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![Henri Verbeet](/assets/img/avatar_default.png)
This was originally prompted by the fact that
wined3d_extract_shader_input_signature_from_dxbc() allocates elements with
HeapAlloc(), but d3d11_input_layout_to_wined3d_declaration() attempts to free
them with free(). That's a regression introduced by commit
b951c37b87
. Since we're touching the code
though, we may as well use vkd3d_shader_parse_input_signature(), and get rid
of wined3d_extract_shader_input_signature_from_dxbc().
429 lines
14 KiB
C
429 lines
14 KiB
C
/*
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* Copyright 2009 Henri Verbeet 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 "d3d11_private.h"
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#include "winternl.h"
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#include <vkd3d_shader.h>
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WINE_DEFAULT_DEBUG_CHANNEL(d3d11);
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static BOOL is_vs_sysval_semantic(const struct vkd3d_shader_signature_element *e)
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{
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return !stricmp(e->semantic_name, "sv_instanceid") || !stricmp(e->semantic_name, "sv_vertexid");
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}
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static unsigned int find_input_element(const D3D11_INPUT_ELEMENT_DESC *element_descs, unsigned int element_count,
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const struct vkd3d_shader_signature_element *ise)
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{
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const D3D11_INPUT_ELEMENT_DESC *f;
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unsigned int i;
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if (ise->stream_index)
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return element_count;
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for (i = 0; i < element_count; ++i)
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{
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f = &element_descs[i];
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if (!stricmp(ise->semantic_name, f->SemanticName) && ise->semantic_index == f->SemanticIndex)
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return i;
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}
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return element_count;
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}
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static enum wined3d_input_classification wined3d_input_classification_from_d3d11(D3D11_INPUT_CLASSIFICATION slot_class)
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{
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return (enum wined3d_input_classification)slot_class;
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}
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static HRESULT d3d11_input_layout_to_wined3d_declaration(const D3D11_INPUT_ELEMENT_DESC *element_descs,
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UINT element_count, const void *shader_byte_code, SIZE_T shader_byte_code_length,
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struct wined3d_vertex_element **wined3d_elements)
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{
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const struct vkd3d_shader_code dxbc = {shader_byte_code, shader_byte_code_length};
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struct vkd3d_shader_signature_element *ise;
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const D3D11_INPUT_ELEMENT_DESC *f;
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struct vkd3d_shader_signature is;
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unsigned int i, index;
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int ret;
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if ((ret = vkd3d_shader_parse_input_signature(&dxbc, &is, NULL)) < 0)
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{
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ERR("Failed to extract input signature, ret %d.\n", ret);
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return E_FAIL;
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}
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if (!(*wined3d_elements = calloc(element_count, sizeof(**wined3d_elements))))
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{
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ERR("Failed to allocate wined3d vertex element array memory.\n");
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vkd3d_shader_free_shader_signature(&is);
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return E_OUTOFMEMORY;
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}
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for (i = 0; i < element_count; ++i)
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{
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struct wined3d_vertex_element *e = &(*wined3d_elements)[i];
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f = &element_descs[i];
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e->format = wined3dformat_from_dxgi_format(f->Format);
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e->input_slot = f->InputSlot;
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e->offset = f->AlignedByteOffset;
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e->output_slot = WINED3D_OUTPUT_SLOT_UNUSED;
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e->input_slot_class = wined3d_input_classification_from_d3d11(f->InputSlotClass);
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e->instance_data_step_rate = f->InstanceDataStepRate;
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e->method = WINED3D_DECL_METHOD_DEFAULT;
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e->usage = 0;
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e->usage_idx = 0;
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}
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ise = is.elements;
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for (i = 0; i < is.element_count; ++i)
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{
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if ((index = find_input_element(element_descs, element_count, &ise[i])) < element_count)
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{
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(*wined3d_elements)[index].output_slot = ise[i].register_index;
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}
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else if (!is_vs_sysval_semantic(&ise[i]))
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{
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WARN("Input element %s%u not found in shader signature.\n", ise[i].semantic_name, ise[i].semantic_index);
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free(*wined3d_elements);
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vkd3d_shader_free_shader_signature(&is);
