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efbd38ae84
Fixes stack corruption in the 64-bit tests. Thanks to Paul Vriens for debugging this.
265 lines
7.8 KiB
C
265 lines
7.8 KiB
C
/*
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* Direct3D 10
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*
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* Copyright 2007 Andras Kovacs
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* Copyright 2009 Henri Verbeet for CodeWeavers
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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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/* At process attach */
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BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
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{
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TRACE("fdwReason=%d\n", fdwReason);
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switch(fdwReason)
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{
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case DLL_PROCESS_ATTACH:
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DisableThreadLibraryCalls( hInstDLL );
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break;
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}
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return TRUE;
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}
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HRESULT WINAPI D3D10CreateDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
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HMODULE swrast, UINT flags, UINT sdk_version, ID3D10Device **device)
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{
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IDXGIFactory *factory;
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HRESULT hr;
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TRACE("adapter %p, driver_type %s, swrast %p, flags %#x, sdk_version %d, device %p\n",
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adapter, debug_d3d10_driver_type(driver_type), swrast, flags, sdk_version, device);
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if (adapter)
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{
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IDXGIAdapter_AddRef(adapter);
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hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
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if (FAILED(hr))
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{
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WARN("Failed to get dxgi factory, returning %#x\n", hr);
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return hr;
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}
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}
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else
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{
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hr = CreateDXGIFactory(&IID_IDXGIFactory, (void **)&factory);
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if (FAILED(hr))
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{
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WARN("Failed to create dxgi factory, returning %#x\n", hr);
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return hr;
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}
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switch(driver_type)
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{
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case D3D10_DRIVER_TYPE_HARDWARE:
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{
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hr = IDXGIFactory_EnumAdapters(factory, 0, &adapter);
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if (FAILED(hr))
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{
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WARN("No adapters found, returning %#x\n", hr);
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IDXGIFactory_Release(factory);
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return hr;
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}
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break;
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}
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case D3D10_DRIVER_TYPE_NULL:
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FIXME("NULL device not implemented, falling back to refrast\n");
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case D3D10_DRIVER_TYPE_REFERENCE:
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{
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HMODULE refrast = LoadLibraryA("d3d10ref.dll");
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if (!refrast)
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{
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WARN("Failed to load refrast, returning E_FAIL\n");
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IDXGIFactory_Release(factory);
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return E_FAIL;
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}
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hr = IDXGIFactory_CreateSoftwareAdapter(factory, refrast, &adapter);
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FreeLibrary(refrast);
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if (FAILED(hr))
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{
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WARN("Failed to create a software adapter, returning %#x\n", hr);
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IDXGIFactory_Release(factory);
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return hr;
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}
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break;
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}
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case D3D10_DRIVER_TYPE_SOFTWARE:
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{
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if (!swrast)
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{
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WARN("Software device requested, but NULL swrast passed, returning E_FAIL\n");
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IDXGIFactory_Release(factory);
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return E_FAIL;
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}
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hr = IDXGIFactory_CreateSoftwareAdapter(factory, swrast, &adapter);
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if (FAILED(hr))
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{
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WARN("Failed to create a software adapter, returning %#x\n", hr);
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IDXGIFactory_Release(factory);
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return hr;
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}
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break;
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}
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}
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}
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hr = D3D10CoreCreateDevice(factory, adapter, flags, NULL, device);
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IDXGIAdapter_Release(adapter);
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IDXGIFactory_Release(factory);
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if (FAILED(hr))
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{
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WARN("Failed to create a device, returning %#x\n", hr);
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return hr;
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}
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TRACE("Created ID3D10Device %p\n", *device);
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return hr;
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}
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HRESULT WINAPI D3D10CreateDeviceAndSwapChain(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
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HMODULE swrast, UINT flags, UINT sdk_version, DXGI_SWAP_CHAIN_DESC *swapchain_desc,
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IDXGISwapChain **swapchain, ID3D10Device **device)
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{
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IDXGIDevice *dxgi_device;
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IDXGIFactory *factory;
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HRESULT hr;
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TRACE("adapter %p, driver_type %s, swrast %p, flags %#x, sdk_version %d,\n"
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"\tswapchain_desc %p, swapchain %p, device %p\n",
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adapter, debug_d3d10_driver_type(driver_type), swrast, flags, sdk_version,
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swapchain_desc, swapchain, device);
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hr = D3D10CreateDevice(adapter, driver_type, swrast, flags, sdk_version, device);
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if (FAILED(hr))
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{
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WARN("Failed to create a device, returning %#x\n", hr);
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*device = NULL;
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return hr;
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}
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TRACE("Created ID3D10Device %p\n", *device);
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hr = ID3D10Device_QueryInterface(*device, &IID_IDXGIDevice, (void **)&dxgi_device);
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if (FAILED(hr))
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{
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ERR("Failed to get a dxgi device from the d3d10 device, returning %#x\n", hr);
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ID3D10Device_Release(*device);
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*device = NULL;
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return hr;
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}
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hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
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IDXGIDevice_Release(dxgi_device);
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if (FAILED(hr))
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{
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ERR("Failed to get the device adapter, returning %#x\n", hr);
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ID3D10Device_Release(*device);
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*device = NULL;
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return hr;
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}
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hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
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IDXGIAdapter_Release(adapter);
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if (FAILED(hr))
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{
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ERR("Failed to get the adapter factory, returning %#x\n", hr);
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ID3D10Device_Release(*device);
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*device = NULL;
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return hr;
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}
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hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)*device, swapchain_desc, swapchain);
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IDXGIFactory_Release(factory);
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if (FAILED(hr))
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{
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ID3D10Device_Release(*device);
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*device = NULL;
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WARN("Failed to create a swapchain, returning %#x\n", hr);
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return hr;
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}
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TRACE("Created IDXGISwapChain %p\n", *swapchain);
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return S_OK;
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}
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HRESULT WINAPI D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT flags,
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ID3D10Device *device, ID3D10EffectPool *effect_pool, ID3D10Effect **effect)
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{
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struct d3d10_effect *object;
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HRESULT hr;
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FIXME("data %p, data_size %lu, flags %#x, device %p, effect_pool %p, effect %p stub!\n",
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data, data_size, flags, device, effect_pool, effect);
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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 effect object memory\n");
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return E_OUTOFMEMORY;
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}
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object->vtbl = &d3d10_effect_vtbl;
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object->refcount = 1;
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ID3D10Device_AddRef(device);
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object->device = device;
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hr = d3d10_effect_parse(object, data, data_size);
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if (FAILED(hr))
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{
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ERR("Failed to parse effect\n");
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IUnknown_Release((IUnknown *)object);
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return hr;
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}
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*effect = (ID3D10Effect *)object;
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TRACE("Created ID3D10Effect %p\n", object);
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return S_OK;
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}
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LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device)
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{
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FIXME("device %p stub!\n", device);
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return "vs_4_0";
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}
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LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device)
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{
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FIXME("device %p stub!\n", device);
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return "gs_4_0";
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}
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LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device)
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{
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FIXME("device %p stub!\n", device);
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return "ps_4_0";
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}
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