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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
26 #define NONAMELESSUNION
27 #define NONAMELESSSTRUCT
32 #include "wine/debug.h"
34 #include "d3d9_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
38 /* IDirect3DVertexShader9 IUnknown parts follow: */
39 HRESULT WINAPI IDirect3DVertexShader9Impl_QueryInterface(LPDIRECT3DVERTEXSHADER9 iface, REFIID riid, LPVOID* ppobj) {
40 ICOM_THIS(IDirect3DVertexShader9Impl,iface);
42 if (IsEqualGUID(riid, &IID_IUnknown)
43 || IsEqualGUID(riid, &IID_IDirect3DVertexShader9)) {
44 IDirect3DVertexShader9Impl_AddRef(iface);
49 WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
53 ULONG WINAPI IDirect3DVertexShader9Impl_AddRef(LPDIRECT3DVERTEXSHADER9 iface) {
54 ICOM_THIS(IDirect3DVertexShader9Impl,iface);
55 TRACE("(%p) : AddRef from %ld\n", This, This->ref);
59 ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 iface) {
60 ICOM_THIS(IDirect3DVertexShader9Impl,iface);
61 ULONG ref = --This->ref;
63 TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
65 HeapFree(GetProcessHeap(), 0, This);
70 /* IDirect3DVertexShader9 Interface follow: */
71 HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADER9 iface, IDirect3DDevice9** ppDevice) {
72 ICOM_THIS(IDirect3DVertexShader9Impl,iface);
73 TRACE("(%p) : returning %p\n", This, This->Device);
74 *ppDevice = (LPDIRECT3DDEVICE9) This->Device;
75 IDirect3DDevice9Impl_AddRef(*ppDevice);
79 HRESULT WINAPI IDirect3DVertexShader9Impl_GetFunction(LPDIRECT3DVERTEXSHADER9 iface, VOID* pData, UINT* pSizeOfData) {
80 ICOM_THIS(IDirect3DVertexShader9Impl,iface);
81 FIXME("(%p) : stub\n", This);
86 ICOM_VTABLE(IDirect3DVertexShader9) Direct3DVertexShader9_Vtbl =
88 ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
89 IDirect3DVertexShader9Impl_QueryInterface,
90 IDirect3DVertexShader9Impl_AddRef,
91 IDirect3DVertexShader9Impl_Release,
92 IDirect3DVertexShader9Impl_GetDevice,
93 IDirect3DVertexShader9Impl_GetFunction
97 /* IDirect3DDevice9 IDirect3DVertexShader9 Methods follow: */
98 HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9 iface, CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader) {
99 ICOM_THIS(IDirect3DDevice9Impl,iface);
100 FIXME("(%p) : stub\n", This);
104 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9* pShader) {
105 ICOM_THIS(IDirect3DDevice9Impl,iface);
107 This->UpdateStateBlock->VertexShader = pShader;
108 This->UpdateStateBlock->Changed.vertexShader = TRUE;
109 This->UpdateStateBlock->Set.vertexShader = TRUE;
111 /* Handle recording of state blocks */
112 if (This->isRecordingState) {
113 TRACE("Recording... not performing anything\n");
117 * TODO: merge HAL shaders context switching from prototype
122 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9** ppShader) {
123 ICOM_THIS(IDirect3DDevice9Impl,iface);
124 TRACE("(%p) : GetVertexShader returning %p\n", This, This->StateBlock->VertexShader);
125 *ppShader = This->StateBlock->VertexShader;
126 IDirect3DVertexShader9Impl_AddRef(*ppShader);
130 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) {
131 ICOM_THIS(IDirect3DDevice9Impl,iface);
133 if (Register + Vector4fCount > D3D_VSHADER_MAX_CONSTANTS) {
134 ERR("(%p) : SetVertexShaderConstant C[%u] invalid\n", This, Register);
135 return D3DERR_INVALIDCALL;
137 if (NULL == pConstantData) {
138 return D3DERR_INVALIDCALL;
140 if (Vector4fCount > 1) {
141 CONST FLOAT* f = pConstantData;
