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[wine] / dlls / d3d9 / vertexshader.c
1 /*
2  * IDirect3DVertexShader9 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 #include "config.h"
23 #include "d3d9_private.h"
24
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
26
27 /* IDirect3DVertexShader9 IUnknown parts follow: */
28 static HRESULT WINAPI IDirect3DVertexShader9Impl_QueryInterface(LPDIRECT3DVERTEXSHADER9 iface, REFIID riid, LPVOID* ppobj) {
29     IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
30
31     if (IsEqualGUID(riid, &IID_IUnknown)
32         || IsEqualGUID(riid, &IID_IDirect3DVertexShader9)) {
33         IDirect3DVertexShader9_AddRef(iface);
34         *ppobj = This;
35         return S_OK;
36     }
37
38     WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
39     *ppobj = NULL;
40     return E_NOINTERFACE;
41 }
42
43 static ULONG WINAPI IDirect3DVertexShader9Impl_AddRef(LPDIRECT3DVERTEXSHADER9 iface) {
44     IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
45     ULONG ref = InterlockedIncrement(&This->ref);
46
47     TRACE("(%p) : AddRef from %d\n", This, ref - 1);
48
49     return ref;
50 }
51
52 static ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 iface) {
53     IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
54     ULONG ref = InterlockedDecrement(&This->ref);
55
56     TRACE("(%p) : ReleaseRef to %d\n", This, ref);
57
58     if (ref == 0) {
59         EnterCriticalSection(&d3d9_cs);
60         IWineD3DVertexShader_Release(This->wineD3DVertexShader);
61         LeaveCriticalSection(&d3d9_cs);
62         IDirect3DDevice9Ex_Release(This->parentDevice);
63         HeapFree(GetProcessHeap(), 0, This);
64     }
65     return ref;
66 }
67
68 /* IDirect3DVertexShader9 Interface follow: */
69 static HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADER9 iface, IDirect3DDevice9** ppDevice) {
70     IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
71     IWineD3DDevice *myDevice = NULL;
72     HRESULT hr;
73     TRACE("(%p) : Relay\n", This);
74
75     EnterCriticalSection(&d3d9_cs);
76     hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice);
77     if (WINED3D_OK == hr && myDevice != NULL) {
78         hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
79         IWineD3DDevice_Release(myDevice);
80     } else {
81         *ppDevice = NULL;
82     }
83     LeaveCriticalSection(&d3d9_cs);
84     TRACE("(%p) returning (%p)\n", This, *ppDevice);
85     return hr;
86 }
87
88 static HRESULT WINAPI IDirect3DVertexShader9Impl_GetFunction(LPDIRECT3DVERTEXSHADER9 iface, VOID* pData, UINT* pSizeOfData) {
89     IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
90     HRESULT hr;
91     TRACE("(%p) : Relay\n", This);
92
93     EnterCriticalSection(&d3d9_cs);
94     hr = IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData);
95     LeaveCriticalSection(&d3d9_cs);
96     return hr;
97 }
98
99
100 static const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl =
101 {
102     /* IUnknown */
103     IDirect3DVertexShader9Impl_QueryInterface,
104     IDirect3DVertexShader9Impl_AddRef,
105     IDirect3DVertexShader9Impl_Release,
106     /* IDirect3DVertexShader9 */
107     IDirect3DVertexShader9Impl_GetDevice,
108     IDirect3DVertexShader9Impl_GetFunction
109 };
110
111
112 /* IDirect3DDevice9 IDirect3DVertexShader9 Methods follow: */
113 HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9EX iface, CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader) {
114     IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
115     HRESULT hrc = D3D_OK;
116     IDirect3DVertexShader9Impl *object;
117
118     /* Setup a stub object for now */
119     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
120     TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
121     if (NULL == object) {
122         FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
123         return D3DERR_OUTOFVIDEOMEMORY;
124     }
125
126     object->ref = 1;
127     object->lpVtbl = &Direct3DVertexShader9_Vtbl;
128     EnterCriticalSection(&d3d9_cs);
129     hrc= IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, NULL /* declaration */, pFunction, &object->wineD3DVertexShader, (IUnknown *)object);
130     LeaveCriticalSection(&d3d9_cs);
131
132     if (FAILED(hrc)) {
133
134         /* free up object */
