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149 lines
4.4 KiB
C
149 lines
4.4 KiB
C
/*
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* Direct3D shader compiler main file
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*
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* Copyright 2010 Matteo Bruni 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 <stdarg.h>
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#include "windef.h"
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#include "winbase.h"
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#include "wine/debug.h"
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#include "d3dcompiler_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3dcompiler);
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BOOL WINAPI DllMain(HINSTANCE inst, DWORD reason, LPVOID reserved)
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{
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switch (reason)
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{
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case DLL_WINE_PREATTACH:
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return FALSE; /* prefer native version */
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case DLL_PROCESS_ATTACH:
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DisableThreadLibraryCalls(inst);
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break;
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case DLL_PROCESS_DETACH:
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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 D3DCreateBlob(SIZE_T data_size, ID3DBlob **blob)
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{
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struct d3dcompiler_blob *object;
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HRESULT hr;
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TRACE("data_size %lu, blob %p\n", data_size, blob);
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if (!blob)
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{
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WARN("Invalid blob specified.\n");
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return D3DERR_INVALIDCALL;
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}
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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 D3D blob object memory\n");
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return E_OUTOFMEMORY;
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}
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hr = d3dcompiler_blob_init(object, data_size);
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if (FAILED(hr))
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{
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WARN("Failed to initialize blob, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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*blob = (ID3DBlob *)object;
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TRACE("Created ID3DBlob %p\n", object);
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return S_OK;
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}
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HRESULT WINAPI D3DGetBlobPart(const void *data, SIZE_T data_size, D3D_BLOB_PART part, UINT flags, ID3DBlob **blob)
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{
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TRACE("data %p, data_size %lu, part %s, flags %#x, blob %p\n", data,
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data_size, debug_d3dcompiler_d3d_blob_part(part), flags, blob);
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return d3dcompiler_get_blob_part(data, data_size, part, flags, blob);
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}
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HRESULT WINAPI D3DGetInputSignatureBlob(const void *data, SIZE_T data_size, ID3DBlob **blob)
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{
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TRACE("data %p, data_size %lu, blob %p\n", data, data_size, blob);
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return d3dcompiler_get_blob_part(data, data_size, D3D_BLOB_INPUT_SIGNATURE_BLOB, 0, blob);
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}
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HRESULT WINAPI D3DGetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3DBlob **blob)
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{
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TRACE("data %p, data_size %lu, blob %p\n", data, data_size, blob);
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return d3dcompiler_get_blob_part(data, data_size, D3D_BLOB_OUTPUT_SIGNATURE_BLOB, 0, blob);
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}
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HRESULT WINAPI D3DGetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3DBlob **blob)
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{
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TRACE("data %p, data_size %lu, blob %p\n", data, data_size, blob);
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return d3dcompiler_get_blob_part(data, data_size, D3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOB, 0, blob);
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}
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HRESULT WINAPI D3DGetDebugInfo(const void *data, SIZE_T data_size, ID3DBlob **blob)
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{
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TRACE("data %p, data_size %lu, blob %p\n", data, data_size, blob);
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return d3dcompiler_get_blob_part(data, data_size, D3D_BLOB_DEBUG_INFO, 0, blob);
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}
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HRESULT WINAPI D3DStripShader(const void *data, SIZE_T data_size, UINT flags, ID3D10Blob **blob)
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{
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TRACE("data %p, data_size %lu, flags %#x, blob %p\n", data, data_size, flags, blob);
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return d3dcompiler_strip_shader(data, data_size, flags, blob);
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}
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HRESULT WINAPI D3DReflect(const void *data, SIZE_T data_size, REFIID riid, void **reflector)
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{
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struct d3dcompiler_shader_reflection *object;
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FIXME("data %p, data_size %lu, riid %s, blob %p stub!\n", data, data_size, debugstr_guid(riid), 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 D3D compiler shader reflection object memory\n");
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return E_OUTOFMEMORY;
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}
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object->vtbl = &d3dcompiler_shader_reflection_vtbl;
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object->refcount = 1;
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*reflector = (ID3D11ShaderReflection *)object;
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TRACE("Created ID3D11ShaderReflection %p\n", object);
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return S_OK;
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}
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