ntdll: Check and fix PE header protections.
[wine] / dlls / d3d8 / shader.c
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 #include "config.h"
21 #include "d3d8_private.h"
22
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
24
25 static HRESULT WINAPI d3d8_vertexshader_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, void **object)
26 {
27     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
28
29     if (IsEqualGUID(riid, &IID_IDirect3DVertexShader8)
30             || IsEqualGUID(riid, &IID_IUnknown))
31     {
32         IUnknown_AddRef(iface);
33         *object = iface;
34         return S_OK;
35     }
36
37     WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
38
39     *object = NULL;
40     return E_NOINTERFACE;
41 }
42
43 static ULONG WINAPI d3d8_vertexshader_AddRef(IDirect3DVertexShader8 *iface)
44 {
45     IDirect3DVertexShader8Impl *shader = (IDirect3DVertexShader8Impl *)iface;
46     ULONG refcount = InterlockedIncrement(&shader->ref);
47
48     TRACE("%p increasing refcount to %u.\n", iface, refcount);
49
50     if (refcount == 1 && shader->wineD3DVertexShader)
51     {
52         wined3d_mutex_lock();
53         IWineD3DVertexShader_AddRef(shader->wineD3DVertexShader);
54         wined3d_mutex_unlock();
55     }
56
57     return refcount;
58 }
59
60 static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent)
61 {
62     IDirect3DVertexShader8Impl *shader = parent;
63     IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
64     HeapFree(GetProcessHeap(), 0, shader);
65 }
66
67 static ULONG WINAPI d3d8_vertexshader_Release(IDirect3DVertexShader8 *iface)
68 {
69     IDirect3DVertexShader8Impl *shader = (IDirect3DVertexShader8Impl *)iface;
70     ULONG refcount = InterlockedDecrement(&shader->ref);
71
72     TRACE("%p decreasing refcount to %u.\n", iface, refcount);
73
74     if (!refcount)
75     {
76         if (shader->wineD3DVertexShader)
77         {
78             wined3d_mutex_lock();
79             IWineD3DVertexShader_Release(shader->wineD3DVertexShader);
80             wined3d_mutex_unlock();
81         }
82         else
83         {
84             d3d8_vertexshader_wined3d_object_destroyed(shader);
85         }
86     }
87
88     return refcount;
89 }
90
91 static const IDirect3DVertexShader8Vtbl d3d8_vertexshader_vtbl =
92 {
93     /* IUnknown */
94     d3d8_vertexshader_QueryInterface,
95     d3d8_vertexshader_AddRef,
96     d3d8_vertexshader_Release,
97 };
98
99 static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops =
100 {
101     d3d8_vertexshader_wined3d_object_destroyed,
102 };
103
104 static HRESULT d3d8_vertexshader_create_vertexdeclaration(IDirect3DDevice8Impl *device,
105         const DWORD *declaration, DWORD shader_handle, IDirect3DVertexDeclaration8 **decl_ptr)
106 {
107     IDirect3DVertexDeclaration8Impl *object;
108     HRESULT hr;
109
110     TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
111             device, declaration, shader_handle, decl_ptr);
112
113     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
114     if (!object)
115     {
116         ERR("Memory allocation failed.\n");
117         return E_OUTOFMEMORY;
118     }
119
120     hr = vertexdeclaration_init(object, device, declaration, shader_handle);
121     if (FAILED(hr))
122     {
123         WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
124         HeapFree(GetProcessHeap(), 0, object);
125         return hr;
126     }
127
128     TRACE("Created vertex declaration %p.\n", object);
129     *decl_ptr = (IDirect3DVertexDeclaration8 *)object;
130
131     return D3D_OK;
132 }
133
134 HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Impl *device,
135         const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
136 {
137     const DWORD *token = declaration;
138     HRESULT hr;
139
140     /* Test if the vertex declaration is valid. */
141     while (D3DVSD_END() != *token)
142     {
143         D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
144
145         if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000))
146         {
147             DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
