dxvk/src/d3d10/d3d10_device.cpp

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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() {
return m_device->AddRef();
}
ULONG STDMETHODCALLTYPE D3D10Device::Release() {
return m_device->Release();
}
HRESULT STDMETHODCALLTYPE D3D10Device::GetPrivateData(
REFGUID guid,
UINT* pDataSize,
void* pData) {
return m_device->GetPrivateData(guid, pDataSize, pData);
}
HRESULT STDMETHODCALLTYPE D3D10Device::SetPrivateData(
REFGUID guid,
UINT DataSize,
const void* pData) {
return m_device->SetPrivateData(guid, DataSize, pData);
}
HRESULT STDMETHODCALLTYPE D3D10Device::SetPrivateDataInterface(
REFGUID guid,
const IUnknown* pData) {
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() {
return D3D10_FEATURE_LEVEL1(m_device->GetFeatureLevel());
}
void STDMETHODCALLTYPE D3D10Device::ClearState() {
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) {
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InitReturnPtr(ppBuffer);
D3D11_BUFFER_DESC d3d11Desc;
d3d11Desc.ByteWidth = pDesc->ByteWidth;
d3d11Desc.Usage = D3D11_USAGE(pDesc->Usage);
d3d11Desc.BindFlags = pDesc->BindFlags;
d3d11Desc.CPUAccessFlags = pDesc->CPUAccessFlags;
d3d11Desc.MiscFlags = ConvertD3D10ResourceFlags(pDesc->MiscFlags);
d3d11Desc.StructureByteStride = 0;
ID3D11Buffer* d3d11Buffer = nullptr;
HRESULT hr = m_device->CreateBuffer(&d3d11Desc,
reinterpret_cast<const D3D11_SUBRESOURCE_DATA*>(pInitialData),
ppBuffer != nullptr ? &d3d11Buffer : nullptr);
if (FAILED(hr))
return hr;
if (ppBuffer != nullptr) {
*ppBuffer = static_cast<D3D11Buffer*>(d3d11Buffer)->GetD3D10Iface();
return S_OK;
} return S_FALSE;
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}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateTexture1D(
const D3D10_TEXTURE1D_DESC* pDesc,
const D3D10_SUBRESOURCE_DATA* pInitialData,
ID3D10Texture1D** ppTexture1D) {
InitReturnPtr(ppTexture1D);
D3D11_TEXTURE1D_DESC d3d11Desc;
d3d11Desc.Width = pDesc->Width;
d3d11Desc.MipLevels = pDesc->MipLevels;
d3d11Desc.ArraySize = pDesc->ArraySize;
d3d11Desc.Format = pDesc->Format;
d3d11Desc.Usage = D3D11_USAGE(pDesc->Usage);
d3d11Desc.BindFlags = pDesc->BindFlags;
d3d11Desc.CPUAccessFlags = pDesc->CPUAccessFlags;
d3d11Desc.MiscFlags = ConvertD3D10ResourceFlags(pDesc->MiscFlags);
ID3D11Texture1D* d3d11Texture1D = nullptr;
HRESULT hr = m_device->CreateTexture1D(&d3d11Desc,
reinterpret_cast<const D3D11_SUBRESOURCE_DATA*>(pInitialData),
ppTexture1D != nullptr ? &d3d11Texture1D : nullptr);
if (FAILED(hr))
return hr;
if (ppTexture1D != nullptr) {
*ppTexture1D = static_cast<D3D11Texture1D*>(d3d11Texture1D)->GetD3D10Iface();
return S_OK;
} return S_FALSE;
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}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateTexture2D(
const D3D10_TEXTURE2D_DESC* pDesc,
const D3D10_SUBRESOURCE_DATA* pInitialData,
ID3D10Texture2D** ppTexture2D) {
InitReturnPtr(ppTexture2D);
D3D11_TEXTURE2D_DESC d3d11Desc;
d3d11Desc.Width = pDesc->Width;
d3d11Desc.Height = pDesc->Height;
d3d11Desc.MipLevels = pDesc->MipLevels;
d3d11Desc.ArraySize = pDesc->ArraySize;
d3d11Desc.Format = pDesc->Format;
d3d11Desc.SampleDesc = pDesc->SampleDesc;
d3d11Desc.Usage = D3D11_USAGE(pDesc->Usage);
d3d11Desc.BindFlags = pDesc->BindFlags;
d3d11Desc.CPUAccessFlags = pDesc->CPUAccessFlags;
d3d11Desc.MiscFlags = ConvertD3D10ResourceFlags(pDesc->MiscFlags);
ID3D11Texture2D* d3d11Texture2D = nullptr;
HRESULT hr = m_device->CreateTexture2D(&d3d11Desc,
reinterpret_cast<const D3D11_SUBRESOURCE_DATA*>(pInitialData),
