d3d9: Hold the lock in Pixelshader functions.
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896568f209
commit
5194ce1972
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@ -56,7 +56,9 @@ static ULONG WINAPI IDirect3DPixelShader9Impl_Release(LPDIRECT3DPIXELSHADER9 ifa
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TRACE("(%p) : ReleaseRef to %d\n", This, ref);
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if (ref == 0) {
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EnterCriticalSection(&d3d9_cs);
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IWineD3DPixelShader_Release(This->wineD3DPixelShader);
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LeaveCriticalSection(&d3d9_cs);
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IUnknown_Release(This->parentDevice);
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HeapFree(GetProcessHeap(), 0, This);
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}
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@ -70,17 +72,24 @@ static HRESULT WINAPI IDirect3DPixelShader9Impl_GetDevice(LPDIRECT3DPIXELSHADER9
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TRACE("(%p) : Relay\n", This);
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EnterCriticalSection(&d3d9_cs);
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IWineD3DPixelShader_GetDevice(This->wineD3DPixelShader, &myDevice);
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IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
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IWineD3DDevice_Release(myDevice);
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LeaveCriticalSection(&d3d9_cs);
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TRACE("(%p) returning (%p)\n", This, *ppDevice);
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return D3D_OK;
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}
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static HRESULT WINAPI IDirect3DPixelShader9Impl_GetFunction(LPDIRECT3DPIXELSHADER9 iface, VOID* pData, UINT* pSizeOfData) {
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IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DPixelShader_GetFunction(This->wineD3DPixelShader, pData, pSizeOfData);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DPixelShader_GetFunction(This->wineD3DPixelShader, pData, pSizeOfData);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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@ -118,7 +127,9 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreatePixelShader(LPDIRECT3DDEVICE9 iface, C
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object->ref = 1;
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object->lpVtbl = &Direct3DPixelShader9_Vtbl;
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EnterCriticalSection(&d3d9_cs);
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hrc = IWineD3DDevice_CreatePixelShader(This->WineD3DDevice, pFunction, &object->wineD3DPixelShader , (IUnknown *)object);
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LeaveCriticalSection(&d3d9_cs);
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if (hrc != D3D_OK) {
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/* free up object */
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@ -139,7 +150,10 @@ HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShader(LPDIRECT3DDEVICE9 iface, IDir
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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IDirect3DPixelShader9Impl *shader = (IDirect3DPixelShader9Impl *)pShader;
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TRACE("(%p) Relay\n", This);
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EnterCriticalSection(&d3d9_cs);
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IWineD3DDevice_SetPixelShader(This->WineD3DDevice, shader == NULL ? NULL :shader->wineD3DPixelShader);
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LeaveCriticalSection(&d3d9_cs);
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return D3D_OK;
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}
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@ -154,6 +168,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShader(LPDIRECT3DDEVICE9 iface, IDir
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return D3DERR_INVALIDCALL;
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}
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EnterCriticalSection(&d3d9_cs);
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hrc = IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &object);
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if (hrc == D3D_OK && object != NULL) {
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hrc = IWineD3DPixelShader_GetParent(object, (IUnknown **)ppShader);
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@ -161,6 +176,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShader(LPDIRECT3DDEVICE9 iface, IDir
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} else {
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*ppShader = NULL;
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}
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LeaveCriticalSection(&d3d9_cs);
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TRACE("(%p) : returning %p\n", This, *ppShader);
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return hrc;
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@ -168,8 +184,13 @@ HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShader(LPDIRECT3DDEVICE9 iface, IDir
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HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DDevice_SetPixelShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DDevice_SetPixelShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, float* pConstantData, UINT Vector4fCount) {
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@ -180,24 +201,44 @@ HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShaderConstantF(LPDIRECT3DDEVICE9 if
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HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DDevice_SetPixelShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DDevice_SetPixelShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, int* pConstantData, UINT Vector4iCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DDevice_GetPixelShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DDevice_GetPixelShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DDevice_SetPixelShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DDevice_SetPixelShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, BOOL* pConstantData, UINT BoolCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DDevice_GetPixelShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DDevice_GetPixelShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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