Commit d8f8194b authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d11: Implement ID3D11GeometryShader interface.

parent 6c8c61f4
...@@ -240,9 +240,10 @@ HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_cod ...@@ -240,9 +240,10 @@ HRESULT d3d_vertex_shader_create(struct d3d_device *device, const void *byte_cod
struct d3d_vertex_shader **shader) DECLSPEC_HIDDEN; struct d3d_vertex_shader **shader) DECLSPEC_HIDDEN;
struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface) DECLSPEC_HIDDEN; struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader *iface) DECLSPEC_HIDDEN;
/* ID3D10GeometryShader */ /* ID3D11GeometryShader, ID3D10GeometryShader */
struct d3d_geometry_shader struct d3d_geometry_shader
{ {
ID3D11GeometryShader ID3D11GeometryShader_iface;
ID3D10GeometryShader ID3D10GeometryShader_iface; ID3D10GeometryShader ID3D10GeometryShader_iface;
LONG refcount; LONG refcount;
......
...@@ -439,60 +439,156 @@ struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader ...@@ -439,60 +439,156 @@ struct d3d_vertex_shader *unsafe_impl_from_ID3D10VertexShader(ID3D10VertexShader
return impl_from_ID3D10VertexShader(iface); return impl_from_ID3D10VertexShader(iface);
} }
static inline struct d3d_geometry_shader *impl_from_ID3D10GeometryShader(ID3D10GeometryShader *iface) /* ID3D11GeometryShader methods */
static inline struct d3d_geometry_shader *impl_from_ID3D11GeometryShader(ID3D11GeometryShader *iface)
{ {
return CONTAINING_RECORD(iface, struct d3d_geometry_shader, ID3D10GeometryShader_iface); return CONTAINING_RECORD(iface, struct d3d_geometry_shader, ID3D11GeometryShader_iface);
} }
/* IUnknown methods */ static HRESULT STDMETHODCALLTYPE d3d11_geometry_shader_QueryInterface(ID3D11GeometryShader *iface,
static HRESULT STDMETHODCALLTYPE d3d10_geometry_shader_QueryInterface(ID3D10GeometryShader *iface,
REFIID riid, void **object) REFIID riid, void **object)
{ {
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object); struct d3d_geometry_shader *shader = impl_from_ID3D11GeometryShader(iface);
if (IsEqualGUID(riid, &IID_ID3D10GeometryShader) TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
|| IsEqualGUID(riid, &IID_ID3D10DeviceChild)
if (IsEqualGUID(riid, &IID_ID3D11GeometryShader)
|| IsEqualGUID(riid, &IID_ID3D11DeviceChild)
|| IsEqualGUID(riid, &IID_IUnknown)) || IsEqualGUID(riid, &IID_IUnknown))
{ {
IUnknown_AddRef(iface); ID3D11GeometryShader_AddRef(iface);
*object = iface; *object = iface;
return S_OK; return S_OK;
} }
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid)); if (IsEqualGUID(riid, &IID_ID3D10GeometryShader)
|| IsEqualGUID(riid, &IID_ID3D10DeviceChild))
{
ID3D10GeometryShader_AddRef(&shader->ID3D10GeometryShader_iface);
*object = &shader->ID3D10GeometryShader_iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL; *object = NULL;
return E_NOINTERFACE; return E_NOINTERFACE;
} }
static ULONG STDMETHODCALLTYPE d3d10_geometry_shader_AddRef(ID3D10GeometryShader *iface) static ULONG STDMETHODCALLTYPE d3d11_geometry_shader_AddRef(ID3D11GeometryShader *iface)
{ {
struct d3d_geometry_shader *This = impl_from_ID3D10GeometryShader(iface); struct d3d_geometry_shader *shader = impl_from_ID3D11GeometryShader(iface);
ULONG refcount = InterlockedIncrement(&This->refcount); ULONG refcount = InterlockedIncrement(&shader->refcount);
TRACE("%p increasing refcount to %u\n", This, refcount); TRACE("%p increasing refcount to %u.\n", shader, refcount);
return refcount; return refcount;
} }
static ULONG STDMETHODCALLTYPE d3d10_geometry_shader_Release(ID3D10GeometryShader *iface) static ULONG STDMETHODCALLTYPE d3d11_geometry_shader_Release(ID3D11GeometryShader *iface)
{ {
struct d3d_geometry_shader *This = impl_from_ID3D10GeometryShader(iface); struct d3d_geometry_shader *shader = impl_from_ID3D11GeometryShader(iface);
ULONG refcount = InterlockedDecrement(&This->refcount); ULONG refcount = InterlockedDecrement(&shader->refcount);
TRACE("%p decreasing refcount to %u\n", This, refcount); TRACE("%p decreasing refcount to %u.\n", shader, refcount);