ppTexture2D != nullptr ? &d3d11Texture2D : nullptr);
if (FAILED(hr))
return hr;
if (ppTexture2D != nullptr) {
*ppTexture2D = static_cast<D3D11Texture2D*>(d3d11Texture2D)->GetD3D10Iface();
return S_OK;
} return S_FALSE;
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}
HRESULT STDMETHODCALLTYPE D3D10Device::CreateTexture3D(
const D3D10_TEXTURE3D_DESC* pDesc,
const D3D10_SUBRESOURCE_DATA* pInitialData,
ID3D10Texture3D** ppTexture3D) {
InitReturnPtr(ppTexture3D);
D3D11_TEXTURE3D_DESC d3d11Desc;
d3d11Desc.Width = pDesc->Width;
d3d11Desc.Height = pDesc->Height;
d3d11Desc.Depth = pDesc->Depth;
d3d11Desc.MipLevels = pDesc->MipLevels;
d3d11Desc.Format = pDesc->Format;
d3d11Desc.Usage = D3D11_USAGE(pDesc->Usage);
d3d11Desc.BindFlags = pDesc->BindFlags;
d3d11Desc.CPUAccessFlags = pDesc->CPUAccessFlags;
d3d11Desc.MiscFlags = ConvertD3D10ResourceFlags(pDesc->MiscFlags);
ID3D11Texture3D* d3d11Texture3D = nullptr;
HRESULT hr = m_device->CreateTexture3D(&d3d11Desc,
reinterpret_cast<const D3D11_SUBRESOURCE_DATA*>(pInitialData),
ppTexture3D != nullptr ? &d3d11Texture3D : nullptr);
if (FAILED(hr))
return hr;
if (ppTexture3D != nullptr) {
*ppTexture3D = static_cast<D3D11Texture3D*>(d3d11Texture3D)->GetD3D10Iface();
return S_OK;
} return S_FALSE;
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}
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) {
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InitReturnPtr(ppInputLayout);
static_assert(sizeof(D3D10_INPUT_ELEMENT_DESC) ==
sizeof(D3D11_INPUT_ELEMENT_DESC));
ID3D11InputLayout* d3d11InputLayout = nullptr;
HRESULT hr = m_device->CreateInputLayout(
reinterpret_cast<const D3D11_INPUT_ELEMENT_DESC*>(pInputElementDescs),
NumElements, pShaderBytecodeWithInputSignature, BytecodeLength,
ppInputLayout ? &d3d11InputLayout : nullptr);
if (FAILED(hr))
return hr;
if (ppInputLayout) {
*ppInputLayout = static_cast<D3D11InputLayout*>(d3d11InputLayout)->GetD3D10Iface();
return S_OK;
} return S_FALSE;
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}
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) {
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InitReturnPtr(ppSamplerState);
D3D11_SAMPLER_DESC d3d11Desc;
d3d11Desc.Filter = D3D11_FILTER(pSamplerDesc->Filter);
d3d11Desc.AddressU = D3D11_TEXTURE_ADDRESS_MODE(pSamplerDesc->AddressU);
d3d11Desc.AddressV = D3D11_TEXTURE_ADDRESS_MODE(pSamplerDesc->AddressV);
d3d11Desc.AddressW = D3D11_TEXTURE_ADDRESS_MODE(pSamplerDesc->AddressW);
d3d11Desc.MipLODBias = pSamplerDesc->MipLODBias;
d3d11Desc.MaxAnisotropy = pSamplerDesc->MaxAnisotropy;
d3d11Desc.ComparisonFunc = D3D11_COMPARISON_FUNC(pSamplerDesc->ComparisonFunc);
d3d11Desc.MinLOD = pSamplerDesc->MinLOD;
d3d11Desc.MaxLOD = pSamplerDesc->MaxLOD;
for (uint32_t i = 0; i < 4; i++)
d3d11Desc.BorderColor[i] = pSamplerDesc->BorderColor[i];
ID3D11SamplerState* d3d11SamplerState = nullptr;
HRESULT hr = m_device->CreateSamplerState(&d3d11Desc,
ppSamplerState ? &d3d11SamplerState : nullptr);
if (FAILED(hr))
return hr;
if (ppSamplerState) {
*ppSamplerState = static_cast<D3D11SamplerState*>(d3d11SamplerState)->GetD3D10Iface();
return S_OK;
} return S_FALSE;
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}
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) {
Com<ID3D11Resource> d3d11DstResource;
Com<ID3D11Resource> d3d11SrcResource;
GetD3D11Resource(pDstResource, &d3d11DstResource);
GetD3D11Resource(pSrcResource, &d3d11SrcResource);
m_context->CopySubresourceRegion(
