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mirror of https://github.com/doitsujin/dxvk.git synced 2025-01-19 05:52:11 +01:00

[d3d10] Add D3D10Device stub

This commit is contained in:
Philip Rebohle 2018-08-11 16:36:54 +02:00
parent 8c1063b512
commit 1e857f6342
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
5 changed files with 1323 additions and 2 deletions

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src/d3d10/d3d10_device.cpp Normal file
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#include "d3d10_device.h"
#include "../d3d11/d3d11_device.h"
#include "../d3d11/d3d11_context_imm.h"
namespace dxvk {
D3D10Device::D3D10Device(
D3D11Device* pDevice,
D3D11ImmediateContext* pContext)
: m_device(pDevice), m_context(pContext) {
}
D3D10Device::~D3D10Device() {
}
HRESULT STDMETHODCALLTYPE D3D10Device::QueryInterface(
REFIID riid,
void** ppvObject) {
return m_device->QueryInterface(riid, ppvObject);
}
ULONG STDMETHODCALLTYPE D3D10Device::AddRef() {
// TODO implement properly
return m_device->AddRef();
}
ULONG STDMETHODCALLTYPE D3D10Device::Release() {
// TODO implement properly
return m_device->Release();
}
HRESULT STDMETHODCALLTYPE D3D10Device::GetPrivateData(
REFGUID guid,
UINT* pDataSize,
void* pData) {
// TODO implement properly
return m_device->GetPrivateData(guid, pDataSize, pData);
}
HRESULT STDMETHODCALLTYPE D3D10Device::SetPrivateData(
REFGUID guid,
UINT DataSize,
const void* pData) {
// TODO implement properly
return m_device->SetPrivateData(guid, DataSize, pData);
}
HRESULT STDMETHODCALLTYPE D3D10Device::SetPrivateDataInterface(
REFGUID guid,
const IUnknown* pData) {
// TODO implement properly
return m_device->SetPrivateDataInterface(guid, pData);
}
HRESULT STDMETHODCALLTYPE D3D10Device::GetDeviceRemovedReason() {
return m_device->GetDeviceRemovedReason();
}
HRESULT STDMETHODCALLTYPE D3D10Device::SetExceptionMode(
UINT RaiseFlags) {
return m_device->SetExceptionMode(RaiseFlags);
}
UINT STDMETHODCALLTYPE D3D10Device::GetExceptionMode() {
return m_device->GetExceptionMode();
}
D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE D3D10Device::GetFeatureLevel() {
// TODO implement properly
return D3D10_FEATURE_LEVEL1(m_device->GetFeatureLevel());
}
void STDMETHODCALLTYPE D3D10Device::ClearState() {
// TODO implement properly
m_context->ClearState();
}
void STDMETHODCALLTYPE D3D10Device::Flush() {
m_context->Flush();
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateBuffer(
const D3D10_BUFFER_DESC* pDesc,
const D3D10_SUBRESOURCE_DATA* pInitialData,
ID3D10Buffer** ppBuffer) {
Logger::err("D3D10Device::CreateBuffer: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateTexture1D(
const D3D10_TEXTURE1D_DESC* pDesc,
const D3D10_SUBRESOURCE_DATA* pInitialData,
ID3D10Texture1D** ppTexture1D) {
Logger::err("D3D10Device::CreateTexture1D: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateTexture2D(
const D3D10_TEXTURE2D_DESC* pDesc,
const D3D10_SUBRESOURCE_DATA* pInitialData,
ID3D10Texture2D** ppTexture2D) {
Logger::err("D3D10Device::CreateTexture2D: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateTexture3D(
const D3D10_TEXTURE3D_DESC* pDesc,
const D3D10_SUBRESOURCE_DATA* pInitialData,
ID3D10Texture3D** ppTexture3D) {
Logger::err("D3D10Device::CreateTexture3D: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateShaderResourceView(
ID3D10Resource* pResource,
const D3D10_SHADER_RESOURCE_VIEW_DESC* pDesc,
ID3D10ShaderResourceView** ppSRView) {
Logger::err("D3D10Device::CreateShaderResourceView: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateShaderResourceView1(
ID3D10Resource* pResource,
const D3D10_SHADER_RESOURCE_VIEW_DESC1* pDesc,
ID3D10ShaderResourceView1** ppSRView) {
Logger::err("D3D10Device::CreateShaderResourceView1: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateRenderTargetView(
ID3D10Resource* pResource,
const D3D10_RENDER_TARGET_VIEW_DESC* pDesc,
ID3D10RenderTargetView** ppRTView) {
Logger::err("D3D10Device::CreateRenderTargetView: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateDepthStencilView(
ID3D10Resource* pResource,
const D3D10_DEPTH_STENCIL_VIEW_DESC* pDesc,
ID3D10DepthStencilView** ppDepthStencilView) {
