1#if API < 11 2extern "C" HRESULT STDMETHODCALLTYPE D3D10CreateBlob( 3 SIZE_T num_bytes, 4 LPD3D10BLOB *out_buffer 5); 6 7HRESULT STDMETHODCALLTYPE D3D10CreateBlob( 8 SIZE_T num_bytes, 9 LPD3D10BLOB *out_buffer 10) 11{ 12 void* data = malloc(num_bytes); 13 if(!data) 14 return E_OUTOFMEMORY; 15 *out_buffer = new GalliumD3DBlob(data, num_bytes); 16 return S_OK; 17} 18 19LPCSTR STDMETHODCALLTYPE D3D10GetPixelShaderProfile( 20 ID3D10Device *device 21) 22{ 23 return "ps_4_0"; 24} 25 26LPCSTR STDMETHODCALLTYPE D3D10GetVertexShaderProfile( 27 ID3D10Device *device 28) 29{ 30 return "vs_4_0"; 31} 32 33LPCSTR STDMETHODCALLTYPE D3D10GetGeometryShaderProfile( 34 ID3D10Device *device 35) 36{ 37 return "gs_4_0"; 38} 39 40static HRESULT dxbc_assemble_as_blob(struct dxbc_chunk_header** chunks, unsigned num_chunks, ID3D10Blob** blob) 41{ 42 std::pair<void*, size_t> p = dxbc_assemble(chunks, num_chunks); 43 if(!p.first) 44 return E_OUTOFMEMORY; 45 *blob = new GalliumD3DBlob(p.first, p.second); 46 return S_OK; 47} 48 49HRESULT D3D10GetInputSignatureBlob( 50 const void *shader_bytecode, 51 SIZE_T bytecode_length, 52 ID3D10Blob **signature_blob 53) 54{ 55 dxbc_chunk_signature* sig = dxbc_find_signature(shader_bytecode, bytecode_length, DXBC_FIND_INPUT_SIGNATURE); 56 if(!sig) 57 return E_FAIL; 58 59 return dxbc_assemble_as_blob((dxbc_chunk_header**)&sig, 1, signature_blob); 60} 61 62HRESULT D3D10GetOutputSignatureBlob( 63 const void *shader_bytecode, 64 SIZE_T bytecode_length, 65 ID3D10Blob **signature_blob 66) 67{ 68 dxbc_chunk_signature* sig = dxbc_find_signature(shader_bytecode, bytecode_length, DXBC_FIND_OUTPUT_SIGNATURE); 69 if(!sig) 70 return E_FAIL; 71 72 return dxbc_assemble_as_blob((dxbc_chunk_header**)&sig, 1, signature_blob); 73} 74 75HRESULT D3D10GetInputAndOutputSignatureBlob( 76 const void *shader_bytecode, 77 SIZE_T bytecode_length, 78 ID3D10Blob **signature_blob 79) 80{ 81 dxbc_chunk_signature* sigs[2]; 82 sigs[0] = dxbc_find_signature(shader_bytecode, bytecode_length, DXBC_FIND_INPUT_SIGNATURE); 83 if(!sigs[0]) 84 return E_FAIL; 85 sigs[1] = dxbc_find_signature(shader_bytecode, bytecode_length, DXBC_FIND_OUTPUT_SIGNATURE); 86 if(!sigs[1]) 87 return E_FAIL; 88 89 return dxbc_assemble_as_blob((dxbc_chunk_header**)&sigs, 2, signature_blob); 90} 91 92#endif 93