/* * IDirect3DPixelShader9 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); /* IDirect3DPixelShader9 IUnknown parts follow: */ static HRESULT WINAPI IDirect3DPixelShader9Impl_QueryInterface(LPDIRECT3DPIXELSHADER9 iface, REFIID riid, LPVOID* ppobj) { IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface; if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IDirect3DPixelShader9)) { 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 IDirect3DPixelShader9Impl_AddRef(LPDIRECT3DPIXELSHADER9 iface) { IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface; ULONG ref = InterlockedIncrement(&This->ref); TRACE("(%p) : AddRef from %d\n", This, ref - 1); return ref; } static ULONG WINAPI IDirect3DPixelShader9Impl_Release(LPDIRECT3DPIXELSHADER9 iface) { IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface; ULONG ref = InterlockedDecrement(&This->ref); TRACE("(%p) : ReleaseRef to %d\n", This, ref); if (ref == 0) { EnterCriticalSection(&d3d9_cs); IWineD3DPixelShader_Release(This->wineD3DPixelShader); LeaveCriticalSection(&d3d9_cs); IUnknown_Release(This->parentDevice); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* IDirect3DPixelShader9 Interface follow: */ static HRESULT WINAPI IDirect3DPixelShader9Impl_GetDevice(LPDIRECT3DPIXELSHADER9 iface, IDirect3DDevice9** ppDevice) { IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface; IWineD3DDevice *myDevice = NULL; TRACE("(%p) : Relay\n", This); EnterCriticalSection(&d3d9_cs); IWineD3DPixelShader_GetDevice(This->wineD3DPixelShader, &myDevice); IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice); IWineD3DDevice_Release(myDevice); LeaveCriticalSection(&d3d9_cs); TRACE("(%p) returning (%p)\n", This, *ppDevice); return D3D_OK; } static HRESULT WINAPI IDirect3DPixelShader9Impl_GetFunction(LPDIRECT3DPIXELSHADER9 iface, VOID* pData, UINT* pSizeOfData) { IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d9_cs); hr = IWineD3DPixelShader_GetFunction(This->wineD3DPixelShader, pData, pSizeOfData); LeaveCriticalSection(&d3d9_cs); return hr; } static const IDirect3DPixelShader9Vtbl Direct3DPixelShader9_Vtbl = { /* IUnknown */ IDirect3DPixelShader9Impl_QueryInterface, IDirect3DPixelShader9Impl_AddRef, IDirect3DPixelShader9Impl_Release, /* IDirect3DPixelShader9 */ IDirect3DPixelShader9Impl_GetDevice, IDirect3DPixelShader9Impl_GetFunction }; /* IDirect3DDevice9 IDirect3DPixelShader9 Methods follow: */ HRESULT WINAPI IDirect3DDevice9Impl_CreatePixelShader(LPDIRECT3DDEVICE9EX iface, CONST DWORD* pFunction, IDirect3DPixelShader9** ppShader) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; IDirect3DPixelShader9Impl *object; HRESULT hrc = D3D_OK; TRACE("(%p) Relay\n", This); if (ppShader == NULL) { TRACE("(%p) Invalid call\n", This); return D3DERR_INVALIDCALL; } object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (NULL == object) { FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n"); return E_OUTOFMEMORY; } object->ref = 1; object->lpVtbl = &Direct3DPixelShader9_Vtbl; EnterCriticalSection(&d3d9_cs); hrc = IWineD3DDevice_CreatePixelShader(This->WineD3DDevice, pFunction, &object->wineD3DPixelShader , (IUnknown *)object); LeaveCriticalSection(&d3d9_cs); if (hrc != D3D_OK) { /* free up object */ FIXME("(%p) call to IWineD3DDevice_CreatePixelShader failed\n", This); HeapFree(GetProcessHeap(), 0 , object); } else { IUnknown_AddRef(iface); object->parentDevice = iface; *ppShader = (IDirect3DPixelShader9*) object; TRACE("(%p) : Created pixel shader %p\n", This, object); } TRACE("(%p) : returning %p\n", This, *ppShader); return hrc; } HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShader(LPDIRECT3DDEVICE9EX iface, IDirect3DPixelShader9* pShader) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; IDirect3DPixelShader9Impl *shader = (IDirect3DPixelShader9Impl *)pShader; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d9_cs); IWineD3DDevice_SetPixelShader(This->WineD3DDevice, shader == NULL ? NULL :shader->wineD3DPixelShader); LeaveCriticalSection(&d3d9_cs); return D3D_OK; } HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShader(LPDIRECT3DDEVICE9EX iface, IDirect3DPixelShader9** ppShader) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; IWineD3DPixelShader *object; HRESULT hrc = D3D_OK; TRACE("(%p) Relay\n", This); if (ppShader == NULL) { TRACE("(%p) Invalid call\n", This); return D3DERR_INVALIDCALL; } EnterCriticalSection(&d3d9_cs); hrc = IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &object); if (hrc == D3D_OK && object != NULL) { hrc = IWineD3DPixelShader_GetParent(object, (IUnknown **)ppShader); IWineD3DPixelShader_Release(object); } else { *ppShader = NULL; } LeaveCriticalSection(&d3d9_cs); TRACE("(%p) : returning %p\n", This, *ppShader); return hrc; } HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d9_cs); hr = IWineD3DDevice_SetPixelShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount); LeaveCriticalSection(&d3d9_cs); return hr; } HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, float* pConstantData, UINT Vector4fCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; TRACE("(%p) Relay\n", This); return IWineD3DDevice_GetPixelShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount); } HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShaderConstantI(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d9_cs); hr = IWineD3DDevice_SetPixelShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount); LeaveCriticalSection(&d3d9_cs); return hr; } HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShaderConstantI(LPDIRECT3DDEVICE9EX iface, UINT Register, int* pConstantData, UINT Vector4iCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d9_cs); hr = IWineD3DDevice_GetPixelShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount); LeaveCriticalSection(&d3d9_cs); return hr; } HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShaderConstantB(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d9_cs); hr = IWineD3DDevice_SetPixelShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount); LeaveCriticalSection(&d3d9_cs); return hr; } HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShaderConstantB(LPDIRECT3DDEVICE9EX iface, UINT Register, BOOL* pConstantData, UINT BoolCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; TRACE("(%p) Relay\n", This); EnterCriticalSection(&d3d9_cs); hr = IWineD3DDevice_GetPixelShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount); LeaveCriticalSection(&d3d9_cs); return hr; }