Sweden-Number/dlls/d3d9/vertexshader.c

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/*
* IDirect3DVertexShader9 implementation
*
* 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);
/* IDirect3DVertexShader9 IUnknown parts follow: */
static HRESULT WINAPI IDirect3DVertexShader9Impl_QueryInterface(LPDIRECT3DVERTEXSHADER9 iface, REFIID riid, LPVOID* ppobj) {
IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DVertexShader9)) {
IUnknown_AddRef(iface);
*ppobj = This;
return S_OK;
}
WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IDirect3DVertexShader9Impl_AddRef(LPDIRECT3DVERTEXSHADER9 iface) {
IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %d\n", This, ref - 1);
return ref;
}
static ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 iface) {
IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p) : ReleaseRef to %d\n", This, ref);
if (ref == 0) {
EnterCriticalSection(&d3d9_cs);
IWineD3DVertexShader_Release(This->wineD3DVertexShader);
LeaveCriticalSection(&d3d9_cs);
IUnknown_Release(This->parentDevice);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* IDirect3DVertexShader9 Interface follow: */
static HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADER9 iface, IDirect3DDevice9** ppDevice) {
IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
IWineD3DDevice *myDevice = NULL;
HRESULT hr;
TRACE("(%p) : Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice);
if (WINED3D_OK == hr && myDevice != NULL) {
hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
IWineD3DDevice_Release(myDevice);
} else {
*ppDevice = NULL;
}
LeaveCriticalSection(&d3d9_cs);
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TRACE("(%p) returning (%p)\n", This, *ppDevice);
return hr;
}
static HRESULT WINAPI IDirect3DVertexShader9Impl_GetFunction(LPDIRECT3DVERTEXSHADER9 iface, VOID* pData, UINT* pSizeOfData) {
IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
HRESULT hr;
TRACE("(%p) : Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
static const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl =
{
/* IUnknown */
IDirect3DVertexShader9Impl_QueryInterface,
IDirect3DVertexShader9Impl_AddRef,
IDirect3DVertexShader9Impl_Release,
/* IDirect3DVertexShader9 */
IDirect3DVertexShader9Impl_GetDevice,
IDirect3DVertexShader9Impl_GetFunction
};
/* IDirect3DDevice9 IDirect3DVertexShader9 Methods follow: */
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HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9EX iface, CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
HRESULT hrc = D3D_OK;
IDirect3DVertexShader9Impl *object;
/* Setup a stub object for now */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
if (NULL == object) {
FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
return D3DERR_OUTOFVIDEOMEMORY;
}
object->ref = 1;
object->lpVtbl = &Direct3DVertexShader9_Vtbl;
EnterCriticalSection(&d3d9_cs);
hrc= IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, NULL /* declaration */, pFunction, &object->wineD3DVertexShader, (IUnknown *)object);
LeaveCriticalSection(&d3d9_cs);
if (FAILED(hrc)) {
/* free up object */
FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
HeapFree(GetProcessHeap(), 0, object);
}else{
IUnknown_AddRef(iface);
object->parentDevice = iface;
*ppShader = (IDirect3DVertexShader9 *)object;
TRACE("(%p) : Created vertex shader %p\n", This, object);
}
TRACE("(%p) : returning %p\n", This, *ppShader);
return hrc;
}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShader(LPDIRECT3DDEVICE9EX iface, IDirect3DVertexShader9* pShader) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
HRESULT hrc = D3D_OK;
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TRACE("(%p) : Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, pShader==NULL?NULL:((IDirect3DVertexShader9Impl *)pShader)->wineD3DVertexShader);
LeaveCriticalSection(&d3d9_cs);
TRACE("(%p) : returning hr(%u)\n", This, hrc);
return hrc;
}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9EX iface, IDirect3DVertexShader9** ppShader) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
IWineD3DVertexShader *pShader;
HRESULT hrc = D3D_OK;
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TRACE("(%p) : Relay device@%p\n", This, This->WineD3DDevice);
EnterCriticalSection(&d3d9_cs);
hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader);
if(hrc == D3D_OK && pShader != NULL){
hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)ppShader);
IWineD3DVertexShader_Release(pShader);
} else {
WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %u (device %p)\n", This, hrc, This->WineD3DDevice);
}
LeaveCriticalSection(&d3d9_cs);
TRACE("(%p) : returning %p\n", This, *ppShader);
return hrc;
}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
HRESULT hr;
TRACE("(%p) : Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, float* pConstantData, UINT Vector4fCount) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
HRESULT hr;
TRACE("(%p) : Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantI(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
HRESULT hr;
TRACE("(%p) : Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DDevice_SetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9EX iface, UINT Register, int* pConstantData, UINT Vector4iCount) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
HRESULT hr;
TRACE("(%p) : Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
HRESULT hr;
TRACE("(%p) : Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DDevice_SetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
LeaveCriticalSection(&d3d9_cs);
return hr;
}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(LPDIRECT3DDEVICE9EX iface, UINT Register, BOOL* pConstantData, UINT BoolCount) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
HRESULT hr;
TRACE("(%p) : Relay\n", This);
EnterCriticalSection(&d3d9_cs);
hr = IWineD3DDevice_GetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
LeaveCriticalSection(&d3d9_cs);
return hr;
}