/* * 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; }