d3d11DstResource.ptr(), DstSubresource, DstX, DstY, DstZ,
d3d11SrcResource.ptr(), SrcSubresource,
reinterpret_cast<const D3D11_BOX*>(pSrcBox));
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}
void STDMETHODCALLTYPE D3D10Device::CopyResource(
ID3D10Resource* pDstResource,
ID3D10Resource* pSrcResource) {
Com<ID3D11Resource> d3d11DstResource;
Com<ID3D11Resource> d3d11SrcResource;
GetD3D11Resource(pDstResource, &d3d11DstResource);
GetD3D11Resource(pSrcResource, &d3d11SrcResource);
m_context->CopyResource(
d3d11DstResource.ptr(),
d3d11SrcResource.ptr());
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}
void STDMETHODCALLTYPE D3D10Device::UpdateSubresource(
ID3D10Resource* pDstResource,
UINT DstSubresource,
const D3D10_BOX* pDstBox,
const void* pSrcData,
UINT SrcRowPitch,
UINT SrcDepthPitch) {
Com<ID3D11Resource> d3d11DstResource;
GetD3D11Resource(pDstResource, &d3d11DstResource);
m_context->UpdateSubresource(
d3d11DstResource.ptr(), DstSubresource,
reinterpret_cast<const D3D11_BOX*>(pDstBox),
pSrcData, SrcRowPitch, SrcDepthPitch);
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}
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) {
Com<ID3D11Resource> d3d11DstResource;
Com<ID3D11Resource> d3d11SrcResource;
GetD3D11Resource(pDstResource, &d3d11DstResource);
GetD3D11Resource(pSrcResource, &d3d11SrcResource);
m_context->ResolveSubresource(
d3d11DstResource.ptr(), DstSubresource,
d3d11SrcResource.ptr(), SrcSubresource,
Format);
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}
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) {
D3D10InputLayout* d3d10InputLayout = static_cast<D3D10InputLayout*>(pInputLayout);
D3D11InputLayout* d3d11InputLayout = d3d10InputLayout ? d3d10InputLayout->GetD3D11Iface() : nullptr;
m_context->IASetInputLayout(d3d11InputLayout);
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}
void STDMETHODCALLTYPE D3D10Device::IASetPrimitiveTopology(
D3D10_PRIMITIVE_TOPOLOGY Topology) {
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY(Topology));
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}
void STDMETHODCALLTYPE D3D10Device::IASetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer* const* ppVertexBuffers,
const UINT* pStrides,
const UINT* pOffsets) {
ID3D11Buffer* d3d11Buffers[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
for (uint32_t i = 0; i < NumBuffers; i++) {
d3d11Buffers[i] = ppVertexBuffers[i]
? static_cast<D3D10Buffer*>(ppVertexBuffers[i])->GetD3D11Iface()
: nullptr;
}
m_context->IASetVertexBuffers(
StartSlot, NumBuffers, d3d11Buffers,
pStrides, pOffsets);
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}
void STDMETHODCALLTYPE D3D10Device::IASetIndexBuffer(
ID3D10Buffer* pIndexBuffer,
DXGI_FORMAT Format,
UINT Offset) {
D3D10Buffer* d3d10Buffer = static_cast<D3D10Buffer*>(pIndexBuffer);
D3D11Buffer* d3d11Buffer = d3d10Buffer
? d3d10Buffer->GetD3D11Iface()
: nullptr;
m_context->IASetIndexBuffer(d3d11Buffer, Format, Offset);
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}
void STDMETHODCALLTYPE D3D10Device::IAGetInputLayout(
ID3D10InputLayout** ppInputLayout) {
ID3D11InputLayout* d3d11InputLayout = nullptr;
m_context->IAGetInputLayout(&d3d11InputLayout);
*ppInputLayout = static_cast<D3D11InputLayout*>(d3d11InputLayout)->GetD3D10Iface();
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}
void STDMETHODCALLTYPE D3D10Device::IAGetPrimitiveTopology(
D3D10_PRIMITIVE_TOPOLOGY* pTopology) {
D3D11_PRIMITIVE_TOPOLOGY d3d11Topology;
m_context->IAGetPrimitiveTopology(&d3d11Topology);
