Sweden-Number/dlls/d3d9/shader.c

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/*
* Copyright 2002-2003 Jason Edmeades
* Raphael Junqueira
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "d3d9_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
static HRESULT WINAPI d3d9_vertexshader_QueryInterface(IDirect3DVertexShader9 *iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IDirect3DVertexShader9)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IDirect3DVertexShader9_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI d3d9_vertexshader_AddRef(IDirect3DVertexShader9 *iface)
{
IDirect3DVertexShader9Impl *shader = (IDirect3DVertexShader9Impl *)iface;
ULONG refcount = InterlockedIncrement(&shader->ref);
TRACE("%p increasing refcount to %u.\n", iface, refcount);
if (refcount == 1)
{
IDirect3DDevice9Ex_AddRef(shader->parentDevice);
wined3d_mutex_lock();
wined3d_shader_incref(shader->wined3d_shader);
wined3d_mutex_unlock();
}
return refcount;
}
static ULONG WINAPI d3d9_vertexshader_Release(IDirect3DVertexShader9 *iface)
{
IDirect3DVertexShader9Impl *shader = (IDirect3DVertexShader9Impl *)iface;
ULONG refcount = InterlockedDecrement(&shader->ref);
TRACE("%p decreasing refcount to %u.\n", iface, refcount);
if (!refcount)
{
IDirect3DDevice9Ex *device = shader->parentDevice;
wined3d_mutex_lock();
wined3d_shader_decref(shader->wined3d_shader);
wined3d_mutex_unlock();
/* Release the device last, as it may cause the device to be destroyed. */
IDirect3DDevice9Ex_Release(device);
}
return refcount;
}
static HRESULT WINAPI d3d9_vertexshader_GetDevice(IDirect3DVertexShader9 *iface, IDirect3DDevice9 **device)
{
TRACE("iface %p, device %p.\n", iface, device);
*device = (IDirect3DDevice9 *)((IDirect3DVertexShader9Impl *)iface)->parentDevice;
IDirect3DDevice9_AddRef(*device);
TRACE("Returning device %p.\n", *device);
return D3D_OK;
}
static HRESULT WINAPI d3d9_vertexshader_GetFunction(IDirect3DVertexShader9 *iface,
void *data, UINT *data_size)
{
HRESULT hr;
TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
wined3d_mutex_lock();
hr = wined3d_shader_get_byte_code(((IDirect3DVertexShader9Impl *)iface)->wined3d_shader, data, data_size);
wined3d_mutex_unlock();
return hr;
}
static const IDirect3DVertexShader9Vtbl d3d9_vertexshader_vtbl =
{
/* IUnknown */
d3d9_vertexshader_QueryInterface,
d3d9_vertexshader_AddRef,
d3d9_vertexshader_Release,
/* IDirect3DVertexShader9 */
d3d9_vertexshader_GetDevice,
d3d9_vertexshader_GetFunction,
};
static void STDMETHODCALLTYPE d3d9_vertexshader_wined3d_object_destroyed(void *parent)
{
HeapFree(GetProcessHeap(), 0, parent);
}
static const struct wined3d_parent_ops d3d9_vertexshader_wined3d_parent_ops =
{
d3d9_vertexshader_wined3d_object_destroyed,
};
HRESULT vertexshader_init(IDirect3DVertexShader9Impl *shader, IDirect3DDevice9Impl *device, const DWORD *byte_code)
{
HRESULT hr;
shader->ref = 1;
shader->lpVtbl = &d3d9_vertexshader_vtbl;
wined3d_mutex_lock();
hr = wined3d_shader_create_vs(device->WineD3DDevice, byte_code, NULL,
shader, &d3d9_vertexshader_wined3d_parent_ops, &shader->wined3d_shader);
wined3d_mutex_unlock();
if (FAILED(hr))
{
WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