143 TRACE("(%p) : SetVertexShaderConstant C[%u..%u]=\n", This, Register, Register + Vector4fCount - 1);
144 for (i = 0; i < Vector4fCount; ++i) {
145 TRACE("{%f, %f, %f, %f}\n", f[0], f[1], f[2], f[3]);
149 FLOAT* f = (FLOAT*) pConstantData;
150 TRACE("(%p) : SetVertexShaderConstant, C[%u]={%f, %f, %f, %f}\n", This, Register, f[0], f[1], f[2], f[3]);
152 This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
153 memcpy(&This->UpdateStateBlock->vertexShaderConstantF[Register], pConstantData, Vector4fCount * 4 * sizeof(FLOAT));
157 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, float* pConstantData, UINT Vector4fCount) {
158 ICOM_THIS(IDirect3DDevice9Impl,iface);
160 TRACE("(%p) : C[%u] count=%u\n", This, Register, Vector4fCount);
161 if (Register + Vector4fCount > D3D_VSHADER_MAX_CONSTANTS) {
162 return D3DERR_INVALIDCALL;
164 if (NULL == pConstantData) {
165 return D3DERR_INVALIDCALL;
167 memcpy(pConstantData, &This->UpdateStateBlock->vertexShaderConstantF[Register], Vector4fCount * 4 * sizeof(FLOAT));
171 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) {
172 ICOM_THIS(IDirect3DDevice9Impl,iface);
174 if (Register + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) {
175 ERR("(%p) : SetVertexShaderConstantI C[%u] invalid\n", This, Register);
176 return D3DERR_INVALIDCALL;
178 if (NULL == pConstantData) {
179 return D3DERR_INVALIDCALL;
181 if (Vector4iCount > 1) {
182 CONST int* f = pConstantData;
184 TRACE("(%p) : SetVertexShaderConstantI C[%u..%u]=\n", This, Register, Register + Vector4iCount - 1);
185 for (i = 0; i < Vector4iCount; ++i) {
186 TRACE("{%d, %d, %d, %d}\n", f[0], f[1], f[2], f[3]);
190 CONST int* f = pConstantData;
191 TRACE("(%p) : SetVertexShaderConstantI, C[%u]={%i, %i, %i, %i}\n", This, Register, f[0], f[1], f[2], f[3]);
193 This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
194 memcpy(&This->UpdateStateBlock->vertexShaderConstantI[Register], pConstantData, Vector4iCount * 4 * sizeof(int));
198 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, int* pConstantData, UINT Vector4iCount) {
199 ICOM_THIS(IDirect3DDevice9Impl,iface);
201 TRACE("(%p) : C[%u] count=%u\n", This, Register, Vector4iCount);
202 if (Register + Vector4iCount > D3D_VSHADER_MAX_CONSTANTS) {
203 return D3DERR_INVALIDCALL;
205 if (NULL == pConstantData) {
206 return D3DERR_INVALIDCALL;
208 memcpy(pConstantData, &This->UpdateStateBlock->vertexShaderConstantI[Register], Vector4iCount * 4 * sizeof(FLOAT));
212 HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) {
213 ICOM_THIS(IDirect3DDevice9Impl,iface);
216 if (Register + BoolCount > D3D_VSHADER_MAX_CONSTANTS) {
217 ERR("(%p) : SetVertexShaderConstantB C[%u] invalid\n", This, Register);
218 return D3DERR_INVALIDCALL;
220 if (NULL == pConstantData) {
221 return D3DERR_INVALIDCALL;
224 CONST BOOL* f = pConstantData;
225 TRACE("(%p) : SetVertexShaderConstantB C[%u..%u]=\n", This, Register, Register + BoolCount - 1);
226 for (i = 0; i < BoolCount; ++i) {
227 TRACE("{%u}\n", f[i]);
230 CONST BOOL* f = pConstantData;
231 TRACE("(%p) : SetVertexShaderConstantB, C[%u]={%u}\n", This, Register, f[0]);
233 This->UpdateStateBlock->Changed.vertexShaderConstant = TRUE;
234 for (i = 0; i < BoolCount; ++i) {
235 This->UpdateStateBlock->vertexShaderConstantB[Register] = pConstantData[i];
240 HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, BOOL* pConstantData, UINT BoolCount) {
241 ICOM_THIS(IDirect3DDevice9Impl,iface);
242 FIXME("(%p) : stub\n", This);