Commit 7eb63497 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d10core: Add a stub ID3D10VertexShader implementation.

parent 03fae217
...@@ -11,6 +11,7 @@ C_SRCS = \ ...@@ -11,6 +11,7 @@ C_SRCS = \
d3d10core_main.c \ d3d10core_main.c \
device.c \ device.c \
inputlayout.c \ inputlayout.c \
shader.c \
texture2d.c \ texture2d.c \
utils.c \ utils.c \
view.c view.c
......
...@@ -97,6 +97,14 @@ struct d3d10_input_layout ...@@ -97,6 +97,14 @@ struct d3d10_input_layout
LONG refcount; LONG refcount;
}; };
/* ID3D10VertexShader */
extern const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl;
struct d3d10_vertex_shader
{
const struct ID3D10VertexShaderVtbl *vtbl;
LONG refcount;
};
/* Layered device */ /* Layered device */
enum dxgi_device_layer_id enum dxgi_device_layer_id
{ {
......
...@@ -919,10 +919,24 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *if ...@@ -919,10 +919,24 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateInputLayout(ID3D10Device *if
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *iface, static HRESULT STDMETHODCALLTYPE d3d10_device_CreateVertexShader(ID3D10Device *iface,
const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader) const void *byte_code, SIZE_T byte_code_length, ID3D10VertexShader **shader)
{ {
struct d3d10_vertex_shader *object;
FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n", FIXME("iface %p, byte_code %p, byte_code_length %lu, shader %p stub!\n",
iface, byte_code, byte_code_length, shader); iface, byte_code, byte_code_length, shader);
return E_NOTIMPL; object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 vertex shader object memory\n");
return E_OUTOFMEMORY;
}
object->vtbl = &d3d10_vertex_shader_vtbl;
object->refcount = 1;
*shader = (ID3D10VertexShader *)object;
return S_OK;
} }
static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device *iface, static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShader(ID3D10Device *iface,
......
/*
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "config.h"
#include "wine/port.h"
#include "d3d10core_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d10core);
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_QueryInterface(ID3D10VertexShader *iface,
REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_ID3D10VertexShader)
|| IsEqualGUID(riid, &IID_ID3D10DeviceChild)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_AddRef(ID3D10VertexShader *iface)
{
struct d3d10_vertex_shader *This = (struct d3d10_vertex_shader *)iface;
ULONG refcount = InterlockedIncrement(&This->refcount);
TRACE("%p increasing refcount to %u\n", This, refcount);
return refcount;
}
static ULONG STDMETHODCALLTYPE d3d10_vertex_shader_Release(ID3D10VertexShader *iface)
{
struct d3d10_vertex_shader *This = (struct d3d10_vertex_shader *)iface;
ULONG refcount = InterlockedDecrement(&This->refcount);
TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount)
{
HeapFree(GetProcessHeap(), 0, This);
}
return refcount;
}
/* ID3D10DeviceChild methods */
static void STDMETHODCALLTYPE d3d10_vertex_shader_GetDevice(ID3D10VertexShader *iface, ID3D10Device **device)
{
FIXME("iface %p, device %p stub!\n", iface, device);
}
static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_GetPrivateData(ID3D10VertexShader *iface,
REFGUID guid, UINT *data_size, void *data)
{
FIXME("iface %p, guid %s, data_size %p, data %p stub!\n",
iface, debugstr_guid(guid), data_size, data);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_SetPrivateData(ID3D10VertexShader *iface,
REFGUID guid, UINT data_size, const void *data)
{
FIXME("iface %p, guid %s, data_size %u, data %p stub!\n",
iface, debugstr_guid(guid), data_size, data);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_vertex_shader_SetPrivateDataInterface(ID3D10VertexShader *iface,
REFGUID guid, const IUnknown *data)
{
FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data);
return E_NOTIMPL;
}
const struct ID3D10VertexShaderVtbl d3d10_vertex_shader_vtbl =
{
/* IUnknown methods */
d3d10_vertex_shader_QueryInterface,
d3d10_vertex_shader_AddRef,
d3d10_vertex_shader_Release,
/* ID3D10DeviceChild methods */
d3d10_vertex_shader_GetDevice,
d3d10_vertex_shader_GetPrivateData,
d3d10_vertex_shader_SetPrivateData,
d3d10_vertex_shader_SetPrivateDataInterface,
};
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