d3d9: Check for a NULL shader in IDirect3DDevice9Impl_GetVertexShader
[wine/hacks.git] / dlls / d3d9 / vertexshader.c
blob034b0979697f5fdaa8b54237bbb8626013a52116
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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 #include "config.h"
23 #include "d3d9_private.h"
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
27 /* IDirect3DVertexShader9 IUnknown parts follow: */
28 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 D3D_OK;
38 WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
39 return E_NOINTERFACE;
42 ULONG WINAPI IDirect3DVertexShader9Impl_AddRef(LPDIRECT3DVERTEXSHADER9 iface) {
43 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
44 ULONG ref = InterlockedIncrement(&This->ref);
46 TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
48 return ref;
51 ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 iface) {
52 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
53 ULONG ref = InterlockedDecrement(&This->ref);
55 TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
57 if (ref == 0) {
58 IWineD3DVertexShader_Release(This->wineD3DVertexShader);
59 HeapFree(GetProcessHeap(), 0, This);
61 return ref;
64 /* IDirect3DVertexShader9 Interface follow: */
65 HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADER9 iface, IDirect3DDevice9** ppDevice) {
66 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
67 IWineD3DDevice *myDevice = NULL;
68 HRESULT hr = D3D_OK;
69 TRACE("(%p) : Relay\n", This);
71 if (D3D_OK == (hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice) && myDevice != NULL)) {
72 hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
73 IWineD3DDevice_Release(myDevice);
74 } else {
75 *ppDevice = NULL;
77 TRACE("(%p) returing (%p)", This, *ppDevice);
78 return hr;
81 HRESULT WINAPI IDirect3DVertexShader9Impl_GetFunction(LPDIRECT3DVERTEXSHADER9 iface, VOID* pData, UINT* pSizeOfData) {
82 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
84 TRACE("(%p) : Relay\n", This);
85 return IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData);
89 const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl =
91 /* IUnknown */
92 IDirect3DVertexShader9Impl_QueryInterface,
93 IDirect3DVertexShader9Impl_AddRef,
94 IDirect3DVertexShader9Impl_Release,
95 /* IDirect3DVertexShader9 */
96 IDirect3DVertexShader9Impl_GetDevice,
97 IDirect3DVertexShader9Impl_GetFunction
101 /* IDirect3DDevice9 IDirect3DVertexShader9 Methods follow: */
102 HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9 iface, CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader) {
103 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
104 HRESULT hrc = D3D_OK;
105 IDirect3DVertexShader9Impl *object;
107 /* Setup a stub object for now */
108 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
109 TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
110 if (NULL == object) {
111 FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
112 return D3DERR_OUTOFVIDEOMEMORY;
115 object->ref = 1;
116 object->lpVtbl = &Direct3DVertexShader9_Vtbl;
117 hrc= IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, NULL /* declaration */, pFunction, &object->wineD3DVertexShader, (IUnknown *)object);
119 if (FAILED(hrc)) {
121 /* free up object */
122 FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
123 HeapFree(GetProcessHeap(), 0, object);
124 }else{
125 *ppShader = (IDirect3DVertexShader9 *)object;
126 TRACE("(%p) : Created vertex shader %p\n", This, object);
129 TRACE("(%p) : returning %p\n", This, *ppShader);
130 return hrc;
133 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9* pShader) {
134 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
135 HRESULT hrc = D3D_OK;
137 TRACE("(%p) : Relay\n", This);
138 hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, pShader==NULL?NULL:((IDirect3DVertexShader9Impl *)pShader)->wineD3DVertexShader);
140 TRACE("(%p) : returning hr(%lu)\n", This, hrc);
141 return hrc;
144 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9** ppShader) {
145 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
146 IWineD3DVertexShader *pShader;
147 HRESULT hrc = D3D_OK;
149 TRACE("(%p) : Relay device@%p\n", This, This->WineD3DDevice);
150 hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader);
151 if(hrc == D3D_OK && pShader != NULL){
152 hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)ppShader);
153 IWineD3DVertexShader_Release(pShader);
154 } else {
155 WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %lu (device %p)\n", This, hrc, This->WineD3DDevice);
157 TRACE("(%p) : returning %p\n", This, *ppShader);
158 return hrc;
161 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) {
162 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
163 TRACE("(%p) : Relay\n", This);
164 return IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
167 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, float* pConstantData, UINT Vector4fCount) {
168 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
169 TRACE("(%p) : Relay\n", This);
170 return IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
173 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) {
174 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
175 TRACE("(%p) : Relay\n", This);
176 return IWineD3DDevice_SetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
179 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, int* pConstantData, UINT Vector4iCount) {
180 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
181 TRACE("(%p) : Relay\n", This);
182 return IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
185 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) {
186 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
187 TRACE("(%p) : Relay\n", This);
188 return IWineD3DDevice_SetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
191 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, BOOL* pConstantData, UINT BoolCount) {
192 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
193 TRACE("(%p) : Relay\n", This);
194 return IWineD3DDevice_GetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);