135         FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
136         HeapFree(GetProcessHeap(), 0, object);
137     }else{
138         IDirect3DDevice9Ex_AddRef(iface);
139         object->parentDevice = iface;
140         *ppShader = (IDirect3DVertexShader9 *)object;
141         TRACE("(%p) : Created vertex shader %p\n", This, object);
142     }
143
144     TRACE("(%p) : returning %p\n", This, *ppShader);
145     return hrc;
146 }
147
148 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShader(LPDIRECT3DDEVICE9EX iface, IDirect3DVertexShader9* pShader) {
149     IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
150     HRESULT hrc = D3D_OK;
151
152     TRACE("(%p) : Relay\n", This);
153     EnterCriticalSection(&d3d9_cs);
154     hrc =  IWineD3DDevice_SetVertexShader(This->WineD3DDevice, pShader==NULL?NULL:((IDirect3DVertexShader9Impl *)pShader)->wineD3DVertexShader);
155     LeaveCriticalSection(&d3d9_cs);
156
157     TRACE("(%p) : returning hr(%u)\n", This, hrc);
158     return hrc;
159 }
160
161 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9EX iface, IDirect3DVertexShader9** ppShader) {
162     IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
163     IWineD3DVertexShader *pShader;
164     HRESULT hrc = D3D_OK;
165
166     TRACE("(%p) : Relay  device@%p\n", This, This->WineD3DDevice);
167     EnterCriticalSection(&d3d9_cs);
168     hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader);
169     if(hrc == D3D_OK && pShader != NULL){
170        hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)ppShader);
171        IWineD3DVertexShader_Release(pShader);
172     } else {
173         WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %u (device %p)\n", This, hrc, This->WineD3DDevice);
174     }
175     LeaveCriticalSection(&d3d9_cs);
176     TRACE("(%p) : returning %p\n", This, *ppShader);
177     return hrc;
178 }
179
180 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) {
181     IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
182     HRESULT hr;
183     TRACE("(%p) : Relay\n", This);
184
185     EnterCriticalSection(&d3d9_cs);
186     hr = IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
187     LeaveCriticalSection(&d3d9_cs);
188     return hr;
189 }
190
191 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, float* pConstantData, UINT Vector4fCount) {
192     IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
193     HRESULT hr;
194
195     TRACE("(%p) : Relay\n", This);
196     EnterCriticalSection(&d3d9_cs);
197     hr = IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
198     LeaveCriticalSection(&d3d9_cs);
199     return hr;
200 }
201
202 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantI(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) {
203     IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
204     HRESULT hr;
205     TRACE("(%p) : Relay\n", This);
206
207     EnterCriticalSection(&d3d9_cs);
208     hr = IWineD3DDevice_SetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
209     LeaveCriticalSection(&d3d9_cs);
210     return hr;
211 }
212
213 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9EX iface, UINT Register, int* pConstantData, UINT Vector4iCount) {
214     IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
215     HRESULT hr;
216     TRACE("(%p) : Relay\n", This);
217
218     EnterCriticalSection(&d3d9_cs);
219     hr = IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
220     LeaveCriticalSection(&d3d9_cs);
221     return hr;
222 }
223
224 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) {
225     IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
226     HRESULT hr;
227     TRACE("(%p) : Relay\n", This);
228
229     EnterCriticalSection(&d3d9_cs);
230     hr = IWineD3DDevice_SetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
231     LeaveCriticalSection(&d3d9_cs);
232     return hr;
233 }
234
235 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(LPDIRECT3DDEVICE9EX iface, UINT Register, BOOL* pConstantData, UINT BoolCount) {
236     IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
237     HRESULT hr;
238     TRACE("(%p) : Relay\n", This);
239
240     EnterCriticalSection(&d3d9_cs);
241     hr = IWineD3DDevice_GetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
242     LeaveCriticalSection(&d3d9_cs);
243     return hr;
244 }