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97 lines
3.0 KiB
C
97 lines
3.0 KiB
C
/*
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* IDirect3DPixelShader8 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., 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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/* IDirect3DPixelShader8 IUnknown parts follow: */
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static HRESULT WINAPI IDirect3DPixelShader8Impl_QueryInterface(IDirect3DPixelShader8 *iface, REFIID riid, LPVOID *ppobj) {
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IDirect3DPixelShader8Impl *This = (IDirect3DPixelShader8Impl *)iface;
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IDirect3DPixelShader8)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_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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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IDirect3DPixelShader8Impl_AddRef(IDirect3DPixelShader8 *iface) {
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IDirect3DPixelShader8Impl *This = (IDirect3DPixelShader8Impl *)iface;
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ULONG ref = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef from %d\n", This, ref - 1);
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return ref;
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}
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static ULONG WINAPI IDirect3DPixelShader8Impl_Release(IDirect3DPixelShader8 * iface) {
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IDirect3DPixelShader8Impl *This = (IDirect3DPixelShader8Impl *)iface;
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ULONG ref = InterlockedDecrement(&This->ref);
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TRACE("(%p) : ReleaseRef to %d\n", This, ref);
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if (ref == 0) {
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wined3d_mutex_lock();
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IWineD3DPixelShader_Release(This->wineD3DPixelShader);
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wined3d_mutex_unlock();
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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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static const IDirect3DPixelShader8Vtbl Direct3DPixelShader8_Vtbl =
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{
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/* IUnknown */
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IDirect3DPixelShader8Impl_QueryInterface,
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IDirect3DPixelShader8Impl_AddRef,
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IDirect3DPixelShader8Impl_Release,
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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 = &Direct3DPixelShader8_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,
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NULL, &shader->wineD3DPixelShader, (IUnknown *)shader);
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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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