2 * IDirect3DPixelShader9 implementation
4 * Copyright 2002-2003 Jason Edmeades
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.
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.
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
23 #include "d3d9_private.h"
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
27 /* IDirect3DPixelShader9 IUnknown parts follow: */
28 static HRESULT WINAPI IDirect3DPixelShader9Impl_QueryInterface(LPDIRECT3DPIXELSHADER9 iface, REFIID riid, LPVOID* ppobj) {
29 IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface;
31 if (IsEqualGUID(riid, &IID_IUnknown)
32 || IsEqualGUID(riid, &IID_IDirect3DPixelShader9)) {
33 IUnknown_AddRef(iface);
38 WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
43 static ULONG WINAPI IDirect3DPixelShader9Impl_AddRef(LPDIRECT3DPIXELSHADER9 iface) {
44 IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface;
45 ULONG ref = InterlockedIncrement(&This->ref);
47 TRACE("(%p) : AddRef from %d\n", This, ref - 1);
52 static ULONG WINAPI IDirect3DPixelShader9Impl_Release(LPDIRECT3DPIXELSHADER9 iface) {
53 IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface;
54 ULONG ref = InterlockedDecrement(&This->ref);
56 TRACE("(%p) : ReleaseRef to %d\n", This, ref);
59 EnterCriticalSection(&d3d9_cs);
60 IWineD3DPixelShader_Release(This->wineD3DPixelShader);
61 LeaveCriticalSection(&d3d9_cs);
62 IUnknown_Release(This->parentDevice);
63 HeapFree(GetProcessHeap(), 0, This);
68 /* IDirect3DPixelShader9 Interface follow: */
69 static HRESULT WINAPI IDirect3DPixelShader9Impl_GetDevice(LPDIRECT3DPIXELSHADER9 iface, IDirect3DDevice9** ppDevice) {
70 IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface;
71 IWineD3DDevice *myDevice = NULL;
73 TRACE("(%p) : Relay\n", This);
75 EnterCriticalSection(&d3d9_cs);
76 IWineD3DPixelShader_GetDevice(This->wineD3DPixelShader, &myDevice);
77 IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
78 IWineD3DDevice_Release(myDevice);
79 LeaveCriticalSection(&d3d9_cs);
80 TRACE("(%p) returning (%p)\n", This, *ppDevice);
84 static HRESULT WINAPI IDirect3DPixelShader9Impl_GetFunction(LPDIRECT3DPIXELSHADER9 iface, VOID* pData, UINT* pSizeOfData) {
85 IDirect3DPixelShader9Impl *This = (IDirect3DPixelShader9Impl *)iface;
87 TRACE("(%p) Relay\n", This);
89 EnterCriticalSection(&d3d9_cs);
90 hr = IWineD3DPixelShader_GetFunction(This->wineD3DPixelShader, pData, pSizeOfData);
91 LeaveCriticalSection(&d3d9_cs);
96 static const IDirect3DPixelShader9Vtbl Direct3DPixelShader9_Vtbl =
99 IDirect3DPixelShader9Impl_QueryInterface,
100 IDirect3DPixelShader9Impl_AddRef,
101 IDirect3DPixelShader9Impl_Release,
102 /* IDirect3DPixelShader9 */
103 IDirect3DPixelShader9Impl_GetDevice,
104 IDirect3DPixelShader9Impl_GetFunction
108 /* IDirect3DDevice9 IDirect3DPixelShader9 Methods follow: */
109 HRESULT WINAPI IDirect3DDevice9Impl_CreatePixelShader(LPDIRECT3DDEVICE9EX iface, CONST DWORD* pFunction, IDirect3DPixelShader9** ppShader) {
110 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
111 IDirect3DPixelShader9Impl *object;
112 HRESULT hrc = D3D_OK;
114 TRACE("(%p) Relay\n", This);
116 if (ppShader == NULL) {
117 TRACE("(%p) Invalid call\n", This);
118 return D3DERR_INVALIDCALL;
121 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
123 if (NULL == object) {
124 FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
125 return E_OUTOFMEMORY;
129 object->lpVtbl = &Direct3DPixelShader9_Vtbl;
130 EnterCriticalSection(&d3d9_cs);
131 hrc = IWineD3DDevice_CreatePixelShader(This->WineD3DDevice, pFunction, &object->wineD3DPixelShader , (IUnknown *)object);
132 LeaveCriticalSection(&d3d9_cs);
