Commit 1cb18166 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d11: Implement d3d11_device_CreateInputLayout().

parent 8361963f
...@@ -218,9 +218,10 @@ struct d3d_input_layout ...@@ -218,9 +218,10 @@ struct d3d_input_layout
struct wined3d_vertex_declaration *wined3d_decl; struct wined3d_vertex_declaration *wined3d_decl;
}; };
HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device *device, HRESULT d3d_input_layout_create(struct d3d_device *device,
const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
const void *shader_byte_code, SIZE_T shader_byte_code_length) DECLSPEC_HIDDEN; 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; struct d3d_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface) DECLSPEC_HIDDEN;
/* ID3D10VertexShader */ /* ID3D10VertexShader */
......
...@@ -179,11 +179,21 @@ static HRESULT STDMETHODCALLTYPE d3d11_device_CreateInputLayout(ID3D11Device *if ...@@ -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, const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count, const void *shader_byte_code,
SIZE_T shader_byte_code_length, ID3D11InputLayout **input_layout) 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, " struct d3d_device *device = impl_from_ID3D11Device(iface);
"input_layout %p stub!\n", iface, element_descs, element_count, shader_byte_code, 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); 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, static HRESULT STDMETHODCALLTYPE d3d11_device_CreateVertexShader(ID3D11Device *iface, const void *byte_code,
...@@ -2206,7 +2216,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *i ...@@ -2206,7 +2216,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *i
const void *shader_byte_code, SIZE_T shader_byte_code_length, const void *shader_byte_code, SIZE_T shader_byte_code_length,
ID3D10InputLayout **input_layout) ID3D10InputLayout **input_layout)
{ {
struct d3d_device *This = impl_from_ID3D10Device(iface); struct d3d_device *device = impl_from_ID3D10Device(iface);
struct d3d_input_layout *object; struct d3d_input_layout *object;
HRESULT hr; HRESULT hr;
...@@ -2215,20 +2225,10 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *i ...@@ -2215,20 +2225,10 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device1 *i
iface, element_descs, element_count, shader_byte_code, iface, element_descs, element_count, shader_byte_code,
shader_byte_code_length, input_layout); shader_byte_code_length, input_layout);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (FAILED(hr = d3d_input_layout_create(device, (const D3D11_INPUT_ELEMENT_DESC *)element_descs, element_count,
if (!object) shader_byte_code, shader_byte_code_length, &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);
return hr; return hr;
}
TRACE("Created input layout %p.\n", object);
*input_layout = &object->ID3D10InputLayout_iface; *input_layout = &object->ID3D10InputLayout_iface;
return S_OK; return S_OK;
......
...@@ -39,7 +39,7 @@ static HRESULT isgn_handler(const char *data, DWORD data_size, DWORD tag, void * ...@@ -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, UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
struct wined3d_vertex_element **wined3d_elements) struct wined3d_vertex_element **wined3d_elements)
{ {
...@@ -65,7 +65,7 @@ static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEME ...@@ -65,7 +65,7 @@ static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEME
for (i = 0; i < element_count; ++i) for (i = 0; i < element_count; ++i)
{ {
struct wined3d_vertex_element *e = &(*wined3d_elements)[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; UINT j;
e->format = wined3dformat_from_dxgi_format(f->Format); e->format = wined3dformat_from_dxgi_format(f->Format);
...@@ -316,8 +316,8 @@ static const struct wined3d_parent_ops d3d_input_layout_wined3d_parent_ops = ...@@ -316,8 +316,8 @@ static const struct wined3d_parent_ops d3d_input_layout_wined3d_parent_ops =
d3d_input_layout_wined3d_object_destroyed, d3d_input_layout_wined3d_object_destroyed,
}; };
HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device *device, static 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 D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
const void *shader_byte_code, SIZE_T shader_byte_code_length) const void *shader_byte_code, SIZE_T shader_byte_code_length)
{ {
struct wined3d_vertex_element *wined3d_elements; struct wined3d_vertex_element *wined3d_elements;
...@@ -329,7 +329,7 @@ HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device ...@@ -329,7 +329,7 @@ HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device
wined3d_mutex_lock(); wined3d_mutex_lock();
wined3d_private_store_init(&layout->private_store); 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))) shader_byte_code, shader_byte_code_length, &wined3d_elements)))
{ {
WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr); 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 ...@@ -353,6 +353,32 @@ HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device
return S_OK; 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) struct d3d_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface)
{ {
if (!iface) if (!iface)
......
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