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7a49e82dac
- store the result of the Interlocked functions and use only this.
237 lines
8.9 KiB
C
237 lines
8.9 KiB
C
/*
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* IDirect3DVertexShader9 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(d3d_shader);
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/* IDirect3DVertexShader9 IUnknown parts follow: */
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HRESULT WINAPI IDirect3DVertexShader9Impl_QueryInterface(LPDIRECT3DVERTEXSHADER9 iface, REFIID riid, LPVOID* ppobj) {
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IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IDirect3DVertexShader9)) {
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IDirect3DVertexShader9Impl_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 IDirect3DVertexShader9Impl_AddRef(LPDIRECT3DVERTEXSHADER9 iface) {
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IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)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 IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 iface) {
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IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)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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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* IDirect3DVertexShader9 Interface follow: */
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HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADER9 iface, IDirect3DDevice9** ppDevice) {
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IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
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TRACE("(%p) : returning %p\n", This, This->Device);
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*ppDevice = (LPDIRECT3DDEVICE9) This->Device;
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IDirect3DDevice9Impl_AddRef(*ppDevice);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DVertexShader9Impl_GetFunction(LPDIRECT3DVERTEXSHADER9 iface, VOID* pData, UINT* pSizeOfData) {
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IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl =
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{
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IDirect3DVertexShader9Impl_QueryInterface,
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IDirect3DVertexShader9Impl_AddRef,
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IDirect3DVertexShader9Impl_Release,
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IDirect3DVertexShader9Impl_GetDevice,
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IDirect3DVertexShader9Impl_GetFunction
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};
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/* IDirect3DDevice9 IDirect3DVertexShader9 Methods follow: */
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HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9 iface, CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9* pShader) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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This->UpdateStateBlock->VertexShader = pShader;
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This->UpdateStateBlock->Changed.vertexShader = TRUE;
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This->UpdateStateBlock->Set.vertexShader = TRUE;
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/* Handle recording of state blocks */
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if (This->isRecordingState) {
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TRACE("Recording... not performing anything\n");
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return D3D_OK;
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}
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/**
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* TODO: merge HAL shaders context switching from prototype
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*/
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9** ppShader) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) : GetVertexShader returning %p\n", This, This->StateBlock->VertexShader);
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*ppShader = This->StateBlock->VertexShader;
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IDirect3DVertexShader9Impl_AddRef(*ppShader);
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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if (Register + Vector4fCount > D3D_VSHADER_MAX_CONSTANTS) {
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ERR("(%p) : SetVertexShaderConstant C[%u] invalid\n", This, Register);
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return D3DERR_INVALIDCALL;
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}
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if (NULL == pConstantData) {
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return D3DERR_INVALIDCALL;
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}
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if (Vector4fCount > 1) {
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CONST FLOAT* f = pConstantData;
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UINT i;
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TRACE("(%p) : SetVertexShaderConstant C[%u..%u]=\n", This, Register, Register + Vector4fCount - 1);
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for (i = 0; i < Vector4fCount; ++i) {
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TRACE("{%f, %f, %f, %f}\n", f[0], f[1], f[2], f[3]);
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f += 4;
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}
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} else {
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const FLOAT* f = (const FLOAT*) pConstantData;
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TRACE("(%p) : SetVertexShaderConstant, C[%u]={%f, %f, %f, %f}\n", This, Register, f[0], f[1], f[2], f[3]);
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}
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This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
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memcpy(&This->UpdateStateBlock->vertexShaderConstantF[Register], pConstantData, Vector4fCount * 4 * sizeof(FLOAT));
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, float* pConstantData, UINT Vector4fCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) : C[%u] count=%u\n", This, Register, Vector4fCount);
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if (Register + Vector4fCount > D3D_VSHADER_MAX_CONSTANTS) {
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return D3DERR_INVALIDCALL;
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}
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if (NULL == pConstantData) {
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return D3DERR_INVALIDCALL;
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}
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memcpy(pConstantData, &This->UpdateStateBlock->vertexShaderConstantF[Register], Vector4fCount * 4 * sizeof(FLOAT));
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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if (Register + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) {
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ERR("(%p) : SetVertexShaderConstantI C[%u] invalid\n", This, Register);
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return D3DERR_INVALIDCALL;
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}
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if (NULL == pConstantData) {
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return D3DERR_INVALIDCALL;
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}
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if (Vector4iCount > 1) {
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CONST int* f = pConstantData;
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UINT i;
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TRACE("(%p) : SetVertexShaderConstantI C[%u..%u]=\n", This, Register, Register + Vector4iCount - 1);
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for (i = 0; i < Vector4iCount; ++i) {
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TRACE("{%d, %d, %d, %d}\n", f[0], f[1], f[2], f[3]);
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f += 4;
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}
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} else {
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CONST int* f = pConstantData;
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TRACE("(%p) : SetVertexShaderConstantI, C[%u]={%i, %i, %i, %i}\n", This, Register, f[0], f[1], f[2], f[3]);
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}
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This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
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memcpy(&This->UpdateStateBlock->vertexShaderConstantI[Register], pConstantData, Vector4iCount * 4 * sizeof(int));
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, int* pConstantData, UINT Vector4iCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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TRACE("(%p) : C[%u] count=%u\n", This, Register, Vector4iCount);
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if (Register + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) {
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return D3DERR_INVALIDCALL;
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}
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if (NULL == pConstantData) {
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return D3DERR_INVALIDCALL;
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}
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memcpy(pConstantData, &This->UpdateStateBlock->vertexShaderConstantI[Register], Vector4iCount * 4 * sizeof(FLOAT));
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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UINT i;
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if (Register + BoolCount > D3D_VSHADER_MAX_CONSTANTS) {
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ERR("(%p) : SetVertexShaderConstantB C[%u] invalid\n", This, Register);
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return D3DERR_INVALIDCALL;
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}
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if (NULL == pConstantData) {
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return D3DERR_INVALIDCALL;
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}
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if (BoolCount > 1) {
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CONST BOOL* f = pConstantData;
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TRACE("(%p) : SetVertexShaderConstantB C[%u..%u]=\n", This, Register, Register + BoolCount - 1);
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for (i = 0; i < BoolCount; ++i) {
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TRACE("{%u}\n", f[i]);
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}
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} else {
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CONST BOOL* f = pConstantData;
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TRACE("(%p) : SetVertexShaderConstantB, C[%u]={%u}\n", This, Register, f[0]);
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}
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This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
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for (i = 0; i < BoolCount; ++i) {
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This->UpdateStateBlock->vertexShaderConstantB[Register] = pConstantData[i];
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}
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return D3D_OK;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, BOOL* pConstantData, UINT BoolCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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FIXME("(%p) : stub\n", This);
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return D3D_OK;
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}
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