mirror of
https://github.com/reactos/wine.git
synced 2024-11-25 12:49:45 +00:00
188 lines
6.0 KiB
C
188 lines
6.0 KiB
C
/*
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* IDirect3DVertexShader8 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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/* IDirect3DVertexShader8 IUnknown parts follow: */
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static HRESULT WINAPI IDirect3DVertexShader8Impl_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, LPVOID* ppobj) {
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IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IDirect3DVertexShader8)) {
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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 IDirect3DVertexShader8Impl_AddRef(IDirect3DVertexShader8 *iface) {
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IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)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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if (ref == 1 && This->wineD3DVertexShader)
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{
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wined3d_mutex_lock();
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IWineD3DVertexShader_AddRef(This->wineD3DVertexShader);
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wined3d_mutex_unlock();
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}
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return ref;
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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 IDirect3DVertexShader8Impl_Release(IDirect3DVertexShader8 *iface) {
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IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)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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if (This->wineD3DVertexShader)
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{
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wined3d_mutex_lock();
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IWineD3DVertexShader_Release(This->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(This);
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}
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}
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return ref;
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}
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static const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl =
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{
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/* IUnknown */
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IDirect3DVertexShader8Impl_QueryInterface,
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IDirect3DVertexShader8Impl_AddRef,
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IDirect3DVertexShader8Impl_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 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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ERR("Memory allocation failed\n");
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*decl_ptr = NULL;
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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hr = vertexdeclaration_init(object, device, declaration);
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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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object->shader_handle = shader_handle;
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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 = &Direct3DVertexShader8_Vtbl;
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hr = 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,
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NULL /* output signature */, &shader->wineD3DVertexShader,
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(IUnknown *)shader, &d3d8_vertexshader_wined3d_parent_ops);
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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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