136 FIXME("(%p) call to IWineD3DDevice_CreatePixelShader failed\n", This);
137 HeapFree(GetProcessHeap(), 0 , object);
139 IUnknown_AddRef(iface);
140 object->parentDevice = iface;
141 *ppShader = (IDirect3DPixelShader9*) object;
142 TRACE("(%p) : Created pixel shader %p\n", This, object);
145 TRACE("(%p) : returning %p\n", This, *ppShader);
149 HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShader(LPDIRECT3DDEVICE9EX iface, IDirect3DPixelShader9* pShader) {
150 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
151 IDirect3DPixelShader9Impl *shader = (IDirect3DPixelShader9Impl *)pShader;
152 TRACE("(%p) Relay\n", This);
154 EnterCriticalSection(&d3d9_cs);
155 IWineD3DDevice_SetPixelShader(This->WineD3DDevice, shader == NULL ? NULL :shader->wineD3DPixelShader);
156 LeaveCriticalSection(&d3d9_cs);
160 HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShader(LPDIRECT3DDEVICE9EX iface, IDirect3DPixelShader9** ppShader) {
161 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
162 IWineD3DPixelShader *object;
164 HRESULT hrc = D3D_OK;
165 TRACE("(%p) Relay\n", This);
166 if (ppShader == NULL) {
167 TRACE("(%p) Invalid call\n", This);
168 return D3DERR_INVALIDCALL;
171 EnterCriticalSection(&d3d9_cs);
172 hrc = IWineD3DDevice_GetPixelShader(This->WineD3DDevice, &object);
173 if (hrc == D3D_OK && object != NULL) {
174 hrc = IWineD3DPixelShader_GetParent(object, (IUnknown **)ppShader);
175 IWineD3DPixelShader_Release(object);
179 LeaveCriticalSection(&d3d9_cs);
181 TRACE("(%p) : returning %p\n", This, *ppShader);
185 HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) {
186 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
188 TRACE("(%p) Relay\n", This);
190 EnterCriticalSection(&d3d9_cs);
191 hr = IWineD3DDevice_SetPixelShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
192 LeaveCriticalSection(&d3d9_cs);
196 HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, float* pConstantData, UINT Vector4fCount) {
197 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
198 TRACE("(%p) Relay\n", This);
199 return IWineD3DDevice_GetPixelShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
202 HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShaderConstantI(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) {
203 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
205 TRACE("(%p) Relay\n", This);
207 EnterCriticalSection(&d3d9_cs);
208 hr = IWineD3DDevice_SetPixelShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
209 LeaveCriticalSection(&d3d9_cs);
213 HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShaderConstantI(LPDIRECT3DDEVICE9EX iface, UINT Register, int* pConstantData, UINT Vector4iCount) {
214 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
216 TRACE("(%p) Relay\n", This);
218 EnterCriticalSection(&d3d9_cs);
219 hr = IWineD3DDevice_GetPixelShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
220 LeaveCriticalSection(&d3d9_cs);
224 HRESULT WINAPI IDirect3DDevice9Impl_SetPixelShaderConstantB(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) {
225 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
227 TRACE("(%p) Relay\n", This);
229 EnterCriticalSection(&d3d9_cs);
230 hr = IWineD3DDevice_SetPixelShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
231 LeaveCriticalSection(&d3d9_cs);
235 HRESULT WINAPI IDirect3DDevice9Impl_GetPixelShaderConstantB(LPDIRECT3DDEVICE9EX iface, UINT Register, BOOL* pConstantData, UINT BoolCount) {
236 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
238 TRACE("(%p) Relay\n", This);
240 EnterCriticalSection(&d3d9_cs);
241 hr = IWineD3DDevice_GetPixelShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
242 LeaveCriticalSection(&d3d9_cs);