2 * IDirect3DVertexShader9 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 /* IDirect3DVertexShader9 IUnknown parts follow: */
28 static HRESULT WINAPI IDirect3DVertexShader9Impl_QueryInterface(LPDIRECT3DVERTEXSHADER9 iface, REFIID riid, LPVOID* ppobj) {
29 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
31 if (IsEqualGUID(riid, &IID_IUnknown)
32 || IsEqualGUID(riid, &IID_IDirect3DVertexShader9)) {
33 IUnknown_AddRef(iface);
38 WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
43 static ULONG WINAPI IDirect3DVertexShader9Impl_AddRef(LPDIRECT3DVERTEXSHADER9 iface) {
44 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
45 ULONG ref = InterlockedIncrement(&This->ref);
47 TRACE("(%p) : AddRef from %d\n", This, ref - 1);
52 static ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 iface) {
53 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
54 ULONG ref = InterlockedDecrement(&This->ref);
56 TRACE("(%p) : ReleaseRef to %d\n", This, ref);
59 EnterCriticalSection(&d3d9_cs);
60 IWineD3DVertexShader_Release(This->wineD3DVertexShader);
61 LeaveCriticalSection(&d3d9_cs);
62 IUnknown_Release(This->parentDevice);
63 HeapFree(GetProcessHeap(), 0, This);
68 /* IDirect3DVertexShader9 Interface follow: */
69 static HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADER9 iface, IDirect3DDevice9** ppDevice) {
70 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
71 IWineD3DDevice *myDevice = NULL;
73 TRACE("(%p) : Relay\n", This);
75 EnterCriticalSection(&d3d9_cs);
76 if (D3D_OK == (hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice) && myDevice != NULL)) {
77 hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
78 IWineD3DDevice_Release(myDevice);
82 LeaveCriticalSection(&d3d9_cs);
83 TRACE("(%p) returning (%p)\n", This, *ppDevice);
87 static HRESULT WINAPI IDirect3DVertexShader9Impl_GetFunction(LPDIRECT3DVERTEXSHADER9 iface, VOID* pData, UINT* pSizeOfData) {
88 IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
90 TRACE("(%p) : Relay\n", This);
92 EnterCriticalSection(&d3d9_cs);
93 hr = IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData);
94 LeaveCriticalSection(&d3d9_cs);
99 static const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl =
102 IDirect3DVertexShader9Impl_QueryInterface,
103 IDirect3DVertexShader9Impl_AddRef,
104 IDirect3DVertexShader9Impl_Release,
105 /* IDirect3DVertexShader9 */
106 IDirect3DVertexShader9Impl_GetDevice,
107 IDirect3DVertexShader9Impl_GetFunction
111 /* IDirect3DDevice9 IDirect3DVertexShader9 Methods follow: */
112 HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9EX iface, CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader) {
113 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
114 HRESULT hrc = D3D_OK;
115 IDirect3DVertexShader9Impl *object;
117 /* Setup a stub object for now */
118 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
119 TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
120 if (NULL == object) {
121 FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
122 return D3DERR_OUTOFVIDEOMEMORY;
126 object->lpVtbl = &Direct3DVertexShader9_Vtbl;
127 EnterCriticalSection(&d3d9_cs);
128 hrc= IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, NULL /* declaration */, pFunction, &object->wineD3DVertexShader, (IUnknown *)object);
129 LeaveCriticalSection(&d3d9_cs);
134 FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
135 HeapFree(GetProcessHeap(), 0, object);
137 IUnknown_AddRef(iface);
138 object->parentDevice = iface;
139 *ppShader = (IDirect3DVertexShader9 *)object;
140 TRACE("(%p) : Created vertex shader %p\n", This, object);
143 TRACE("(%p) : returning %p\n", This, *ppShader);
147 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShader(LPDIRECT3DDEVICE9EX iface, IDirect3DVertexShader9* pShader) {
148 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
149 HRESULT hrc = D3D_OK;
151 TRACE("(%p) : Relay\n", This);
152 EnterCriticalSection(&d3d9_cs);
153 hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, pShader==NULL?NULL:((IDirect3DVertexShader9Impl *)pShader)->wineD3DVertexShader);
154 LeaveCriticalSection(&d3d9_cs);
156 TRACE("(%p) : returning hr(%u)\n", This, hrc);
160 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9EX iface, IDirect3DVertexShader9** ppShader) {
161 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
162 IWineD3DVertexShader *pShader;
163 HRESULT hrc = D3D_OK;
165 TRACE("(%p) : Relay device@%p\n", This, This->WineD3DDevice);
166 EnterCriticalSection(&d3d9_cs);
167 hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader);
168 if(hrc == D3D_OK && pShader != NULL){
169 hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)ppShader);
170 IWineD3DVertexShader_Release(pShader);
172 WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %u (device %p)\n", This, hrc, This->WineD3DDevice);
174 LeaveCriticalSection(&d3d9_cs);
175 TRACE("(%p) : returning %p\n", This, *ppShader);
179 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) {
180 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
182 TRACE("(%p) : Relay\n", This);
184 EnterCriticalSection(&d3d9_cs);
185 hr = IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
186 LeaveCriticalSection(&d3d9_cs);
190 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, float* pConstantData, UINT Vector4fCount) {
191 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
194 TRACE("(%p) : Relay\n", This);
195 EnterCriticalSection(&d3d9_cs);
196 hr = IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
197 LeaveCriticalSection(&d3d9_cs);
201 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantI(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) {
202 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
204 TRACE("(%p) : Relay\n", This);
206 EnterCriticalSection(&d3d9_cs);
207 hr = IWineD3DDevice_SetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
208 LeaveCriticalSection(&d3d9_cs);
212 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9EX iface, UINT Register, int* pConstantData, UINT Vector4iCount) {
213 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
215 TRACE("(%p) : Relay\n", This);
217 EnterCriticalSection(&d3d9_cs);
218 hr = IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
219 LeaveCriticalSection(&d3d9_cs);
223 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) {
224 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
226 TRACE("(%p) : Relay\n", This);
228 EnterCriticalSection(&d3d9_cs);
229 hr = IWineD3DDevice_SetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
230 LeaveCriticalSection(&d3d9_cs);
234 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(LPDIRECT3DDEVICE9EX iface, UINT Register, BOOL* pConstantData, UINT BoolCount) {
235 IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
237 TRACE("(%p) : Relay\n", This);
239 EnterCriticalSection(&d3d9_cs);
240 hr = IWineD3DDevice_GetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
241 LeaveCriticalSection(&d3d9_cs);