Pass all the d3d9 calls onto their wined3d equivalents.
This commit is contained in:
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702c959c7b
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e403237f47
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@ -186,7 +186,6 @@ typedef struct IDirect3DIndexBuffer9Impl IDirect3DIndexBuffer9Impl;
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typedef struct IDirect3DSurface9Impl IDirect3DSurface9Impl;
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typedef struct IDirect3DResource9Impl IDirect3DResource9Impl;
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typedef struct IDirect3DVolume9Impl IDirect3DVolume9Impl;
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typedef struct IDirect3DVertexShader9Impl IDirect3DVertexShader9Impl;
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typedef struct IDirect3DVertexDeclaration9Impl IDirect3DVertexDeclaration9Impl;
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@ -899,7 +898,7 @@ typedef struct IDirect3DStateBlock9Impl {
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extern const IDirect3DVertexDeclaration9Vtbl Direct3DVertexDeclaration9_Vtbl;
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/*****************************************************************************
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* IDirect3DVertexShaderDeclaration implementation structure
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* IDirect3DVertexDeclaration implementation structure
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*/
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struct IDirect3DVertexDeclaration9Impl {
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/* IUnknown fields */
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@ -932,25 +931,14 @@ extern const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl;
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/*****************************************************************************
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* IDirect3DVertexShader implementation structure
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*/
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struct IDirect3DVertexShader9Impl {
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typedef struct IDirect3DVertexShader9Impl {
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/* IUnknown fields */
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const IDirect3DVertexShader9Vtbl *lpVtbl;
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LONG ref;
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/* IDirect3DVertexDeclaration9 fields */
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IDirect3DDevice9Impl* Device;
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DWORD* function;
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UINT functionLength;
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DWORD usage; /* 0 || D3DUSAGE_SOFTWAREPROCESSING */
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DWORD version;
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/* run time datas */
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/*
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VSHADERDATA* data;
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VSHADERINPUTDATA input;
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VSHADEROUTPUTDATA output;
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*/
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};
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/* IDirect3DVertexShader9 fields */
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IWineD3DVertexShader *wineD3DVertexShader;
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} IDirect3DVertexShader9Impl;
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/* IUnknown: */
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extern HRESULT WINAPI IDirect3DVertexShader9Impl_QueryInterface(LPDIRECT3DVERTEXSHADER9 iface, REFIID refiid, LPVOID* obj);
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@ -22,7 +22,7 @@
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#include "config.h"
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#include "d3d9_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
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/* IDirect3DVertexShader9 IUnknown parts follow: */
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HRESULT WINAPI IDirect3DVertexShader9Impl_QueryInterface(LPDIRECT3DVERTEXSHADER9 iface, REFIID riid, LPVOID* ppobj) {
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@ -30,7 +30,7 @@ HRESULT WINAPI IDirect3DVertexShader9Impl_QueryInterface(LPDIRECT3DVERTEXSHADER9
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IDirect3DVertexShader9)) {
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IDirect3DVertexShader9Impl_AddRef(iface);
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IUnknown_AddRef(iface);
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*ppobj = This;
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return D3D_OK;
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}
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@ -55,6 +55,7 @@ ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 iface) {
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TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
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if (ref == 0) {
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IWineD3DVertexShader_Release(This->wineD3DVertexShader);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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@ -63,24 +64,35 @@ ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 iface) {
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/* IDirect3DVertexShader9 Interface follow: */
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HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADER9 iface, IDirect3DDevice9** ppDevice) {
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IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
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TRACE("(%p) : returning %p\n", This, This->Device);
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*ppDevice = (LPDIRECT3DDEVICE9) This->Device;
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IDirect3DDevice9Impl_AddRef(*ppDevice);
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return D3D_OK;
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IWineD3DDevice *myDevice = NULL;
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HRESULT hr = D3D_OK;
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TRACE("(%p) : Relay\n", This);
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if (D3D_OK == (hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice) && myDevice != NULL)) {
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hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
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IWineD3DDevice_Release(myDevice);
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} else {
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*ppDevice = NULL;
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}
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TRACE("(%p) returing (%p)", This, *ppDevice);
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return hr;
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}
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HRESULT WINAPI IDirect3DVertexShader9Impl_GetFunction(LPDIRECT3DVERTEXSHADER9 iface, VOID* pData, UINT* pSizeOfData) {
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IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData);
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}
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const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl =
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{
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/* IUnknown */
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IDirect3DVertexShader9Impl_QueryInterface,
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IDirect3DVertexShader9Impl_AddRef,
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IDirect3DVertexShader9Impl_Release,
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IDirect3DVertexShader9Impl_Release
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/* IDirect3DVertexShader9 */,
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IDirect3DVertexShader9Impl_GetDevice,
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IDirect3DVertexShader9Impl_GetFunction
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};
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@ -89,152 +101,95 @@ const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl =
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/* IDirect3DDevice9 IDirect3DVertexShader9 Methods follow: */
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HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9 iface, CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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HRESULT hrc = D3D_OK;
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IDirect3DVertexShader9Impl *object;
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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 = NULL;
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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object->ref = 1;
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object->lpVtbl = &Direct3DVertexShader9_Vtbl;
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hrc= IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, pFunction, &object->wineD3DVertexShader, (IUnknown *)object);
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if (FAILED(hrc)) {
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/* free up object */
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FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
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HeapFree(GetProcessHeap(), 0, object);
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*ppShader = NULL;
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}else{
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*ppShader = (IDirect3DVertexShader9 *)object;
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}
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TRACE("(%p) : returning %p\n", This, *ppShader);
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return hrc;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9* pShader) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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/* TODO: implement stateblocks */
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FIXME("Disabled %p\n", This);