Logger::err("D3D10Device::CreateDepthStencilView: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateInputLayout(
const D3D10_INPUT_ELEMENT_DESC* pInputElementDescs,
UINT NumElements,
const void* pShaderBytecodeWithInputSignature,
SIZE_T BytecodeLength,
ID3D10InputLayout** ppInputLayout) {
Logger::err("D3D10Device::CreateInputLayout: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateVertexShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D10VertexShader** ppVertexShader) {
Logger::err("D3D10Device::CreateVertexShader: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateGeometryShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D10GeometryShader** ppGeometryShader) {
Logger::err("D3D10Device::CreateGeometryShader: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateGeometryShaderWithStreamOutput(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
const D3D10_SO_DECLARATION_ENTRY* pSODeclaration,
UINT NumEntries,
UINT OutputStreamStride,
ID3D10GeometryShader** ppGeometryShader) {
Logger::err("D3D10Device::CreateGeometryShaderWithStreamOutput: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreatePixelShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D10PixelShader** ppPixelShader) {
Logger::err("D3D10Device::CreatePixelShader: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateBlendState(
const D3D10_BLEND_DESC* pBlendStateDesc,
ID3D10BlendState** ppBlendState) {
Logger::err("D3D10Device::CreateBlendState: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateBlendState1(
const D3D10_BLEND_DESC1* pBlendStateDesc,
ID3D10BlendState1** ppBlendState) {
Logger::err("D3D10Device::CreateBlendState1: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateDepthStencilState(
const D3D10_DEPTH_STENCIL_DESC* pDepthStencilDesc,
ID3D10DepthStencilState** ppDepthStencilState) {
Logger::err("D3D10Device::CreateDepthStencilState: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateRasterizerState(
const D3D10_RASTERIZER_DESC* pRasterizerDesc,
ID3D10RasterizerState** ppRasterizerState) {
Logger::err("D3D10Device::CreateRasterizerState: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateSamplerState(
const D3D10_SAMPLER_DESC* pSamplerDesc,
ID3D10SamplerState** ppSamplerState) {
Logger::err("D3D10Device::CreateSamplerState: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateQuery(
const D3D10_QUERY_DESC* pQueryDesc,
ID3D10Query** ppQuery) {
Logger::err("D3D10Device::CreateQuery: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreatePredicate(
const D3D10_QUERY_DESC* pPredicateDesc,
ID3D10Predicate** ppPredicate) {
Logger::err("D3D10Device::CreatePredicate: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateCounter(
const D3D10_COUNTER_DESC* pCounterDesc,
ID3D10Counter** ppCounter) {
Logger::err("D3D10Device::CreateCounter: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CheckFormatSupport(
DXGI_FORMAT Format,
UINT* pFormatSupport) {
Logger::err("D3D10Device::CheckFormatSupport: Not implemented");
return E_NOTIMPL;
}
HRESULT STDMETHODCALLTYPE D3D10Device::CheckMultisampleQualityLevels(
DXGI_FORMAT Format,
UINT SampleCount,
UINT* pNumQualityLevels) {
return m_device->CheckMultisampleQualityLevels(
Format, SampleCount, pNumQualityLevels);
}
void STDMETHODCALLTYPE D3D10Device::CheckCounterInfo(
D3D10_COUNTER_INFO* pCounterInfo) {
Logger::err("D3D10Device::CheckCounterInfo: Not implemented");
}
HRESULT STDMETHODCALLTYPE D3D10Device::CheckCounter(
const D3D10_COUNTER_DESC* pDesc,
D3D10_COUNTER_TYPE* pType,
UINT* pActiveCounters,
char* name,
UINT* pNameLength,
char* units,
UINT* pUnitsLength,
char* description,
UINT* pDescriptionLength) {
Logger::err("D3D10Device::CheckCounter: Not implemented");
return E_NOTIMPL;
}
UINT STDMETHODCALLTYPE D3D10Device::GetCreationFlags() {
return m_device->GetCreationFlags();
}
HRESULT STDMETHODCALLTYPE D3D10Device::OpenSharedResource(
HANDLE hResource,
REFIID ReturnedInterface,
void** ppResource) {
InitReturnPtr(ppResource);
Logger::err("D3D10Device::OpenSharedResource: Not implemented");
return E_NOTIMPL;
}
void STDMETHODCALLTYPE D3D10Device::ClearRenderTargetView(
ID3D10RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]) {
