blob: 365b6315373b505503f4f2055bf9a8a2e74ba348 [file] [log] [blame]
/*
* Direct3D shader compiler main file
*
* Copyright 2010 Matteo Bruni 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
*
*/
#include "config.h"
#include <stdarg.h>
#include "windef.h"
#include "winbase.h"
#include "wine/debug.h"
#include "d3dcompiler_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3dcompiler);
BOOL WINAPI DllMain(HINSTANCE inst, DWORD reason, LPVOID reserved)
{
switch (reason)
{
case DLL_WINE_PREATTACH:
return FALSE; /* prefer native version */
case DLL_PROCESS_ATTACH:
DisableThreadLibraryCalls(inst);
break;
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}
HRESULT WINAPI D3DCreateBlob(SIZE_T data_size, ID3DBlob **blob)
{
struct d3dcompiler_blob *object;
HRESULT hr;
TRACE("data_size %lu, blob %p\n", data_size, blob);
if (!blob)
{
WARN("Invalid blob specified.\n");
return D3DERR_INVALIDCALL;
}
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D blob object memory\n");
return E_OUTOFMEMORY;
}
hr = d3dcompiler_blob_init(object, data_size);
if (FAILED(hr))
{
WARN("Failed to initialize blob, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
*blob = (ID3DBlob *)object;
TRACE("Created ID3DBlob %p\n", object);
return S_OK;
}
HRESULT WINAPI D3DGetBlobPart(const void *data, SIZE_T data_size, D3D_BLOB_PART part, UINT flags, ID3DBlob **blob)
{
TRACE("data %p, data_size %lu, part %s, flags %#x, blob %p\n", data,
data_size, debug_d3dcompiler_d3d_blob_part(part), flags, blob);
return d3dcompiler_get_blob_part(data, data_size, part, flags, blob);
}
HRESULT WINAPI D3DGetInputSignatureBlob(const void *data, SIZE_T data_size, ID3DBlob **blob)
{
TRACE("data %p, data_size %lu, blob %p\n", data, data_size, blob);
return d3dcompiler_get_blob_part(data, data_size, D3D_BLOB_INPUT_SIGNATURE_BLOB, 0, blob);
}
HRESULT WINAPI D3DGetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3DBlob **blob)
{
TRACE("data %p, data_size %lu, blob %p\n", data, data_size, blob);
return d3dcompiler_get_blob_part(data, data_size, D3D_BLOB_OUTPUT_SIGNATURE_BLOB, 0, blob);
}
HRESULT WINAPI D3DGetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3DBlob **blob)
{
TRACE("data %p, data_size %lu, blob %p\n", data, data_size, blob);
return d3dcompiler_get_blob_part(data, data_size, D3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOB, 0, blob);
}
HRESULT WINAPI D3DGetDebugInfo(const void *data, SIZE_T data_size, ID3DBlob **blob)
{
TRACE("data %p, data_size %lu, blob %p\n", data, data_size, blob);
return d3dcompiler_get_blob_part(data, data_size, D3D_BLOB_DEBUG_INFO, 0, blob);
}
HRESULT WINAPI D3DStripShader(const void *data, SIZE_T data_size, UINT flags, ID3D10Blob **blob)
{
TRACE("data %p, data_size %lu, flags %#x, blob %p\n", data, data_size, flags, blob);
return d3dcompiler_strip_shader(data, data_size, flags, blob);
}
HRESULT WINAPI D3DReflect(const void *data, SIZE_T data_size, REFIID riid, void **reflector)
{
struct d3dcompiler_shader_reflection *object;
HRESULT hr;
TRACE("data %p, data_size %lu, riid %s, blob %p\n", data, data_size, debugstr_guid(riid), reflector);
if (!IsEqualGUID(riid, &IID_ID3D11ShaderReflection))
{
WARN("Wrong riid %s, accept only %s!\n", debugstr_guid(riid), debugstr_guid(&IID_ID3D11ShaderReflection));
return E_NOINTERFACE;
}
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
ERR("Failed to allocate D3D compiler shader reflection object memory\n");
return E_OUTOFMEMORY;
}
hr = d3dcompiler_shader_reflection_init(object, data, data_size);
if (FAILED(hr))
{
WARN("Failed to initialize shader reflection\n");
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
*reflector = object;
TRACE("Created ID3D11ShaderReflection %p\n", object);
return S_OK;
}