Module: wine Branch: master Commit: 83e21f8793ac906941409634ec797d3f3648adad URL: http://source.winehq.org/git/wine.git/?a=commit;h=83e21f8793ac906941409634ec...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Fri Sep 14 13:11:31 2012 +0200
d3d10core: Implement d3d10_shader_resource_view_GetDesc().
---
dlls/d3d10core/d3d10core_private.h | 3 +- dlls/d3d10core/device.c | 2 +- dlls/d3d10core/view.c | 140 +++++++++++++++++++++++++++++++++++- 3 files changed, 141 insertions(+), 4 deletions(-)
diff --git a/dlls/d3d10core/d3d10core_private.h b/dlls/d3d10core/d3d10core_private.h index 25fda7c..f88355b 100644 --- a/dlls/d3d10core/d3d10core_private.h +++ b/dlls/d3d10core/d3d10core_private.h @@ -157,11 +157,12 @@ struct d3d10_shader_resource_view ID3D10ShaderResourceView ID3D10ShaderResourceView_iface; LONG refcount;
+ D3D10_SHADER_RESOURCE_VIEW_DESC desc; ID3D10Resource *resource; };
HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view, - ID3D10Resource *resource) DECLSPEC_HIDDEN; + ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc) DECLSPEC_HIDDEN;
/* ID3D10InputLayout */ struct d3d10_input_layout diff --git a/dlls/d3d10core/device.c b/dlls/d3d10core/device.c index e6c26c2..ebfd4cf 100644 --- a/dlls/d3d10core/device.c +++ b/dlls/d3d10core/device.c @@ -746,7 +746,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateShaderResourceView(ID3D10Dev return E_OUTOFMEMORY; }
- if (FAILED(hr = d3d10_shader_resource_view_init(object, resource))) + if (FAILED(hr = d3d10_shader_resource_view_init(object, resource, desc))) { WARN("Failed to initialize shader resource view, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); diff --git a/dlls/d3d10core/view.c b/dlls/d3d10core/view.c index 40712fc..b36f9d7 100644 --- a/dlls/d3d10core/view.c +++ b/dlls/d3d10core/view.c @@ -259,6 +259,126 @@ static HRESULT set_rtdesc_from_resource(D3D10_RENDER_TARGET_VIEW_DESC *desc, ID3 } }
+static HRESULT set_srdesc_from_resource(D3D10_SHADER_RESOURCE_VIEW_DESC *desc, ID3D10Resource *resource) +{ + D3D10_RESOURCE_DIMENSION dimension; + HRESULT hr; + + ID3D10Resource_GetType(resource, &dimension); + + switch (dimension) + { + case D3D10_RESOURCE_DIMENSION_TEXTURE1D: + { + D3D10_TEXTURE1D_DESC texture_desc; + ID3D10Texture1D *texture; + + if (FAILED(hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D10Texture1D, (void **)&texture))) + { + ERR("Resource of type TEXTURE1D doesn't implement ID3D10Texture1D.\n"); + return E_INVALIDARG; + } + + ID3D10Texture1D_GetDesc(texture, &texture_desc); + ID3D10Texture1D_Release(texture); + + desc->Format = texture_desc.Format; + if (texture_desc.ArraySize == 1) + { + desc->ViewDimension = D3D10_SRV_DIMENSION_TEXTURE1D; + desc->u.Texture1D.MostDetailedMip = 0; + desc->u.Texture1D.MipLevels = texture_desc.MipLevels; + } + else + { + desc->ViewDimension = D3D10_SRV_DIMENSION_TEXTURE1DARRAY; + desc->u.Texture1DArray.MostDetailedMip = 0; + desc->u.Texture1DArray.MipLevels = texture_desc.MipLevels; + desc->u.Texture1DArray.FirstArraySlice = 0; + desc->u.Texture1DArray.ArraySize = texture_desc.ArraySize; + } + + return S_OK; + } + + case D3D10_RESOURCE_DIMENSION_TEXTURE2D: + { + D3D10_TEXTURE2D_DESC texture_desc; + ID3D10Texture2D *texture; + + if (FAILED(hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D10Texture2D, (void **)&texture))) + { + ERR("Resource of type TEXTURE2D doesn't implement ID3D10Texture2D.