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return E_INVALIDARG;
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}
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}
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vkd3d_shader_free_shader_signature(&is);
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return S_OK;
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}
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/* ID3D11InputLayout methods */
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static inline struct d3d_input_layout *impl_from_ID3D11InputLayout(ID3D11InputLayout *iface)
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{
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return CONTAINING_RECORD(iface, struct d3d_input_layout, ID3D11InputLayout_iface);
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}
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static HRESULT STDMETHODCALLTYPE d3d11_input_layout_QueryInterface(ID3D11InputLayout *iface,
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REFIID riid, void **object)
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{
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struct d3d_input_layout *layout = impl_from_ID3D11InputLayout(iface);
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
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if (IsEqualGUID(riid, &IID_ID3D11InputLayout)
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|| IsEqualGUID(riid, &IID_ID3D11DeviceChild)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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ID3D11InputLayout_AddRef(iface);
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*object = iface;
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return S_OK;
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}
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if (IsEqualGUID(riid, &IID_ID3D10InputLayout)
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|| IsEqualGUID(riid, &IID_ID3D10DeviceChild))
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{
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ID3D10InputLayout_AddRef(&layout->ID3D10InputLayout_iface);
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*object = &layout->ID3D10InputLayout_iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
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*object = NULL;
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return E_NOINTERFACE;
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}
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static ULONG STDMETHODCALLTYPE d3d11_input_layout_AddRef(ID3D11InputLayout *iface)
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{
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struct d3d_input_layout *layout = impl_from_ID3D11InputLayout(iface);
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ULONG refcount = InterlockedIncrement(&layout->refcount);
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TRACE("%p increasing refcount to %lu.\n", layout, refcount);
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if (refcount == 1)
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{
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ID3D11Device2_AddRef(layout->device);
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wined3d_vertex_declaration_incref(layout->wined3d_decl);
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}
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return refcount;
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}
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static ULONG STDMETHODCALLTYPE d3d11_input_layout_Release(ID3D11InputLayout *iface)
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{
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struct d3d_input_layout *layout = impl_from_ID3D11InputLayout(iface);
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ULONG refcount = InterlockedDecrement(&layout->refcount);
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TRACE("%p decreasing refcount to %lu.\n", layout, refcount);
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if (!refcount)
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{
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ID3D11Device2 *device = layout->device;
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wined3d_vertex_declaration_decref(layout->wined3d_decl);
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ID3D11Device2_Release(device);
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}
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return refcount;
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}
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static void STDMETHODCALLTYPE d3d11_input_layout_GetDevice(ID3D11InputLayout *iface,
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ID3D11Device **device)
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{
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struct d3d_input_layout *layout = impl_from_ID3D11InputLayout(iface);
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TRACE("iface %p, device %p.\n", iface, device);
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ID3D11Device_AddRef(*device = (ID3D11Device *)layout->device);
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}
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static HRESULT STDMETHODCALLTYPE d3d11_input_layout_GetPrivateData(ID3D11InputLayout *iface,
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REFGUID guid, UINT *data_size, void *data)
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{
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struct d3d_input_layout *layout = impl_from_ID3D11InputLayout(iface);
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TRACE("iface %p, guid %s, data_size %p, data %p.\n", iface, debugstr_guid(guid), data_size, data);
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return d3d_get_private_data(&layout->private_store, guid, data_size, data);
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}
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static HRESULT STDMETHODCALLTYPE d3d11_input_layout_SetPrivateData(ID3D11InputLayout *iface,
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REFGUID guid, UINT data_size, const void *data)
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{
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struct d3d_input_layout *layout = impl_from_ID3D11InputLayout(iface);
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TRACE("iface %p, guid %s, data_size %u, data %p.\n", iface, debugstr_guid(guid), data_size, data);
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return d3d_set_private_data(&layout->private_store, guid, data_size, data);
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}
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static HRESULT STDMETHODCALLTYPE d3d11_input_layout_SetPrivateDataInterface(ID3D11InputLayout *iface,
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REFGUID guid, const IUnknown *data)
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{
