Release 1.5.29.
[wine] / dlls / d3d8 / shader.c
1 /*
2  * Copyright 2002-2003 Jason Edmeades
3  *                     Raphael Junqueira
4  *
5  * This library is free software; you can redistribute it and/or
6  * modify it under the terms of the GNU Lesser General Public
7  * License as published by the Free Software Foundation; either
8  * version 2.1 of the License, or (at your option) any later version.
9  *
10  * This library is distributed in the hope that it will be useful,
11  * but WITHOUT ANY WARRANTY; without even the implied warranty of
12  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
13  * Lesser General Public License for more details.
14  *
15  * You should have received a copy of the GNU Lesser General Public
16  * License along with this library; if not, write to the Free Software
17  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
18  */
19
20 #include "config.h"
21 #include "d3d8_private.h"
22
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
24
25 static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent)
26 {
27     struct d3d8_vertex_shader *shader = parent;
28     d3d8_vertex_declaration_destroy(shader->vertex_declaration);
29     HeapFree(GetProcessHeap(), 0, shader);
30 }
31
32 void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader)
33 {
34     TRACE("shader %p.\n", shader);
35
36     if (shader->wined3d_shader)
37     {
38         wined3d_mutex_lock();
39         wined3d_shader_decref(shader->wined3d_shader);
40         wined3d_mutex_unlock();
41     }
42     else
43     {
44         d3d8_vertexshader_wined3d_object_destroyed(shader);
45     }
46 }
47
48 static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops =
49 {
50     d3d8_vertexshader_wined3d_object_destroyed,
51 };
52
53 static HRESULT d3d8_vertexshader_create_vertexdeclaration(struct d3d8_device *device,
54         const DWORD *declaration, DWORD shader_handle, struct d3d8_vertex_declaration **decl_ptr)
55 {
56     struct d3d8_vertex_declaration *object;
57     HRESULT hr;
58
59     TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
60             device, declaration, shader_handle, decl_ptr);
61
62     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
63     if (!object)
64         return E_OUTOFMEMORY;
65
66     hr = d3d8_vertex_declaration_init(object, device, declaration, shader_handle);
67     if (FAILED(hr))
68     {
69         WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
70         HeapFree(GetProcessHeap(), 0, object);
71         return hr;
72     }
73
74     TRACE("Created vertex declaration %p.\n", object);
75     *decl_ptr = object;
76
77     return D3D_OK;
78 }
79
80 HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_device *device,
81         const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
82 {
83     const DWORD *token = declaration;
84     HRESULT hr;
85
86     /* Test if the vertex declaration is valid. */
87     while (D3DVSD_END() != *token)
88     {
89         D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
90
91         if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000))
92         {
93             DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
94             DWORD reg  = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
95
96             if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code)
97             {
98                 WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
99                 return D3DERR_INVALIDCALL;
100             }
101         }
102         token += parse_token(token);
103     }
104
105     hr = d3d8_vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
106     if (FAILED(hr))
107     {
108         WARN("Failed to create vertex declaration, hr %#x.\n", hr);
109         return hr;
110     }
111
112     if (byte_code)
113     {
114         if (usage) FIXME("Usage %#x not implemented.\n", usage);
115
116         wined3d_mutex_lock();
117         hr = wined3d_shader_create_vs(device->wined3d_device, byte_code, NULL /* output signature */,
118                 shader, &d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader, 1);
119         wined3d_mutex_unlock();
120         if (FAILED(hr))
121         {
122             WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
123             d3d8_vertex_declaration_destroy(shader->vertex_declaration);
124             return hr;
125         }
126
127         load_local_constants(declaration, shader->wined3d_shader);
128     }
129
130     return D3D_OK;
131 }
132
133 static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
134 {
135     HeapFree(GetProcessHeap(), 0, parent);
136 }
137
138 void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader)
139 {
140     TRACE("shader %p.\n", shader);
141
142     wined3d_mutex_lock();
143     wined3d_shader_decref(shader->wined3d_shader);
144     wined3d_mutex_unlock();
145 }
146
147 static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
148 {
149     d3d8_pixelshader_wined3d_object_destroyed,
150 };
151
152 HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device,
153         const DWORD *byte_code, DWORD shader_handle)
154 {
155     HRESULT hr;
156
157     shader->handle = shader_handle;
158
159     wined3d_mutex_lock();
160     hr = wined3d_shader_create_ps(device->wined3d_device, byte_code, NULL, shader,
161             &d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader, 1);
162     wined3d_mutex_unlock();
163     if (FAILED(hr))
164     {
165         WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
166         return hr;
167     }
168
169     return D3D_OK;
170 }