2 * Copyright 2002-2003 Jason Edmeades
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
21 #include "d3d8_private.h"
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d8
);
25 static void STDMETHODCALLTYPE
d3d8_vertexshader_wined3d_object_destroyed(void *parent
)
27 struct d3d8_vertex_shader
*shader
= parent
;
28 d3d8_vertex_declaration_destroy(shader
->vertex_declaration
);
32 void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader
*shader
)
34 TRACE("shader %p.\n", shader
);
36 if (shader
->wined3d_shader
)
39 wined3d_shader_decref(shader
->wined3d_shader
);
40 wined3d_mutex_unlock();
44 d3d8_vertexshader_wined3d_object_destroyed(shader
);
48 static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops
=
50 d3d8_vertexshader_wined3d_object_destroyed
,
53 static HRESULT
d3d8_vertexshader_create_vertexdeclaration(struct d3d8_device
*device
,
54 const DWORD
*declaration
, DWORD shader_handle
, struct d3d8_vertex_declaration
**decl_ptr
)
56 struct d3d8_vertex_declaration
*object
;
59 TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
60 device
, declaration
, shader_handle
, decl_ptr
);
62 if (!(object
= heap_alloc_zero(sizeof(*object
))))
65 hr
= d3d8_vertex_declaration_init(object
, device
, declaration
, shader_handle
);
68 WARN("Failed to initialize vertex declaration, hr %#x.\n", hr
);
73 TRACE("Created vertex declaration %p.\n", object
);
79 HRESULT
d3d8_vertex_shader_init(struct d3d8_vertex_shader
*shader
, struct d3d8_device
*device
,
80 const DWORD
*declaration
, const DWORD
*byte_code
, DWORD shader_handle
, DWORD usage
)
82 const DWORD
*token
= declaration
;
85 /* Test if the vertex declaration is valid. */
86 while (D3DVSD_END() != *token
)
88 D3DVSD_TOKENTYPE token_type
= ((*token
& D3DVSD_TOKENTYPEMASK
) >> D3DVSD_TOKENTYPESHIFT
);
90 if (token_type
== D3DVSD_TOKEN_STREAMDATA
&& !(token_type
& 0x10000000))
92 DWORD type
= ((*token
& D3DVSD_DATATYPEMASK
) >> D3DVSD_DATATYPESHIFT
);
93 DWORD reg
= ((*token
& D3DVSD_VERTEXREGMASK
) >> D3DVSD_VERTEXREGSHIFT
);
95 if (reg
== D3DVSDE_NORMAL
&& type
!= D3DVSDT_FLOAT3
&& !byte_code
)
97 WARN("Attempt to use a non-FLOAT3 normal with the fixed-function function\n");
98 return D3DERR_INVALIDCALL
;
101 token
+= parse_token(token
);
104 hr
= d3d8_vertexshader_create_vertexdeclaration(device
, declaration
, shader_handle
, &shader
->vertex_declaration
);
107 WARN("Failed to create vertex declaration, hr %#x.\n", hr
);
113 struct wined3d_shader_desc desc
;
116 FIXME("Usage %#x not implemented.\n", usage
);
118 desc
.byte_code
= byte_code
;
119 desc
.byte_code_size
= ~(size_t)0;
120 desc
.format
= WINED3D_SHADER_BYTE_CODE_FORMAT_SM1
;
121 desc
.input_signature
.element_count
= 0;
122 desc
.output_signature
.element_count
= 0;
123 desc
.patch_constant_signature
.element_count
= 0;
124 desc
.max_version
= 1;
126 wined3d_mutex_lock();
127 hr
= wined3d_shader_create_vs(device
->wined3d_device
, &desc
, shader
,
128 &d3d8_vertexshader_wined3d_parent_ops
, &shader
->wined3d_shader
);
129 wined3d_mutex_unlock();
132 WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr
);
133 d3d8_vertex_declaration_destroy(shader
->vertex_declaration
);
137 load_local_constants(declaration
, shader
->wined3d_shader
);
143 static void STDMETHODCALLTYPE
d3d8_pixelshader_wined3d_object_destroyed(void *parent
)
148 void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader
*shader
)
150 TRACE("shader %p.\n", shader
);
152 wined3d_mutex_lock();
153 wined3d_shader_decref(shader
->wined3d_shader
);
154 wined3d_mutex_unlock();
157 static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops
=
159 d3d8_pixelshader_wined3d_object_destroyed
,
162 HRESULT
d3d8_pixel_shader_init(struct d3d8_pixel_shader
*shader
, struct d3d8_device
*device
,
163 const DWORD
*byte_code
, DWORD shader_handle
)
165 struct wined3d_shader_desc desc
;
168 shader
->handle
= shader_handle
;
170 desc
.byte_code
= byte_code
;
171 desc
.byte_code_size
= ~(size_t)0;
172 desc
.format
= WINED3D_SHADER_BYTE_CODE_FORMAT_SM1
;
173 desc
.input_signature
.element_count
= 0;
174 desc
.output_signature
.element_count
= 0;
175 desc
.patch_constant_signature
.element_count
= 0;
176 desc
.max_version
= 1;
178 wined3d_mutex_lock();
179 hr
= wined3d_shader_create_ps(device
->wined3d_device
, &desc
, shader
,
180 &d3d8_pixelshader_wined3d_parent_ops
, &shader
->wined3d_shader
);
181 wined3d_mutex_unlock();
184 WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr
);