comctl32: Constify some variables.
[wine] / dlls / d3d8 / vertexshader.c
1 /*
2  * IDirect3DVertexShader8 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 "d3d8_private.h"
24
25 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
26
27 /* IDirect3DVertexShader8 IUnknown parts follow: */
28 static HRESULT WINAPI IDirect3DVertexShader8Impl_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, LPVOID* ppobj) {
29     IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
30
31     if (IsEqualGUID(riid, &IID_IUnknown)
32         || IsEqualGUID(riid, &IID_IDirect3DVertexShader8)) {
33         IUnknown_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 IDirect3DVertexShader8Impl_AddRef(IDirect3DVertexShader8 *iface) {
44     IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)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 IDirect3DVertexShader8Impl_Release(IDirect3DVertexShader8 *iface) {
53     IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
54     ULONG ref = InterlockedDecrement(&This->ref);
55
56     TRACE("(%p) : ReleaseRef to %d\n", This, ref);
57
58     if (ref == 0) {
59         IDirect3DVertexDeclaration8_Release(This->vertex_declaration);
60         if (This->wineD3DVertexShader)
61         {
62             EnterCriticalSection(&d3d8_cs);
63             IWineD3DVertexShader_Release(This->wineD3DVertexShader);
64             LeaveCriticalSection(&d3d8_cs);
65         }
66         HeapFree(GetProcessHeap(), 0, This);
67     }
68     return ref;
69 }
70
71 const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl =
72 {
73     /* IUnknown */
74     IDirect3DVertexShader8Impl_QueryInterface,
75     IDirect3DVertexShader8Impl_AddRef,
76     IDirect3DVertexShader8Impl_Release,
77 };