d3d8: Remove COM from the pixel shader implementation.
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483b17d410
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24d4a52e85
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@ -365,9 +365,6 @@ struct IDirect3DVolumeTexture8Impl
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HRESULT volumetexture_init(IDirect3DVolumeTexture8Impl *texture, IDirect3DDevice8Impl *device,
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HRESULT volumetexture_init(IDirect3DVolumeTexture8Impl *texture, IDirect3DDevice8Impl *device,
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UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool) DECLSPEC_HIDDEN;
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DEFINE_GUID(IID_IDirect3DPixelShader8,
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0x6d3bdbdc, 0x5b02, 0x4415, 0xb8, 0x52, 0xce, 0x5e, 0x8b, 0xcc, 0xb2, 0x89);
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struct d3d8_vertex_declaration
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struct d3d8_vertex_declaration
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{
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{
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DWORD *elements;
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DWORD *elements;
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@ -382,28 +379,6 @@ HRESULT d3d8_vertex_declaration_init(struct d3d8_vertex_declaration *declaration
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HRESULT d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration *declaration,
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HRESULT d3d8_vertex_declaration_init_fvf(struct d3d8_vertex_declaration *declaration,
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IDirect3DDevice8Impl *device, DWORD fvf) DECLSPEC_HIDDEN;
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IDirect3DDevice8Impl *device, DWORD fvf) DECLSPEC_HIDDEN;
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/*****************************************************************************
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* IDirect3DPixelShader8 interface
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*/
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#define INTERFACE IDirect3DPixelShader8
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DECLARE_INTERFACE_(IDirect3DPixelShader8,IUnknown)
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{
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/*** IUnknown methods ***/
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STDMETHOD_(HRESULT,QueryInterface)(THIS_ REFIID riid, void** ppvObject) PURE;
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STDMETHOD_(ULONG,AddRef)(THIS) PURE;
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STDMETHOD_(ULONG,Release)(THIS) PURE;
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};
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#undef INTERFACE
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/*** IUnknown methods ***/
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#define IDirect3DPixelShader8_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
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#define IDirect3DPixelShader8_AddRef(p) (p)->lpVtbl->AddRef(p)
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#define IDirect3DPixelShader8_Release(p) (p)->lpVtbl->Release(p)
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/*****************************************************************************
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* IDirect3DVertexShader implementation structure
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*/
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struct d3d8_vertex_shader
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struct d3d8_vertex_shader
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{
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{
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struct d3d8_vertex_declaration *vertex_declaration;
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struct d3d8_vertex_declaration *vertex_declaration;
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@ -416,17 +391,14 @@ HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, IDirect3DDevi
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#define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256
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#define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256
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/*****************************************************************************
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struct d3d8_pixel_shader
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* IDirect3DPixelShader implementation structure
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{
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*/
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typedef struct IDirect3DPixelShader8Impl {
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IDirect3DPixelShader8 IDirect3DPixelShader8_iface;
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LONG ref;
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DWORD handle;
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DWORD handle;
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struct wined3d_shader *wined3d_shader;
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struct wined3d_shader *wined3d_shader;
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} IDirect3DPixelShader8Impl;
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};
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HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device,
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void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader) DECLSPEC_HIDDEN;
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HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, IDirect3DDevice8Impl *device,
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const DWORD *byte_code, DWORD shader_handle) DECLSPEC_HIDDEN;
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const DWORD *byte_code, DWORD shader_handle) DECLSPEC_HIDDEN;
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D3DFORMAT d3dformat_from_wined3dformat(enum wined3d_format_id format) DECLSPEC_HIDDEN;
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D3DFORMAT d3dformat_from_wined3dformat(enum wined3d_format_id format) DECLSPEC_HIDDEN;
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@ -2387,7 +2387,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(IDirect3DDevice8 *i
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const DWORD *byte_code, DWORD *shader)
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const DWORD *byte_code, DWORD *shader)
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{
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{
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IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
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IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
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IDirect3DPixelShader8Impl *object;
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struct d3d8_pixel_shader *object;
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DWORD shader_handle;
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DWORD shader_handle;
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DWORD handle;
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DWORD handle;
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HRESULT hr;
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HRESULT hr;
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@ -2419,7 +2419,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(IDirect3DDevice8 *i
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shader_handle = handle + VS_HIGHESTFIXEDFXF + 1;
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shader_handle = handle + VS_HIGHESTFIXEDFXF + 1;
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hr = pixelshader_init(object, This, byte_code, shader_handle);
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hr = d3d8_pixel_shader_init(object, This, byte_code, shader_handle);
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if (FAILED(hr))
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if (FAILED(hr))
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{
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{
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WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
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WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
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@ -2440,7 +2440,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(IDirect3DDevice8 *i
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static HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(IDirect3DDevice8 *iface, DWORD pShader)
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static HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(IDirect3DDevice8 *iface, DWORD pShader)
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{
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{
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IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
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IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
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IDirect3DPixelShader8Impl *shader;
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struct d3d8_pixel_shader *shader;
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HRESULT hr;
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HRESULT hr;
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TRACE("iface %p, shader %#x.\n", iface, pShader);
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TRACE("iface %p, shader %#x.\n", iface, pShader);
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@ -2485,7 +2485,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(IDirect3DDevice8 *ifac
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object = wined3d_device_get_pixel_shader(This->wined3d_device);
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object = wined3d_device_get_pixel_shader(This->wined3d_device);
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if (object)
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if (object)
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{
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{
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IDirect3DPixelShader8Impl *d3d8_shader;
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struct d3d8_pixel_shader *d3d8_shader;
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d3d8_shader = wined3d_shader_get_parent(object);
