VirtualBox

source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine_new/d3d8/shader.c@ 53781

Last change on this file since 53781 was 48345, checked in by vboxsync, 12 years ago

header fixes

  • Property svn:eol-style set to native
  • Property svn:keywords set to Author Date Id Revision
File size: 5.8 KB
Line 
1/*
2 * Copyright 2002-2003 Jason Edmeades
3 * Raphael Junqueira
4 *
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.
9 *
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.
14 *
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
18 */
19
20/*
21 * Oracle LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
22 * other than GPL or LGPL is available it will apply instead, Oracle elects to use only
23 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
24 * a choice of LGPL license versions is made available with the language indicating
25 * that LGPLv2 or any later version may be used, or where a choice of which version
26 * of the LGPL is applied is otherwise unspecified.
27 */
28
29#include "config.h"
30#include "d3d8_private.h"
31
32WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
33
34static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent)
35{
36 struct d3d8_vertex_shader *shader = parent;
37 d3d8_vertex_declaration_destroy(shader->vertex_declaration);
38 HeapFree(GetProcessHeap(), 0, shader);
39}
40
41void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader)
42{
43 TRACE("shader %p.\n", shader);
44
45 if (shader->wined3d_shader)
46 {
47 wined3d_mutex_lock();
48 wined3d_shader_decref(shader->wined3d_shader);
49 wined3d_mutex_unlock();
50 }
51 else
52 {
53 d3d8_vertexshader_wined3d_object_destroyed(shader);
54 }
55}
56
57static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops =
58{
59 d3d8_vertexshader_wined3d_object_destroyed,
60};
61
62static HRESULT d3d8_vertexshader_create_vertexdeclaration(struct d3d8_device *device,
63 const DWORD *declaration, DWORD shader_handle, struct d3d8_vertex_declaration **decl_ptr)
64{
65 struct d3d8_vertex_declaration *object;
66 HRESULT hr;
67
68 TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
69 device, declaration, shader_handle, decl_ptr);
70
71 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
72 if (!object)
73 return E_OUTOFMEMORY;
74
75 hr = d3d8_vertex_declaration_init(object, device, declaration, shader_handle);
76 if (FAILED(hr))
77 {
78 WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
79 HeapFree(GetProcessHeap(), 0, object);
80 return hr;
81 }
82
83 TRACE("Created vertex declaration %p.\n", object);
84 *decl_ptr = object;
85
86 return D3D_OK;
87}
88
89HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_device *device,
90 const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
91{
92 const DWORD *token = declaration;
93 HRESULT hr;
94
95 /* Test if the vertex declaration is valid. */
96 while (D3DVSD_END() != *token)
97 {
98 D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
99
100 if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000))
101 {
102 DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
103 DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
104
105 if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code)
106 {
107 WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
108 return D3DERR_INVALIDCALL;
109 }
110 }
111 token += parse_token(token);
112 }
113
114 hr = d3d8_vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
115 if (FAILED(hr))
116 {
117 WARN("Failed to create vertex declaration, hr %#x.\n", hr);
118 return hr;
119 }
120
121 if (byte_code)
122 {
123 if (usage) FIXME("Usage %#x not implemented.\n", usage);
124
125 wined3d_mutex_lock();
126 hr = wined3d_shader_create_vs(device->wined3d_device, byte_code, NULL /* output signature */,
127 shader, &d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader, 1);
128 wined3d_mutex_unlock();
129 if (FAILED(hr))
130 {
131 WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
132 d3d8_vertex_declaration_destroy(shader->vertex_declaration);
133 return hr;
134 }
135
136 load_local_constants(declaration, shader->wined3d_shader);
137 }
138
139 return D3D_OK;
140}
141
142static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
143{
144 HeapFree(GetProcessHeap(), 0, parent);
145}
146
147void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader)
148{
149 TRACE("shader %p.\n", shader);
150
151 wined3d_mutex_lock();
152 wined3d_shader_decref(shader->wined3d_shader);
153 wined3d_mutex_unlock();
154}
155
156static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
157{
158 d3d8_pixelshader_wined3d_object_destroyed,
159};
160
161HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device,
162 const DWORD *byte_code, DWORD shader_handle)
163{
164 HRESULT hr;
165
166 shader->handle = shader_handle;
167
168 wined3d_mutex_lock();
169 hr = wined3d_shader_create_ps(device->wined3d_device, byte_code, NULL, shader,
170 &d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader, 1);
171 wined3d_mutex_unlock();
172 if (FAILED(hr))
173 {
174 WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
175 return hr;
176 }
177
178 return D3D_OK;
179}
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