| /* | 
 |  * Copyright 2009 Henri Verbeet 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 "wine/port.h" | 
 |  | 
 | #include "d3d10core_private.h" | 
 |  | 
 | WINE_DEFAULT_DEBUG_CHANNEL(d3d10core); | 
 |  | 
 | static HRESULT isgn_handler(const char *data, DWORD data_size, DWORD tag, void *ctx) | 
 | { | 
 |     struct wined3d_shader_signature *is = ctx; | 
 |  | 
 |     switch(tag) | 
 |     { | 
 |         case TAG_ISGN: | 
 |             return shader_parse_signature(data, data_size, is); | 
 |  | 
 |         default: | 
 |             FIXME("Unhandled chunk %s.\n", debugstr_an((const char *)&tag, 4)); | 
 |             return S_OK; | 
 |     } | 
 | } | 
 |  | 
 | static HRESULT d3d10_input_layout_to_wined3d_declaration(const D3D10_INPUT_ELEMENT_DESC *element_descs, | 
 |         UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length, | 
 |         WINED3DVERTEXELEMENT **wined3d_elements, UINT *wined3d_element_count) | 
 | { | 
 |     struct wined3d_shader_signature is; | 
 |     HRESULT hr; | 
 |     UINT i; | 
 |  | 
 |     hr = parse_dxbc(shader_byte_code, shader_byte_code_length, isgn_handler, &is); | 
 |     if (FAILED(hr)) | 
 |     { | 
 |         ERR("Failed to parse input signature.\n"); | 
 |         return E_FAIL; | 
 |     } | 
 |  | 
 |     *wined3d_elements = HeapAlloc(GetProcessHeap(), 0, element_count * sizeof(**wined3d_elements)); | 
 |     if (!*wined3d_elements) | 
 |     { | 
 |         ERR("Failed to allocate wined3d vertex element array memory.\n"); | 
 |         HeapFree(GetProcessHeap(), 0, is.elements); | 
 |         return E_OUTOFMEMORY; | 
 |     } | 
 |     *wined3d_element_count = 0; | 
 |  | 
 |     for (i = 0; i < element_count; ++i) | 
 |     { | 
 |         UINT j; | 
 |  | 
 |         for (j = 0; j < is.element_count; ++j) | 
 |         { | 
 |             if (!strcmp(element_descs[i].SemanticName, is.elements[j].semantic_name) | 
 |                     && element_descs[i].SemanticIndex == is.elements[j].semantic_idx) | 
 |             { | 
 |                 WINED3DVERTEXELEMENT *e = &(*wined3d_elements)[(*wined3d_element_count)++]; | 
 |                 const D3D10_INPUT_ELEMENT_DESC *f = &element_descs[i]; | 
 |  | 
 |                 e->format = wined3dformat_from_dxgi_format(f->Format); | 
 |                 e->input_slot = f->InputSlot; | 
 |                 e->offset = f->AlignedByteOffset; | 
 |                 e->output_slot = is.elements[j].register_idx; | 
 |                 e->method = WINED3DDECLMETHOD_DEFAULT; | 
 |                 e->usage = 0; | 
 |                 e->usage_idx = 0; | 
 |  | 
 |                 if (f->AlignedByteOffset == D3D10_APPEND_ALIGNED_ELEMENT) | 
 |                     FIXME("D3D10_APPEND_ALIGNED_ELEMENT not supported\n"); | 
 |                 if (f->InputSlotClass != D3D10_INPUT_PER_VERTEX_DATA) | 
 |                     FIXME("Ignoring input slot class (%#x)\n", f->InputSlotClass); | 
 |                 if (f->InstanceDataStepRate) | 
 |                     FIXME("Ignoring instace data step rate (%#x)\n", f->InstanceDataStepRate); | 
 |  | 
 |                 break; | 
 |             } | 
 |         } | 
 |     } | 
 |  | 
 |     shader_free_signature(&is); | 
 |  | 
 |     return S_OK; | 
 | } | 
 |  | 
 | /* IUnknown methods */ | 
 |  | 
 | static HRESULT STDMETHODCALLTYPE d3d10_input_layout_QueryInterface(ID3D10InputLayout *iface, | 
 |         REFIID riid, void **object) | 
 | { | 
 |     TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object); | 
 |  | 
 |     if (IsEqualGUID(riid, &IID_ID3D10InputLayout) | 
 |             || IsEqualGUID(riid, &IID_ID3D10DeviceChild) | 
 |             || 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_input_layout_AddRef(ID3D10InputLayout *iface) | 
 | { | 
 |     struct d3d10_input_layout *This = (struct d3d10_input_layout *)iface; | 
 |     ULONG refcount = InterlockedIncrement(&This->refcount); | 
 |  | 
 |     TRACE("%p increasing refcount to %u\n", This, refcount); | 
 |  | 
