Commit c2be6fa6 authored by Nikolay Sivov's avatar Nikolay Sivov Committed by Alexandre Julliard

d3dx10: Add a stub sprite object.

parent 7db3593a
MODULE = d3dx10_43.dll
IMPORTLIB = d3dx10
IMPORTS = d3d10_1 d3dcompiler dxguid
IMPORTS = d3d10_1 d3dcompiler dxguid uuid
DELAYIMPORTS = windowscodecs
EXTRADLLFLAGS = -mno-cygwin -Wb,--prefer-native
......@@ -9,6 +9,7 @@ C_SRCS = \
async.c \
compiler.c \
d3dx10_43_main.c \
sprite.c \
texture.c
RC_SRCS = version.rc
......@@ -41,7 +41,7 @@
@ stub D3DX10CreateShaderResourceViewFromResourceA(ptr long str ptr ptr ptr ptr)
@ stub D3DX10CreateShaderResourceViewFromResourceW(ptr long wstr ptr ptr ptr ptr)
@ stub D3DX10CreateSkinInfo(ptr)
@ stub D3DX10CreateSprite(ptr long ptr)
@ stdcall D3DX10CreateSprite(ptr long ptr)
@ stub D3DX10CreateTextureFromFileA(ptr str ptr ptr ptr ptr)
@ stub D3DX10CreateTextureFromFileW(ptr wstr ptr ptr ptr ptr)
@ stdcall D3DX10CreateTextureFromMemory(ptr ptr long ptr ptr ptr ptr)
......
/*
* Copyright 2021 Nikolay Sivov 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
*
*/
#define COBJMACROS
#include "d3dx10.h"
#include "wine/debug.h"
#include "wine/heap.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
#define D3DERR_INVALIDCALL 0x8876086c
struct d3dx10_sprite
{
ID3DX10Sprite ID3DX10Sprite_iface;
LONG refcount;
ID3D10Device *device;
};
static inline struct d3dx10_sprite *impl_from_ID3DX10Sprite(ID3DX10Sprite *iface)
{
return CONTAINING_RECORD(iface, struct d3dx10_sprite, ID3DX10Sprite_iface);
}
static HRESULT WINAPI d3dx10_sprite_QueryInterface(ID3DX10Sprite *iface, REFIID riid, void **out)
{
TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
if (IsEqualGUID(riid, &IID_ID3DX10Sprite)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*out = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI d3dx10_sprite_AddRef(ID3DX10Sprite *iface)
{
struct d3dx10_sprite *sprite = impl_from_ID3DX10Sprite(iface);
ULONG refcount = InterlockedIncrement(&sprite->refcount);
TRACE("%p increasing refcount to %u.\n", iface, refcount);
return refcount;
}
static ULONG WINAPI d3dx10_sprite_Release(ID3DX10Sprite *iface)
{
struct d3dx10_sprite *sprite = impl_from_ID3DX10Sprite(iface);
ULONG refcount = InterlockedDecrement(&sprite->refcount);
TRACE("%p decreasing refcount to %u.\n", iface, refcount);
if (!refcount)
{
ID3D10Device_Release(sprite->device);
heap_free(sprite);
}
return refcount;
}
static HRESULT WINAPI d3dx10_sprite_Begin(ID3DX10Sprite *iface, UINT flags)
{
FIXME("iface %p, flags %#x stub!\n", iface, flags);
return E_NOTIMPL;
}
static HRESULT WINAPI d3dx10_sprite_DrawSpritesBuffered(ID3DX10Sprite *iface,
D3DX10_SPRITE *sprites, UINT count)
{
FIXME("iface %p, sprites %p, count %u stub!\n", iface, sprites, count);
return E_NOTIMPL;
}
static HRESULT WINAPI d3dx10_sprite_Flush(ID3DX10Sprite *iface)
