wine/dlls/d3d10/shader.c

145 lines
4.7 KiB
C

/*
* 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,
};
HRESULT WINAPI D3D10CompileShader(const char *data, SIZE_T data_size, const char *filename,
const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *entrypoint,
const char *profile, UINT flags, ID3D10Blob **shader, ID3D10Blob **error_messages)
{
/* Forward to d3dcompiler */
return D3DCompile(data, data_size, filename, defines, include,
entrypoint, profile, flags, 0, shader, error_messages);
}