VirtualBox

source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/d3d8/pixelshader.c@ 30970

Last change on this file since 30970 was 25949, checked in by vboxsync, 15 years ago

crOpenGL: update to wine 1.1.36 and disable unnecessary fbo state poll

  • Property svn:eol-style set to native
File size: 4.0 KB
Line 
1/*
2 * IDirect3DPixelShader8 implementation
3 *
4 * Copyright 2002-2003 Jason Edmeades
5 * Raphael Junqueira
6 *
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.
11 *
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.
16 *
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
20 */
21
22/*
23 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
24 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
25 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
26 * a choice of LGPL license versions is made available with the language indicating
27 * that LGPLv2 or any later version may be used, or where a choice of which version
28 * of the LGPL is applied is otherwise unspecified.
29 */
30
31#include "config.h"
32#include "d3d8_private.h"
33
34WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
35
36/* IDirect3DPixelShader8 IUnknown parts follow: */
37static HRESULT WINAPI IDirect3DPixelShader8Impl_QueryInterface(IDirect3DPixelShader8 *iface, REFIID riid, LPVOID *ppobj) {
38 IDirect3DPixelShader8Impl *This = (IDirect3DPixelShader8Impl *)iface;
39
40 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), ppobj);
41
42 if (IsEqualGUID(riid, &IID_IUnknown)
43 || IsEqualGUID(riid, &IID_IDirect3DPixelShader8)) {
44 IUnknown_AddRef(iface);
45 *ppobj = This;
46 return S_OK;
47 }
48
49 WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
50 *ppobj = NULL;
51 return E_NOINTERFACE;
52}
53
54static ULONG WINAPI IDirect3DPixelShader8Impl_AddRef(IDirect3DPixelShader8 *iface) {
55 IDirect3DPixelShader8Impl *This = (IDirect3DPixelShader8Impl *)iface;
56 ULONG ref = InterlockedIncrement(&This->ref);
57
58 TRACE("%p increasing refcount to %u.\n", iface, ref);
59
60 if (ref == 1)
61 {
62 wined3d_mutex_lock();
63 IWineD3DPixelShader_AddRef(This->wineD3DPixelShader);
64 wined3d_mutex_unlock();
65 }
66
67 return ref;
68}
69
70static ULONG WINAPI IDirect3DPixelShader8Impl_Release(IDirect3DPixelShader8 * iface) {
71 IDirect3DPixelShader8Impl *This = (IDirect3DPixelShader8Impl *)iface;
72 ULONG ref = InterlockedDecrement(&This->ref);
73
74 TRACE("%p decreasing refcount to %u.\n", iface, ref);
75
76 if (ref == 0) {
77 wined3d_mutex_lock();
78 IWineD3DPixelShader_Release(This->wineD3DPixelShader);
79 wined3d_mutex_unlock();
80 }
81 return ref;
82}
83
84static const IDirect3DPixelShader8Vtbl Direct3DPixelShader8_Vtbl =
85{
86 /* IUnknown */
87 IDirect3DPixelShader8Impl_QueryInterface,
88 IDirect3DPixelShader8Impl_AddRef,
89 IDirect3DPixelShader8Impl_Release,
90};
91
92static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
93{
94 HeapFree(GetProcessHeap(), 0, parent);
95}
96
97static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
98{
99 d3d8_pixelshader_wined3d_object_destroyed,
100};
101
102HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device,
103 const DWORD *byte_code, DWORD shader_handle)
104{
105 HRESULT hr;
106
107 shader->ref = 1;
108 shader->lpVtbl = &Direct3DPixelShader8_Vtbl;
109 shader->handle = shader_handle;
110
111 wined3d_mutex_lock();
112 hr = IWineD3DDevice_CreatePixelShader(device->WineD3DDevice, byte_code,
113 NULL, &shader->wineD3DPixelShader, (IUnknown *)shader,
114 &d3d8_pixelshader_wined3d_parent_ops);
115 wined3d_mutex_unlock();
116 if (FAILED(hr))
117 {
118 WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
119 return hr;
120 }
121
122 return D3D_OK;
123}
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