200 lines
7.8 KiB
C
200 lines
7.8 KiB
C
/*
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* IDirect3DPixelShader9 implementation
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*
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* Copyright 2002-2003 Jason Edmeades
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* Raphael Junqueira
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "config.h"
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#include "d3d9_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
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/* IDirect3DPixelShader9 IUnknown parts follow: */
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HRESULT WINAPI IDirect3DPixelShader9Impl_QueryInterface(LPDIRECT3DPIXELSHADER9 iface, REFIID riid, LPVOID* ppobj) {
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IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface;
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IDirect3DPixelShader9)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return D3D_OK;
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}
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WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
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return E_NOINTERFACE;
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}
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ULONG WINAPI IDirect3DPixelShader9Impl_AddRef(LPDIRECT3DPIXELSHADER9 iface) {
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IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface;
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ULONG ref = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
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return ref;
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}
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ULONG WINAPI IDirect3DPixelShader9Impl_Release(LPDIRECT3DPIXELSHADER9 iface) {
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IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface;
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ULONG ref = InterlockedDecrement(&This->ref);
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TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
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if (ref == 0) {
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IWineD3DPixelShader_Release(This->wineD3DPixelShader);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* IDirect3DPixelShader9 Interface follow: */
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HRESULT WINAPI IDirect3DPixelShader9Impl_GetDevice(LPDIRECT3DPIXELSHADER9 iface, IDirect3DDevice9** ppDevice) {
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IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface;
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IWineD3DDevice *myDevice = NULL;
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TRACE("(%p) : Relay\n", This);
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IWineD3DPixelShader_GetDevice(This->wineD3DPixelShader, &myDevice);
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IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
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IWineD3DDevice_Release(myDevice);
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TRACE("(%p) returing (%p)", This, *ppDevice);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DPixelShader9Impl_GetFunction(LPDIRECT3DPIXELSHADER9 iface, VOID* pData, UINT* pSizeOfData) {
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IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface;
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TRACE("(%p) Relay\n", This);
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return IWineD3DPixelShader_GetFunction(This->wineD3DPixelShader, pData, pSizeOfData);
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}
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const IDirect3DPixelShader9Vtbl Direct3DPixelShader9_Vtbl =
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{
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/* IUnknown */
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IDirect3DPixelShader9Impl_QueryInterface,
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IDirect3DPixelShader9Impl_AddRef,
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IDirect3DPixelShader9Impl_Release,
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/* IDirect3DPixelShader9 */
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IDirect3DPixelShader9Impl_GetDevice,
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IDirect3DPixelShader9Impl_GetFunction
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};
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/* IDirect3DDevice9 IDirect3DPixelShader9 Methods follow: */
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HRESULT WINAPI IDirect3DDevice9Impl_CreatePixelShader(LPDIRECT3DDEVICE9 iface, CONST DWORD* pFunction, IDirect3DPixelShader9** ppShader) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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IDirect3DPixelShader9Impl *object;
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HRESULT hrc = D3D_OK;
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FIXME("(%p) Relay (disabled)\n", This);
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if (ppShader == NULL) {
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TRACE("(%p) Invalid call\n", This);
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return D3DERR_INVALIDCALL;
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}
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (NULL == object) {
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FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
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return E_OUTOFMEMORY;
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}
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object->ref = 1;
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object->lpVtbl = &Direct3DPixelShader9_Vtbl;
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hrc = IWineD3DDevice_CreatePixelShader(This->WineD3DDevice, pFunction, &object->wineD3DPixelShader , (IUnknown *)object);
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if (hrc != D3D_OK) {
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/* free up object */
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FIXME("(%p) call to IWineD3DDevice_CreatePixelShader failed\n", This);
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HeapFree(GetProcessHeap(), 0 , object);
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} else {
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*ppShader = (IDirect3DPixelShader9*) object;
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TRACE("(%p) : Created pixel shader %p\n", This, object);
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}
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TRACE("(%p) : returning %p\n", This, *ppShader);
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return hrc;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShader(LPDIRECT3DDEVICE9 iface, IDirect3DPixelShader9* pShader) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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IDirect3DPixelShader9Impl *shader = (IDirect3DPixelShader9Impl *)pShader;
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TRACE("(%p) Relay\n", This);
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IWineD3DDevice_SetPixelShader(This->WineD3DDevice, shader == NULL ? NULL :shader->wineD3DPixelShader);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShader(LPDIRECT3DDEVICE9 iface, IDirect3DPixelShader9** ppShader) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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IWineD3DPixelShader *object;
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HRESULT hrc = D3D_OK;
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TRACE("(%p) Relay\n", This);
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if (ppShader == NULL) {
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TRACE("(%p) Invalid call\n", This);
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return D3DERR_INVALIDCALL;
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}
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hrc = IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &object);
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if (hrc == D3D_OK && object != NULL) {
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hrc = IWineD3DPixelShader_GetParent(object, (IUnknown **)ppShader);
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IWineD3DPixelShader_Release(object);
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} else {
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*ppShader = NULL;
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}
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TRACE("(%p) : returning %p\n", This, *ppShader);
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return hrc;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) Relay\n", This);
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return IWineD3DDevice_SetPixelShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, float* pConstantData, UINT Vector4fCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) Relay\n", This);
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return IWineD3DDevice_GetPixelShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) Relay\n", This);
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return IWineD3DDevice_SetPixelShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, int* pConstantData, UINT Vector4iCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) Relay\n", This);
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return IWineD3DDevice_GetPixelShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) Relay\n", This);
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return IWineD3DDevice_SetPixelShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, BOOL* pConstantData, UINT BoolCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) Relay\n", This);
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return IWineD3DDevice_GetPixelShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
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}
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