{
FIXME("iface %p stub!\n", iface);
return E_NOTIMPL;
}
static HRESULT WINAPI d3dx10_sprite_DrawSpritesImmediate(ID3DX10Sprite *iface,
D3DX10_SPRITE *sprites, UINT count, UINT size, UINT flags)
{
FIXME("iface %p, sprites %p, count %u, size %u, flags %#x stub!\n",
iface, sprites, count, size, flags);
return E_NOTIMPL;
}
static HRESULT WINAPI d3dx10_sprite_End(ID3DX10Sprite *iface)
{
FIXME("iface %p stub!\n", iface);
return E_NOTIMPL;
}
static HRESULT WINAPI d3dx10_sprite_GetViewTransform(ID3DX10Sprite *iface, D3DXMATRIX *transform)
{
FIXME("iface %p, transform %p stub!\n", iface, transform);
return E_NOTIMPL;
}
static HRESULT WINAPI d3dx10_sprite_SetViewTransform(ID3DX10Sprite *iface, D3DXMATRIX *transform)
{
FIXME("iface %p, transform %p stub!\n", iface, transform);
return E_NOTIMPL;
}
static HRESULT WINAPI d3dx10_sprite_GetProjectionTransform(ID3DX10Sprite *iface,
D3DXMATRIX *transform)
{
FIXME("iface %p, transform %p stub!\n", iface, transform);
return E_NOTIMPL;
}
static HRESULT WINAPI d3dx10_sprite_SetProjectionTransform(ID3DX10Sprite *iface, D3DXMATRIX *transform)
{
FIXME("iface %p, transform %p stub!\n", iface, transform);
return E_NOTIMPL;
}
static HRESULT WINAPI d3dx10_sprite_GetDevice(ID3DX10Sprite *iface, ID3D10Device **device)
{
struct d3dx10_sprite *sprite = impl_from_ID3DX10Sprite(iface);
TRACE("iface %p, device %p.\n", iface, device);
*device = sprite->device;
ID3D10Device_AddRef(*device);
return S_OK;
}
static const ID3DX10SpriteVtbl d3dx10_sprite_vtbl =
{
d3dx10_sprite_QueryInterface,
d3dx10_sprite_AddRef,
d3dx10_sprite_Release,
d3dx10_sprite_Begin,
d3dx10_sprite_DrawSpritesBuffered,
d3dx10_sprite_Flush,
d3dx10_sprite_DrawSpritesImmediate,
d3dx10_sprite_End,
d3dx10_sprite_GetViewTransform,
d3dx10_sprite_SetViewTransform,
d3dx10_sprite_GetProjectionTransform,
d3dx10_sprite_SetProjectionTransform,
d3dx10_sprite_GetDevice,
};
HRESULT WINAPI D3DX10CreateSprite(ID3D10Device *device, UINT size, ID3DX10Sprite **sprite)
{
struct d3dx10_sprite *object;
TRACE("device %p, size %u, sprite %p.\n", device, size, sprite);
if (!device || !sprite)
return D3DERR_INVALIDCALL;
*sprite = NULL;
if (!(object = heap_alloc_zero(sizeof(*object))))
return E_OUTOFMEMORY;
object->ID3DX10Sprite_iface.lpVtbl = &d3dx10_sprite_vtbl;
object->refcount = 1;
object->device = device;
ID3D10Device_AddRef(device);
*sprite = &object->ID3DX10Sprite_iface;
return S_OK;
}
......@@ -289,3 +289,4 @@ HRESULT WINAPI D3DX10CreateDeviceAndSwapChain(IDXGIAdapter *adapter, D3D10_DRIVE
ID3D10Device **device);
typedef interface ID3D10Device1 ID3D10Device1;
HRESULT WINAPI D3DX10GetFeatureLevel1(ID3D10Device *device, ID3D10Device1 **device1);
HRESULT WINAPI D3DX10CreateSprite(ID3D10Device *device, UINT size, ID3DX10Sprite **sprite);
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