*pTopology = d3d11Topology <= 32 /* begin patch list */
? D3D10_PRIMITIVE_TOPOLOGY(d3d11Topology)
: D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
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}
void STDMETHODCALLTYPE D3D10Device::IAGetVertexBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer** ppVertexBuffers,
UINT* pStrides,
UINT* pOffsets) {
ID3D11Buffer* d3d11Buffers[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
m_context->IAGetVertexBuffers(
StartSlot, NumBuffers,
ppVertexBuffers ? d3d11Buffers : nullptr,
pStrides, pOffsets);
if (ppVertexBuffers != nullptr) {
for (uint32_t i = 0; i < NumBuffers; i++) {
ppVertexBuffers[i] = d3d11Buffers[i]
? static_cast<D3D11Buffer*>(d3d11Buffers[i])->GetD3D10Iface()
: nullptr;
}
}
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}
void STDMETHODCALLTYPE D3D10Device::IAGetIndexBuffer(
ID3D10Buffer** pIndexBuffer,
DXGI_FORMAT* Format,
UINT* Offset) {
ID3D11Buffer* d3d11Buffer = nullptr;
m_context->IAGetIndexBuffer(
pIndexBuffer ? &d3d11Buffer : nullptr,
Format, Offset);
if (pIndexBuffer)
*pIndexBuffer = static_cast<D3D11Buffer*>(d3d11Buffer)->GetD3D10Iface();
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}
void STDMETHODCALLTYPE D3D10Device::VSSetShader(
ID3D10VertexShader* pVertexShader) {
Logger::err("D3D10Device::VSSetShader: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::VSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer* const* ppConstantBuffers) {
ID3D11Buffer* d3d11Buffers[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
for (uint32_t i = 0; i < NumBuffers; i++) {
d3d11Buffers[i] = ppConstantBuffers && ppConstantBuffers[i]
? static_cast<D3D10Buffer*>(ppConstantBuffers[i])->GetD3D11Iface()
: nullptr;
}
m_context->VSSetConstantBuffers(StartSlot, NumBuffers, d3d11Buffers);
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}
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) {
ID3D11SamplerState* d3d11Samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
for (uint32_t i = 0; i < NumSamplers; i++) {
d3d11Samplers[i] = ppSamplers && ppSamplers[i]
? static_cast<D3D10SamplerState*>(ppSamplers[i])->GetD3D11Iface()
: nullptr;
}
m_context->VSSetSamplers(StartSlot, NumSamplers, d3d11Samplers);
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}
void STDMETHODCALLTYPE D3D10Device::VSGetShader(
ID3D10VertexShader** ppVertexShader) {
Logger::err("D3D10Device::VSGetShader: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::VSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer** ppConstantBuffers) {
ID3D11Buffer* d3d11Buffers[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
m_context->VSGetConstantBuffers(StartSlot, NumBuffers, d3d11Buffers);
for (uint32_t i = 0; i < NumBuffers; i++) {
ppConstantBuffers[i] = d3d11Buffers[i]
? static_cast<D3D11Buffer*>(d3d11Buffers[i])->GetD3D10Iface()
: nullptr;
}
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}
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) {
ID3D11SamplerState* d3d11Samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
m_context->VSGetSamplers(StartSlot, NumSamplers, d3d11Samplers);
for (uint32_t i = 0; i < NumSamplers; i++) {
ppSamplers[i] = d3d11Samplers[i]
? static_cast<D3D11SamplerState*>(d3d11Samplers[i])->GetD3D10Iface()
: nullptr;
}
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}
void STDMETHODCALLTYPE D3D10Device::GSSetShader(
ID3D10GeometryShader* pShader) {