return hr;
}
shader->parentDevice = &device->IDirect3DDevice9Ex_iface;
IDirect3DDevice9Ex_AddRef(shader->parentDevice);
return D3D_OK;
}
static HRESULT WINAPI d3d9_pixelshader_QueryInterface(IDirect3DPixelShader9 *iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IDirect3DPixelShader9)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IDirect3DPixelShader9_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI d3d9_pixelshader_AddRef(IDirect3DPixelShader9 *iface)
{
IDirect3DPixelShader9Impl *shader = (IDirect3DPixelShader9Impl *)iface;
ULONG refcount = InterlockedIncrement(&shader->ref);
TRACE("%p increasing refcount to %u.\n", iface, refcount);
if (refcount == 1)
{
IDirect3DDevice9Ex_AddRef(shader->parentDevice);
wined3d_mutex_lock();
wined3d_shader_incref(shader->wined3d_shader);
wined3d_mutex_unlock();
}
return refcount;
}
static ULONG WINAPI d3d9_pixelshader_Release(IDirect3DPixelShader9 *iface)
{
IDirect3DPixelShader9Impl *shader = (IDirect3DPixelShader9Impl *)iface;
ULONG refcount = InterlockedDecrement(&shader->ref);
TRACE("%p decreasing refcount to %u.\n", iface, refcount);
if (!refcount)
{
IDirect3DDevice9Ex *device = shader->parentDevice;
wined3d_mutex_lock();
wined3d_shader_decref(shader->wined3d_shader);
wined3d_mutex_unlock();
/* Release the device last, as it may cause the device to be destroyed. */
IDirect3DDevice9Ex_Release(device);
}
return refcount;
}
static HRESULT WINAPI d3d9_pixelshader_GetDevice(IDirect3DPixelShader9 *iface, IDirect3DDevice9 **device)
{
TRACE("iface %p, device %p.\n", iface, device);
*device = (IDirect3DDevice9 *)((IDirect3DPixelShader9Impl *)iface)->parentDevice;
IDirect3DDevice9_AddRef(*device);
TRACE("Returning device %p.\n", *device);
return D3D_OK;
}
static HRESULT WINAPI d3d9_pixelshader_GetFunction(IDirect3DPixelShader9 *iface, void *data, UINT *data_size)
{
HRESULT hr;
TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
wined3d_mutex_lock();
hr = wined3d_shader_get_byte_code(((IDirect3DPixelShader9Impl *)iface)->wined3d_shader, data, data_size);
wined3d_mutex_unlock();
return hr;
}
static const IDirect3DPixelShader9Vtbl d3d9_pixelshader_vtbl =
{
/* IUnknown */
d3d9_pixelshader_QueryInterface,
d3d9_pixelshader_AddRef,
d3d9_pixelshader_Release,
/* IDirect3DPixelShader9 */
d3d9_pixelshader_GetDevice,
d3d9_pixelshader_GetFunction,
};
static void STDMETHODCALLTYPE d3d9_pixelshader_wined3d_object_destroyed(void *parent)
{
HeapFree(GetProcessHeap(), 0, parent);
}
static const struct wined3d_parent_ops d3d9_pixelshader_wined3d_parent_ops =
{
d3d9_pixelshader_wined3d_object_destroyed,
};
HRESULT pixelshader_init(IDirect3DPixelShader9Impl *shader, IDirect3DDevice9Impl *device, const DWORD *byte_code)
{
HRESULT hr;
shader->ref = 1;
shader->lpVtbl = &d3d9_pixelshader_vtbl;
wined3d_mutex_lock();
hr = wined3d_shader_create_ps(device->WineD3DDevice, byte_code, NULL, shader,
&d3d9_pixelshader_wined3d_parent_ops, &shader->wined3d_shader);
wined3d_mutex_unlock();
if (FAILED(hr))
{
WARN("Failed to created wined3d pixel shader, hr %#x.\n", hr);
return hr;
}
shader->parentDevice = &device->IDirect3DDevice9Ex_iface;
IDirect3DDevice9Ex_AddRef(shader->parentDevice);
return D3D_OK;
}