard, surface);
1387 FIXME("Implement DXGI<->wined3d usage conversion\n");
1390 desc.Height = height;
1393 desc.Format = dxgi_format_from_wined3dformat(format);
1394 desc.SampleDesc.Count = multisample_type ? multisample_type : 1;
1395 desc.SampleDesc.Quality = multisample_quality;
1396 desc.Usage = D3D10_USAGE_DEFAULT;
1397 desc.BindFlags = D3D10_BIND_RENDER_TARGET;
1398 desc.CPUAccessFlags = 0;
1401 hr = d3d10_device_CreateTexture2D((ID3D10Device *)This, &desc, NULL, (ID3D10Texture2D **)&texture);
1404 ERR("CreateTexture2D failed, returning %#x\n", hr);
1408 *surface = texture->wined3d_surface;
1409 IWineD3DSurface_AddRef(*surface);
1410 ID3D10Texture2D_Release((ID3D10Texture2D *)texture);
1415 static HRESULT STDMETHODCALLTYPE device_parent_CreateVolume(IWineD3DDeviceParent *iface,
1416 IUnknown *superior, UINT width, UINT height, UINT depth, WINED3DFORMAT format,
1417 WINED3DPOOL pool, DWORD usage, IWineD3DVolume **volume)
1419 FIXME("iface %p, superior %p, width %u, height %u, depth %u, format %#x, pool %#x, usage %#x, volume %p stub!\n",
1420 iface, superior, width, height, depth, format, pool, usage, volume);
1425 static HRESULT STDMETHODCALLTYPE device_parent_CreateSwapChain(IWineD3DDeviceParent *iface,
1426 WINED3DPRESENT_PARAMETERS *present_parameters, IWineD3DSwapChain **swapchain)
1428 IWineDXGIDevice *wine_device;
1431 TRACE("iface %p, present_parameters %p, swapchain %p\n", iface, present_parameters, swapchain);
1433 hr = IWineD3DDeviceParent_QueryInterface(iface, &IID_IWineDXGIDevice, (void **)&wine_device);
1436 ERR("Device should implement IWineDXGIDevice\n");
1440 hr = IWineDXGIDevice_create_swapchain(wine_device, present_parameters, swapchain);
1441 IWineDXGIDevice_Release(wine_device);
1444 ERR("Failed to create DXGI swapchain, returning %#x\n", hr);
1451 static const struct IWineD3DDeviceParentVtbl d3d10_wined3d_device_parent_vtbl =
1453 /* IUnknown methods */
1454 device_parent_QueryInterface,
1455 device_parent_AddRef,
1456 device_parent_Release,
1457 /* IWineD3DDeviceParent methods */
1458 device_parent_WineD3DDeviceCreated,
1459 device_parent_CreateSurface,
1460 device_parent_CreateRenderTarget,
1461 device_parent_CreateDepthStencilSurface,
1462 device_parent_CreateVolume,
1463 device_parent_CreateSwapChain,
1466 void d3d10_device_init(struct d3d10_device *device, void *outer_unknown)
1468 device->vtbl = &d3d10_device_vtbl;
1469 device->inner_unknown_vtbl = &d3d10_device_inner_unknown_vtbl;
1470 device->device_parent_vtbl = &d3d10_wined3d_device_parent_vtbl;
1471 device->refcount = 1;
1472 device->outer_unknown = outer_unknown;