if (!refcount) if (!refcount)
{ {
wined3d_mutex_lock(); wined3d_mutex_lock();
wined3d_shader_decref(This->wined3d_shader); wined3d_shader_decref(shader->wined3d_shader);
wined3d_mutex_unlock(); wined3d_mutex_unlock();
} }
return refcount; return refcount;
} }
static void STDMETHODCALLTYPE d3d11_geometry_shader_GetDevice(ID3D11GeometryShader *iface,
ID3D11Device **device)
{
FIXME("iface %p, device %p stub!\n", iface, device);
}
static HRESULT STDMETHODCALLTYPE d3d11_geometry_shader_GetPrivateData(ID3D11GeometryShader *iface,
REFGUID guid, UINT *data_size, void *data)
{
struct d3d_geometry_shader *shader = impl_from_ID3D11GeometryShader(iface);
TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return d3d_get_private_data(&shader->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d11_geometry_shader_SetPrivateData(ID3D11GeometryShader *iface,
REFGUID guid, UINT data_size, const void *data)
{
struct d3d_geometry_shader *shader = impl_from_ID3D11GeometryShader(iface);
TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data);
return d3d_set_private_data(&shader->private_store, guid, data_size, data);
}
static HRESULT STDMETHODCALLTYPE d3d11_geometry_shader_SetPrivateDataInterface(ID3D11GeometryShader *iface,
REFGUID guid, const IUnknown *data)
{
struct d3d_geometry_shader *shader = impl_from_ID3D11GeometryShader(iface);
TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
return d3d_set_private_data_interface(&shader->private_store, guid, data);
}
static const struct ID3D11GeometryShaderVtbl d3d11_geometry_shader_vtbl =
{
/* IUnknown methods */
d3d11_geometry_shader_QueryInterface,
d3d11_geometry_shader_AddRef,
d3d11_geometry_shader_Release,
/* ID3D11DeviceChild methods */
d3d11_geometry_shader_GetDevice,
d3d11_geometry_shader_GetPrivateData,
d3d11_geometry_shader_SetPrivateData,
d3d11_geometry_shader_SetPrivateDataInterface,
};
/* ID3D10GeometryShader methods */
static inline struct d3d_geometry_shader *impl_from_ID3D10GeometryShader(ID3D10GeometryShader *iface)
{
return CONTAINING_RECORD(iface, struct d3d_geometry_shader, ID3D10GeometryShader_iface);
}
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE d3d10_geometry_shader_QueryInterface(ID3D10GeometryShader *iface,
REFIID riid, void **object)
{
struct d3d_geometry_shader *shader = impl_from_ID3D10GeometryShader(iface);
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
return d3d11_geometry_shader_QueryInterface(&shader->ID3D11GeometryShader_iface, riid, object);
}
static ULONG STDMETHODCALLTYPE d3d10_geometry_shader_AddRef(ID3D10GeometryShader *iface)
{
struct d3d_geometry_shader *shader = impl_from_ID3D10GeometryShader(iface);
TRACE("iface %p.\n", iface);
return d3d11_geometry_shader_AddRef(&shader->ID3D11GeometryShader_iface);
}
static ULONG STDMETHODCALLTYPE d3d10_geometry_shader_Release(ID3D10GeometryShader *iface)
{
struct d3d_geometry_shader *shader = impl_from_ID3D10GeometryShader(iface);
TRACE("iface %p.\n", iface);
return d3d11_geometry_shader_Release(&shader->ID3D11GeometryShader_iface);
}
/* ID3D10DeviceChild methods */ /* ID3D10DeviceChild methods */
static void STDMETHODCALLTYPE d3d10_geometry_shader_GetDevice(ID3D10GeometryShader *iface, ID3D10Device **device) static void STDMETHODCALLTYPE d3d10_geometry_shader_GetDevice(ID3D10GeometryShader *iface, ID3D10Device **device)
...@@ -567,6 +663,7 @@ HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader, struct d3d_ ...@@ -567,6 +663,7 @@ HRESULT d3d_geometry_shader_init(struct d3d_geometry_shader *shader, struct d3d_
struct wined3d_shader_desc desc; struct wined3d_shader_desc desc;
HRESULT hr; HRESULT hr;
shader->ID3D11GeometryShader_iface.lpVtbl = &d3d11_geometry_shader_vtbl;
shader->ID3D10GeometryShader_iface.lpVtbl = &d3d10_geometry_shader_vtbl; shader->ID3D10GeometryShader_iface.lpVtbl = &d3d10_geometry_shader_vtbl;
shader->refcount = 1; shader->refcount = 1;
wined3d_mutex_lock(); wined3d_mutex_lock();
......
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