Logger::err("D3D10Device::ClearRenderTargetView: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::ClearDepthStencilView(
ID3D10DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil) {
Logger::err("D3D10Device::ClearDepthStencilView: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::SetPredication(
ID3D10Predicate* pPredicate,
BOOL PredicateValue) {
Logger::err("D3D10Device::SetPredication: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::GetPredication(
ID3D10Predicate** ppPredicate,
BOOL* pPredicateValue) {
Logger::err("D3D10Device::GetPredication: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::CopySubresourceRegion(
ID3D10Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D10Resource* pSrcResource,
UINT SrcSubresource,
const D3D10_BOX* pSrcBox) {
Logger::err("D3D10Device::CopySubresourceRegion: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::CopyResource(
ID3D10Resource* pDstResource,
ID3D10Resource* pSrcResource) {
Logger::err("D3D10Device::CopyResource: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::UpdateSubresource(
ID3D10Resource* pDstResource,
UINT DstSubresource,
const D3D10_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch) {
Logger::err("D3D10Device::UpdateSubresource: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::GenerateMips(
ID3D10ShaderResourceView* pShaderResourceView) {
Logger::err("D3D10Device::GenerateMips: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::ResolveSubresource(
ID3D10Resource* pDstResource,
UINT DstSubresource,
ID3D10Resource* pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format) {
Logger::err("D3D10Device::ResolveSubresource: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::Draw(
UINT VertexCount,
UINT StartVertexLocation) {
m_context->Draw(VertexCount,
StartVertexLocation);
}
void STDMETHODCALLTYPE D3D10Device::DrawIndexed(
UINT IndexCount,
UINT StartIndexLocation,
INT BaseVertexLocation) {
m_context->DrawIndexed(IndexCount,
StartIndexLocation,
BaseVertexLocation);
}
void STDMETHODCALLTYPE D3D10Device::DrawInstanced(
UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation) {
m_context->DrawInstanced(
VertexCountPerInstance,
InstanceCount,
StartVertexLocation,
StartInstanceLocation);
}
void STDMETHODCALLTYPE D3D10Device::DrawIndexedInstanced(
UINT IndexCountPerInstance,
UINT InstanceCount,
UINT StartIndexLocation,
INT BaseVertexLocation,
UINT StartInstanceLocation) {
m_context->DrawIndexedInstanced(
IndexCountPerInstance,
InstanceCount,
StartIndexLocation,
BaseVertexLocation,
StartInstanceLocation);
}
void STDMETHODCALLTYPE D3D10Device::DrawAuto() {
m_context->DrawAuto();
}
void STDMETHODCALLTYPE D3D10Device::IASetInputLayout(
ID3D10InputLayout* pInputLayout) {
Logger::err("D3D10Device::IASetInputLayout: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::IASetPrimitiveTopology(
D3D10_PRIMITIVE_TOPOLOGY Topology) {
Logger::err("D3D10Device::IASetPrimitiveTopology: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::IASetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets) {
Logger::err("D3D10Device::IASetVertexBuffers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::IASetIndexBuffer(
ID3D10Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset) {
Logger::err("D3D10Device::IASetIndexBuffer: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::IAGetInputLayout(
ID3D10InputLayout** ppInputLayout) {
Logger::err("D3D10Device::IAGetInputLayout: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::IAGetPrimitiveTopology(
D3D10_PRIMITIVE_TOPOLOGY* pTopology) {
Logger::err("D3D10Device::IAGetPrimitiveTopology: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::IAGetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets) {
Logger::err("D3D10Device::IAGetVertexBuffers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::IAGetIndexBuffer(
ID3D10Buffer** pIndexBuffer,
DXGI_FORMAT* Format,
UINT* Offset) {
Logger::err("D3D10Device::IAGetIndexBuffer: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::VSSetShader(
ID3D10VertexShader* pVertexShader) {
Logger::err("D3D10Device::VSSetShader: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::VSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer* const* ppConstantBuffers) {
