opengl32: Update the extension list.
[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         struct wined3d_vertex_element **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                 struct wined3d_vertex_element *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 = WINED3D_DECL_METHOD_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 static inline struct d3d10_input_layout *impl_from_ID3D10InputLayout(ID3D10InputLayout *iface)
104 {
105     return CONTAINING_RECORD(iface, struct d3d10_input_layout, ID3D10InputLayout_iface);
106 }
107
108 /* IUnknown methods */
109
110 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_QueryInterface(ID3D10InputLayout *iface,
111         REFIID riid, void **object)
112 {
113     TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
114
115     if (IsEqualGUID(riid, &IID_ID3D10InputLayout)
116             || IsEqualGUID(riid, &IID_ID3D10DeviceChild)
117             || IsEqualGUID(riid, &IID_IUnknown))
118     {
119         IUnknown_AddRef(iface);
120         *object = iface;
121         return S_OK;
122     }
123
124     WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
125
126     *object = NULL;
127     return E_NOINTERFACE;
128 }
129
130 static ULONG STDMETHODCALLTYPE d3d10_input_layout_AddRef(ID3D10InputLayout *iface)
131 {
132     struct d3d10_input_layout *This = impl_from_ID3D10InputLayout(iface);
133     ULONG refcount = InterlockedIncrement(&This->refcount);
134
135     TRACE("%p increasing refcount to %u\n", This, refcount);
136
137     if (refcount == 1)
138     {
139         wined3d_vertex_declaration_incref(This->wined3d_decl);
140     }
141
142     return refcount;
143 }
144
145 static ULONG STDMETHODCALLTYPE d3d10_input_layout_Release(ID3D10InputLayout *iface)
146 {
147     struct d3d10_input_layout *This = impl_from_ID3D10InputLayout(iface);
148     ULONG refcount = InterlockedDecrement(&This->refcount);
149
150     TRACE("%p decreasing refcount to %u\n", This, refcount);
151
152     if (!refcount)
153     {
154         wined3d_vertex_declaration_decref(This->wined3d_decl);
155     }
156
157     return refcount;
158 }
159
160 /* ID3D10DeviceChild methods */
161
162 static void STDMETHODCALLTYPE d3d10_input_layout_GetDevice(ID3D10InputLayout *iface, ID3D10Device **device)
163 {
164     FIXME("iface %p, device %p stub!\n", iface, device);
165 }
166
167 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_GetPrivateData(ID3D10InputLayout *iface,
168         REFGUID guid, UINT *data_size, void *data)
169 {
170     FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
171             iface, debugstr_guid(guid), data_size, data);
172
173     return E_NOTIMPL;
174 }
175
176 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateData(ID3D10InputLayout *iface,
177         REFGUID guid, UINT data_size, const void *data)
178 {
179     FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
180             iface, debugstr_guid(guid), data_size, data);
181
182     return E_NOTIMPL;
183 }
184
185 static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateDataInterface(ID3D10InputLayout *iface,
186         REFGUID guid, const IUnknown *data)
187 {
188     FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
189
190     return E_NOTIMPL;
191 }
192
193 static const struct ID3D10InputLayoutVtbl d3d10_input_layout_vtbl =
194 {
195     /* IUnknown methods */
196     d3d10_input_layout_QueryInterface,
197     d3d10_input_layout_AddRef,
198     d3d10_input_layout_Release,
199     /* ID3D10DeviceChild methods */
200     d3d10_input_layout_GetDevice,
201     d3d10_input_layout_GetPrivateData,
202     d3d10_input_layout_SetPrivateData,
203     d3d10_input_layout_SetPrivateDataInterface,
204 };
205
206 static void STDMETHODCALLTYPE d3d10_input_layout_wined3d_object_destroyed(void *parent)
207 {
208     HeapFree(GetProcessHeap(), 0, parent);
209 }
210
211 static const struct wined3d_parent_ops d3d10_input_layout_wined3d_parent_ops =
212 {
213     d3d10_input_layout_wined3d_object_destroyed,
214 };
215
216 HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_device *device,
217         const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
218         const void *shader_byte_code, SIZE_T shader_byte_code_length)
219 {
220     struct wined3d_vertex_element *wined3d_elements;
221     UINT wined3d_element_count;
222     HRESULT hr;
223
224     layout->ID3D10InputLayout_iface.lpVtbl = &d3d10_input_layout_vtbl;
225     layout->refcount = 1;
226
227     hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count,
228             shader_byte_code, shader_byte_code_length, &wined3d_elements, &wined3d_element_count);
229     if (FAILED(hr))
230     {
231         WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr);
232         return hr;
233     }
234
235     hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, wined3d_element_count,
236             layout, &d3d10_input_layout_wined3d_parent_ops, &layout->wined3d_decl);
237     HeapFree(GetProcessHeap(), 0, wined3d_elements);
238     if (FAILED(hr))
239     {
240         WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
241         return hr;
242     }
243
244     return S_OK;
245 }
246
247 struct d3d10_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface)
248 {
249     if (!iface)
250         return NULL;
251     assert(iface->lpVtbl == &d3d10_input_layout_vtbl);
252
253     return impl_from_ID3D10InputLayout(iface);
254 }