d3d8: Add a separate function for vertex shader initialization.

This commit is contained in:
Henri Verbeet 2009-09-23 18:42:07 +02:00 committed by Alexandre Julliard
parent cdb741274a
commit afed6a3f77
3 changed files with 122 additions and 100 deletions

View File

@ -586,11 +586,6 @@ DECLARE_INTERFACE_(IDirect3DPixelShader8,IUnknown)
#define IDirect3DPixelShader8_AddRef(p) (p)->lpVtbl->AddRef(p) #define IDirect3DPixelShader8_AddRef(p) (p)->lpVtbl->AddRef(p)
#define IDirect3DPixelShader8_Release(p) (p)->lpVtbl->Release(p) #define IDirect3DPixelShader8_Release(p) (p)->lpVtbl->Release(p)
/*****************************************************************************
* Predeclare the interface implementation structures
*/
extern const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl DECLSPEC_HIDDEN;
/***************************************************************************** /*****************************************************************************
* IDirect3DVertexShader implementation structure * IDirect3DVertexShader implementation structure
*/ */
@ -603,6 +598,9 @@ struct IDirect3DVertexShader8Impl {
IWineD3DVertexShader *wineD3DVertexShader; IWineD3DVertexShader *wineD3DVertexShader;
}; };
HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Impl *device,
const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage) DECLSPEC_HIDDEN;
#define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256 #define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256

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@ -1716,119 +1716,55 @@ static HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(LPDIRECT3DDEVICE8 ifa
return hr; return hr;
} }
static HRESULT IDirect3DDevice8Impl_CreateVertexDeclaration(IDirect3DDevice8 *iface, CONST DWORD *declaration, IDirect3DVertexDeclaration8 **decl_ptr) { static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(IDirect3DDevice8 *iface,
const DWORD *declaration, const DWORD *byte_code, DWORD *shader, DWORD usage)
{
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DVertexDeclaration8Impl *object; IDirect3DVertexShader8Impl *object;
DWORD shader_handle;
DWORD handle;
HRESULT hr; HRESULT hr;
TRACE("(%p) : declaration %p\n", This, declaration); TRACE("iface %p, declaration %p, byte_code %p, shader %p, usage %#x.\n",
iface, declaration, byte_code, shader, usage);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object) { if (!object)
ERR("Memory allocation failed\n");
*decl_ptr = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
hr = vertexdeclaration_init(object, This, declaration);
if (FAILED(hr))
{ {
WARN("Failed to initialize vertex declaration, hr %#x.\n", hr); ERR("Failed to allocate vertex shader memory.\n");
HeapFree(GetProcessHeap(), 0, object); *shader = 0;
return hr; return E_OUTOFMEMORY;
}
TRACE("Created vertex declaration %p.\n", object);
*decl_ptr = (IDirect3DVertexDeclaration8 *)object;
return D3D_OK;
}
static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pDeclaration, CONST DWORD* pFunction, DWORD* ppShader, DWORD Usage) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hrc = D3D_OK;
IDirect3DVertexShader8Impl *object;
const DWORD *token = pDeclaration;
DWORD handle;
/* Test if the vertex declaration is valid */
while (D3DVSD_END() != *token) {
D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) {
DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
if(reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !pFunction) {
WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
return D3DERR_INVALIDCALL;
}
}
token += parse_token(token);
}
/* Setup a stub object for now */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
if (NULL == object) {
FIXME("Allocation of memory failed\n");
*ppShader = 0;
return D3DERR_OUTOFVIDEOMEMORY;
}
object->ref = 1;
object->lpVtbl = &Direct3DVertexShader8_Vtbl;
hrc = IDirect3DDevice8Impl_CreateVertexDeclaration(iface, pDeclaration, &object->vertex_declaration);
if (FAILED(hrc)) {
ERR("(%p) : IDirect3DDeviceImpl_CreateVertexDeclaration call failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
*ppShader = 0;
return D3DERR_INVALIDCALL;
} }
wined3d_mutex_lock(); wined3d_mutex_lock();
handle = d3d8_allocate_handle(&This->handle_table, object, D3D8_HANDLE_VS); handle = d3d8_allocate_handle(&This->handle_table, object, D3D8_HANDLE_VS);
wined3d_mutex_unlock();
if (handle == D3D8_INVALID_HANDLE) if (handle == D3D8_INVALID_HANDLE)
{ {
ERR("Failed to allocate shader handle\n"); ERR("Failed to allocate vertex shader handle.\n");
wined3d_mutex_unlock();
IDirect3DVertexDeclaration8_Release(object->vertex_declaration);
HeapFree(GetProcessHeap(), 0, object); HeapFree(GetProcessHeap(), 0, object);
*ppShader = 0; *shader = 0;
return E_OUTOFMEMORY; return E_OUTOFMEMORY;
} }
else
shader_handle = handle + VS_HIGHESTFIXEDFXF + 1;
hr = vertexshader_init(object, This, declaration, byte_code, shader_handle, usage);
if (FAILED(hr))
{ {
DWORD shader_handle = handle + VS_HIGHESTFIXEDFXF + 1; WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
*ppShader = ((IDirect3DVertexDeclaration8Impl *)object->vertex_declaration)->shader_handle = shader_handle; wined3d_mutex_lock();
d3d8_free_handle(&This->handle_table, handle, D3D8_HANDLE_VS);
wined3d_mutex_unlock();
HeapFree(GetProcessHeap(), 0, object);
*shader = 0;
return hr;
} }
if (pFunction) TRACE("Created vertex shader %p (handle %#x).\n", object, shader_handle);
{ *shader = shader_handle;
/* Usage is missing ... Use SetRenderState to set the sw vp render state in SetVertexShader */
hrc = IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, pFunction,
NULL /* output signature */, &object->wineD3DVertexShader, (IUnknown *)object);
if (FAILED(hrc)) return D3D_OK;
{
/* free up object */
FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
d3d8_free_handle(&This->handle_table, handle, D3D8_HANDLE_VS);
IDirect3DVertexDeclaration8_Release(object->vertex_declaration);
HeapFree(GetProcessHeap(), 0, object);
*ppShader = 0;
}
else
{
load_local_constants(pDeclaration, object->wineD3DVertexShader);
TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
}
}
wined3d_mutex_unlock();
return hrc;
} }
static IDirect3DVertexDeclaration8Impl *IDirect3DDevice8Impl_FindDecl(IDirect3DDevice8Impl *This, DWORD fvf) static IDirect3DVertexDeclaration8Impl *IDirect3DDevice8Impl_FindDecl(IDirect3DDevice8Impl *This, DWORD fvf)