Logger::err("D3D10Device::VSSetConstantBuffers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::VSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D10ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D10Device::VSSetShaderResources: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::VSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D10SamplerState* const* ppSamplers) {
Logger::err("D3D10Device::VSSetSamplers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::VSGetShader(
ID3D10VertexShader** ppVertexShader) {
Logger::err("D3D10Device::VSGetShader: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::VSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer** ppConstantBuffers) {
Logger::err("D3D10Device::VSGetConstantBuffers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::VSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D10ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D10Device::VSGetShaderResources: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::VSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D10SamplerState** ppSamplers) {
Logger::err("D3D10Device::VSGetSamplers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::GSSetShader(
ID3D10GeometryShader* pShader) {
Logger::err("D3D10Device::GSSetShader: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::GSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer* const* ppConstantBuffers) {
Logger::err("D3D10Device::GSSetConstantBuffers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::GSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D10ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D10Device::GSSetShaderResources: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::GSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D10SamplerState* const* ppSamplers) {
Logger::err("D3D10Device::GSSetSamplers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::GSGetShader(
ID3D10GeometryShader** ppGeometryShader) {
Logger::err("D3D10Device::GSGetShader: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::GSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer** ppConstantBuffers) {
Logger::err("D3D10Device::GSGetConstantBuffers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::GSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D10ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D10Device::GSGetShaderResources: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::GSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D10SamplerState** ppSamplers) {
Logger::err("D3D10Device::GSGetSamplers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::PSSetShader(
ID3D10PixelShader* pPixelShader) {
Logger::err("D3D10Device::PSSetShader: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::PSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer* const* ppConstantBuffers) {
Logger::err("D3D10Device::PSSetConstantBuffers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::PSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D10ShaderResourceView* const* ppShaderResourceViews) {
Logger::err("D3D10Device::PSSetConstantBuffers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::PSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D10SamplerState* const* ppSamplers) {
Logger::err("D3D10Device::PSSetSamplers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::PSGetShader(
ID3D10PixelShader** ppPixelShader) {
Logger::err("D3D10Device::PSGetShader: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::PSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer** ppConstantBuffers) {
Logger::err("D3D10Device::PSGetConstantBuffers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::PSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D10ShaderResourceView** ppShaderResourceViews) {
Logger::err("D3D10Device::PSGetShaderResources: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::PSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D10SamplerState** ppSamplers) {
Logger::err("D3D10Device::PSGetSamplers: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::OMSetRenderTargets(
UINT NumViews,
ID3D10RenderTargetView* const* ppRenderTargetViews,