148             DWORD reg  = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
149
150             if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code)
151             {
152                 WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
153                 return D3DERR_INVALIDCALL;
154             }
155         }
156         token += parse_token(token);
157     }
158
159     shader->ref = 1;
160     shader->lpVtbl = &d3d8_vertexshader_vtbl;
161
162     hr = d3d8_vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
163     if (FAILED(hr))
164     {
165         WARN("Failed to create vertex declaration, hr %#x.\n", hr);
166         return hr;
167     }
168
169     if (byte_code)
170     {
171         if (usage) FIXME("Usage %#x not implemented.\n", usage);
172
173         wined3d_mutex_lock();
174         hr = IWineD3DDevice_CreateVertexShader(device->WineD3DDevice, byte_code, NULL /* output signature */,
175                 shader, &d3d8_vertexshader_wined3d_parent_ops, &shader->wineD3DVertexShader);
176         wined3d_mutex_unlock();
177         if (FAILED(hr))
178         {
179             WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
180             IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
181             return hr;
182         }
183
184         load_local_constants(declaration, shader->wineD3DVertexShader);
185     }
186
187     return D3D_OK;
188 }
189
190 static HRESULT WINAPI d3d8_pixelshader_QueryInterface(IDirect3DPixelShader8 *iface, REFIID riid, void **object)
191 {
192     TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
193
194     if (IsEqualGUID(riid, &IID_IDirect3DPixelShader8)
195             || IsEqualGUID(riid, &IID_IUnknown))
196     {
197         IUnknown_AddRef(iface);
198         *object = iface;
199         return S_OK;
200     }
201
202     WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
203
204     *object = NULL;
205     return E_NOINTERFACE;
206 }
207
208 static ULONG WINAPI d3d8_pixelshader_AddRef(IDirect3DPixelShader8 *iface)
209 {
210     IDirect3DPixelShader8Impl *shader = (IDirect3DPixelShader8Impl *)iface;
211     ULONG refcount = InterlockedIncrement(&shader->ref);
212
213     TRACE("%p increasing refcount to %u.\n", iface, refcount);
214
215     if (refcount == 1)
216     {
217         wined3d_mutex_lock();
218         IWineD3DPixelShader_AddRef(shader->wineD3DPixelShader);
219         wined3d_mutex_unlock();
220     }
221
222     return refcount;
223 }
224
225 static ULONG WINAPI d3d8_pixelshader_Release(IDirect3DPixelShader8 *iface)
226 {
227     IDirect3DPixelShader8Impl *shader = (IDirect3DPixelShader8Impl *)iface;
228     ULONG refcount = InterlockedDecrement(&shader->ref);
229
230     TRACE("%p decreasing refcount to %u.\n", iface, refcount);
231
232     if (!refcount)
233     {
234         wined3d_mutex_lock();
235         IWineD3DPixelShader_Release(shader->wineD3DPixelShader);
236         wined3d_mutex_unlock();
237     }
238
239     return refcount;
240 }
241
242 static const IDirect3DPixelShader8Vtbl d3d8_pixelshader_vtbl =
243 {
244     /* IUnknown */
245     d3d8_pixelshader_QueryInterface,
246     d3d8_pixelshader_AddRef,
247     d3d8_pixelshader_Release,
248 };
249
250 static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
251 {
252     HeapFree(GetProcessHeap(), 0, parent);
253 }
254
255 static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
256 {
257     d3d8_pixelshader_wined3d_object_destroyed,
258 };
259
260 HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device,
261         const DWORD *byte_code, DWORD shader_handle)
262 {
263     HRESULT hr;
264
265     shader->ref = 1;
266     shader->lpVtbl = &d3d8_pixelshader_vtbl;
267     shader->handle = shader_handle;
268
269     wined3d_mutex_lock();
270     hr = IWineD3DDevice_CreatePixelShader(device->WineD3DDevice, byte_code, NULL, shader,
271             &d3d8_pixelshader_wined3d_parent_ops, &shader->wineD3DPixelShader);
272     wined3d_mutex_unlock();
273     if (FAILED(hr))
274     {
275         WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
276         return hr;
277     }
278
279     return D3D_OK;
280 }