d3d9: Hold the lock in Pixelshader functions.

This commit is contained in:
Stefan Dösinger 2007-06-12 10:11:21 +02:00 committed by Alexandre Julliard
parent 896568f209
commit 5194ce1972
1 changed files with 47 additions and 6 deletions

View File

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