Logger::err("D3D10Device::GSSetShader: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::GSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer* const* ppConstantBuffers) {
ID3D11Buffer* d3d11Buffers[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
for (uint32_t i = 0; i < NumBuffers; i++) {
d3d11Buffers[i] = ppConstantBuffers && ppConstantBuffers[i]
? static_cast<D3D10Buffer*>(ppConstantBuffers[i])->GetD3D11Iface()
: nullptr;
}
m_context->GSSetConstantBuffers(StartSlot, NumBuffers, d3d11Buffers);
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}
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) {
ID3D11SamplerState* d3d11Samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
for (uint32_t i = 0; i < NumSamplers; i++) {
d3d11Samplers[i] = ppSamplers && ppSamplers[i]
? static_cast<D3D10SamplerState*>(ppSamplers[i])->GetD3D11Iface()
: nullptr;
}
m_context->GSSetSamplers(StartSlot, NumSamplers, d3d11Samplers);
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}
void STDMETHODCALLTYPE D3D10Device::GSGetShader(
ID3D10GeometryShader** ppGeometryShader) {
Logger::err("D3D10Device::GSGetShader: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::GSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer** ppConstantBuffers) {
ID3D11Buffer* d3d11Buffers[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
m_context->GSGetConstantBuffers(StartSlot, NumBuffers, d3d11Buffers);
for (uint32_t i = 0; i < NumBuffers; i++) {
ppConstantBuffers[i] = d3d11Buffers[i]
? static_cast<D3D11Buffer*>(d3d11Buffers[i])->GetD3D10Iface()
: nullptr;
}
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}
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) {
ID3D11SamplerState* d3d11Samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
m_context->GSGetSamplers(StartSlot, NumSamplers, d3d11Samplers);
for (uint32_t i = 0; i < NumSamplers; i++) {
ppSamplers[i] = d3d11Samplers[i]
? static_cast<D3D11SamplerState*>(d3d11Samplers[i])->GetD3D10Iface()
: nullptr;
}
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}
void STDMETHODCALLTYPE D3D10Device::PSSetShader(
ID3D10PixelShader* pPixelShader) {
Logger::err("D3D10Device::PSSetShader: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::PSSetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer* const* ppConstantBuffers) {
ID3D11Buffer* d3d11Buffers[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
for (uint32_t i = 0; i < NumBuffers; i++) {
d3d11Buffers[i] = ppConstantBuffers && ppConstantBuffers[i]
? static_cast<D3D10Buffer*>(ppConstantBuffers[i])->GetD3D11Iface()
: nullptr;
}
m_context->PSSetConstantBuffers(StartSlot, NumBuffers, d3d11Buffers);
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}
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) {
ID3D11SamplerState* d3d11Samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
for (uint32_t i = 0; i < NumSamplers; i++) {
d3d11Samplers[i] = ppSamplers && ppSamplers[i]
? static_cast<D3D10SamplerState*>(ppSamplers[i])->GetD3D11Iface()
: nullptr;
}
m_context->PSSetSamplers(StartSlot, NumSamplers, d3d11Samplers);
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}
void STDMETHODCALLTYPE D3D10Device::PSGetShader(
ID3D10PixelShader** ppPixelShader) {
Logger::err("D3D10Device::PSGetShader: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::PSGetConstantBuffers(
UINT StartSlot,
UINT NumBuffers,
ID3D10Buffer** ppConstantBuffers) {
ID3D11Buffer* d3d11Buffers[D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
m_context->PSGetConstantBuffers(StartSlot, NumBuffers, d3d11Buffers);
