/* * 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; TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), ppobj); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IDirect3DPixelShader9)) { IDirect3DPixelShader9_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 increasing refcount to %u.\n", iface, ref); if (ref == 1) { IDirect3DDevice9Ex_AddRef(This->parentDevice); wined3d_mutex_lock(); IWineD3DPixelShader_AddRef(This->wineD3DPixelShader); wined3d_mutex_unlock(); } return ref; } static ULONG WINAPI IDirect3DPixelShader9Impl_Release(LPDIRECT3DPIXELSHADER9 iface) { IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface; ULONG ref = InterlockedDecrement(&This->ref); TRACE("%p decreasing refcount to %u.\n", iface, ref); if (ref == 0) { IDirect3DDevice9Ex *parentDevice = This->parentDevice; wined3d_mutex_lock(); IWineD3DPixelShader_Release(This->wineD3DPixelShader); wined3d_mutex_unlock(); /* Release the device last, as it may cause the device to be destroyed. */ IDirect3DDevice9Ex_Release(parentDevice); } return ref; } /* IDirect3DPixelShader9 Interface follow: */ static HRESULT WINAPI IDirect3DPixelShader9Impl_GetDevice(IDirect3DPixelShader9 *iface, IDirect3DDevice9 **device) { IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface; TRACE("iface %p, device %p.\n", iface, device); *device = (IDirect3DDevice9 *)This->parentDevice; IDirect3DDevice9_AddRef(*device); TRACE("Returning device %p.\n", *device); return D3D_OK; } static HRESULT WINAPI IDirect3DPixelShader9Impl_GetFunction(LPDIRECT3DPIXELSHADER9 iface, VOID* pData, UINT* pSizeOfData) { IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface; HRESULT hr; TRACE("iface %p, data %p, data_size %p.\n", iface, pData, pSizeOfData); wined3d_mutex_lock(); hr = IWineD3DPixelShader_GetFunction(This->wineD3DPixelShader, pData, pSizeOfData); wined3d_mutex_unlock(); return hr; } static const IDirect3DPixelShader9Vtbl Direct3DPixelShader9_Vtbl = { /* IUnknown */ IDirect3DPixelShader9Impl_QueryInterface, IDirect3DPixelShader9Impl_AddRef, IDirect3DPixelShader9Impl_Release, /* IDirect3DPixelShader9 */ IDirect3DPixelShader9Impl_GetDevice, IDirect3DPixelShader9Impl_GetFunction }; static void STDMETHODCALLTYPE d3d9_pixelshader_wined3d_object_destroyed(void *parent) { HeapFree(GetProcessHeap(), 0, parent); } static const struct wined3d_parent_ops d3d9_pixelshader_wined3d_parent_ops = { d3d9_pixelshader_wined3d_object_destroyed, }; HRESULT pixelshader_init(IDirect3DPixelShader9Impl *shader, IDirect3DDevice9Impl *device, const DWORD *byte_code) { HRESULT hr; shader->ref = 1; shader->lpVtbl = &Direct3DPixelShader9_Vtbl; wined3d_mutex_lock(); hr = IWineD3DDevice_CreatePixelShader(device->WineD3DDevice, byte_code, NULL, shader, &d3d9_pixelshader_wined3d_parent_ops, &shader->wineD3DPixelShader); wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to created wined3d pixel shader, hr %#x.\n", hr); return hr; } shader->parentDevice = (IDirect3DDevice9Ex *)device; IDirect3DDevice9Ex_AddRef(shader->parentDevice); return D3D_OK; }