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)) {
IDirect3DVertexShader9_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);
if (ref == 1)
{
IDirect3DDevice9Ex_AddRef(This->parentDevice);
wined3d_mutex_lock();
IWineD3DVertexShader_AddRef(This->wineD3DVertexShader);
wined3d_mutex_unlock();
}
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) {
IDirect3DDevice9Ex *parentDevice = This->parentDevice;
wined3d_mutex_lock();
IWineD3DVertexShader_Release(This->wineD3DVertexShader);
wined3d_mutex_unlock();
/* Release the device last, as it may cause the device to be destroyed. */
IDirect3DDevice9Ex_Release(parentDevice);
}
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);
wined3d_mutex_lock();
hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice);
if (WINED3D_OK == hr && myDevice != NULL) {
hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
IWineD3DDevice_Release(myDevice);
} else {
*ppDevice = NULL;
}
wined3d_mutex_unlock();
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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);
wined3d_mutex_lock();
hr = IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData);
wined3d_mutex_unlock();
return hr;
}
static const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl =
{
/* IUnknown */
IDirect3DVertexShader9Impl_QueryInterface,
IDirect3DVertexShader9Impl_AddRef,
IDirect3DVertexShader9Impl_Release,
/* IDirect3DVertexShader9 */
IDirect3DVertexShader9Impl_GetDevice,
IDirect3DVertexShader9Impl_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 = &Direct3DVertexShader9_Vtbl;
wined3d_mutex_lock();
hr = IWineD3DDevice_CreateVertexShader(device->WineD3DDevice, byte_code,
NULL /* output signature */, &shader->wineD3DVertexShader,
(IUnknown *)shader, &d3d9_vertexshader_wined3d_parent_ops);
wined3d_mutex_unlock();
if (FAILED(hr))
{
WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
return hr;
}
shader->parentDevice = (IDirect3DDevice9Ex *)device;
IDirect3DDevice9Ex_AddRef(shader->parentDevice);
return D3D_OK;
}
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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);
wined3d_mutex_lock();
hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, pShader==NULL?NULL:((IDirect3DVertexShader9Impl *)pShader)->wineD3DVertexShader);
wined3d_mutex_unlock();
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);
wined3d_mutex_lock();
hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader);
if (SUCCEEDED(hrc))
{
if (pShader)
{
hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)ppShader);
IWineD3DVertexShader_Release(pShader);
}
else
{
*ppShader = NULL;
}
}
else
{
WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %u (device %p)\n", This, hrc, This->WineD3DDevice);
}
wined3d_mutex_unlock();
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);
if(Register + Vector4fCount > D3D9_MAX_VERTEX_SHADER_CONSTANTF) {
WARN("Trying to access %u constants, but d3d9 only supports %u\n",
Register + Vector4fCount, D3D9_MAX_VERTEX_SHADER_CONSTANTF);
return D3DERR_INVALIDCALL;
}
wined3d_mutex_lock();
hr = IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
wined3d_mutex_unlock();
return hr;
}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, float* pConstantData, UINT Vector4fCount) {
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
HRESULT hr;
if(Register + Vector4fCount > D3D9_MAX_VERTEX_SHADER_CONSTANTF) {
WARN("Trying to access %u constants, but d3d9 only supports %u\n",
Register + Vector4fCount, D3D9_MAX_VERTEX_SHADER_CONSTANTF);
return D3DERR_INVALIDCALL;
}
TRACE("(%p) : Relay\n", This);
wined3d_mutex_lock();
hr = IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
wined3d_mutex_unlock();
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);
wined3d_mutex_lock();
hr = IWineD3DDevice_SetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
wined3d_mutex_unlock();
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);
wined3d_mutex_lock();
hr = IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
wined3d_mutex_unlock();
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);
wined3d_mutex_lock();
hr = IWineD3DDevice_SetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
wined3d_mutex_unlock();
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);
wined3d_mutex_lock();
hr = IWineD3DDevice_GetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
wined3d_mutex_unlock();
return hr;
}