Module: wine Branch: master Commit: acb337492db739b6bac59a2e776c676dd5f69811 URL: http://source.winehq.org/git/wine.git/?a=commit;h=acb337492db739b6bac59a2e77...
Author: Józef Kucia jkucia@codeweavers.com Date: Fri Mar 31 13:11:50 2017 +0200
d3d11: Implement d3d10_device_CreateGeometryShaderWithStreamOutput().
Signed-off-by: Józef Kucia jkucia@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/d3d10core/tests/device.c | 4 +--- dlls/d3d11/device.c | 39 ++++++++++++++++++++++++++++++++++++--- 2 files changed, 37 insertions(+), 6 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 3e8a1e8..baa7792 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -9946,8 +9946,7 @@ static void test_index_buffer_offset(void) hr = ID3D10Device_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code), so_declaration, sizeof(so_declaration) / sizeof(*so_declaration), stride, &gs); - todo_wine ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr); - if (FAILED(hr)) goto cleanup; + ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); @@ -9992,7 +9991,6 @@ static void test_index_buffer_offset(void) ID3D10Buffer_Release(vb); ID3D10VertexShader_Release(vs); ID3D10GeometryShader_Release(gs); -cleanup: ID3D10InputLayout_Release(input_layout); release_test_context(&test_context); } diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index 5ae305d..13bfda4 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -4927,12 +4927,45 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreateGeometryShaderWithStreamOutp const void *byte_code, SIZE_T byte_code_length, const D3D10_SO_DECLARATION_ENTRY *output_stream_decls, UINT output_stream_decl_count, UINT output_stream_stride, ID3D10GeometryShader **shader) { - FIXME("iface %p, byte_code %p, byte_code_length %lu, output_stream_decls %p, " - "output_stream_decl_count %u, output_stream_stride %u, shader %p stub!\n", + struct d3d_device *device = impl_from_ID3D10Device(iface); + D3D11_SO_DECLARATION_ENTRY *so_entries; + struct d3d_geometry_shader *object; + unsigned int i, stride_count = 1; + HRESULT hr; + + TRACE("iface %p, byte_code %p, byte_code_length %lu, output_stream_decls %p, " + "output_stream_decl_count %u, output_stream_stride %u, shader %p.\n", iface, byte_code, byte_code_length, output_stream_decls, output_stream_decl_count, output_stream_stride, shader);
- return E_NOTIMPL; + if (!(so_entries = d3d11_calloc(output_stream_decl_count, sizeof(*so_entries)))) + { + ERR("Failed to allocate D3D11 SO declaration array memory.\n"); + return E_OUTOFMEMORY; + } + + for (i = 0; i < output_stream_decl_count; ++i) + { + so_entries[i].Stream = 0; + so_entries[i].SemanticName = output_stream_decls[i].SemanticName; + so_entries[i].SemanticIndex = output_stream_decls[i].SemanticIndex; + so_entries[i].StartComponent = output_stream_decls[i].StartComponent; + so_entries[i].ComponentCount = output_stream_decls[i].ComponentCount; + so_entries[i].OutputSlot = output_stream_decls[i].OutputSlot; + + if (output_stream_decls[i].OutputSlot) + stride_count = 0; + } + + hr = d3d_geometry_shader_create(device, byte_code, byte_code_length, + so_entries, output_stream_decl_count, &output_stream_stride, stride_count, 0, &object); + HeapFree(GetProcessHeap(), 0, so_entries); + if (FAILED(hr)) + return hr; + + *shader = &object->ID3D10GeometryShader_iface; + + return hr; }
static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device1 *iface,