d3d8: Add a separate function for vertex shader initialization.
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cdb741274a
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afed6a3f77
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@ -586,11 +586,6 @@ DECLARE_INTERFACE_(IDirect3DPixelShader8,IUnknown)
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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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* Predeclare the interface implementation structures
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*/
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extern const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl DECLSPEC_HIDDEN;
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/*****************************************************************************
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* IDirect3DVertexShader implementation structure
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*/
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@ -603,6 +598,9 @@ struct IDirect3DVertexShader8Impl {
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IWineD3DVertexShader *wineD3DVertexShader;
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};
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HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Impl *device,
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const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage) DECLSPEC_HIDDEN;
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#define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256
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@ -1716,119 +1716,55 @@ static HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(LPDIRECT3DDEVICE8 ifa
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return hr;
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}
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static HRESULT IDirect3DDevice8Impl_CreateVertexDeclaration(IDirect3DDevice8 *iface, CONST DWORD *declaration, IDirect3DVertexDeclaration8 **decl_ptr) {
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static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(IDirect3DDevice8 *iface,
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const DWORD *declaration, const DWORD *byte_code, DWORD *shader, DWORD usage)
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{
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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IDirect3DVertexDeclaration8Impl *object;
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IDirect3DVertexShader8Impl *object;
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DWORD shader_handle;
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DWORD handle;
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HRESULT hr;
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TRACE("(%p) : declaration %p\n", This, declaration);
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TRACE("iface %p, declaration %p, byte_code %p, shader %p, usage %#x.\n",
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iface, declaration, byte_code, shader, usage);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object) {
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ERR("Memory allocation failed\n");
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*decl_ptr = NULL;
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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hr = vertexdeclaration_init(object, This, declaration);
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if (FAILED(hr))
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if (!object)
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{
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WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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TRACE("Created vertex declaration %p.\n", object);
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*decl_ptr = (IDirect3DVertexDeclaration8 *)object;
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return D3D_OK;
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}
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static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pDeclaration, CONST DWORD* pFunction, DWORD* ppShader, DWORD Usage) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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HRESULT hrc = D3D_OK;
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IDirect3DVertexShader8Impl *object;
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const DWORD *token = pDeclaration;
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DWORD handle;
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/* Test if the vertex declaration is valid */
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while (D3DVSD_END() != *token) {
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D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
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if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) {
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DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
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DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
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if(reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !pFunction) {
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WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
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return D3DERR_INVALIDCALL;
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}
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}
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token += parse_token(token);
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}
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/* Setup a stub object for now */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
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if (NULL == object) {
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FIXME("Allocation of memory failed\n");
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*ppShader = 0;
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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object->ref = 1;
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object->lpVtbl = &Direct3DVertexShader8_Vtbl;
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hrc = IDirect3DDevice8Impl_CreateVertexDeclaration(iface, pDeclaration, &object->vertex_declaration);
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if (FAILED(hrc)) {
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ERR("(%p) : IDirect3DDeviceImpl_CreateVertexDeclaration call failed\n", This);
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HeapFree(GetProcessHeap(), 0, object);
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*ppShader = 0;
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return D3DERR_INVALIDCALL;
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ERR("Failed to allocate vertex shader memory.\n");
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*shader = 0;
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return E_OUTOFMEMORY;
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}
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wined3d_mutex_lock();
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handle = d3d8_allocate_handle(&This->handle_table, object, D3D8_HANDLE_VS);
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wined3d_mutex_unlock();
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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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wined3d_mutex_unlock();
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IDirect3DVertexDeclaration8_Release(object->vertex_declaration);
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ERR("Failed to allocate vertex shader handle.\n");
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HeapFree(GetProcessHeap(), 0, object);
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*ppShader = 0;
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*shader = 0;
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return E_OUTOFMEMORY;
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}
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else
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shader_handle = handle + VS_HIGHESTFIXEDFXF + 1;
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hr = vertexshader_init(object, This, declaration, byte_code, shader_handle, usage);
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if (FAILED(hr))
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{
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DWORD shader_handle = handle + VS_HIGHESTFIXEDFXF + 1;
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*ppShader = ((IDirect3DVertexDeclaration8Impl *)object->vertex_declaration)->shader_handle = shader_handle;