ID3D10DepthStencilView* pDepthStencilView) {
Logger::err("D3D10Device::OMSetRenderTargets: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::OMSetBlendState(
ID3D10BlendState* pBlendState,
const FLOAT BlendFactor[4],
UINT SampleMask) {
Logger::err("D3D10Device::OMSetBlendState: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::OMSetDepthStencilState(
ID3D10DepthStencilState* pDepthStencilState,
UINT StencilRef) {
Logger::err("D3D10Device::OMSetDepthStencilState: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::OMGetRenderTargets(
UINT NumViews,
ID3D10RenderTargetView** ppRenderTargetViews,
ID3D10DepthStencilView** ppDepthStencilView) {
Logger::err("D3D10Device::OMGetRenderTargets: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::OMGetBlendState(
ID3D10BlendState** ppBlendState,
FLOAT BlendFactor[4],
UINT* pSampleMask) {
Logger::err("D3D10Device::OMGetBlendState: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::OMGetDepthStencilState(
ID3D10DepthStencilState** ppDepthStencilState,
UINT* pStencilRef) {
Logger::err("D3D10Device::OMGetDepthStencilState: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::RSSetState(
ID3D10RasterizerState* pRasterizerState) {
Logger::err("D3D10Device::RSSetState: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::RSSetViewports(
UINT NumViewports,
const D3D10_VIEWPORT* pViewports) {
Logger::err("D3D10Device::RSSetViewports: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::RSSetScissorRects(
UINT NumRects,
const D3D10_RECT* pRects) {
Logger::err("D3D10Device::RSSetScissorRects: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::RSGetState(
ID3D10RasterizerState** ppRasterizerState) {
Logger::err("D3D10Device::RSGetState: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::RSGetViewports(
UINT* NumViewports,
D3D10_VIEWPORT* pViewports) {
Logger::err("D3D10Device::RSGetViewports: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::RSGetScissorRects(
UINT* NumRects,
D3D10_RECT* pRects) {
Logger::err("D3D10Device::RSGetScissorRects: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::SOSetTargets(
UINT NumBuffers,
ID3D10Buffer* const* ppSOTargets,
const UINT* pOffsets) {
Logger::err("D3D10Device::SOSetTargets: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::SOGetTargets(
UINT NumBuffers,
ID3D10Buffer** ppSOTargets,
UINT* pOffsets) {
Logger::err("D3D10Device::SOGetTargets: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::SetTextFilterSize(
UINT Width,
UINT Height) {
Logger::err("D3D10Device::SetTextFilterSize: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::GetTextFilterSize(
UINT* pWidth,
UINT* pHeight) {
Logger::err("D3D10Device::GetTextFilterSize: Not implemented");
}
}

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src/d3d10/d3d10_device.h Normal file
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#pragma once
#include "d3d10_include.h"
namespace dxvk {
class D3D11Device;
class D3D11ImmediateContext;
class D3D10Device final : public ID3D10Device1 {
public:
D3D10Device(
D3D11Device* pDevice,
D3D11ImmediateContext* pContext);
~D3D10Device();
HRESULT STDMETHODCALLTYPE QueryInterface(
REFIID riid,
void** ppvObject);
ULONG STDMETHODCALLTYPE AddRef();
ULONG STDMETHODCALLTYPE Release();
HRESULT STDMETHODCALLTYPE GetPrivateData(
REFGUID guid,
UINT* pDataSize,
void* pData);
HRESULT STDMETHODCALLTYPE SetPrivateData(
REFGUID guid,
UINT DataSize,
const void* pData);
HRESULT STDMETHODCALLTYPE SetPrivateDataInterface(
REFGUID guid,
const IUnknown* pData);
HRESULT STDMETHODCALLTYPE GetDeviceRemovedReason();
HRESULT STDMETHODCALLTYPE SetExceptionMode(
UINT RaiseFlags);
UINT STDMETHODCALLTYPE GetExceptionMode();
D3D10_FEATURE_LEVEL1 STDMETHODCALLTYPE GetFeatureLevel();
void STDMETHODCALLTYPE ClearState();
void STDMETHODCALLTYPE Flush();
HRESULT STDMETHODCALLTYPE CreateBuffer(
const D3D10_BUFFER_DESC* pDesc,
const D3D10_SUBRESOURCE_DATA* pInitialData,
ID3D10Buffer** ppBuffer);
HRESULT STDMETHODCALLTYPE CreateTexture1D(
const D3D10_TEXTURE1D_DESC* pDesc,
const D3D10_SUBRESOURCE_DATA* pInitialData,
ID3D10Texture1D** ppTexture1D);
HRESULT STDMETHODCALLTYPE CreateTexture2D(
const D3D10_TEXTURE2D_DESC* pDesc,