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struct d3d_input_layout *layout = impl_from_ID3D11InputLayout(iface);
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TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
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return d3d_set_private_data_interface(&layout->private_store, guid, data);
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}
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static const struct ID3D11InputLayoutVtbl d3d11_input_layout_vtbl =
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{
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/* IUnknown methods */
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d3d11_input_layout_QueryInterface,
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d3d11_input_layout_AddRef,
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d3d11_input_layout_Release,
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/* ID3D11DeviceChild methods */
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d3d11_input_layout_GetDevice,
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d3d11_input_layout_GetPrivateData,
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d3d11_input_layout_SetPrivateData,
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d3d11_input_layout_SetPrivateDataInterface,
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};
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/* ID3D10InputLayout methods */
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static inline struct d3d_input_layout *impl_from_ID3D10InputLayout(ID3D10InputLayout *iface)
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{
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return CONTAINING_RECORD(iface, struct d3d_input_layout, ID3D10InputLayout_iface);
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}
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/* IUnknown methods */
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static HRESULT STDMETHODCALLTYPE d3d10_input_layout_QueryInterface(ID3D10InputLayout *iface,
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REFIID riid, void **object)
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{
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struct d3d_input_layout *layout = impl_from_ID3D10InputLayout(iface);
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
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return d3d11_input_layout_QueryInterface(&layout->ID3D11InputLayout_iface, riid, object);
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}
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static ULONG STDMETHODCALLTYPE d3d10_input_layout_AddRef(ID3D10InputLayout *iface)
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{
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struct d3d_input_layout *layout = impl_from_ID3D10InputLayout(iface);
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TRACE("iface %p.\n", iface);
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return d3d11_input_layout_AddRef(&layout->ID3D11InputLayout_iface);
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}
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static ULONG STDMETHODCALLTYPE d3d10_input_layout_Release(ID3D10InputLayout *iface)
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{
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struct d3d_input_layout *layout = impl_from_ID3D10InputLayout(iface);
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TRACE("iface %p.\n", iface);
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return d3d11_input_layout_Release(&layout->ID3D11InputLayout_iface);
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}
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/* ID3D10DeviceChild methods */
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static void STDMETHODCALLTYPE d3d10_input_layout_GetDevice(ID3D10InputLayout *iface, ID3D10Device **device)
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{
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struct d3d_input_layout *layout = impl_from_ID3D10InputLayout(iface);
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TRACE("iface %p, device %p.\n", iface, device);
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ID3D11Device2_QueryInterface(layout->device, &IID_ID3D10Device, (void **)device);
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}
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static HRESULT STDMETHODCALLTYPE d3d10_input_layout_GetPrivateData(ID3D10InputLayout *iface,
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REFGUID guid, UINT *data_size, void *data)
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{
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struct d3d_input_layout *layout = impl_from_ID3D10InputLayout(iface);
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TRACE("iface %p, guid %s, data_size %p, data %p.\n",
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iface, debugstr_guid(guid), data_size, data);
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return d3d_get_private_data(&layout->private_store, guid, data_size, data);
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}
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static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateData(ID3D10InputLayout *iface,
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REFGUID guid, UINT data_size, const void *data)
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{
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struct d3d_input_layout *layout = impl_from_ID3D10InputLayout(iface);
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TRACE("iface %p, guid %s, data_size %u, data %p.\n",
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iface, debugstr_guid(guid), data_size, data);
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return d3d_set_private_data(&layout->private_store, guid, data_size, data);
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}
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static HRESULT STDMETHODCALLTYPE d3d10_input_layout_SetPrivateDataInterface(ID3D10InputLayout *iface,
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REFGUID guid, const IUnknown *data)
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{
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struct d3d_input_layout *layout = impl_from_ID3D10InputLayout(iface);
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TRACE("iface %p, guid %s, data %p.\n", iface, debugstr_guid(guid), data);
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return d3d_set_private_data_interface(&layout->private_store, guid, data);
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}
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static const struct ID3D10InputLayoutVtbl d3d10_input_layout_vtbl =
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{
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/* IUnknown methods */
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d3d10_input_layout_QueryInterface,
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d3d10_input_layout_AddRef,
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d3d10_input_layout_Release,
