Commit 0d18e35b authored by Rico Schüller's avatar Rico Schüller Committed by Alexandre Julliard

d3d10: Add a stub ID3D10ReflectShader implementation.

parent d2469219
......@@ -9,6 +9,7 @@ IMPORTS = dxguid uuid d3d10core dxgi
C_SRCS = \
d3d10_main.c \
effect.c \
shader.c \
utils.c
RC_SRCS = version.rc
......
......@@ -17,7 +17,7 @@
@ stub D3D10GetVersion
@ stdcall D3D10GetVertexShaderProfile(ptr)
@ stub D3D10PreprocessShader
@ stub D3D10ReflectShader
@ stdcall D3D10ReflectShader(ptr long ptr)
@ stub D3D10RegisterLayers
@ stub D3D10StateBlockMaskDifference
@ stub D3D10StateBlockMaskDisableAll
......
......@@ -262,3 +262,26 @@ LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device)
return "ps_4_0";
}
HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector)
{
struct d3d10_shader_reflection *object;
FIXME("data %p, data_size %lu, reflector %p stub!\n", data, data_size, reflector);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D10 shader reflection object memory\n");
return E_OUTOFMEMORY;
}
object->vtbl = &d3d10_shader_reflection_vtbl;
object->refcount = 1;
*reflector = (ID3D10ShaderReflection *)object;
TRACE("Created ID3D10ShaderReflection %p\n", object);
return S_OK;
}
......@@ -212,6 +212,14 @@ struct d3d10_effect
struct d3d10_effect_technique *techniques;
};
/* ID3D10ShaderReflection */
extern const struct ID3D10ShaderReflectionVtbl d3d10_shader_reflection_vtbl DECLSPEC_HIDDEN;
struct d3d10_shader_reflection
{
const struct ID3D10ShaderReflectionVtbl *vtbl;
LONG refcount;
};
HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T data_size) DECLSPEC_HIDDEN;
/* D3D10Core */
......
/*
* Copyright 2009 Henri Verbeet for CodeWeavers
* Copyright 2010 Rico Schüller
*
* 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 "d3d10_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_QueryInterface(ID3D10ShaderReflection *iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_ID3D10ShaderReflection)
|| 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_shader_reflection_AddRef(ID3D10ShaderReflection *iface)
{
struct d3d10_shader_reflection *This = (struct d3d10_shader_reflection *)iface;
ULONG refcount = InterlockedIncrement(&This->refcount);
TRACE("%p increasing refcount to %u\n", This, refcount);
return refcount;
}
static ULONG STDMETHODCALLTYPE d3d10_shader_reflection_Release(ID3D10ShaderReflection *iface)
{
struct d3d10_shader_reflection *This = (struct d3d10_shader_reflection *)iface;
ULONG refcount = InterlockedDecrement(&This->refcount);
TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount)
{
HeapFree(GetProcessHeap(), 0, This);
}
return refcount;
}
/* ID3D10ShaderReflection methods */
static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_GetDesc(ID3D10ShaderReflection *iface, D3D10_SHADER_DESC *desc)
{
FIXME("iface %p, desc %p stub!\n", iface, desc);
return E_NOTIMPL;
}
static struct ID3D10ShaderReflectionConstantBuffer * STDMETHODCALLTYPE d3d10_shader_reflection_GetConstantBufferByIndex(
ID3D10ShaderReflection *iface, UINT index)
{
FIXME("iface %p, index %u stub!\n", iface, index);
return NULL;
}
static struct ID3D10ShaderReflectionConstantBuffer * STDMETHODCALLTYPE d3d10_shader_reflection_GetConstantBufferByName(
ID3D10ShaderReflection *iface, LPCSTR name)
{
FIXME("iface %p, name \"%s\" stub!\n", iface, name);
return NULL;
}
static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_GetResourceBindingDesc(
ID3D10ShaderReflection *iface, UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc)
{
FIXME("iface %p, index %u, desc %p stub!\n", iface, index, desc);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_GetInputParameterDesc(
ID3D10ShaderReflection *iface, UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc)
{
FIXME("iface %p, index %u, desc %p stub!\n", iface, index, desc);
return E_NOTIMPL;
}
static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_GetOutputParameterDesc(
ID3D10ShaderReflection *iface, UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc)
{
FIXME("iface %p, index %u, desc %p stub!\n", iface, index, desc);
return E_NOTIMPL;
}
const struct ID3D10ShaderReflectionVtbl d3d10_shader_reflection_vtbl =
{
/* IUnknown methods */
d3d10_shader_reflection_QueryInterface,
d3d10_shader_reflection_AddRef,
d3d10_shader_reflection_Release,
/* ID3D10Effect methods */
d3d10_shader_reflection_GetDesc,
d3d10_shader_reflection_GetConstantBufferByIndex,
d3d10_shader_reflection_GetConstantBufferByName,
d3d10_shader_reflection_GetResourceBindingDesc,
d3d10_shader_reflection_GetInputParameterDesc,
d3d10_shader_reflection_GetOutputParameterDesc,
};
......@@ -277,4 +277,6 @@ LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
#endif /* __WINE_D3D10SHADER_H */
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