for (uint32_t i = 0; i < NumBuffers; i++) {
ppConstantBuffers[i] = d3d11Buffers[i]
? static_cast<D3D11Buffer*>(d3d11Buffers[i])->GetD3D10Iface()
: nullptr;
}
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}
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) {
ID3D11SamplerState* d3d11Samplers[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
m_context->PSGetSamplers(StartSlot, NumSamplers, d3d11Samplers);
for (uint32_t i = 0; i < NumSamplers; i++) {
ppSamplers[i] = d3d11Samplers[i]
? static_cast<D3D11SamplerState*>(d3d11Samplers[i])->GetD3D10Iface()
: nullptr;
}
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}
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) {
D3D11_VIEWPORT vp[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
for (uint32_t i = 0; i < NumViewports; i++) {
vp[i].TopLeftX = float(pViewports[i].TopLeftX);
vp[i].TopLeftY = float(pViewports[i].TopLeftY);
vp[i].Width = float(pViewports[i].Width);
vp[i].Height = float(pViewports[i].Height);
vp[i].MinDepth = pViewports[i].MinDepth;
vp[i].MaxDepth = pViewports[i].MaxDepth;
}
m_context->RSSetViewports(NumViewports, vp);
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}
void STDMETHODCALLTYPE D3D10Device::RSSetScissorRects(
UINT NumRects,
const D3D10_RECT* pRects) {
m_context->RSSetScissorRects(NumRects, pRects);
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}
void STDMETHODCALLTYPE D3D10Device::RSGetState(
ID3D10RasterizerState** ppRasterizerState) {
Logger::err("D3D10Device::RSGetState: Not implemented");
}
void STDMETHODCALLTYPE D3D10Device::RSGetViewports(
UINT* NumViewports,
D3D10_VIEWPORT* pViewports) {
D3D11_VIEWPORT vp[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
m_context->RSGetViewports(NumViewports, pViewports != nullptr ? vp : nullptr);
if (pViewports != nullptr) {
for (uint32_t i = 0; i < *NumViewports; i++) {
pViewports[i].TopLeftX = int32_t(vp[i].TopLeftX);
pViewports[i].TopLeftY = int32_t(vp[i].TopLeftY);
pViewports[i].Width = uint32_t(vp[i].Width);
pViewports[i].Height = uint32_t(vp[i].Height);
pViewports[i].MinDepth = vp[i].MinDepth;
pViewports[i].MaxDepth = vp[i].MaxDepth;
}
}
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}
void STDMETHODCALLTYPE D3D10Device::RSGetScissorRects(
UINT* NumRects,
D3D10_RECT* pRects) {
m_context->RSGetScissorRects(NumRects, pRects);
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}
void STDMETHODCALLTYPE D3D10Device::SOSetTargets(
UINT NumBuffers,
ID3D10Buffer* const* ppSOTargets,
const UINT* pOffsets) {
ID3D11Buffer* d3d11Buffers[D3D10_SO_BUFFER_SLOT_COUNT];
for (uint32_t i = 0; i < NumBuffers; i++) {
d3d11Buffers[i] = ppSOTargets && ppSOTargets[i]
? static_cast<D3D10Buffer*>(ppSOTargets[i])->GetD3D11Iface()
: nullptr;
}
m_context->SOSetTargets(NumBuffers, d3d11Buffers, pOffsets);
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}
void STDMETHODCALLTYPE D3D10Device::SOGetTargets(
UINT NumBuffers,
ID3D10Buffer** ppSOTargets,
UINT* pOffsets) {
ID3D11Buffer* d3d11Buffers[D3D10_SO_BUFFER_SLOT_COUNT];
m_context->SOGetTargets(NumBuffers, ppSOTargets ? d3d11Buffers : nullptr);
if (ppSOTargets != nullptr) {
for (uint32_t i = 0; i < NumBuffers; i++) {
ppSOTargets[i] = d3d11Buffers[i]
? static_cast<D3D11Buffer*>(d3d11Buffers[i])->GetD3D10Iface()
: nullptr;
}
}
if (pOffsets != nullptr)
Logger::warn("D3D10: SOGetTargets: Reporting buffer offsets not supported");
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}
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");
}
}