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https://github.com/reactos/wine.git
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315 lines
9.2 KiB
C
315 lines
9.2 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 "d3d9_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
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static inline IDirect3DVertexShader9Impl *impl_from_IDirect3DVertexShader9(IDirect3DVertexShader9 *iface)
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{
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return CONTAINING_RECORD(iface, IDirect3DVertexShader9Impl, IDirect3DVertexShader9_iface);
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}
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static HRESULT WINAPI d3d9_vertexshader_QueryInterface(IDirect3DVertexShader9 *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_IDirect3DVertexShader9)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IDirect3DVertexShader9_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 d3d9_vertexshader_AddRef(IDirect3DVertexShader9 *iface)
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{
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IDirect3DVertexShader9Impl *shader = impl_from_IDirect3DVertexShader9(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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IDirect3DDevice9Ex_AddRef(shader->parentDevice);
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wined3d_mutex_lock();
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wined3d_shader_incref(shader->wined3d_shader);
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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 d3d9_vertexshader_Release(IDirect3DVertexShader9 *iface)
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{
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IDirect3DVertexShader9Impl *shader = impl_from_IDirect3DVertexShader9(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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IDirect3DDevice9Ex *device = shader->parentDevice;
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wined3d_mutex_lock();
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wined3d_shader_decref(shader->wined3d_shader);
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wined3d_mutex_unlock();
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/* Release the device last, as it may cause the device to be destroyed. */
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IDirect3DDevice9Ex_Release(device);
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}
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return refcount;
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}
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static HRESULT WINAPI d3d9_vertexshader_GetDevice(IDirect3DVertexShader9 *iface, IDirect3DDevice9 **device)
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{
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IDirect3DVertexShader9Impl *shader = impl_from_IDirect3DVertexShader9(iface);
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TRACE("iface %p, device %p.\n", iface, device);
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*device = (IDirect3DDevice9 *)shader->parentDevice;
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IDirect3DDevice9_AddRef(*device);
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TRACE("Returning device %p.\n", *device);
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return D3D_OK;
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}
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static HRESULT WINAPI d3d9_vertexshader_GetFunction(IDirect3DVertexShader9 *iface,
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void *data, UINT *data_size)
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{
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IDirect3DVertexShader9Impl *shader = impl_from_IDirect3DVertexShader9(iface);
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HRESULT hr;
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TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
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wined3d_mutex_lock();
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hr = wined3d_shader_get_byte_code(shader->wined3d_shader, data, data_size);
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wined3d_mutex_unlock();
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return hr;
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}
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static const IDirect3DVertexShader9Vtbl d3d9_vertexshader_vtbl =
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{
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/* IUnknown */
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d3d9_vertexshader_QueryInterface,
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d3d9_vertexshader_AddRef,
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d3d9_vertexshader_Release,
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/* IDirect3DVertexShader9 */
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d3d9_vertexshader_GetDevice,
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d3d9_vertexshader_GetFunction,
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};
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static void STDMETHODCALLTYPE d3d9_vertexshader_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 d3d9_vertexshader_wined3d_parent_ops =
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{
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d3d9_vertexshader_wined3d_object_destroyed,
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};
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HRESULT vertexshader_init(IDirect3DVertexShader9Impl *shader, IDirect3DDevice9Impl *device, const DWORD *byte_code)
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{
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HRESULT hr;
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shader->ref = 1;
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shader->IDirect3DVertexShader9_iface.lpVtbl = &d3d9_vertexshader_vtbl;
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wined3d_mutex_lock();
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hr = wined3d_shader_create_vs(device->wined3d_device, byte_code, NULL,
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shader, &d3d9_vertexshader_wined3d_parent_ops, &shader->wined3d_shader, 3);
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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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return hr;
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}
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shader->parentDevice = &device->IDirect3DDevice9Ex_iface;
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IDirect3DDevice9Ex_AddRef(shader->parentDevice);
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return D3D_OK;
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}
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IDirect3DVertexShader9Impl *unsafe_impl_from_IDirect3DVertexShader9(IDirect3DVertexShader9 *iface)
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{
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if (!iface)
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return NULL;
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assert(iface->lpVtbl == &d3d9_vertexshader_vtbl);
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return impl_from_IDirect3DVertexShader9(iface);
