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
);
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
)
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(IDirect3DDevice8Impl
*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 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
65 ERR("Memory allocation failed.\n");
69 hr
= d3d8_vertex_declaration_init(object
, device
, declaration
, shader_handle
);
72 WARN("Failed to initialize vertex declaration, hr %#x.\n", hr
);
73 HeapFree(GetProcessHeap(), 0, object
);
77 TRACE("Created vertex declaration %p.\n", object
);
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
;
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
);
111 WARN("Failed to create vertex declaration, hr %#x.\n", hr
);
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();
125 WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr
);
126 d3d8_vertex_declaration_destroy(shader
->vertex_declaration
);
130 load_local_constants(declaration
, shader
->wined3d_shader
);
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
);
153 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid
));
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
);
168 wined3d_mutex_lock();
169 wined3d_shader_incref(shader
->wined3d_shader
);
170 wined3d_mutex_unlock();
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
);
185 wined3d_mutex_lock();
186 wined3d_shader_decref(shader
->wined3d_shader
);
187 wined3d_mutex_unlock();
193 static const IDirect3DPixelShader8Vtbl d3d8_pixelshader_vtbl
=
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
)
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();
226 WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr
);