/* * 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "d3d9_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d9); /* 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)) { IUnknown_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; ULONG ref = InterlockedIncrement(&This->ref); TRACE("(%p) : AddRef from %ld\n", This, ref - 1); return ref; } ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 iface) { IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface; ULONG ref = InterlockedDecrement(&This->ref); TRACE("(%p) : ReleaseRef to %ld\n", This, ref); if (ref == 0) { IWineD3DVertexShader_Release(This->wineD3DVertexShader); IUnknown_Release(This->parentDevice); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* IDirect3DVertexShader9 Interface follow: */ HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADER9 iface, IDirect3DDevice9** ppDevice) { IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface; IWineD3DDevice *myDevice = NULL; HRESULT hr = D3D_OK; TRACE("(%p) : Relay\n", This); if (D3D_OK == (hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice) && myDevice != NULL)) { hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice); IWineD3DDevice_Release(myDevice); } else { *ppDevice = NULL; } TRACE("(%p) returing (%p)", This, *ppDevice); return hr; } HRESULT WINAPI IDirect3DVertexShader9Impl_GetFunction(LPDIRECT3DVERTEXSHADER9 iface, VOID* pData, UINT* pSizeOfData) { IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface; TRACE("(%p) : Relay\n", This); return IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData); } const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl = { /* IUnknown */ IDirect3DVertexShader9Impl_QueryInterface, IDirect3DVertexShader9Impl_AddRef, IDirect3DVertexShader9Impl_Release, /* IDirect3DVertexShader9 */ IDirect3DVertexShader9Impl_GetDevice, IDirect3DVertexShader9Impl_GetFunction }; /* IDirect3DDevice9 IDirect3DVertexShader9 Methods follow: */ HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9 iface, CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hrc = D3D_OK; IDirect3DVertexShader9Impl *object; /* 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, returning D3DERR_OUTOFVIDEOMEMORY\n"); return D3DERR_OUTOFVIDEOMEMORY; } object->ref = 1; object->lpVtbl = &Direct3DVertexShader9_Vtbl; hrc= IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, NULL /* declaration */, pFunction, &object->wineD3DVertexShader, (IUnknown *)object); if (FAILED(hrc)) { /* free up object */ FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n"); HeapFree(GetProcessHeap(), 0, object); }else{ IUnknown_AddRef(iface); object->parentDevice = iface; *ppShader = (IDirect3DVertexShader9 *)object; TRACE("(%p) : Created vertex shader %p\n", This, object); } TRACE("(%p) : returning %p\n", This, *ppShader); return hrc; } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9* pShader) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hrc = D3D_OK; TRACE("(%p) : Relay\n", This); hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, pShader==NULL?NULL:((IDirect3DVertexShader9Impl *)pShader)->wineD3DVertexShader); TRACE("(%p) : returning hr(%lu)\n", This, hrc); return hrc; } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9** ppShader) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; IWineD3DVertexShader *pShader; HRESULT hrc = D3D_OK; TRACE("(%p) : Relay device@%p\n", This, This->WineD3DDevice); hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader); if(hrc == D3D_OK && pShader != NULL){ hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)ppShader); IWineD3DVertexShader_Release(pShader); } else { WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %lu (device %p)\n", This, hrc, This->WineD3DDevice); } TRACE("(%p) : returning %p\n", This, *ppShader); return hrc; } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; TRACE("(%p) : Relay\n", This); return IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount); } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, float* pConstantData, UINT Vector4fCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; TRACE("(%p) : Relay\n", This); return IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount); } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; TRACE("(%p) : Relay\n", This); return IWineD3DDevice_SetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount); } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, int* pConstantData, UINT Vector4iCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; TRACE("(%p) : Relay\n", This); return IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount); } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; TRACE("(%p) : Relay\n", This); return IWineD3DDevice_SetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount); } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, BOOL* pConstantData, UINT BoolCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; TRACE("(%p) : Relay\n", This); return IWineD3DDevice_GetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount); }