/* * 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); static inline IDirect3DVertexShader8Impl *impl_from_IDirect3DVertexShader8(IDirect3DVertexShader8 *iface) { return CONTAINING_RECORD(iface, IDirect3DVertexShader8Impl, IDirect3DVertexShader8_iface); } static HRESULT WINAPI d3d8_vertexshader_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, void **object) { TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object); if (IsEqualGUID(riid, &IID_IDirect3DVertexShader8) || IsEqualGUID(riid, &IID_IUnknown)) { IUnknown_AddRef(iface); *object = iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); *object = NULL; return E_NOINTERFACE; } static ULONG WINAPI d3d8_vertexshader_AddRef(IDirect3DVertexShader8 *iface) { IDirect3DVertexShader8Impl *shader = impl_from_IDirect3DVertexShader8(iface); ULONG refcount = InterlockedIncrement(&shader->ref); TRACE("%p increasing refcount to %u.\n", iface, refcount); if (refcount == 1 && shader->wined3d_shader) { wined3d_mutex_lock(); wined3d_shader_incref(shader->wined3d_shader); wined3d_mutex_unlock(); } return refcount; } static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent) { IDirect3DVertexShader8Impl *shader = parent; IDirect3DVertexDeclaration8_Release(shader->vertex_declaration); HeapFree(GetProcessHeap(), 0, shader); } static ULONG WINAPI d3d8_vertexshader_Release(IDirect3DVertexShader8 *iface) { IDirect3DVertexShader8Impl *shader = impl_from_IDirect3DVertexShader8(iface); ULONG refcount = InterlockedDecrement(&shader->ref); TRACE("%p decreasing refcount to %u.\n", iface, refcount); if (!refcount) { if (shader->wined3d_shader) { wined3d_mutex_lock(); wined3d_shader_decref(shader->wined3d_shader); wined3d_mutex_unlock(); } else { d3d8_vertexshader_wined3d_object_destroyed(shader); } } return refcount; } static const IDirect3DVertexShader8Vtbl d3d8_vertexshader_vtbl = { /* IUnknown */ d3d8_vertexshader_QueryInterface, d3d8_vertexshader_AddRef, d3d8_vertexshader_Release, }; static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops = { d3d8_vertexshader_wined3d_object_destroyed, }; static HRESULT d3d8_vertexshader_create_vertexdeclaration(IDirect3DDevice8Impl *device, const DWORD *declaration, DWORD shader_handle, IDirect3DVertexDeclaration8 **decl_ptr) { IDirect3DVertexDeclaration8Impl *object; HRESULT hr; TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n", device, declaration, shader_handle, decl_ptr); object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Memory allocation failed.\n"); return E_OUTOFMEMORY; } hr = vertexdeclaration_init(object, device, declaration, shader_handle); if (FAILED(hr)) { WARN("Failed to initialize vertex declaration, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } TRACE("Created vertex declaration %p.\n", object); *decl_ptr = (IDirect3DVertexDeclaration8 *)object; return D3D_OK; } HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Impl *device, const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage) { const DWORD *token = declaration; HRESULT hr; /* Test if the vertex declaration is valid. */ while (D3DVSD_END() != *token) { D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT); if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) { DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code) { WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n"); return D3DERR_INVALIDCALL; } } token += parse_token(token); } shader->ref = 1; shader->IDirect3DVertexShader8_iface.lpVtbl = &d3d8_vertexshader_vtbl; hr = d3d8_vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration); if (FAILED(hr)) { WARN("Failed to create vertex declaration, hr %#x.\n", hr); return hr; } if (byte_code) { if (usage) FIXME("Usage %#x not implemented.\n", usage); wined3d_mutex_lock(); hr = wined3d_shader_create_vs(device->wined3d_device, byte_code, NULL /* output signature */, shader, &d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader, 1); wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr); IDirect3DVertexDeclaration8_Release(shader->vertex_declaration); return hr; } load_local_constants(declaration, shader->wined3d_shader); } return D3D_OK; } static inline IDirect3DPixelShader8Impl *impl_from_IDirect3DPixelShader8(IDirect3DPixelShader8 *iface) { return CONTAINING_RECORD(iface, IDirect3DPixelShader8Impl, IDirect3DPixelShader8_iface); } static HRESULT WINAPI d3d8_pixelshader_QueryInterface(IDirect3DPixelShader8 *iface, REFIID riid, void **object) { TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object); if (IsEqualGUID(riid, &IID_IDirect3DPixelShader8) || IsEqualGUID(riid, &IID_IUnknown)) { IUnknown_AddRef(iface); *object = iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid)); *object = NULL; return E_NOINTERFACE; } static ULONG WINAPI d3d8_pixelshader_AddRef(IDirect3DPixelShader8 *iface) { IDirect3DPixelShader8Impl *shader = impl_from_IDirect3DPixelShader8(iface); ULONG refcount = InterlockedIncrement(&shader->ref); TRACE("%p increasing refcount to %u.\n", iface, refcount); if (refcount == 1) { wined3d_mutex_lock(); wined3d_shader_incref(shader->wined3d_shader); wined3d_mutex_unlock(); } return refcount; } static ULONG WINAPI d3d8_pixelshader_Release(IDirect3DPixelShader8 *iface) { IDirect3DPixelShader8Impl *shader = impl_from_IDirect3DPixelShader8(iface); ULONG refcount = InterlockedDecrement(&shader->ref); TRACE("%p decreasing refcount to %u.\n", iface, refcount); if (!refcount) { wined3d_mutex_lock(); wined3d_shader_decref(shader->wined3d_shader); wined3d_mutex_unlock(); } return refcount; } static const IDirect3DPixelShader8Vtbl d3d8_pixelshader_vtbl = { /* IUnknown */ d3d8_pixelshader_QueryInterface, d3d8_pixelshader_AddRef, d3d8_pixelshader_Release, }; static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent) { HeapFree(GetProcessHeap(), 0, parent); } static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops = { d3d8_pixelshader_wined3d_object_destroyed, }; HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device, const DWORD *byte_code, DWORD shader_handle) { HRESULT hr; shader->ref = 1; shader->IDirect3DPixelShader8_iface.lpVtbl = &d3d8_pixelshader_vtbl; shader->handle = shader_handle; wined3d_mutex_lock(); hr = wined3d_shader_create_ps(device->wined3d_device, byte_code, NULL, shader, &d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader, 1); wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr); return hr; } return D3D_OK; }