mirror of
https://github.com/reactos/wine.git
synced 2024-12-02 16:57:26 +00:00
188 lines
6.1 KiB
C
188 lines
6.1 KiB
C
/*
|
|
* IDirect3DVertexShader8 implementation
|
|
*
|
|
* Copyright 2002-2003 Jason Edmeades
|
|
* Raphael Junqueira
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2.1 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
|
|
*/
|
|
|
|
#include "config.h"
|
|
#include "d3d8_private.h"
|
|
|
|
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
|
|
|
|
/* IDirect3DVertexShader8 IUnknown parts follow: */
|
|
static HRESULT WINAPI IDirect3DVertexShader8Impl_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, LPVOID* ppobj) {
|
|
IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
|
|
|
|
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), ppobj);
|
|
|
|
if (IsEqualGUID(riid, &IID_IUnknown)
|
|
|| IsEqualGUID(riid, &IID_IDirect3DVertexShader8)) {
|
|
IUnknown_AddRef(iface);
|
|
*ppobj = This;
|
|
return S_OK;
|
|
}
|
|
|
|
WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
|
|
*ppobj = NULL;
|
|
return E_NOINTERFACE;
|
|
}
|
|
|
|
static ULONG WINAPI IDirect3DVertexShader8Impl_AddRef(IDirect3DVertexShader8 *iface) {
|
|
IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
|
|
ULONG ref = InterlockedIncrement(&This->ref);
|
|
|
|
TRACE("%p increasing refcount to %u.\n", iface, ref);
|
|
|
|
if (ref == 1 && This->wineD3DVertexShader)
|
|
{
|
|
wined3d_mutex_lock();
|
|
IWineD3DVertexShader_AddRef(This->wineD3DVertexShader);
|
|
wined3d_mutex_unlock();
|
|
}
|
|
|
|
return ref;
|
|
}
|
|
|
|
static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent)
|
|
{
|
|
IDirect3DVertexShader8Impl *shader = parent;
|
|
IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
|
|
HeapFree(GetProcessHeap(), 0, shader);
|
|
}
|
|
|
|
static ULONG WINAPI IDirect3DVertexShader8Impl_Release(IDirect3DVertexShader8 *iface) {
|
|
IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
|
|
ULONG ref = InterlockedDecrement(&This->ref);
|
|
|
|
TRACE("%p decreasing refcount to %u.\n", iface, ref);
|
|
|
|
if (ref == 0) {
|
|
if (This->wineD3DVertexShader)
|
|
{
|
|
wined3d_mutex_lock();
|
|
IWineD3DVertexShader_Release(This->wineD3DVertexShader);
|
|
wined3d_mutex_unlock();
|
|
}
|
|
else
|
|
{
|
|
d3d8_vertexshader_wined3d_object_destroyed(This);
|
|
}
|
|
}
|
|
return ref;
|
|
}
|
|
|
|
static const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl =
|
|
{
|
|
/* IUnknown */
|
|
IDirect3DVertexShader8Impl_QueryInterface,
|
|
IDirect3DVertexShader8Impl_AddRef,
|
|
IDirect3DVertexShader8Impl_Release,
|
|
};
|
|
|
|
static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops =
|
|
{
|
|
d3d8_vertexshader_wined3d_object_destroyed,
|
|
};
|
|
|
|
static HRESULT vertexshader_create_vertexdeclaration(IDirect3DDevice8Impl *device,
|
|
const DWORD *declaration, DWORD shader_handle, IDirect3DVertexDeclaration8 **decl_ptr)
|
|
{
|
|
IDirect3DVertexDeclaration8Impl *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
|
|
device, declaration, shader_handle, decl_ptr);
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object) {
|
|
ERR("Memory allocation failed\n");
|
|
*decl_ptr = NULL;
|
|
return D3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
hr = vertexdeclaration_init(object, device, declaration, shader_handle);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created vertex declaration %p.\n", object);
|
|
*decl_ptr = (IDirect3DVertexDeclaration8 *)object;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Impl *device,
|
|
const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
|
|
{
|
|
const DWORD *token = declaration;
|
|
HRESULT hr;
|
|
|
|
/* Test if the vertex declaration is valid */
|
|
while (D3DVSD_END() != *token)
|
|
{
|
|
D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
|
|
|
|
if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000))
|
|
{
|
|
DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
|
|
DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
|
|
|
|
if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code)
|
|
{
|
|
WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
}
|
|
token += parse_token(token);
|
|
}
|
|
|
|
shader->ref = 1;
|
|
shader->lpVtbl = &Direct3DVertexShader8_Vtbl;
|
|
|
|
hr = vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to create vertex declaration, hr %#x.\n", hr);
|
|
return hr;
|
|
}
|
|
|
|
if (byte_code)
|
|
{
|
|
if (usage) FIXME("Usage %#x not implemented.\n", usage);
|
|
|
|
wined3d_mutex_lock();
|
|
hr = IWineD3DDevice_CreateVertexShader(device->WineD3DDevice, byte_code,
|
|
NULL /* output signature */, &shader->wineD3DVertexShader,
|
|
(IUnknown *)shader, &d3d8_vertexshader_wined3d_parent_ops);
|
|
wined3d_mutex_unlock();
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
|
|
IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
|
|
return hr;
|
|
}
|
|
|
|
load_local_constants(declaration, shader->wineD3DVertexShader);
|
|
}
|
|
|
|
return D3D_OK;
|
|
}
|