Sweden-Number/dlls/d3d8/vertexshader.c

100 lines
3.5 KiB
C
Raw Normal View History

/*
* IDirect3DVertexShader8 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
/* IDirect3DVertexShader8 IUnknown parts follow: */
HRESULT WINAPI IDirect3DVertexShader8Impl_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, LPVOID* ppobj) {
IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DVertexShader8)) {
IUnknown_AddRef(iface);
*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DVertexShader8Impl_AddRef(IDirect3DVertexShader8 *iface) {
IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
return ref;
}
ULONG WINAPI IDirect3DVertexShader8Impl_Release(IDirect3DVertexShader8 *iface) {
IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
if (ref == 0) {
IWineD3DVertexShader_Release(This->wineD3DVertexShader);
IUnknown_Release(This->parentDevice);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* IDirect3DVertexShader8 Interface follow: */
HRESULT WINAPI IDirect3DVertexShader8Impl_GetDevice(IDirect3DVertexShader8 *iface, IDirect3DDevice8** ppDevice) {
IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
IWineD3DDevice *myDevice = NULL;
HRESULT hr = D3D_OK;
TRACE("(%p) : Relay\n", This);
if (D3D_OK == (hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice) && myDevice != NULL)) {
hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
IWineD3DDevice_Release(myDevice);
} else {
*ppDevice = NULL;
}
TRACE("(%p) returing (%p)", This, *ppDevice);
return hr;
}
HRESULT WINAPI IDirect3DVertexShader8Impl_GetFunction(IDirect3DVertexShader8 *iface, VOID* pData, UINT* pSizeOfData) {
IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
TRACE("(%p) : Relay\n", This);
return IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData);
}
const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl =
{
/* IUnknown */
IDirect3DVertexShader8Impl_QueryInterface,
IDirect3DVertexShader8Impl_AddRef,
IDirect3DVertexShader8Impl_Release,
/* IDirect3DVertexShader8 */
IDirect3DVertexShader8Impl_GetDevice,
IDirect3DVertexShader8Impl_GetFunction
};