const D3D10_SUBRESOURCE_DATA* pInitialData,
ID3D10Texture2D** ppTexture2D);
HRESULT STDMETHODCALLTYPE CreateTexture3D(
const D3D10_TEXTURE3D_DESC* pDesc,
const D3D10_SUBRESOURCE_DATA* pInitialData,
ID3D10Texture3D** ppTexture3D);
HRESULT STDMETHODCALLTYPE CreateShaderResourceView(
ID3D10Resource* pResource,
const D3D10_SHADER_RESOURCE_VIEW_DESC* pDesc,
ID3D10ShaderResourceView** ppSRView);
HRESULT STDMETHODCALLTYPE CreateShaderResourceView1(
ID3D10Resource* pResource,
const D3D10_SHADER_RESOURCE_VIEW_DESC1* pDesc,
ID3D10ShaderResourceView1** ppSRView);
HRESULT STDMETHODCALLTYPE CreateRenderTargetView(
ID3D10Resource* pResource,
const D3D10_RENDER_TARGET_VIEW_DESC* pDesc,
ID3D10RenderTargetView** ppRTView);
HRESULT STDMETHODCALLTYPE CreateDepthStencilView(
ID3D10Resource* pResource,
const D3D10_DEPTH_STENCIL_VIEW_DESC* pDesc,
ID3D10DepthStencilView** ppDepthStencilView);
HRESULT STDMETHODCALLTYPE CreateInputLayout(
const D3D10_INPUT_ELEMENT_DESC* pInputElementDescs,
UINT NumElements,
const void* pShaderBytecodeWithInputSignature,
SIZE_T BytecodeLength,
ID3D10InputLayout** ppInputLayout);
HRESULT STDMETHODCALLTYPE CreateVertexShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D10VertexShader** ppVertexShader);
HRESULT STDMETHODCALLTYPE CreateGeometryShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D10GeometryShader** ppGeometryShader);
HRESULT STDMETHODCALLTYPE CreateGeometryShaderWithStreamOutput(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
const D3D10_SO_DECLARATION_ENTRY* pSODeclaration,
UINT NumEntries,
UINT OutputStreamStride,
ID3D10GeometryShader** ppGeometryShader);
HRESULT STDMETHODCALLTYPE CreatePixelShader(
const void* pShaderBytecode,
SIZE_T BytecodeLength,
ID3D10PixelShader** ppPixelShader);
HRESULT STDMETHODCALLTYPE CreateBlendState(
const D3D10_BLEND_DESC* pBlendStateDesc,
ID3D10BlendState** ppBlendState);
HRESULT STDMETHODCALLTYPE CreateBlendState1(
const D3D10_BLEND_DESC1* pBlendStateDesc,
ID3D10BlendState1** ppBlendState);
HRESULT STDMETHODCALLTYPE CreateDepthStencilState(
const D3D10_DEPTH_STENCIL_DESC* pDepthStencilDesc,
ID3D10DepthStencilState** ppDepthStencilState);
HRESULT STDMETHODCALLTYPE CreateRasterizerState(
const D3D10_RASTERIZER_DESC* pRasterizerDesc,
ID3D10RasterizerState** ppRasterizerState);
HRESULT STDMETHODCALLTYPE CreateSamplerState(
const D3D10_SAMPLER_DESC* pSamplerDesc,
ID3D10SamplerState** ppSamplerState);
HRESULT STDMETHODCALLTYPE CreateQuery(
const D3D10_QUERY_DESC* pQueryDesc,
ID3D10Query** ppQuery);
HRESULT STDMETHODCALLTYPE CreatePredicate(
const D3D10_QUERY_DESC* pPredicateDesc,
ID3D10Predicate** ppPredicate);
HRESULT STDMETHODCALLTYPE CreateCounter(
const D3D10_COUNTER_DESC* pCounterDesc,
ID3D10Counter** ppCounter);
HRESULT STDMETHODCALLTYPE CheckFormatSupport(
DXGI_FORMAT Format,
UINT* pFormatSupport);
HRESULT STDMETHODCALLTYPE CheckMultisampleQualityLevels(
DXGI_FORMAT Format,
UINT SampleCount,
UINT* pNumQualityLevels);
void STDMETHODCALLTYPE CheckCounterInfo(
D3D10_COUNTER_INFO* pCounterInfo);
HRESULT STDMETHODCALLTYPE CheckCounter(
const D3D10_COUNTER_DESC* pDesc,
D3D10_COUNTER_TYPE* pType,
UINT* pActiveCounters,
char* name,
UINT* pNameLength,
char* units,
UINT* pUnitsLength,
char* description,
UINT* pDescriptionLength);
UINT STDMETHODCALLTYPE GetCreationFlags();
HRESULT STDMETHODCALLTYPE OpenSharedResource(
HANDLE hResource,
REFIID ReturnedInterface,
void** ppResource);
void STDMETHODCALLTYPE ClearRenderTargetView(
ID3D10RenderTargetView* pRenderTargetView,
const FLOAT ColorRGBA[4]);
void STDMETHODCALLTYPE ClearDepthStencilView(
ID3D10DepthStencilView* pDepthStencilView,
UINT ClearFlags,
FLOAT Depth,
UINT8 Stencil);
void STDMETHODCALLTYPE SetPredication(
ID3D10Predicate* pPredicate,
BOOL PredicateValue);
void STDMETHODCALLTYPE GetPredication(
ID3D10Predicate** ppPredicate,
BOOL* pPredicateValue);
void STDMETHODCALLTYPE CopySubresourceRegion(
ID3D10Resource* pDstResource,
UINT DstSubresource,
UINT DstX,
UINT DstY,
UINT DstZ,
ID3D10Resource* pSrcResource,
UINT SrcSubresource,
const D3D10_BOX* pSrcBox);
void STDMETHODCALLTYPE CopyResource(
ID3D10Resource* pDstResource,
ID3D10Resource* pSrcResource);
void STDMETHODCALLTYPE UpdateSubresource(
