d3d8: Remove COM from the vertex shader implementation.
[wine/multimedia.git] / dlls / d3d8 / shader.c
blob48d7a2b21e506cb468254b0ed258afe95a1c133d
1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Raphael Junqueira
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
20 #include "config.h"
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);
29 HeapFree(GetProcessHeap(), 0, shader);
32 void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader)
34 TRACE("shader %p.\n", shader);
36 if (shader->wined3d_shader)
38 wined3d_mutex_lock();
39 wined3d_shader_decref(shader->wined3d_shader);
40 wined3d_mutex_unlock();
42 else
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(IDirect3DDevice8Impl *device,
54 const DWORD *declaration, DWORD shader_handle, struct d3d8_vertex_declaration **decl_ptr)
56 struct d3d8_vertex_declaration *object;
57 HRESULT hr;
59 TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
60 device, declaration, shader_handle, decl_ptr);
62 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
63 if (!object)
65 ERR("Memory allocation failed.\n");
66 return E_OUTOFMEMORY;
69 hr = d3d8_vertex_declaration_init(object, device, declaration, shader_handle);
70 if (FAILED(hr))
72 WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
73 HeapFree(GetProcessHeap(), 0, object);
74 return hr;
77 TRACE("Created vertex declaration %p.\n", object);
78 *decl_ptr = object;
80 return D3D_OK;
83 HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, IDirect3DDevice8Impl *device,
84 const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
86 const DWORD *token = declaration;
87 HRESULT hr;
89 /* Test if the vertex declaration is valid. */
90 while (D3DVSD_END() != *token)
92 D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
94 if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000))
96 DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
97 DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
99 if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code)
101 WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
102 return D3DERR_INVALIDCALL;
105 token += parse_token(token);
108 hr = d3d8_vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
109 if (FAILED(hr))
111 WARN("Failed to create vertex declaration, hr %#x.\n", hr);
112 return hr;
115 if (byte_code)
117 if (usage) FIXME("Usage %#x not implemented.\n", usage);
119 wined3d_mutex_lock();
120 hr = wined3d_shader_create_vs(device->wined3d_device, byte_code, NULL /* output signature */,
121 shader, &d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader, 1);
122 wined3d_mutex_unlock();
123 if (FAILED(hr))
125 WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
126 d3d8_vertex_declaration_destroy(shader->vertex_declaration);
127 return hr;
130 load_local_constants(declaration, shader->wined3d_shader);
133 return D3D_OK;
136 static inline IDirect3DPixelShader8Impl *impl_from_IDirect3DPixelShader8(IDirect3DPixelShader8 *iface)
138 return CONTAINING_RECORD(iface, IDirect3DPixelShader8Impl, IDirect3DPixelShader8_iface);
141 static HRESULT WINAPI d3d8_pixelshader_QueryInterface(IDirect3DPixelShader8 *iface, REFIID riid, void **object)
143 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
145 if (IsEqualGUID(riid, &IID_IDirect3DPixelShader8)
146 || IsEqualGUID(riid, &IID_IUnknown))
148 IUnknown_AddRef(iface);
149 *object = iface;
150 return S_OK;
153 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
155 *object = NULL;
156 return E_NOINTERFACE;
159 static ULONG WINAPI d3d8_pixelshader_AddRef(IDirect3DPixelShader8 *iface)
161 IDirect3DPixelShader8Impl *shader = impl_from_IDirect3DPixelShader8(iface);
162 ULONG refcount = InterlockedIncrement(&shader->ref);
164 TRACE("%p increasing refcount to %u.\n", iface, refcount);
166 if (refcount == 1)
168 wined3d_mutex_lock();
169 wined3d_shader_incref(shader->wined3d_shader);
170 wined3d_mutex_unlock();
173 return refcount;
176 static ULONG WINAPI d3d8_pixelshader_Release(IDirect3DPixelShader8 *iface)
178 IDirect3DPixelShader8Impl *shader = impl_from_IDirect3DPixelShader8(iface);
179 ULONG refcount = InterlockedDecrement(&shader->ref);
181 TRACE("%p decreasing refcount to %u.\n", iface, refcount);
183 if (!refcount)
185 wined3d_mutex_lock();
186 wined3d_shader_decref(shader->wined3d_shader);
187 wined3d_mutex_unlock();
190 return refcount;
193 static const IDirect3DPixelShader8Vtbl d3d8_pixelshader_vtbl =
195 /* IUnknown */
196 d3d8_pixelshader_QueryInterface,
197 d3d8_pixelshader_AddRef,
198 d3d8_pixelshader_Release,
201 static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
203 HeapFree(GetProcessHeap(), 0, parent);
206 static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
208 d3d8_pixelshader_wined3d_object_destroyed,
211 HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device,
212 const DWORD *byte_code, DWORD shader_handle)
214 HRESULT hr;
216 shader->ref = 1;
217 shader->IDirect3DPixelShader8_iface.lpVtbl = &d3d8_pixelshader_vtbl;
218 shader->handle = shader_handle;
220 wined3d_mutex_lock();
221 hr = wined3d_shader_create_ps(device->wined3d_device, byte_code, NULL, shader,
222 &d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader, 1);
223 wined3d_mutex_unlock();
224 if (FAILED(hr))
226 WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
227 return hr;
230 return D3D_OK;