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WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
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wined3d_mutex_lock();
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d3d8_free_handle(&This->handle_table, handle, D3D8_HANDLE_VS);
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wined3d_mutex_unlock();
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HeapFree(GetProcessHeap(), 0, object);
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*shader = 0;
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return hr;
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}
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if (pFunction)
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{
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/* Usage is missing ... Use SetRenderState to set the sw vp render state in SetVertexShader */
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hrc = IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, pFunction,
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NULL /* output signature */, &object->wineD3DVertexShader, (IUnknown *)object);
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TRACE("Created vertex shader %p (handle %#x).\n", object, shader_handle);
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*shader = shader_handle;
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if (FAILED(hrc))
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{
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/* free up object */
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FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
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d3d8_free_handle(&This->handle_table, handle, D3D8_HANDLE_VS);
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IDirect3DVertexDeclaration8_Release(object->vertex_declaration);
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HeapFree(GetProcessHeap(), 0, object);
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*ppShader = 0;
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}
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else
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{
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load_local_constants(pDeclaration, object->wineD3DVertexShader);
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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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wined3d_mutex_unlock();
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return hrc;
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return D3D_OK;
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}
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static IDirect3DVertexDeclaration8Impl *IDirect3DDevice8Impl_FindDecl(IDirect3DDevice8Impl *This, DWORD fvf)
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@ -68,10 +68,98 @@ static ULONG WINAPI IDirect3DVertexShader8Impl_Release(IDirect3DVertexShader8 *i
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return ref;
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}
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const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl =
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static const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl =
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{
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/* IUnknown */
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IDirect3DVertexShader8Impl_QueryInterface,
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IDirect3DVertexShader8Impl_AddRef,
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IDirect3DVertexShader8Impl_Release,
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};
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static HRESULT vertexshader_create_vertexdeclaration(IDirect3DDevice8Impl *device,
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const DWORD *declaration, DWORD shader_handle, IDirect3DVertexDeclaration8 **decl_ptr)
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{
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IDirect3DVertexDeclaration8Impl *object;
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HRESULT hr;
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TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
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device, declaration, shader_handle, decl_ptr);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object) {
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ERR("Memory allocation failed\n");
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*decl_ptr = NULL;
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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hr = vertexdeclaration_init(object, device, declaration);
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if (FAILED(hr))
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{
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WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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object->shader_handle = shader_handle;
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TRACE("Created vertex declaration %p.\n", object);
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*decl_ptr = (IDirect3DVertexDeclaration8 *)object;
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return D3D_OK;
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}
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HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Impl *device,
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const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
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{
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const DWORD *token = declaration;
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HRESULT hr;
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/* Test if the vertex declaration is valid */
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while (D3DVSD_END() != *token)
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{
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D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
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if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000))
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{
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DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
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DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
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if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code)
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{
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WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
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return D3DERR_INVALIDCALL;
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}
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}
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token += parse_token(token);
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}
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shader->ref = 1;
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shader->lpVtbl = &Direct3DVertexShader8_Vtbl;
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hr = vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
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if (FAILED(hr))
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{
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WARN("Failed to create vertex declaration, hr %#x.\n", hr);
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return hr;
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}
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if (byte_code)
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{
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if (usage) FIXME("Usage %#x not implemented.\n", usage);
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wined3d_mutex_lock();
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hr = IWineD3DDevice_CreateVertexShader(device->WineD3DDevice, byte_code,
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NULL /* output signature */, &shader->wineD3DVertexShader, (IUnknown *)shader);
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wined3d_mutex_unlock();
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
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IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
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return hr;
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}
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load_local_constants(declaration, shader->wineD3DVertexShader);
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}
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return D3D_OK;
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}
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