/* * 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: */ static HRESULT WINAPI IDirect3DVertexShader9Impl_QueryInterface(LPDIRECT3DVERTEXSHADER9 iface, REFIID riid, LPVOID* ppobj) { IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface; if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IDirect3DVertexShader9)) { IDirect3DVertexShader9_AddRef(iface); *ppobj = This; return S_OK; } WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj); *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IDirect3DVertexShader9Impl_AddRef(LPDIRECT3DVERTEXSHADER9 iface) { IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface; ULONG ref = InterlockedIncrement(&This->ref); TRACE("(%p) : AddRef from %d\n", This, ref - 1); if (ref == 1) { IDirect3DDevice9Ex_AddRef(This->parentDevice); wined3d_mutex_lock(); IWineD3DVertexShader_AddRef(This->wineD3DVertexShader); wined3d_mutex_unlock(); } return ref; } static ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 iface) { IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface; ULONG ref = InterlockedDecrement(&This->ref); TRACE("(%p) : ReleaseRef to %d\n", This, ref); if (ref == 0) { IDirect3DDevice9Ex_Release(This->parentDevice); wined3d_mutex_lock(); IWineD3DVertexShader_Release(This->wineD3DVertexShader); wined3d_mutex_unlock(); } return ref; } /* IDirect3DVertexShader9 Interface follow: */ static HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADER9 iface, IDirect3DDevice9** ppDevice) { IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface; IWineD3DDevice *myDevice = NULL; HRESULT hr; TRACE("(%p) : Relay\n", This); wined3d_mutex_lock(); hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice); if (WINED3D_OK == hr && myDevice != NULL) { hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice); IWineD3DDevice_Release(myDevice); } else { *ppDevice = NULL; } wined3d_mutex_unlock(); TRACE("(%p) returning (%p)\n", This, *ppDevice); return hr; } static HRESULT WINAPI IDirect3DVertexShader9Impl_GetFunction(LPDIRECT3DVERTEXSHADER9 iface, VOID* pData, UINT* pSizeOfData) { IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface; HRESULT hr; TRACE("(%p) : Relay\n", This); wined3d_mutex_lock(); hr = IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData); wined3d_mutex_unlock(); return hr; } static const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl = { /* IUnknown */ IDirect3DVertexShader9Impl_QueryInterface, IDirect3DVertexShader9Impl_AddRef, IDirect3DVertexShader9Impl_Release, /* IDirect3DVertexShader9 */ IDirect3DVertexShader9Impl_GetDevice, IDirect3DVertexShader9Impl_GetFunction }; static void STDMETHODCALLTYPE d3d9_vertexshader_wined3d_object_destroyed(void *parent) { HeapFree(GetProcessHeap(), 0, parent); } static const struct wined3d_parent_ops d3d9_vertexshader_wined3d_parent_ops = { d3d9_vertexshader_wined3d_object_destroyed, }; HRESULT vertexshader_init(IDirect3DVertexShader9Impl *shader, IDirect3DDevice9Impl *device, const DWORD *byte_code) { HRESULT hr; shader->ref = 1; shader->lpVtbl = &Direct3DVertexShader9_Vtbl; wined3d_mutex_lock(); hr = IWineD3DDevice_CreateVertexShader(device->WineD3DDevice, byte_code, NULL /* output signature */, &shader->wineD3DVertexShader, (IUnknown *)shader, &d3d9_vertexshader_wined3d_parent_ops); wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr); return hr; } shader->parentDevice = (IDirect3DDevice9Ex *)device; IDirect3DDevice9Ex_AddRef(shader->parentDevice); return D3D_OK; } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShader(LPDIRECT3DDEVICE9EX iface, IDirect3DVertexShader9* pShader) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hrc = D3D_OK; TRACE("(%p) : Relay\n", This); wined3d_mutex_lock(); hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, pShader==NULL?NULL:((IDirect3DVertexShader9Impl *)pShader)->wineD3DVertexShader); wined3d_mutex_unlock(); TRACE("(%p) : returning hr(%u)\n", This, hrc); return hrc; } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9EX iface, IDirect3DVertexShader9** ppShader) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; IWineD3DVertexShader *pShader; HRESULT hrc = D3D_OK; TRACE("(%p) : Relay device@%p\n", This, This->WineD3DDevice); wined3d_mutex_lock(); hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader); if (SUCCEEDED(hrc)) { if (pShader) { hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)ppShader); IWineD3DVertexShader_Release(pShader); } else { *ppShader = NULL; } } else { WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %u (device %p)\n", This, hrc, This->WineD3DDevice); } wined3d_mutex_unlock(); TRACE("(%p) : returning %p\n", This, *ppShader); return hrc; } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; TRACE("(%p) : Relay\n", This); if(Register + Vector4fCount > D3D9_MAX_VERTEX_SHADER_CONSTANTF) { WARN("Trying to access %u constants, but d3d9 only supports %u\n", Register + Vector4fCount, D3D9_MAX_VERTEX_SHADER_CONSTANTF); return D3DERR_INVALIDCALL; } wined3d_mutex_lock(); hr = IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount); wined3d_mutex_unlock(); return hr; } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, float* pConstantData, UINT Vector4fCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; if(Register + Vector4fCount > D3D9_MAX_VERTEX_SHADER_CONSTANTF) { WARN("Trying to access %u constants, but d3d9 only supports %u\n", Register + Vector4fCount, D3D9_MAX_VERTEX_SHADER_CONSTANTF); return D3DERR_INVALIDCALL; } TRACE("(%p) : Relay\n", This); wined3d_mutex_lock(); hr = IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount); wined3d_mutex_unlock(); return hr; } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantI(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; TRACE("(%p) : Relay\n", This); wined3d_mutex_lock(); hr = IWineD3DDevice_SetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount); wined3d_mutex_unlock(); return hr; } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9EX iface, UINT Register, int* pConstantData, UINT Vector4iCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; TRACE("(%p) : Relay\n", This); wined3d_mutex_lock(); hr = IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount); wined3d_mutex_unlock(); return hr; } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; TRACE("(%p) : Relay\n", This); wined3d_mutex_lock(); hr = IWineD3DDevice_SetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount); wined3d_mutex_unlock(); return hr; } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(LPDIRECT3DDEVICE9EX iface, UINT Register, BOOL* pConstantData, UINT BoolCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; TRACE("(%p) : Relay\n", This); wined3d_mutex_lock(); hr = IWineD3DDevice_GetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount); wined3d_mutex_unlock(); return hr; }