 |     if (refcount == 1) | 
 |     { | 
 |         IWineD3DVertexDeclaration_AddRef(This->wined3d_decl); | 
 |     } | 
 |  | 
 |     return refcount; | 
 | } | 
 |  | 
 | static ULONG STDMETHODCALLTYPE d3d10_input_layout_Release(ID3D10InputLayout *iface) | 
 | { | 
 |     struct d3d10_input_layout *This = (struct d3d10_input_layout *)iface; | 
 |     ULONG refcount = InterlockedDecrement(&This->refcount); | 
 |  | 
 |     TRACE("%p decreasing refcount to %u\n", This, refcount); | 
 |  | 
 |     if (!refcount) | 
 |     { | 
 |         IWineD3DVertexDeclaration_Release(This->wined3d_decl); | 
 |     } | 
 |  | 
 |     return refcount; | 
 | } | 
 |  | 
 | /* ID3D10DeviceChild methods */ | 
 |  | 
 | static void STDMETHODCALLTYPE d3d10_input_layout_GetDevice(ID3D10InputLayout *iface, ID3D10Device **device) | 
 | { | 
 |     FIXME("iface %p, device %p stub!\n", iface, device); | 
 | } | 
 |  | 
 | static HRESULT STDMETHODCALLTYPE d3d10_input_layout_GetPrivateData(ID3D10InputLayout *iface, | 
 |         REFGUID guid, UINT *data_size, void *data) | 
 | { | 
 |     FIXME("iface %p, guid %s, data_size %p, data %p stub!\n", | 
 |             iface, debugstr_guid(guid), data_size, data); | 
 |  | 
 |     return E_NOTIMPL; | 
 | } | 
 |  | 
 | static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateData(ID3D10InputLayout *iface, | 
 |         REFGUID guid, UINT data_size, const void *data) | 
 | { | 
 |     FIXME("iface %p, guid %s, data_size %u, data %p stub!\n", | 
 |             iface, debugstr_guid(guid), data_size, data); | 
 |  | 
 |     return E_NOTIMPL; | 
 | } | 
 |  | 
 | static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateDataInterface(ID3D10InputLayout *iface, | 
 |         REFGUID guid, const IUnknown *data) | 
 | { | 
 |     FIXME("iface %p, guid %s, data %p stub!\n", iface, debugstr_guid(guid), data); | 
 |  | 
 |     return E_NOTIMPL; | 
 | } | 
 |  | 
 | static const struct ID3D10InputLayoutVtbl d3d10_input_layout_vtbl = | 
 | { | 
 |     /* IUnknown methods */ | 
 |     d3d10_input_layout_QueryInterface, | 
 |     d3d10_input_layout_AddRef, | 
 |     d3d10_input_layout_Release, | 
 |     /* ID3D10DeviceChild methods */ | 
 |     d3d10_input_layout_GetDevice, | 
 |     d3d10_input_layout_GetPrivateData, | 
 |     d3d10_input_layout_SetPrivateData, | 
 |     d3d10_input_layout_SetPrivateDataInterface, | 
 | }; | 
 |  | 
 | static void STDMETHODCALLTYPE d3d10_input_layout_wined3d_object_destroyed(void *parent) | 
 | { | 
 |     HeapFree(GetProcessHeap(), 0, parent); | 
 | } | 
 |  | 
 | static const struct wined3d_parent_ops d3d10_input_layout_wined3d_parent_ops = | 
 | { | 
 |     d3d10_input_layout_wined3d_object_destroyed, | 
 | }; | 
 |  | 
 | HRESULT d3d10_input_layout_init(struct d3d10_input_layout *layout, struct d3d10_device *device, | 
 |         const D3D10_INPUT_ELEMENT_DESC *element_descs, UINT element_count, | 
 |         const void *shader_byte_code, SIZE_T shader_byte_code_length) | 
 | { | 
 |     WINED3DVERTEXELEMENT *wined3d_elements; | 
 |     UINT wined3d_element_count; | 
 |     HRESULT hr; | 
 |  | 
 |     layout->vtbl = &d3d10_input_layout_vtbl; | 
 |     layout->refcount = 1; | 
 |  | 
 |     hr = d3d10_input_layout_to_wined3d_declaration(element_descs, element_count, | 
 |             shader_byte_code, shader_byte_code_length, &wined3d_elements, &wined3d_element_count); | 
 |     if (FAILED(hr)) | 
 |     { | 
 |         WARN("Failed to create wined3d vertex declaration elements, hr %#x.\n", hr); | 
 |         return hr; | 
 |     } | 
 |  | 
 |     hr = IWineD3DDevice_CreateVertexDeclaration(device->wined3d_device, wined3d_elements, wined3d_element_count, | 
 |             layout, &d3d10_input_layout_wined3d_parent_ops, &layout->wined3d_decl); | 
 |     HeapFree(GetProcessHeap(), 0, wined3d_elements); | 
 |     if (FAILED(hr)) | 
 |     { | 
 |         WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr); | 
 |         return hr; | 
 |     } | 
 |  | 
 |     return S_OK; | 
 | } |