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/* Handle recording of state blocks */
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/**
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* TODO: merge HAL shaders context switching from prototype
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*/
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return D3D_OK;
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HRESULT hrc = D3D_OK;
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TRACE("(%p) : Relay \n", This);
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hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, pShader==NULL?NULL:((IDirect3DVertexShader9Impl *)pShader)->wineD3DVertexShader);
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TRACE("(%p) : returning hr(%lu) \n", This, hrc);
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return hrc;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9** ppShader) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) : GetVertexShader returning\n", This);
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*ppShader = NULL;
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return D3D_OK;
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IWineD3DVertexShader *pShader;
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HRESULT hrc = D3D_OK;
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TRACE("(%p) : Relay device@%p \n", This, This->WineD3DDevice);
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hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader);
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if(hrc == D3D_OK){
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hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)ppShader);
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IWineD3DVertexShader_Release(pShader);
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} else {
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WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %lu (device %p)\n", This, hrc, This->WineD3DDevice);
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}
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TRACE("(%p) : returning %p\n", This, *ppShader);
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return hrc;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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#if 0
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if (Register + Vector4fCount > D3D_VSHADER_MAX_CONSTANTS) {
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ERR("(%p) : SetVertexShaderConstant C[%u] invalid\n", This, Register);
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return D3DERR_INVALIDCALL;
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}
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if (NULL == pConstantData) {
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return D3DERR_INVALIDCALL;
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}
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if (Vector4fCount > 1) {
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CONST FLOAT* f = pConstantData;
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UINT i;
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TRACE("(%p) : SetVertexShaderConstant C[%u..%u]=\n", This, Register, Register + Vector4fCount - 1);
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for (i = 0; i < Vector4fCount; ++i) {
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TRACE("{%f, %f, %f, %f}\n", f[0], f[1], f[2], f[3]);
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f += 4;
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}
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} else {
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const FLOAT* f = (const FLOAT*) pConstantData;
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TRACE("(%p) : SetVertexShaderConstant, C[%u]={%f, %f, %f, %f}\n", This, Register, f[0], f[1], f[2], f[3]);
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}
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This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
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memcpy(&This->UpdateStateBlock->vertexShaderConstantF[Register], pConstantData, Vector4fCount * 4 * sizeof(FLOAT));
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#endif
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, float* pConstantData, UINT Vector4fCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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#if 0
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TRACE("(%p) : C[%u] count=%u\n", This, Register, Vector4fCount);
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if (Register + Vector4fCount > D3D_VSHADER_MAX_CONSTANTS) {
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return D3DERR_INVALIDCALL;
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}
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if (NULL == pConstantData) {
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return D3DERR_INVALIDCALL;
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}
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memcpy(pConstantData, &This->UpdateStateBlock->vertexShaderConstantF[Register], Vector4fCount * 4 * sizeof(FLOAT));
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#endif
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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#if 0
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if (Register + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) {
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ERR("(%p) : SetVertexShaderConstantI C[%u] invalid\n", This, Register);
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return D3DERR_INVALIDCALL;
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}
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if (NULL == pConstantData) {
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return D3DERR_INVALIDCALL;
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}
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if (Vector4iCount > 1) {
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CONST int* f = pConstantData;
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UINT i;
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TRACE("(%p) : SetVertexShaderConstantI C[%u..%u]=\n", This, Register, Register + Vector4iCount - 1);
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for (i = 0; i < Vector4iCount; ++i) {
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TRACE("{%d, %d, %d, %d}\n", f[0], f[1], f[2], f[3]);
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f += 4;
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}
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} else {
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CONST int* f = pConstantData;
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TRACE("(%p) : SetVertexShaderConstantI, C[%u]={%i, %i, %i, %i}\n", This, Register, f[0], f[1], f[2], f[3]);
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}
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This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
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memcpy(&This->UpdateStateBlock->vertexShaderConstantI[Register], pConstantData, Vector4iCount * 4 * sizeof(int));
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#endif
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DDevice_SetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, int* pConstantData, UINT Vector4iCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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#if 0
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TRACE("(%p) : C[%u] count=%u\n", This, Register, Vector4iCount);
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if (Register + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) {
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return D3DERR_INVALIDCALL;
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}
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if (NULL == pConstantData) {
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return D3DERR_INVALIDCALL;
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}
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memcpy(pConstantData, &This->UpdateStateBlock->vertexShaderConstantI[Register], Vector4iCount * 4 * sizeof(FLOAT));
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#endif
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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#if 0
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UINT i;
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if (Register + BoolCount > D3D_VSHADER_MAX_CONSTANTS) {
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ERR("(%p) : SetVertexShaderConstantB C[%u] invalid\n", This, Register);
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return D3DERR_INVALIDCALL;
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}
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if (NULL == pConstantData) {
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return D3DERR_INVALIDCALL;
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}
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if (BoolCount > 1) {
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CONST BOOL* f = pConstantData;
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TRACE("(%p) : SetVertexShaderConstantB C[%u..%u]=\n", This, Register, Register + BoolCount - 1);
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for (i = 0; i < BoolCount; ++i) {
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TRACE("{%u}\n", f[i]);
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}
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} else {
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CONST BOOL* f = pConstantData;
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TRACE("(%p) : SetVertexShaderConstantB, C[%u]={%u}\n", This, Register, f[0]);
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}
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This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
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for (i = 0; i < BoolCount; ++i) {
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This->UpdateStateBlock->vertexShaderConstantB[Register] = pConstantData[i];
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}
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#endif
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DDevice_SetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, BOOL* pConstantData, UINT BoolCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DDevice_GetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
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}
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