mirror of
https://github.com/reactos/wine.git
synced 2024-11-24 20:30:01 +00:00
281 lines
8.4 KiB
C
281 lines
8.4 KiB
C
/*
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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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "d3d8_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
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static HRESULT WINAPI d3d8_vertexshader_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, void **object)
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{
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
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if (IsEqualGUID(riid, &IID_IDirect3DVertexShader8)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IUnknown_AddRef(iface);
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*object = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
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*object = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI d3d8_vertexshader_AddRef(IDirect3DVertexShader8 *iface)
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{
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IDirect3DVertexShader8Impl *shader = (IDirect3DVertexShader8Impl *)iface;
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ULONG refcount = InterlockedIncrement(&shader->ref);
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TRACE("%p increasing refcount to %u.\n", iface, refcount);
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if (refcount == 1 && shader->wineD3DVertexShader)
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{
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wined3d_mutex_lock();
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IWineD3DVertexShader_AddRef(shader->wineD3DVertexShader);
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wined3d_mutex_unlock();
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}
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return refcount;
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}
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static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent)
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{
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IDirect3DVertexShader8Impl *shader = parent;
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IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
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HeapFree(GetProcessHeap(), 0, shader);
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}
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static ULONG WINAPI d3d8_vertexshader_Release(IDirect3DVertexShader8 *iface)
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{
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IDirect3DVertexShader8Impl *shader = (IDirect3DVertexShader8Impl *)iface;
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ULONG refcount = InterlockedDecrement(&shader->ref);
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TRACE("%p decreasing refcount to %u.\n", iface, refcount);
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if (!refcount)
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{
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if (shader->wineD3DVertexShader)
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{
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wined3d_mutex_lock();
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IWineD3DVertexShader_Release(shader->wineD3DVertexShader);
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wined3d_mutex_unlock();
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}
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else
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{
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d3d8_vertexshader_wined3d_object_destroyed(shader);
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}
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}
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return refcount;
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}
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static const IDirect3DVertexShader8Vtbl d3d8_vertexshader_vtbl =
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{
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/* IUnknown */
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d3d8_vertexshader_QueryInterface,
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d3d8_vertexshader_AddRef,
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d3d8_vertexshader_Release,
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};
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static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops =
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{
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d3d8_vertexshader_wined3d_object_destroyed,
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};
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static HRESULT d3d8_vertexshader_create_vertexdeclaration(IDirect3DDevice8Impl *device,
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const DWORD *declaration, DWORD shader_handle, IDirect3DVertexDeclaration8 **decl_ptr)
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{
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IDirect3DVertexDeclaration8Impl *object;
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HRESULT hr;
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TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
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device, declaration, shader_handle, decl_ptr);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Memory allocation failed.\n");
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return E_OUTOFMEMORY;
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}
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hr = vertexdeclaration_init(object, device, declaration, shader_handle);
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if (FAILED(hr))
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{
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WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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TRACE("Created vertex declaration %p.\n", object);
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*decl_ptr = (IDirect3DVertexDeclaration8 *)object;
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return D3D_OK;
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}
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HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Impl *device,
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const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
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{
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const DWORD *token = declaration;
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HRESULT hr;
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/* Test if the vertex declaration is valid. */
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while (D3DVSD_END() != *token)
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{
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D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
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if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000))
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{
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DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
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DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
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if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code)
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{
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WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
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return D3DERR_INVALIDCALL;
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}
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}
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token += parse_token(token);
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}
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shader->ref = 1;
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shader->lpVtbl = &d3d8_vertexshader_vtbl;
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hr = d3d8_vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
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if (FAILED(hr))
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{
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WARN("Failed to create vertex declaration, hr %#x.\n", hr);
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return hr;
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}
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if (byte_code)
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{
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if (usage) FIXME("Usage %#x not implemented.\n", usage);
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wined3d_mutex_lock();
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hr = IWineD3DDevice_CreateVertexShader(device->WineD3DDevice, byte_code, NULL /* output signature */,
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shader, &d3d8_vertexshader_wined3d_parent_ops, &shader->wineD3DVertexShader);
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wined3d_mutex_unlock();
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
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IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
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return hr;
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}
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load_local_constants(declaration, shader->wineD3DVertexShader);
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}
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return D3D_OK;
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}
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static HRESULT WINAPI d3d8_pixelshader_QueryInterface(IDirect3DPixelShader8 *iface, REFIID riid, void **object)
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{
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TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
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if (IsEqualGUID(riid, &IID_IDirect3DPixelShader8)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IUnknown_AddRef(iface);
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*object = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
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*object = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI d3d8_pixelshader_AddRef(IDirect3DPixelShader8 *iface)
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{
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IDirect3DPixelShader8Impl *shader = (IDirect3DPixelShader8Impl *)iface;
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ULONG refcount = InterlockedIncrement(&shader->ref);
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TRACE("%p increasing refcount to %u.\n", iface, refcount);
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if (refcount == 1)
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{
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wined3d_mutex_lock();
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IWineD3DPixelShader_AddRef(shader->wineD3DPixelShader);
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wined3d_mutex_unlock();
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}
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return refcount;
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}
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static ULONG WINAPI d3d8_pixelshader_Release(IDirect3DPixelShader8 *iface)
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{
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IDirect3DPixelShader8Impl *shader = (IDirect3DPixelShader8Impl *)iface;
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ULONG refcount = InterlockedDecrement(&shader->ref);
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TRACE("%p decreasing refcount to %u.\n", iface, refcount);
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if (!refcount)
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{
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wined3d_mutex_lock();
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IWineD3DPixelShader_Release(shader->wineD3DPixelShader);
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wined3d_mutex_unlock();
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}
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return refcount;
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}
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static const IDirect3DPixelShader8Vtbl d3d8_pixelshader_vtbl =
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{
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/* IUnknown */
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d3d8_pixelshader_QueryInterface,
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d3d8_pixelshader_AddRef,
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d3d8_pixelshader_Release,
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};
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static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
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{
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HeapFree(GetProcessHeap(), 0, parent);
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}
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static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
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{
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d3d8_pixelshader_wined3d_object_destroyed,
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};
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HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device,
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const DWORD *byte_code, DWORD shader_handle)
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{
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HRESULT hr;
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shader->ref = 1;
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shader->lpVtbl = &d3d8_pixelshader_vtbl;
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shader->handle = shader_handle;
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wined3d_mutex_lock();
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hr = IWineD3DDevice_CreatePixelShader(device->WineD3DDevice, byte_code, NULL, shader,
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&d3d8_pixelshader_wined3d_parent_ops, &shader->wineD3DPixelShader);
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wined3d_mutex_unlock();
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
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return hr;
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}
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return D3D_OK;
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}
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