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@ -68,10 +68,98 @@ static ULONG WINAPI IDirect3DVertexShader8Impl_Release(IDirect3DVertexShader8 *i
return ref; return ref;
} }
const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl = static const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl =
{ {
/* IUnknown */ /* IUnknown */
IDirect3DVertexShader8Impl_QueryInterface, IDirect3DVertexShader8Impl_QueryInterface,
IDirect3DVertexShader8Impl_AddRef, IDirect3DVertexShader8Impl_AddRef,
IDirect3DVertexShader8Impl_Release, IDirect3DVertexShader8Impl_Release,
}; };
static HRESULT vertexshader_create_vertexdeclaration(IDirect3DDevice8Impl *device,
const DWORD *declaration, DWORD shader_handle, IDirect3DVertexDeclaration8 **decl_ptr)
{
IDirect3DVertexDeclaration8Impl *object;
HRESULT hr;
TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
device, declaration, shader_handle, decl_ptr);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object) {
ERR("Memory allocation failed\n");
*decl_ptr = NULL;
return D3DERR_OUTOFVIDEOMEMORY;
}
hr = vertexdeclaration_init(object, device, declaration);
if (FAILED(hr))
{
WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, object);
return hr;
}
object->shader_handle = shader_handle;
TRACE("Created vertex declaration %p.\n", object);
*decl_ptr = (IDirect3DVertexDeclaration8 *)object;
return D3D_OK;
}
HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Impl *device,
const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
{
const DWORD *token = declaration;
HRESULT hr;
/* Test if the vertex declaration is valid */
while (D3DVSD_END() != *token)
{
D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000))
{
DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code)
{
WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
return D3DERR_INVALIDCALL;
}
}
token += parse_token(token);
}
shader->ref = 1;
shader->lpVtbl = &Direct3DVertexShader8_Vtbl;
hr = vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
if (FAILED(hr))
{
WARN("Failed to create vertex declaration, hr %#x.\n", hr);
return hr;
}
if (byte_code)
{
if (usage) FIXME("Usage %#x not implemented.\n", usage);
wined3d_mutex_lock();
hr = IWineD3DDevice_CreateVertexShader(device->WineD3DDevice, byte_code,
NULL /* output signature */, &shader->wineD3DVertexShader, (IUnknown *)shader);
wined3d_mutex_unlock();
if (FAILED(hr))
{
WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
return hr;
}
load_local_constants(declaration, shader->wineD3DVertexShader);
}
return D3D_OK;
}