Commit 539a579d authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d10core: Implement d3d10_shader_resource_view_GetDevice().

parent 40686f48
...@@ -153,9 +153,10 @@ struct d3d10_shader_resource_view ...@@ -153,9 +153,10 @@ struct d3d10_shader_resource_view
D3D10_SHADER_RESOURCE_VIEW_DESC desc; D3D10_SHADER_RESOURCE_VIEW_DESC desc;
ID3D10Resource *resource; ID3D10Resource *resource;
ID3D10Device1 *device;
}; };
HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view, HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view, struct d3d10_device *device,
ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc) DECLSPEC_HIDDEN; ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc) DECLSPEC_HIDDEN;
/* ID3D10InputLayout */ /* ID3D10InputLayout */
......
...@@ -1163,16 +1163,16 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture3D(ID3D10Device1 *ifa ...@@ -1163,16 +1163,16 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateTexture3D(ID3D10Device1 *ifa
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Device1 *iface, static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Device1 *iface,
ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc, ID3D10ShaderResourceView **view) ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc, ID3D10ShaderResourceView **view)
{ {
struct d3d10_device *device = impl_from_ID3D10Device(iface);
struct d3d10_shader_resource_view *object; struct d3d10_shader_resource_view *object;
HRESULT hr; HRESULT hr;
TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view); TRACE("iface %p, resource %p, desc %p, view %p.\n", iface, resource, desc, view);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
if (!object)
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
if (FAILED(hr = d3d10_shader_resource_view_init(object, resource, desc))) if (FAILED(hr = d3d10_shader_resource_view_init(object, device, resource, desc)))
{ {
WARN("Failed to initialize shader resource view, hr %#x.\n", hr); WARN("Failed to initialize shader resource view, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object); HeapFree(GetProcessHeap(), 0, object);
......
...@@ -360,12 +360,12 @@ static void test_create_shader_resource_view(void) ...@@ -360,12 +360,12 @@ static void test_create_shader_resource_view(void)
{ {
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
D3D10_TEXTURE2D_DESC texture_desc; D3D10_TEXTURE2D_DESC texture_desc;
ULONG refcount, expected_refcount;
ID3D10ShaderResourceView *srview; ID3D10ShaderResourceView *srview;
D3D10_BUFFER_DESC buffer_desc; D3D10_BUFFER_DESC buffer_desc;
ID3D10Device *device, *tmp;
ID3D10Texture2D *texture; ID3D10Texture2D *texture;
ID3D10Buffer *buffer; ID3D10Buffer *buffer;
ID3D10Device *device;
ULONG refcount;
HRESULT hr; HRESULT hr;
if (!(device = create_device())) if (!(device = create_device()))
...@@ -391,8 +391,18 @@ static void test_create_shader_resource_view(void) ...@@ -391,8 +391,18 @@ static void test_create_shader_resource_view(void)
U(srv_desc).Buffer.ElementOffset = 0; U(srv_desc).Buffer.ElementOffset = 0;
U(srv_desc).Buffer.ElementWidth = 64; U(srv_desc).Buffer.ElementWidth = 64;
expected_refcount = get_refcount((IUnknown *)device) + 1;
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, &srv_desc, &srview); hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, &srv_desc, &srview);
ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr); ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr);
refcount = get_refcount((IUnknown *)device);
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
tmp = NULL;
expected_refcount = refcount + 1;
ID3D10ShaderResourceView_GetDevice(srview, &tmp);
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
ID3D10Device_Release(tmp);
ID3D10ShaderResourceView_Release(srview); ID3D10ShaderResourceView_Release(srview);
ID3D10Buffer_Release(buffer); ID3D10Buffer_Release(buffer);
......
...@@ -772,6 +772,7 @@ static ULONG STDMETHODCALLTYPE d3d10_shader_resource_view_Release(ID3D10ShaderRe ...@@ -772,6 +772,7 @@ static ULONG STDMETHODCALLTYPE d3d10_shader_resource_view_Release(ID3D10ShaderRe
if (!refcount) if (!refcount)
{ {
ID3D10Resource_Release(This->resource); ID3D10Resource_Release(This->resource);
ID3D10Device1_Release(This->device);
HeapFree(GetProcessHeap(), 0, This); HeapFree(GetProcessHeap(), 0, This);
} }
...@@ -783,7 +784,12 @@ static ULONG STDMETHODCALLTYPE d3d10_shader_resource_view_Release(ID3D10ShaderRe ...@@ -783,7 +784,12 @@ static ULONG STDMETHODCALLTYPE d3d10_shader_resource_view_Release(ID3D10ShaderRe
static void STDMETHODCALLTYPE d3d10_shader_resource_view_GetDevice(ID3D10ShaderResourceView *iface, static void STDMETHODCALLTYPE d3d10_shader_resource_view_GetDevice(ID3D10ShaderResourceView *iface,
ID3D10Device **device) ID3D10Device **device)
{ {
FIXME("iface %p, device %p stub!\n", iface, device); struct d3d10_shader_resource_view *view = impl_from_ID3D10ShaderResourceView(iface);
TRACE("iface %p, device %p.\n", iface, device);
*device = (ID3D10Device *)view->device;
ID3D10Device_AddRef(*device);
} }
static HRESULT STDMETHODCALLTYPE d3d10_shader_resource_view_GetPrivateData(ID3D10ShaderResourceView *iface, static HRESULT STDMETHODCALLTYPE d3d10_shader_resource_view_GetPrivateData(ID3D10ShaderResourceView *iface,
...@@ -854,7 +860,7 @@ static const struct ID3D10ShaderResourceViewVtbl d3d10_shader_resource_view_vtbl ...@@ -854,7 +860,7 @@ static const struct ID3D10ShaderResourceViewVtbl d3d10_shader_resource_view_vtbl
d3d10_shader_resource_view_GetDesc, d3d10_shader_resource_view_GetDesc,
}; };
HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view, HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view, struct d3d10_device *device,
ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc) ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc)
{ {
HRESULT hr; HRESULT hr;
...@@ -874,6 +880,8 @@ HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view, ...@@ -874,6 +880,8 @@ HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view,
view->resource = resource; view->resource = resource;
ID3D10Resource_AddRef(resource); ID3D10Resource_AddRef(resource);
view->device = &device->ID3D10Device1_iface;
ID3D10Device1_AddRef(view->device);
return S_OK; return S_OK;
} }
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