\n"); + return E_INVALIDARG; + } + + ID3D10Texture2D_GetDesc(texture, &texture_desc); + ID3D10Texture2D_Release(texture); + + desc->Format = texture_desc.Format; + if (texture_desc.ArraySize == 1) + { + if (texture_desc.SampleDesc.Count == 1) + { + desc->ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; + desc->u.Texture2D.MostDetailedMip = 0; + desc->u.Texture2D.MipLevels = texture_desc.MipLevels; + } + else + { + desc->ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2DMS; + } + } + else + { + if (texture_desc.SampleDesc.Count == 1) + { + desc->ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2DARRAY; + desc->u.Texture2DArray.MostDetailedMip = 0; + desc->u.Texture2DArray.MipLevels = texture_desc.MipLevels; + desc->u.Texture2DArray.FirstArraySlice = 0; + desc->u.Texture2DArray.ArraySize = texture_desc.ArraySize; + } + else + { + desc->ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2DMSARRAY; + desc->u.Texture2DMSArray.FirstArraySlice = 0; + desc->u.Texture2DMSArray.ArraySize = texture_desc.ArraySize; + } + } + + return S_OK; + } + + case D3D10_RESOURCE_DIMENSION_TEXTURE3D: + { + D3D10_TEXTURE3D_DESC texture_desc; + ID3D10Texture3D *texture; + + if (FAILED(hr = ID3D10Resource_QueryInterface(resource, &IID_ID3D10Texture3D, (void **)&texture))) + { + ERR("Resource of type TEXTURE3D doesn't implement ID3D10Texture3D.\n"); + return E_INVALIDARG; + } + + ID3D10Texture3D_GetDesc(texture, &texture_desc); + ID3D10Texture3D_Release(texture); + + desc->Format = texture_desc.Format; + desc->ViewDimension = D3D10_SRV_DIMENSION_TEXTURE3D; + desc->u.Texture3D.MostDetailedMip = 0; + desc->u.Texture3D.MipLevels = texture_desc.MipLevels; + + return S_OK; + } + + default: + FIXME("Unhandled resource dimension %#x.\n", dimension); + case D3D10_RESOURCE_DIMENSION_BUFFER: + return E_INVALIDARG; + } +} + static inline struct d3d10_depthstencil_view *impl_from_ID3D10DepthStencilView(ID3D10DepthStencilView *iface) { return CONTAINING_RECORD(iface, struct d3d10_depthstencil_view, ID3D10DepthStencilView_iface); @@ -696,7 +816,11 @@ static void STDMETHODCALLTYPE d3d10_shader_resource_view_GetResource(ID3D10Shade static void STDMETHODCALLTYPE d3d10_shader_resource_view_GetDesc(ID3D10ShaderResourceView *iface, D3D10_SHADER_RESOURCE_VIEW_DESC *desc) { - FIXME("iface %p, desc %p stub!\n", iface, desc); + struct d3d10_shader_resource_view *view = impl_from_ID3D10ShaderResourceView(iface); + + TRACE("iface %p, desc %p.\n", iface, desc); + + *desc = view->desc; }
static const struct ID3D10ShaderResourceViewVtbl d3d10_shader_resource_view_vtbl = @@ -717,11 +841,23 @@ static const struct ID3D10ShaderResourceViewVtbl d3d10_shader_resource_view_vtbl };
HRESULT d3d10_shader_resource_view_init(struct d3d10_shader_resource_view *view, - ID3D10Resource *resource) + ID3D10Resource *resource, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc) { + HRESULT hr; + view->ID3D10ShaderResourceView_iface.lpVtbl = &d3d10_shader_resource_view_vtbl; view->refcount = 1;
+ if (!desc) + { + if (FAILED(hr = set_srdesc_from_resource(&view->desc, resource))) + return hr; + } + else + { + view->desc = *desc; + } + view->resource = resource; ID3D10Resource_AddRef(resource);