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/* ID3D10DeviceChild methods */
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d3d10_input_layout_GetDevice,
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d3d10_input_layout_GetPrivateData,
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d3d10_input_layout_SetPrivateData,
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d3d10_input_layout_SetPrivateDataInterface,
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};
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static void STDMETHODCALLTYPE d3d_input_layout_wined3d_object_destroyed(void *parent)
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{
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struct d3d_input_layout *layout = parent;
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wined3d_private_store_cleanup(&layout->private_store);
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free(parent);
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}
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static const struct wined3d_parent_ops d3d_input_layout_wined3d_parent_ops =
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{
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d3d_input_layout_wined3d_object_destroyed,
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};
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static HRESULT d3d_input_layout_init(struct d3d_input_layout *layout, struct d3d_device *device,
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const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
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const void *shader_byte_code, SIZE_T shader_byte_code_length)
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{
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struct wined3d_vertex_element *wined3d_elements;
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HRESULT hr;
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layout->ID3D11InputLayout_iface.lpVtbl = &d3d11_input_layout_vtbl;
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layout->ID3D10InputLayout_iface.lpVtbl = &d3d10_input_layout_vtbl;
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layout->refcount = 1;
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wined3d_mutex_lock();
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wined3d_private_store_init(&layout->private_store);
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if (FAILED(hr = d3d11_input_layout_to_wined3d_declaration(element_descs, element_count,
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shader_byte_code, shader_byte_code_length, &wined3d_elements)))
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{
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WARN("Failed to create wined3d vertex declaration elements, hr %#lx.\n", hr);
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wined3d_private_store_cleanup(&layout->private_store);
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wined3d_mutex_unlock();
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return hr;
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}
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hr = wined3d_vertex_declaration_create(device->wined3d_device, wined3d_elements, element_count,
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layout, &d3d_input_layout_wined3d_parent_ops, &layout->wined3d_decl);
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free(wined3d_elements);
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d vertex declaration, hr %#lx.\n", hr);
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wined3d_private_store_cleanup(&layout->private_store);
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wined3d_mutex_unlock();
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return hr;
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}
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wined3d_mutex_unlock();
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ID3D11Device2_AddRef(layout->device = &device->ID3D11Device2_iface);
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return S_OK;
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}
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HRESULT d3d_input_layout_create(struct d3d_device *device,
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const D3D11_INPUT_ELEMENT_DESC *element_descs, UINT element_count,
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const void *shader_byte_code, SIZE_T shader_byte_code_length,
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struct d3d_input_layout **layout)
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{
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struct d3d_input_layout *object;
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HRESULT hr;
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if (!element_descs) return E_INVALIDARG;
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if (!(object = calloc(1, sizeof(*object))))
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return E_OUTOFMEMORY;
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if (FAILED(hr = d3d_input_layout_init(object, device, element_descs, element_count,
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shader_byte_code, shader_byte_code_length)))
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{
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WARN("Failed to initialise input layout, hr %#lx.\n", hr);
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free(object);
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return hr;
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}
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TRACE("Created input layout %p.\n", object);
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*layout = object;
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return S_OK;
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}
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struct d3d_input_layout *unsafe_impl_from_ID3D11InputLayout(ID3D11InputLayout *iface)
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{
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if (!iface)
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return NULL;
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assert(iface->lpVtbl == &d3d11_input_layout_vtbl);
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return impl_from_ID3D11InputLayout(iface);
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}
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struct d3d_input_layout *unsafe_impl_from_ID3D10InputLayout(ID3D10InputLayout *iface)
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{
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if (!iface)
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return NULL;
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assert(iface->lpVtbl == &d3d10_input_layout_vtbl);
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return impl_from_ID3D10InputLayout(iface);
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}
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