1 | /*
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2 | * IDirect3DVertexShader8 implementation
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3 | *
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4 | * Copyright 2002-2003 Jason Edmeades
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5 | * Raphael Junqueira
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6 | *
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7 | * This library is free software; you can redistribute it and/or
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8 | * modify it under the terms of the GNU Lesser General Public
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9 | * License as published by the Free Software Foundation; either
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10 | * version 2.1 of the License, or (at your option) any later version.
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11 | *
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12 | * This library is distributed in the hope that it will be useful,
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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15 | * Lesser General Public License for more details.
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16 | *
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17 | * You should have received a copy of the GNU Lesser General Public
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18 | * License along with this library; if not, write to the Free Software
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19 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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20 | */
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21 |
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22 | /*
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23 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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24 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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25 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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26 | * a choice of LGPL license versions is made available with the language indicating
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27 | * that LGPLv2 or any later version may be used, or where a choice of which version
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28 | * of the LGPL is applied is otherwise unspecified.
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29 | */
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30 |
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31 | #include "config.h"
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32 | #include "d3d8_private.h"
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33 |
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34 | WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
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35 |
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36 | /* IDirect3DVertexShader8 IUnknown parts follow: */
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37 | static HRESULT WINAPI IDirect3DVertexShader8Impl_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, LPVOID* ppobj) {
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38 | IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
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39 |
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40 | if (IsEqualGUID(riid, &IID_IUnknown)
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41 | || IsEqualGUID(riid, &IID_IDirect3DVertexShader8)) {
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42 | IUnknown_AddRef(iface);
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43 | *ppobj = This;
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44 | return S_OK;
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45 | }
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46 |
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47 | WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
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48 | *ppobj = NULL;
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49 | return E_NOINTERFACE;
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50 | }
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51 |
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52 | static ULONG WINAPI IDirect3DVertexShader8Impl_AddRef(IDirect3DVertexShader8 *iface) {
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53 | IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
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54 | ULONG ref = InterlockedIncrement(&This->ref);
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55 |
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56 | TRACE("(%p) : AddRef from %d\n", This, ref - 1);
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57 |
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58 | if (ref == 1 && This->wineD3DVertexShader)
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59 | {
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60 | wined3d_mutex_lock();
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61 | IWineD3DVertexShader_AddRef(This->wineD3DVertexShader);
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62 | wined3d_mutex_unlock();
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63 | }
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64 |
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65 | return ref;
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66 | }
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67 |
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68 | static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent)
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69 | {
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70 | IDirect3DVertexShader8Impl *shader = parent;
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71 | IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
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72 | HeapFree(GetProcessHeap(), 0, shader);
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73 | }
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74 |
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75 | static ULONG WINAPI IDirect3DVertexShader8Impl_Release(IDirect3DVertexShader8 *iface) {
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76 | IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
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77 | ULONG ref = InterlockedDecrement(&This->ref);
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78 |
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79 | TRACE("(%p) : ReleaseRef to %d\n", This, ref);
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80 |
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81 | if (ref == 0) {
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82 | if (This->wineD3DVertexShader)
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83 | {
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84 | wined3d_mutex_lock();
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85 | IWineD3DVertexShader_Release(This->wineD3DVertexShader);
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86 | wined3d_mutex_unlock();
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87 | }
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88 | else
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89 | {
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90 | d3d8_vertexshader_wined3d_object_destroyed(This);
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91 | }
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92 | }
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93 | return ref;
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94 | }
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95 |
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96 | static const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl =
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97 | {
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98 | /* IUnknown */
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99 | IDirect3DVertexShader8Impl_QueryInterface,
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100 | IDirect3DVertexShader8Impl_AddRef,
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101 | IDirect3DVertexShader8Impl_Release,
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102 | };
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103 |
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104 | static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops =
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105 | {
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106 | d3d8_vertexshader_wined3d_object_destroyed,
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107 | };
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108 |
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109 | static HRESULT vertexshader_create_vertexdeclaration(IDirect3DDevice8Impl *device,
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110 | const DWORD *declaration, DWORD shader_handle, IDirect3DVertexDeclaration8 **decl_ptr)
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111 | {
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112 | IDirect3DVertexDeclaration8Impl *object;
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113 | HRESULT hr;
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114 |
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115 | TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
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116 | device, declaration, shader_handle, decl_ptr);
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117 |
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118 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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119 | if (!object) {
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120 | ERR("Memory allocation failed\n");
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121 | *decl_ptr = NULL;
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122 | return D3DERR_OUTOFVIDEOMEMORY;
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123 | }
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124 |
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125 | hr = vertexdeclaration_init(object, device, declaration, shader_handle);
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126 | if (FAILED(hr))
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127 | {
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128 | WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
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129 | HeapFree(GetProcessHeap(), 0, object);
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130 | return hr;
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131 | }
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132 |
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133 | TRACE("Created vertex declaration %p.\n", object);
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134 | *decl_ptr = (IDirect3DVertexDeclaration8 *)object;
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135 |
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136 | return D3D_OK;
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137 | }
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138 |
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139 | HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Impl *device,
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140 | const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
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141 | {
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142 | const DWORD *token = declaration;
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143 | HRESULT hr;
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144 |
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145 | /* Test if the vertex declaration is valid */
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146 | while (D3DVSD_END() != *token)
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147 | {
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148 | D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
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149 |
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150 | if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000))
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151 | {
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152 | DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
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153 | DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
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154 |
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155 | if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code)
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156 | {
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157 | WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
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158 | return D3DERR_INVALIDCALL;
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159 | }
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160 | }
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161 | token += parse_token(token);
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162 | }
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163 |
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164 | shader->ref = 1;
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165 | shader->lpVtbl = &Direct3DVertexShader8_Vtbl;
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166 |
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167 | hr = vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
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168 | if (FAILED(hr))
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169 | {
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170 | WARN("Failed to create vertex declaration, hr %#x.\n", hr);
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171 | return hr;
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172 | }
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173 |
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174 | if (byte_code)
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175 | {
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176 | if (usage) FIXME("Usage %#x not implemented.\n", usage);
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177 |
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178 | wined3d_mutex_lock();
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179 | hr = IWineD3DDevice_CreateVertexShader(device->WineD3DDevice, byte_code,
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180 | NULL /* output signature */, &shader->wineD3DVertexShader,
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181 | (IUnknown *)shader, &d3d8_vertexshader_wined3d_parent_ops);
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182 | wined3d_mutex_unlock();
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183 | if (FAILED(hr))
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184 | {
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185 | WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
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186 | IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
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187 | return hr;
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188 | }
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189 |
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190 | load_local_constants(declaration, shader->wineD3DVertexShader);
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191 | }
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192 |
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193 | return D3D_OK;
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194 | }
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