/* * 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 "d3d8_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d8); static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent) { struct d3d8_vertex_shader *shader = parent; d3d8_vertex_declaration_destroy(shader->vertex_declaration); heap_free(shader); } void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader) { TRACE("shader %p.\n", shader); if (shader->wined3d_shader) { wined3d_mutex_lock(); wined3d_shader_decref(shader->wined3d_shader); wined3d_mutex_unlock(); } else { d3d8_vertexshader_wined3d_object_destroyed(shader); } } static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops = { d3d8_vertexshader_wined3d_object_destroyed, }; static HRESULT d3d8_vertexshader_create_vertexdeclaration(struct d3d8_device *device, const DWORD *declaration, DWORD shader_handle, struct d3d8_vertex_declaration **decl_ptr) { struct d3d8_vertex_declaration *object; HRESULT hr; TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n", device, declaration, shader_handle, decl_ptr); if (!(object = heap_alloc_zero(sizeof(*object)))) return E_OUTOFMEMORY; hr = d3d8_vertex_declaration_init(object, device, declaration, shader_handle); if (FAILED(hr)) { WARN("Failed to initialize vertex declaration, hr %#x.\n", hr); heap_free(object); return hr; } TRACE("Created vertex declaration %p.\n", object); *decl_ptr = object; return D3D_OK; } HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_device *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); } hr = d3d8_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) { struct wined3d_shader_desc desc; if (usage) FIXME("Usage %#x not implemented.\n", usage); desc.byte_code = byte_code; desc.byte_code_size = ~(size_t)0; wined3d_mutex_lock(); hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader, &d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader); wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr); d3d8_vertex_declaration_destroy(shader->vertex_declaration); return hr; } load_local_constants(declaration, shader->wined3d_shader); } return D3D_OK; } static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent) { heap_free(parent); } void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader) { TRACE("shader %p.\n", shader); wined3d_mutex_lock(); wined3d_shader_decref(shader->wined3d_shader); wined3d_mutex_unlock(); } static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops = { d3d8_pixelshader_wined3d_object_destroyed, }; HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device, const DWORD *byte_code, DWORD shader_handle) { struct wined3d_shader_desc desc; HRESULT hr; shader->handle = shader_handle; desc.byte_code = byte_code; desc.byte_code_size = ~(size_t)0; wined3d_mutex_lock(); hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader, &d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader); wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr); return hr; } return D3D_OK; }