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}
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static inline IDirect3DPixelShader9Impl *impl_from_IDirect3DPixelShader9(IDirect3DPixelShader9 *iface)
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{
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return CONTAINING_RECORD(iface, IDirect3DPixelShader9Impl, IDirect3DPixelShader9_iface);
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}
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static HRESULT WINAPI d3d9_pixelshader_QueryInterface(IDirect3DPixelShader9 *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_IDirect3DPixelShader9)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IDirect3DPixelShader9_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 d3d9_pixelshader_AddRef(IDirect3DPixelShader9 *iface)
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{
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IDirect3DPixelShader9Impl *shader = impl_from_IDirect3DPixelShader9(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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IDirect3DDevice9Ex_AddRef(shader->parentDevice);
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wined3d_mutex_lock();
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wined3d_shader_incref(shader->wined3d_shader);
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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 d3d9_pixelshader_Release(IDirect3DPixelShader9 *iface)
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{
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IDirect3DPixelShader9Impl *shader = impl_from_IDirect3DPixelShader9(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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IDirect3DDevice9Ex *device = shader->parentDevice;
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wined3d_mutex_lock();
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wined3d_shader_decref(shader->wined3d_shader);
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wined3d_mutex_unlock();
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/* Release the device last, as it may cause the device to be destroyed. */
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IDirect3DDevice9Ex_Release(device);
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}
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return refcount;
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}
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static HRESULT WINAPI d3d9_pixelshader_GetDevice(IDirect3DPixelShader9 *iface,
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IDirect3DDevice9 **device)
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{
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IDirect3DPixelShader9Impl *shader = impl_from_IDirect3DPixelShader9(iface);
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TRACE("iface %p, device %p.\n", iface, device);
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*device = (IDirect3DDevice9 *)shader->parentDevice;
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IDirect3DDevice9_AddRef(*device);
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TRACE("Returning device %p.\n", *device);
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return D3D_OK;
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}
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static HRESULT WINAPI d3d9_pixelshader_GetFunction(IDirect3DPixelShader9 *iface, void *data,
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UINT *data_size)
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{
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IDirect3DPixelShader9Impl *shader = impl_from_IDirect3DPixelShader9(iface);
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HRESULT hr;
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TRACE("iface %p, data %p, data_size %p.\n", iface, data, data_size);
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wined3d_mutex_lock();
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hr = wined3d_shader_get_byte_code(shader->wined3d_shader, data, data_size);
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wined3d_mutex_unlock();
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return hr;
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}
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static const IDirect3DPixelShader9Vtbl d3d9_pixelshader_vtbl =
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{
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/* IUnknown */
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d3d9_pixelshader_QueryInterface,
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d3d9_pixelshader_AddRef,
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d3d9_pixelshader_Release,
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/* IDirect3DPixelShader9 */
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d3d9_pixelshader_GetDevice,
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d3d9_pixelshader_GetFunction,
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};
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static void STDMETHODCALLTYPE d3d9_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 d3d9_pixelshader_wined3d_parent_ops =
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{
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d3d9_pixelshader_wined3d_object_destroyed,
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};
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HRESULT pixelshader_init(IDirect3DPixelShader9Impl *shader, IDirect3DDevice9Impl *device, const DWORD *byte_code)
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{
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HRESULT hr;
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shader->ref = 1;
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shader->IDirect3DPixelShader9_iface.lpVtbl = &d3d9_pixelshader_vtbl;
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wined3d_mutex_lock();
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hr = wined3d_shader_create_ps(device->wined3d_device, byte_code, NULL, shader,
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&d3d9_pixelshader_wined3d_parent_ops, &shader->wined3d_shader, 3);
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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 created wined3d pixel shader, hr %#x.\n", hr);
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return hr;
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}
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shader->parentDevice = &device->IDirect3DDevice9Ex_iface;
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IDirect3DDevice9Ex_AddRef(shader->parentDevice);
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return D3D_OK;
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}
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IDirect3DPixelShader9Impl *unsafe_impl_from_IDirect3DPixelShader9(IDirect3DPixelShader9 *iface)
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{
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if (!iface)
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return NULL;
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assert(iface->lpVtbl == &d3d9_pixelshader_vtbl);
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return impl_from_IDirect3DPixelShader9(iface);
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}
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