Sweden-Number/dlls/d3d8/shader.c

291 lines
8.8 KiB
C

/*
* 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->WineD3DDevice, byte_code, NULL /* output signature */,
shader, &d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader);
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->WineD3DDevice, byte_code, NULL, shader,
&d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader);
wined3d_mutex_unlock();
if (FAILED(hr))
{
WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
return hr;
}
return D3D_OK;
}