/* * IDirect3DVertexShader9 implementation * * Copyright 2002-2003 Jason Edmeades * Raphael Junqueira * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "config.h" #include #define NONAMELESSUNION #define NONAMELESSSTRUCT #include "windef.h" #include "winbase.h" #include "winuser.h" #include "wingdi.h" #include "wine/debug.h" #include "d3d9_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); /* IDirect3DVertexShader9 IUnknown parts follow: */ HRESULT WINAPI IDirect3DVertexShader9Impl_QueryInterface(LPDIRECT3DVERTEXSHADER9 iface, REFIID riid, LPVOID* ppobj) { IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface; if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IDirect3DVertexShader9)) { IDirect3DVertexShader9Impl_AddRef(iface); *ppobj = This; return D3D_OK; } WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj); return E_NOINTERFACE; } ULONG WINAPI IDirect3DVertexShader9Impl_AddRef(LPDIRECT3DVERTEXSHADER9 iface) { IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface; TRACE("(%p) : AddRef from %ld\n", This, This->ref); return ++(This->ref); } ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 iface) { IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface; ULONG ref = --This->ref; TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref); if (ref == 0) { HeapFree(GetProcessHeap(), 0, This); } return ref; } /* IDirect3DVertexShader9 Interface follow: */ HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADER9 iface, IDirect3DDevice9** ppDevice) { IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface; TRACE("(%p) : returning %p\n", This, This->Device); *ppDevice = (LPDIRECT3DDEVICE9) This->Device; IDirect3DDevice9Impl_AddRef(*ppDevice); return D3D_OK; } HRESULT WINAPI IDirect3DVertexShader9Impl_GetFunction(LPDIRECT3DVERTEXSHADER9 iface, VOID* pData, UINT* pSizeOfData) { IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface; FIXME("(%p) : stub\n", This); return D3D_OK; } IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl = { IDirect3DVertexShader9Impl_QueryInterface, IDirect3DVertexShader9Impl_AddRef, IDirect3DVertexShader9Impl_Release, IDirect3DVertexShader9Impl_GetDevice, IDirect3DVertexShader9Impl_GetFunction }; /* IDirect3DDevice9 IDirect3DVertexShader9 Methods follow: */ HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9 iface, CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; FIXME("(%p) : stub\n", This); return D3D_OK; } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9* pShader) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; This->UpdateStateBlock->VertexShader = pShader; This->UpdateStateBlock->Changed.vertexShader = TRUE; This->UpdateStateBlock->Set.vertexShader = TRUE; /* Handle recording of state blocks */ if (This->isRecordingState) { TRACE("Recording... not performing anything\n"); return D3D_OK; } /** * TODO: merge HAL shaders context switching from prototype */ return D3D_OK; } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9** ppShader) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; TRACE("(%p) : GetVertexShader returning %p\n", This, This->StateBlock->VertexShader); *ppShader = This->StateBlock->VertexShader; IDirect3DVertexShader9Impl_AddRef(*ppShader); return D3D_OK; } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; if (Register + Vector4fCount > D3D_VSHADER_MAX_CONSTANTS) { ERR("(%p) : SetVertexShaderConstant C[%u] invalid\n", This, Register); return D3DERR_INVALIDCALL; } if (NULL == pConstantData) { return D3DERR_INVALIDCALL; } if (Vector4fCount > 1) { CONST FLOAT* f = pConstantData; UINT i; TRACE("(%p) : SetVertexShaderConstant C[%u..%u]=\n", This, Register, Register + Vector4fCount - 1); for (i = 0; i < Vector4fCount; ++i) { TRACE("{%f, %f, %f, %f}\n", f[0], f[1], f[2], f[3]); f += 4; } } else { FLOAT* f = (FLOAT*) pConstantData; TRACE("(%p) : SetVertexShaderConstant, C[%u]={%f, %f, %f, %f}\n", This, Register, f[0], f[1], f[2], f[3]); } This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE; memcpy(&This->UpdateStateBlock->vertexShaderConstantF[Register], pConstantData, Vector4fCount * 4 * sizeof(FLOAT)); return D3D_OK; } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, float* pConstantData, UINT Vector4fCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; TRACE("(%p) : C[%u] count=%u\n", This, Register, Vector4fCount); if (Register + Vector4fCount > D3D_VSHADER_MAX_CONSTANTS) { return D3DERR_INVALIDCALL; } if (NULL == pConstantData) { return D3DERR_INVALIDCALL; } memcpy(pConstantData, &This->UpdateStateBlock->vertexShaderConstantF[Register], Vector4fCount * 4 * sizeof(FLOAT)); return D3D_OK; } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; if (Register + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) { ERR("(%p) : SetVertexShaderConstantI C[%u] invalid\n", This, Register); return D3DERR_INVALIDCALL; } if (NULL == pConstantData) { return D3DERR_INVALIDCALL; } if (Vector4iCount > 1) { CONST int* f = pConstantData; UINT i; TRACE("(%p) : SetVertexShaderConstantI C[%u..%u]=\n", This, Register, Register + Vector4iCount - 1); for (i = 0; i < Vector4iCount; ++i) { TRACE("{%d, %d, %d, %d}\n", f[0], f[1], f[2], f[3]); f += 4; } } else { CONST int* f = pConstantData; TRACE("(%p) : SetVertexShaderConstantI, C[%u]={%i, %i, %i, %i}\n", This, Register, f[0], f[1], f[2], f[3]); } This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE; memcpy(&This->UpdateStateBlock->vertexShaderConstantI[Register], pConstantData, Vector4iCount * 4 * sizeof(int)); return D3D_OK; } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, int* pConstantData, UINT Vector4iCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; TRACE("(%p) : C[%u] count=%u\n", This, Register, Vector4iCount); if (Register + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) { return D3DERR_INVALIDCALL; } if (NULL == pConstantData) { return D3DERR_INVALIDCALL; } memcpy(pConstantData, &This->UpdateStateBlock->vertexShaderConstantI[Register], Vector4iCount * 4 * sizeof(FLOAT)); return D3D_OK; } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; UINT i; if (Register + BoolCount > D3D_VSHADER_MAX_CONSTANTS) { ERR("(%p) : SetVertexShaderConstantB C[%u] invalid\n", This, Register); return D3DERR_INVALIDCALL; } if (NULL == pConstantData) { return D3DERR_INVALIDCALL; } if (BoolCount > 1) { CONST BOOL* f = pConstantData; TRACE("(%p) : SetVertexShaderConstantB C[%u..%u]=\n", This, Register, Register + BoolCount - 1); for (i = 0; i < BoolCount; ++i) { TRACE("{%u}\n", f[i]); } } else { CONST BOOL* f = pConstantData; TRACE("(%p) : SetVertexShaderConstantB, C[%u]={%u}\n", This, Register, f[0]); } This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE; for (i = 0; i < BoolCount; ++i) { This->UpdateStateBlock->vertexShaderConstantB[Register] = pConstantData[i]; } return D3D_OK; } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, BOOL* pConstantData, UINT BoolCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; FIXME("(%p) : stub\n", This); return D3D_OK; }