ID3D10Resource* pDstResource,
UINT DstSubresource,
const D3D10_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch);
void STDMETHODCALLTYPE GenerateMips(
ID3D10ShaderResourceView* pShaderResourceView);
void STDMETHODCALLTYPE ResolveSubresource(
ID3D10Resource* pDstResource,
UINT DstSubresource,
ID3D10Resource* pSrcResource,
UINT SrcSubresource,
DXGI_FORMAT Format);
void STDMETHODCALLTYPE Draw(
UINT VertexCount,
UINT StartVertexLocation);
void STDMETHODCALLTYPE DrawIndexed(
UINT IndexCount,
UINT StartIndexLocation,
INT BaseVertexLocation);
void STDMETHODCALLTYPE DrawInstanced(
UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation);
void STDMETHODCALLTYPE DrawIndexedInstanced(
UINT IndexCountPerInstance,
UINT InstanceCount,
UINT StartIndexLocation,
INT BaseVertexLocation,
UINT StartInstanceLocation);
void STDMETHODCALLTYPE DrawAuto();
void STDMETHODCALLTYPE IASetInputLayout(
ID3D10InputLayout* pInputLayout);
void STDMETHODCALLTYPE IASetPrimitiveTopology(
D3D10_PRIMITIVE_TOPOLOGY Topology);
void STDMETHODCALLTYPE IASetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets);
void STDMETHODCALLTYPE IASetIndexBuffer(
ID3D10Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset);
void STDMETHODCALLTYPE IAGetInputLayout(
ID3D10InputLayout** ppInputLayout);
void STDMETHODCALLTYPE IAGetPrimitiveTopology(
D3D10_PRIMITIVE_TOPOLOGY* pTopology);
void STDMETHODCALLTYPE IAGetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets);
void STDMETHODCALLTYPE IAGetIndexBuffer(
ID3D10Buffer** pIndexBuffer,
DXGI_FORMAT* Format,
UINT* Offset);
void STDMETHODCALLTYPE VSSetShader(
ID3D10VertexShader* pVertexShader);
void STDMETHODCALLTYPE VSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE VSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D10ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE VSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D10SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE VSGetShader(
ID3D10VertexShader** ppVertexShader);
void STDMETHODCALLTYPE VSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE VSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D10ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE VSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D10SamplerState** ppSamplers);
void STDMETHODCALLTYPE GSSetShader(
ID3D10GeometryShader* pShader);
void STDMETHODCALLTYPE GSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE GSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D10ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE GSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D10SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE GSGetShader(
ID3D10GeometryShader** ppGeometryShader);
void STDMETHODCALLTYPE GSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE GSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D10ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE GSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D10SamplerState** ppSamplers);
void STDMETHODCALLTYPE PSSetShader(
ID3D10PixelShader* pPixelShader);
void STDMETHODCALLTYPE PSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer* const* ppConstantBuffers);
void STDMETHODCALLTYPE PSSetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D10ShaderResourceView* const* ppShaderResourceViews);
void STDMETHODCALLTYPE PSSetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D10SamplerState* const* ppSamplers);
void STDMETHODCALLTYPE PSGetShader(
ID3D10PixelShader** ppPixelShader);
void STDMETHODCALLTYPE PSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer** ppConstantBuffers);
void STDMETHODCALLTYPE PSGetShaderResources(
UINT StartSlot,
UINT NumViews,
ID3D10ShaderResourceView** ppShaderResourceViews);
void STDMETHODCALLTYPE PSGetSamplers(
UINT StartSlot,
UINT NumSamplers,
ID3D10SamplerState** ppSamplers);
void STDMETHODCALLTYPE OMSetRenderTargets(
UINT NumViews,
ID3D10RenderTargetView* const* ppRenderTargetViews,
ID3D10DepthStencilView* pDepthStencilView);
void STDMETHODCALLTYPE OMSetBlendState(
ID3D10BlendState* pBlendState,
const FLOAT BlendFactor[4],
UINT SampleMask);
void STDMETHODCALLTYPE OMSetDepthStencilState(
ID3D10DepthStencilState* pDepthStencilState,
