msi: Change an ERR to a WARN.
[wine.git] / dlls / d3d9 / vertexshader.c
blob3bfcf06b5f4d542cfdad59410e90e99c782c95bc
1 /*
2 * IDirect3DVertexShader9 implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Raphael Junqueira
7 * This library is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 * Lesser General Public License for more details.
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 #include "config.h"
23 #include "d3d9_private.h"
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
27 /* IDirect3DVertexShader9 IUnknown parts follow: */
28 static HRESULT WINAPI IDirect3DVertexShader9Impl_QueryInterface(LPDIRECT3DVERTEXSHADER9 iface, REFIID riid, LPVOID* ppobj) {
29 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
31 if (IsEqualGUID(riid, &IID_IUnknown)
32 || IsEqualGUID(riid, &IID_IDirect3DVertexShader9)) {
33 IUnknown_AddRef(iface);
34 *ppobj = This;
35 return S_OK;
38 WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
39 *ppobj = NULL;
40 return E_NOINTERFACE;
43 static ULONG WINAPI IDirect3DVertexShader9Impl_AddRef(LPDIRECT3DVERTEXSHADER9 iface) {
44 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
45 ULONG ref = InterlockedIncrement(&This->ref);
47 TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
49 return ref;
52 static ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 iface) {
53 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
54 ULONG ref = InterlockedDecrement(&This->ref);
56 TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
58 if (ref == 0) {
59 IWineD3DVertexShader_Release(This->wineD3DVertexShader);
60 IUnknown_Release(This->parentDevice);
61 HeapFree(GetProcessHeap(), 0, This);
63 return ref;
66 /* IDirect3DVertexShader9 Interface follow: */
67 static HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADER9 iface, IDirect3DDevice9** ppDevice) {
68 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
69 IWineD3DDevice *myDevice = NULL;
70 HRESULT hr = D3D_OK;
71 TRACE("(%p) : Relay\n", This);
73 if (D3D_OK == (hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice) && myDevice != NULL)) {
74 hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
75 IWineD3DDevice_Release(myDevice);
76 } else {
77 *ppDevice = NULL;
79 TRACE("(%p) returing (%p)", This, *ppDevice);
80 return hr;
83 static HRESULT WINAPI IDirect3DVertexShader9Impl_GetFunction(LPDIRECT3DVERTEXSHADER9 iface, VOID* pData, UINT* pSizeOfData) {
84 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
86 TRACE("(%p) : Relay\n", This);
87 return IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData);
91 static const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl =
93 /* IUnknown */
94 IDirect3DVertexShader9Impl_QueryInterface,
95 IDirect3DVertexShader9Impl_AddRef,
96 IDirect3DVertexShader9Impl_Release,
97 /* IDirect3DVertexShader9 */
98 IDirect3DVertexShader9Impl_GetDevice,
99 IDirect3DVertexShader9Impl_GetFunction
103 /* IDirect3DDevice9 IDirect3DVertexShader9 Methods follow: */
104 HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9 iface, CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader) {
105 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
106 HRESULT hrc = D3D_OK;
107 IDirect3DVertexShader9Impl *object;
109 /* Setup a stub object for now */
110 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
111 TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
112 if (NULL == object) {
113 FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
114 return D3DERR_OUTOFVIDEOMEMORY;
117 object->ref = 1;
118 object->lpVtbl = &Direct3DVertexShader9_Vtbl;
119 hrc= IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, NULL /* declaration */, pFunction, &object->wineD3DVertexShader, (IUnknown *)object);
121 if (FAILED(hrc)) {
123 /* free up object */
124 FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
125 HeapFree(GetProcessHeap(), 0, object);
126 }else{
127 IUnknown_AddRef(iface);
128 object->parentDevice = iface;
129 *ppShader = (IDirect3DVertexShader9 *)object;
130 TRACE("(%p) : Created vertex shader %p\n", This, object);
133 TRACE("(%p) : returning %p\n", This, *ppShader);
134 return hrc;
137 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9* pShader) {
138 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
139 HRESULT hrc = D3D_OK;
141 TRACE("(%p) : Relay\n", This);
142 hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, pShader==NULL?NULL:((IDirect3DVertexShader9Impl *)pShader)->wineD3DVertexShader);
144 TRACE("(%p) : returning hr(%lu)\n", This, hrc);
145 return hrc;
148 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9** ppShader) {
149 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
150 IWineD3DVertexShader *pShader;
151 HRESULT hrc = D3D_OK;
153 TRACE("(%p) : Relay device@%p\n", This, This->WineD3DDevice);
154 hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader);
155 if(hrc == D3D_OK && pShader != NULL){
156 hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)ppShader);
157 IWineD3DVertexShader_Release(pShader);
158 } else {
159 WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %lu (device %p)\n", This, hrc, This->WineD3DDevice);
161 TRACE("(%p) : returning %p\n", This, *ppShader);
162 return hrc;
165 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) {
166 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
167 TRACE("(%p) : Relay\n", This);
168 return IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
171 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, float* pConstantData, UINT Vector4fCount) {
172 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
173 TRACE("(%p) : Relay\n", This);
174 return IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
177 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) {
178 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
179 TRACE("(%p) : Relay\n", This);
180 return IWineD3DDevice_SetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
183 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, int* pConstantData, UINT Vector4iCount) {
184 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
185 TRACE("(%p) : Relay\n", This);
186 return IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
189 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) {
190 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
191 TRACE("(%p) : Relay\n", This);
192 return IWineD3DDevice_SetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
195 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, BOOL* pConstantData, UINT BoolCount) {
196 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
197 TRACE("(%p) : Relay\n", This);
198 return IWineD3DDevice_GetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);