bin2res: Clean output files when aborting on an error or signal.
[wine/multimedia.git] / dlls / d3d9 / vertexshader.c
blobed3bc4d63ffad0c2fb46aaeca7e9ace91331abda
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 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 IUnknown_Release(This->parentDevice);
60 HeapFree(GetProcessHeap(), 0, This);
62 return ref;
65 /* IDirect3DVertexShader9 Interface follow: */
66 HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADER9 iface, IDirect3DDevice9** ppDevice) {
67 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
68 IWineD3DDevice *myDevice = NULL;
69 HRESULT hr = D3D_OK;
70 TRACE("(%p) : Relay\n", This);
72 if (D3D_OK == (hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice) && myDevice != NULL)) {
73 hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
74 IWineD3DDevice_Release(myDevice);
75 } else {
76 *ppDevice = NULL;
78 TRACE("(%p) returing (%p)", This, *ppDevice);
79 return hr;
82 HRESULT WINAPI IDirect3DVertexShader9Impl_GetFunction(LPDIRECT3DVERTEXSHADER9 iface, VOID* pData, UINT* pSizeOfData) {
83 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
85 TRACE("(%p) : Relay\n", This);
86 return IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData);
90 const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl =
92 /* IUnknown */
93 IDirect3DVertexShader9Impl_QueryInterface,
94 IDirect3DVertexShader9Impl_AddRef,
95 IDirect3DVertexShader9Impl_Release,
96 /* IDirect3DVertexShader9 */
97 IDirect3DVertexShader9Impl_GetDevice,
98 IDirect3DVertexShader9Impl_GetFunction
102 /* IDirect3DDevice9 IDirect3DVertexShader9 Methods follow: */
103 HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9 iface, CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader) {
104 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
105 HRESULT hrc = D3D_OK;
106 IDirect3DVertexShader9Impl *object;
108 /* Setup a stub object for now */
109 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
110 TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
111 if (NULL == object) {
112 FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
113 return D3DERR_OUTOFVIDEOMEMORY;
116 object->ref = 1;
117 object->lpVtbl = &Direct3DVertexShader9_Vtbl;
118 hrc= IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, NULL /* declaration */, pFunction, &object->wineD3DVertexShader, (IUnknown *)object);
120 if (FAILED(hrc)) {
122 /* free up object */
123 FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
124 HeapFree(GetProcessHeap(), 0, object);
125 }else{
126 IUnknown_AddRef(iface);
127 object->parentDevice = iface;
128 *ppShader = (IDirect3DVertexShader9 *)object;
129 TRACE("(%p) : Created vertex shader %p\n", This, object);
132 TRACE("(%p) : returning %p\n", This, *ppShader);
133 return hrc;
136 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9* pShader) {
137 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
138 HRESULT hrc = D3D_OK;
140 TRACE("(%p) : Relay\n", This);
141 hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, pShader==NULL?NULL:((IDirect3DVertexShader9Impl *)pShader)->wineD3DVertexShader);
143 TRACE("(%p) : returning hr(%lu)\n", This, hrc);
144 return hrc;
147 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9** ppShader) {
148 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
149 IWineD3DVertexShader *pShader;
150 HRESULT hrc = D3D_OK;
152 TRACE("(%p) : Relay device@%p\n", This, This->WineD3DDevice);
153 hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader);
154 if(hrc == D3D_OK && pShader != NULL){
155 hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)ppShader);
156 IWineD3DVertexShader_Release(pShader);
157 } else {
158 WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %lu (device %p)\n", This, hrc, This->WineD3DDevice);
160 TRACE("(%p) : returning %p\n", This, *ppShader);
161 return hrc;
164 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) {
165 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
166 TRACE("(%p) : Relay\n", This);
167 return IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
170 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, float* pConstantData, UINT Vector4fCount) {
171 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
172 TRACE("(%p) : Relay\n", This);
173 return IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
176 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) {
177 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
178 TRACE("(%p) : Relay\n", This);
179 return IWineD3DDevice_SetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
182 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, int* pConstantData, UINT Vector4iCount) {
183 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
184 TRACE("(%p) : Relay\n", This);
185 return IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
188 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) {
189 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
190 TRACE("(%p) : Relay\n", This);
191 return IWineD3DDevice_SetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
194 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, BOOL* pConstantData, UINT BoolCount) {
195 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
196 TRACE("(%p) : Relay\n", This);
197 return IWineD3DDevice_GetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);