UINT StencilRef);
void STDMETHODCALLTYPE OMGetRenderTargets(
UINT NumViews,
ID3D10RenderTargetView** ppRenderTargetViews,
ID3D10DepthStencilView** ppDepthStencilView);
void STDMETHODCALLTYPE OMGetBlendState(
ID3D10BlendState** ppBlendState,
FLOAT BlendFactor[4],
UINT* pSampleMask);
void STDMETHODCALLTYPE OMGetDepthStencilState(
ID3D10DepthStencilState** ppDepthStencilState,
UINT* pStencilRef);
void STDMETHODCALLTYPE RSSetState(
ID3D10RasterizerState* pRasterizerState);
void STDMETHODCALLTYPE RSSetViewports(
UINT NumViewports,
const D3D10_VIEWPORT* pViewports);
void STDMETHODCALLTYPE RSSetScissorRects(
UINT NumRects,
const D3D10_RECT* pRects);
void STDMETHODCALLTYPE RSGetState(
ID3D10RasterizerState** ppRasterizerState);
void STDMETHODCALLTYPE RSGetViewports(
UINT* NumViewports,
D3D10_VIEWPORT* pViewports);
void STDMETHODCALLTYPE RSGetScissorRects(
UINT* NumRects,
D3D10_RECT* pRects);
void STDMETHODCALLTYPE SOSetTargets(
UINT NumBuffers,
ID3D10Buffer* const* ppSOTargets,
const UINT* pOffsets);
void STDMETHODCALLTYPE SOGetTargets(
UINT NumBuffers,
ID3D10Buffer** ppSOTargets,
UINT* pOffsets);
void STDMETHODCALLTYPE SetTextFilterSize(
UINT Width,
UINT Height);
void STDMETHODCALLTYPE GetTextFilterSize(
UINT* pWidth,
UINT* pHeight);
private:
D3D11Device* m_device;
D3D11ImmediateContext* m_context;
};
}

View File

@ -55,6 +55,12 @@ namespace dxvk {
return S_OK; return S_OK;
} }
if (riid == __uuidof(ID3D10Device)
|| riid == __uuidof(ID3D10Device1)) {
*ppvObject = ref(m_d3d11Device->GetD3D10Interface());
return S_OK;
}
if (riid == __uuidof(ID3D11Device) if (riid == __uuidof(ID3D11Device)
|| riid == __uuidof(ID3D11Device1)) { || riid == __uuidof(ID3D11Device1)) {
*ppvObject = ref(m_d3d11Device); *ppvObject = ref(m_d3d11Device);
@ -108,11 +114,13 @@ namespace dxvk {
m_initializer = new D3D11Initializer(m_dxvkDevice); m_initializer = new D3D11Initializer(m_dxvkDevice);
m_uavCounters = new D3D11UavCounterAllocator(this); m_uavCounters = new D3D11UavCounterAllocator(this);
m_context = new D3D11ImmediateContext(this, m_dxvkDevice); m_context = new D3D11ImmediateContext(this, m_dxvkDevice);
m_d3d10Device = new D3D10Device(this, m_context);
} }
D3D11Device::~D3D11Device() { D3D11Device::~D3D11Device() {
delete m_d3d10Device;
delete m_context; delete m_context;
delete m_uavCounters; delete m_uavCounters;
delete m_initializer; delete m_initializer;

View File

@ -7,6 +7,8 @@
#include "../dxgi/dxgi_object.h" #include "../dxgi/dxgi_object.h"
#include "../d3d10/d3d10_device.h"
#include "../util/com/com_private_data.h" #include "../util/com/com_private_data.h"
#include "d3d11_initializer.h" #include "d3d11_initializer.h"
@ -340,6 +342,10 @@ namespace dxvk {
const D3D11Options* GetOptions() const { const D3D11Options* GetOptions() const {
return &m_d3d11Options; return &m_d3d11Options;
} }
D3D10Device* GetD3D10Interface() const {
return m_d3d10Device;
}
static bool CheckFeatureLevelSupport( static bool CheckFeatureLevelSupport(
const Rc<DxvkAdapter>& adapter, const Rc<DxvkAdapter>& adapter,
@ -366,6 +372,7 @@ namespace dxvk {
D3D11Initializer* m_initializer = nullptr; D3D11Initializer* m_initializer = nullptr;
D3D11UavCounterAllocator* m_uavCounters = nullptr; D3D11UavCounterAllocator* m_uavCounters = nullptr;
D3D11ImmediateContext* m_context = nullptr; D3D11ImmediateContext* m_context = nullptr;
D3D10Device* m_d3d10Device = nullptr;
D3D11StateObjectSet<D3D11BlendState> m_bsStateObjects; D3D11StateObjectSet<D3D11BlendState> m_bsStateObjects;
D3D11StateObjectSet<D3D11DepthStencilState> m_dsStateObjects; D3D11StateObjectSet<D3D11DepthStencilState> m_dsStateObjects;

View File

@ -1,3 +1,7 @@
d3d10_src = [
'../d3d10/d3d10_device.cpp',
]
d3d11_src = [ d3d11_src = [
'd3d11_annotation.cpp', 'd3d11_annotation.cpp',
'd3d11_blend.cpp', 'd3d11_blend.cpp',
@ -31,7 +35,7 @@ d3d11_src = [
'd3d11_view_uav.cpp', 'd3d11_view_uav.cpp',
] ]
d3d11_dll = shared_library('d3d11'+dll_ext, d3d11_src, d3d11_dll = shared_library('d3d11'+dll_ext, d3d11_src + d3d10_src,
name_prefix : '', name_prefix : '',
link_with : [ util_lib ], link_with : [ util_lib ],
dependencies : [ lib_dxgi, dxbc_dep, dxvk_dep ], dependencies : [ lib_dxgi, dxbc_dep, dxvk_dep ],