/* * IDirect3DVertexShader8 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 "d3d8_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d8); /* IDirect3DVertexShader8 IUnknown parts follow: */ static HRESULT WINAPI IDirect3DVertexShader8Impl_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, LPVOID* ppobj) { IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface; if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IDirect3DVertexShader8)) { IUnknown_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 IDirect3DVertexShader8Impl_AddRef(IDirect3DVertexShader8 *iface) { IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface; ULONG ref = InterlockedIncrement(&This->ref); TRACE("(%p) : AddRef from %d\n", This, ref - 1); return ref; } static ULONG WINAPI IDirect3DVertexShader8Impl_Release(IDirect3DVertexShader8 *iface) { IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface; ULONG ref = InterlockedDecrement(&This->ref); TRACE("(%p) : ReleaseRef to %d\n", This, ref); if (ref == 0) { IDirect3DVertexDeclaration8_Release(This->vertex_declaration); IWineD3DVertexShader_Release(This->wineD3DVertexShader); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* IDirect3DVertexShader8 Interface follow: */ static HRESULT WINAPI IDirect3DVertexShader8Impl_GetDevice(IDirect3DVertexShader8 *iface, IDirect3DDevice8** ppDevice) { IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)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) returning (%p)\n", This, *ppDevice); return hr; } static HRESULT WINAPI IDirect3DVertexShader8Impl_GetFunction(IDirect3DVertexShader8 *iface, VOID* pData, UINT* pSizeOfData) { IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface; TRACE("(%p) : Relay\n", This); return IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData); } const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl = { /* IUnknown */ IDirect3DVertexShader8Impl_QueryInterface, IDirect3DVertexShader8Impl_AddRef, IDirect3DVertexShader8Impl_Release, /* IDirect3DVertexShader8 */ IDirect3DVertexShader8Impl_GetDevice, IDirect3DVertexShader8Impl_GetFunction };