| /* |
| * Copyright 2002-2003 Jason Edmeades |
| * Raphael Junqueira |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #include "config.h" |
| #include "d3d8_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d8); |
| |
| static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent) |
| { |
| struct d3d8_vertex_shader *shader = parent; |
| d3d8_vertex_declaration_destroy(shader->vertex_declaration); |
| HeapFree(GetProcessHeap(), 0, shader); |
| } |
| |
| void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader) |
| { |
| TRACE("shader %p.\n", shader); |
| |
| if (shader->wined3d_shader) |
| { |
| wined3d_mutex_lock(); |
| wined3d_shader_decref(shader->wined3d_shader); |
| wined3d_mutex_unlock(); |
| } |
| else |
| { |
| d3d8_vertexshader_wined3d_object_destroyed(shader); |
| } |
| } |
| |
| static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops = |
| { |
| d3d8_vertexshader_wined3d_object_destroyed, |
| }; |
| |
| static HRESULT d3d8_vertexshader_create_vertexdeclaration(struct d3d8_device *device, |
| const DWORD *declaration, DWORD shader_handle, struct d3d8_vertex_declaration **decl_ptr) |
| { |
| struct d3d8_vertex_declaration *object; |
| HRESULT hr; |
| |
| TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n", |
| device, declaration, shader_handle, decl_ptr); |
| |
| object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); |
| if (!object) |
| return E_OUTOFMEMORY; |
| |
| hr = d3d8_vertex_declaration_init(object, device, declaration, shader_handle); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to initialize vertex declaration, hr %#x.\n", hr); |
| HeapFree(GetProcessHeap(), 0, object); |
| return hr; |
| } |
| |
| TRACE("Created vertex declaration %p.\n", object); |
| *decl_ptr = object; |
| |
| return D3D_OK; |
| } |
| |
| HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_device *device, |
| const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage) |
| { |
| const DWORD *token = declaration; |
| HRESULT hr; |
| |
| /* Test if the vertex declaration is valid. */ |
| while (D3DVSD_END() != *token) |
| { |
| D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT); |
| |
| if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) |
| { |
| DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT); |
| DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT); |
| |
| if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code) |
| { |
| WARN("Attempt to use a non-FLOAT3 normal with the fixed-function function\n"); |
| return D3DERR_INVALIDCALL; |
| } |
| } |
| token += parse_token(token); |
| } |
| |
| hr = d3d8_vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to create vertex declaration, hr %#x.\n", hr); |
| return hr; |
| } |
| |
| if (byte_code) |
| { |
| struct wined3d_shader_desc desc; |
| |
| if (usage) |
| FIXME("Usage %#x not implemented.\n", usage); |
| |
| desc.byte_code = byte_code; |
| desc.byte_code_size = ~(size_t)0; |
| desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1; |
| desc.input_signature.element_count = 0; |
| desc.output_signature.element_count = 0; |
| desc.patch_constant_signature.element_count = 0; |
| desc.max_version = 1; |
| |
| wined3d_mutex_lock(); |
| hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader, |
| &d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader); |
| wined3d_mutex_unlock(); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr); |
| d3d8_vertex_declaration_destroy(shader->vertex_declaration); |
| return hr; |
| } |
| |
| load_local_constants(declaration, shader->wined3d_shader); |
| } |
| |
| return D3D_OK; |
| } |
| |
| static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent) |
| { |
| HeapFree(GetProcessHeap(), 0, parent); |
| } |
| |
| void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader) |
| { |
| TRACE("shader %p.\n", shader); |
| |
| wined3d_mutex_lock(); |
| wined3d_shader_decref(shader->wined3d_shader); |
| wined3d_mutex_unlock(); |
| } |
| |
| static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops = |
| { |
| d3d8_pixelshader_wined3d_object_destroyed, |
| }; |
| |
| HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device, |
| const DWORD *byte_code, DWORD shader_handle) |
| { |
| struct wined3d_shader_desc desc; |
| HRESULT hr; |
| |
| shader->handle = shader_handle; |
| |
| desc.byte_code = byte_code; |
| desc.byte_code_size = ~(size_t)0; |
| desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1; |
| desc.input_signature.element_count = 0; |
| desc.output_signature.element_count = 0; |
| desc.patch_constant_signature.element_count = 0; |
| desc.max_version = 1; |
| |
| wined3d_mutex_lock(); |
| hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader, |
| &d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader); |
| wined3d_mutex_unlock(); |
| if (FAILED(hr)) |
| { |
| WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr); |
| return hr; |
| } |
| |
| return D3D_OK; |
| } |