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d3d8_shader = wined3d_shader_get_parent(object);
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wined3d_shader_decref(object);
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wined3d_shader_decref(object);
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*ppShader = d3d8_shader->handle;
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*ppShader = d3d8_shader->handle;
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@ -2504,7 +2504,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(IDirect3DDevice8 *ifac
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static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(IDirect3DDevice8 *iface, DWORD pShader)
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static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(IDirect3DDevice8 *iface, DWORD pShader)
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{
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{
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IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
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IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
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IDirect3DPixelShader8Impl *shader;
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struct d3d8_pixel_shader *shader;
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struct wined3d_shader *cur;
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struct wined3d_shader *cur;
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TRACE("iface %p, shader %#x.\n", iface, pShader);
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TRACE("iface %p, shader %#x.\n", iface, pShader);
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@ -2529,10 +2529,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(IDirect3DDevice8 *i
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wined3d_mutex_unlock();
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wined3d_mutex_unlock();
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if (IDirect3DPixelShader8_Release(&shader->IDirect3DPixelShader8_iface))
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d3d8_pixel_shader_destroy(shader);
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{
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ERR("Shader %p has references left, this shouldn't happen.\n", shader);
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}
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return D3D_OK;
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return D3D_OK;
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}
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}
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@ -2573,7 +2570,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderFunction(IDirect3DDevic
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DWORD pPixelShader, void *pData, DWORD *pSizeOfData)
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DWORD pPixelShader, void *pData, DWORD *pSizeOfData)
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{
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{
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IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
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IDirect3DDevice8Impl *This = impl_from_IDirect3DDevice8(iface);
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IDirect3DPixelShader8Impl *shader = NULL;
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struct d3d8_pixel_shader *shader = NULL;
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HRESULT hr;
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HRESULT hr;
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TRACE("iface %p, shader %#x, data %p, data_size %p.\n",
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TRACE("iface %p, shader %#x, data %p, data_size %p.\n",
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@ -133,88 +133,30 @@ HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, IDirect3DDevi
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return D3D_OK;
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return D3D_OK;
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}
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}
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static inline IDirect3DPixelShader8Impl *impl_from_IDirect3DPixelShader8(IDirect3DPixelShader8 *iface)
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{
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return CONTAINING_RECORD(iface, IDirect3DPixelShader8Impl, IDirect3DPixelShader8_iface);
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}
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static HRESULT WINAPI d3d8_pixelshader_QueryInterface(IDirect3DPixelShader8 *iface, REFIID riid, void **object)
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{
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
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if (IsEqualGUID(riid, &IID_IDirect3DPixelShader8)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IUnknown_AddRef(iface);
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*object = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
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*object = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI d3d8_pixelshader_AddRef(IDirect3DPixelShader8 *iface)
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{
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IDirect3DPixelShader8Impl *shader = impl_from_IDirect3DPixelShader8(iface);
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ULONG refcount = InterlockedIncrement(&shader->ref);
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TRACE("%p increasing refcount to %u.\n", iface, refcount);
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if (refcount == 1)
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{
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wined3d_mutex_lock();
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wined3d_shader_incref(shader->wined3d_shader);
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wined3d_mutex_unlock();
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}
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return refcount;
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}
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static ULONG WINAPI d3d8_pixelshader_Release(IDirect3DPixelShader8 *iface)
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{
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IDirect3DPixelShader8Impl *shader = impl_from_IDirect3DPixelShader8(iface);
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ULONG refcount = InterlockedDecrement(&shader->ref);
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TRACE("%p decreasing refcount to %u.\n", iface, refcount);
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if (!refcount)
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{
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wined3d_mutex_lock();
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wined3d_shader_decref(shader->wined3d_shader);
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wined3d_mutex_unlock();
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}
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return refcount;
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}
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static const IDirect3DPixelShader8Vtbl d3d8_pixelshader_vtbl =
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{
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/* IUnknown */
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d3d8_pixelshader_QueryInterface,
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d3d8_pixelshader_AddRef,
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d3d8_pixelshader_Release,
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};
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static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
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static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
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{
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{
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HeapFree(GetProcessHeap(), 0, parent);
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HeapFree(GetProcessHeap(), 0, parent);
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}
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}
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void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader)
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{
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TRACE("shader %p.\n", shader);
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wined3d_mutex_lock();
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wined3d_shader_decref(shader->wined3d_shader);
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wined3d_mutex_unlock();
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}
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static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
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static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
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{
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{
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d3d8_pixelshader_wined3d_object_destroyed,
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d3d8_pixelshader_wined3d_object_destroyed,
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};
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};
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HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device,
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HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, IDirect3DDevice8Impl *device,
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const DWORD *byte_code, DWORD shader_handle)
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const DWORD *byte_code, DWORD shader_handle)
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{
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{
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HRESULT hr;
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HRESULT hr;
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shader->ref = 1;
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shader->IDirect3DPixelShader8_iface.lpVtbl = &d3d8_pixelshader_vtbl;
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shader->handle = shader_handle;
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shader->handle = shader_handle;
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wined3d_mutex_lock();
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wined3d_mutex_lock();
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