d3d8: Cleanup the pixelshader handling code a bit.
This mostly just reduces the nesting to something more sane.
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3f559f26d6
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4131135a9f
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@ -2122,7 +2122,8 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, I
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static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pFunction, DWORD* ppShader) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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IDirect3DPixelShader8Impl *object;
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HRESULT hrc = D3D_OK;
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DWORD handle;
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HRESULT hr;
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TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
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@ -2130,36 +2131,42 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 i
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TRACE("(%p) Invalid call\n", This);
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return D3DERR_INVALIDCALL;
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}
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (NULL == object) {
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if (!object)
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{
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ERR("Failed to allocate memmory.\n");
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return E_OUTOFMEMORY;
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} else {
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EnterCriticalSection(&d3d8_cs);
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object->ref = 1;
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object->lpVtbl = &Direct3DPixelShader8_Vtbl;
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hrc = IWineD3DDevice_CreatePixelShader(This->WineD3DDevice, pFunction, &object->wineD3DPixelShader , (IUnknown *)object);
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if (D3D_OK != hrc) {
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FIXME("(%p) call to IWineD3DDevice_CreatePixelShader failed\n", This);
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HeapFree(GetProcessHeap(), 0 , object);
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*ppShader = 0;
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} else {
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DWORD handle = d3d8_allocate_handle(&This->handle_table, object);
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if (handle == D3D8_INVALID_HANDLE)
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{
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ERR("Failed to allocate shader handle\n");
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IDirect3DVertexShader8_Release((IUnknown *)object);
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hrc = E_OUTOFMEMORY;
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} else {
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*ppShader = object->handle = handle + VS_HIGHESTFIXEDFXF + 1;
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TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
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}
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}
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LeaveCriticalSection(&d3d8_cs);
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}
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return hrc;
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object->ref = 1;
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object->lpVtbl = &Direct3DPixelShader8_Vtbl;
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DDevice_CreatePixelShader(This->WineD3DDevice, pFunction,
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&object->wineD3DPixelShader, (IUnknown *)object);
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if (FAILED(hr))
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{
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LeaveCriticalSection(&d3d8_cs);
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FIXME("(%p) call to IWineD3DDevice_CreatePixelShader failed\n", This);
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HeapFree(GetProcessHeap(), 0 , object);
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*ppShader = 0;
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return hr;
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}
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handle = d3d8_allocate_handle(&This->handle_table, object);
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LeaveCriticalSection(&d3d8_cs);
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if (handle == D3D8_INVALID_HANDLE)
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{
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ERR("Failed to allocate shader handle\n");
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IDirect3DVertexShader8_Release((IUnknown *)object);
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return E_OUTOFMEMORY;
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}
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*ppShader = object->handle = handle + VS_HIGHESTFIXEDFXF + 1;
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TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
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return hr;
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}
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static HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
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@ -2223,6 +2230,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShader(LPDIRECT3DDEVICE8 ifac
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static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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IDirect3DPixelShader8Impl *shader;
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IWineD3DPixelShader *cur = NULL;
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TRACE("(%p) : pShader %#x\n", This, pShader);
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@ -2234,22 +2242,23 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 i
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WARN("Invalid handle (%#x) passed.\n", pShader);
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LeaveCriticalSection(&d3d8_cs);
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return D3DERR_INVALIDCALL;
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} else {
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IWineD3DPixelShader *cur = NULL;
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IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &cur);
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if(cur) {
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if(cur == shader->wineD3DPixelShader) IDirect3DDevice8_SetPixelShader(iface, 0);
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IWineD3DPixelShader_Release(cur);
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}
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if (IUnknown_Release((IUnknown *)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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}
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IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &cur);
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if (cur)
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{
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if (cur == shader->wineD3DPixelShader) IDirect3DDevice8_SetPixelShader(iface, 0);
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IWineD3DPixelShader_Release(cur);
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}
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LeaveCriticalSection(&d3d8_cs);
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if (IUnknown_Release((IUnknown *)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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}
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