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d3d10: Add a stub ID3D10ReflectShader implementation.
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@ -9,6 +9,7 @@ IMPORTS = dxguid uuid d3d10core dxgi
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C_SRCS = \
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d3d10_main.c \
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effect.c \
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shader.c \
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utils.c
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RC_SRCS = version.rc
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@ -17,7 +17,7 @@
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@ stub D3D10GetVersion
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@ stdcall D3D10GetVertexShaderProfile(ptr)
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@ stub D3D10PreprocessShader
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@ stub D3D10ReflectShader
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@ stdcall D3D10ReflectShader(ptr long ptr)
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@ stub D3D10RegisterLayers
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@ stub D3D10StateBlockMaskDifference
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@ stub D3D10StateBlockMaskDisableAll
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@ -262,3 +262,26 @@ LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device)
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return "ps_4_0";
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}
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HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector)
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{
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struct d3d10_shader_reflection *object;
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FIXME("data %p, data_size %lu, reflector %p stub!\n", data, data_size, reflector);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate D3D10 shader reflection object memory\n");
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return E_OUTOFMEMORY;
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}
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object->vtbl = &d3d10_shader_reflection_vtbl;
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object->refcount = 1;
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*reflector = (ID3D10ShaderReflection *)object;
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TRACE("Created ID3D10ShaderReflection %p\n", object);
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return S_OK;
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}
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@ -212,6 +212,14 @@ struct d3d10_effect
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struct d3d10_effect_technique *techniques;
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};
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/* ID3D10ShaderReflection */
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extern const struct ID3D10ShaderReflectionVtbl d3d10_shader_reflection_vtbl DECLSPEC_HIDDEN;
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struct d3d10_shader_reflection
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{
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const struct ID3D10ShaderReflectionVtbl *vtbl;
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LONG refcount;
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};
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HRESULT d3d10_effect_parse(struct d3d10_effect *This, const void *data, SIZE_T data_size) DECLSPEC_HIDDEN;
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/* D3D10Core */
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135
dlls/d3d10/shader.c
Normal file
135
dlls/d3d10/shader.c
Normal file
@ -0,0 +1,135 @@
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/*
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* Copyright 2009 Henri Verbeet for CodeWeavers
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* Copyright 2010 Rico Schüller
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "d3d10_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d10);
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/* IUnknown methods */
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static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_QueryInterface(ID3D10ShaderReflection *iface, REFIID riid, void **object)
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{
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TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
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if (IsEqualGUID(riid, &IID_ID3D10ShaderReflection)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IUnknown_AddRef(iface);
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*object = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
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*object = NULL;
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return E_NOINTERFACE;
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}
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static ULONG STDMETHODCALLTYPE d3d10_shader_reflection_AddRef(ID3D10ShaderReflection *iface)
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{
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struct d3d10_shader_reflection *This = (struct d3d10_shader_reflection *)iface;
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ULONG refcount = InterlockedIncrement(&This->refcount);
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TRACE("%p increasing refcount to %u\n", This, refcount);
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return refcount;
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}
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static ULONG STDMETHODCALLTYPE d3d10_shader_reflection_Release(ID3D10ShaderReflection *iface)
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{
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struct d3d10_shader_reflection *This = (struct d3d10_shader_reflection *)iface;
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ULONG refcount = InterlockedDecrement(&This->refcount);
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TRACE("%p decreasing refcount to %u\n", This, refcount);
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if (!refcount)
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{
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HeapFree(GetProcessHeap(), 0, This);
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}
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return refcount;
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}
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/* ID3D10ShaderReflection methods */
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static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_GetDesc(ID3D10ShaderReflection *iface, D3D10_SHADER_DESC *desc)
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{
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FIXME("iface %p, desc %p stub!\n", iface, desc);
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return E_NOTIMPL;
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}
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static struct ID3D10ShaderReflectionConstantBuffer * STDMETHODCALLTYPE d3d10_shader_reflection_GetConstantBufferByIndex(
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ID3D10ShaderReflection *iface, UINT index)
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{
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FIXME("iface %p, index %u stub!\n", iface, index);
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return NULL;
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}
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static struct ID3D10ShaderReflectionConstantBuffer * STDMETHODCALLTYPE d3d10_shader_reflection_GetConstantBufferByName(
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ID3D10ShaderReflection *iface, LPCSTR name)
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{
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FIXME("iface %p, name \"%s\" stub!\n", iface, name);
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return NULL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_GetResourceBindingDesc(
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ID3D10ShaderReflection *iface, UINT index, D3D10_SHADER_INPUT_BIND_DESC *desc)
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{
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FIXME("iface %p, index %u, desc %p stub!\n", iface, index, desc);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_GetInputParameterDesc(
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ID3D10ShaderReflection *iface, UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc)
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{
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FIXME("iface %p, index %u, desc %p stub!\n", iface, index, desc);
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return E_NOTIMPL;
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}
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static HRESULT STDMETHODCALLTYPE d3d10_shader_reflection_GetOutputParameterDesc(
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ID3D10ShaderReflection *iface, UINT index, D3D10_SIGNATURE_PARAMETER_DESC *desc)
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{
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FIXME("iface %p, index %u, desc %p stub!\n", iface, index, desc);
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return E_NOTIMPL;
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}
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const struct ID3D10ShaderReflectionVtbl d3d10_shader_reflection_vtbl =
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{
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/* IUnknown methods */
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d3d10_shader_reflection_QueryInterface,
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d3d10_shader_reflection_AddRef,
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d3d10_shader_reflection_Release,
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/* ID3D10Effect methods */
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d3d10_shader_reflection_GetDesc,
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d3d10_shader_reflection_GetConstantBufferByIndex,
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d3d10_shader_reflection_GetConstantBufferByName,
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d3d10_shader_reflection_GetResourceBindingDesc,
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d3d10_shader_reflection_GetInputParameterDesc,
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d3d10_shader_reflection_GetOutputParameterDesc,
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};
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@ -277,4 +277,6 @@ LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
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LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
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LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
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HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
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#endif /* __WINE_D3D10SHADER_H */
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