* Sync to recent trunk (r52563).
[reactos.git] / dll / directx / wine / 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 inline IDirect3DVertexShader8Impl *impl_from_IDirect3DVertexShader8(IDirect3DVertexShader8 *iface)
26 {
27 return CONTAINING_RECORD(iface, IDirect3DVertexShader8Impl, IDirect3DVertexShader8_iface);
28 }
29
30 static HRESULT WINAPI d3d8_vertexshader_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, void **object)
31 {
32 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
33
34 if (IsEqualGUID(riid, &IID_IDirect3DVertexShader8)
35 || IsEqualGUID(riid, &IID_IUnknown))
36 {
37 IUnknown_AddRef(iface);
38 *object = iface;
39 return S_OK;
40 }
41
42 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
43
44 *object = NULL;
45 return E_NOINTERFACE;
46 }
47
48 static ULONG WINAPI d3d8_vertexshader_AddRef(IDirect3DVertexShader8 *iface)
49 {
50 IDirect3DVertexShader8Impl *shader = impl_from_IDirect3DVertexShader8(iface);
51 ULONG refcount = InterlockedIncrement(&shader->ref);
52
53 TRACE("%p increasing refcount to %u.\n", iface, refcount);
54
55 if (refcount == 1 && shader->wined3d_shader)
56 {
57 wined3d_mutex_lock();
58 wined3d_shader_incref(shader->wined3d_shader);
59 wined3d_mutex_unlock();
60 }
61
62 return refcount;
63 }
64
65 static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent)
66 {
67 IDirect3DVertexShader8Impl *shader = parent;
68 IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
69 HeapFree(GetProcessHeap(), 0, shader);
70 }
71
72 static ULONG WINAPI d3d8_vertexshader_Release(IDirect3DVertexShader8 *iface)
73 {
74 IDirect3DVertexShader8Impl *shader = impl_from_IDirect3DVertexShader8(iface);
75 ULONG refcount = InterlockedDecrement(&shader->ref);
76
77 TRACE("%p decreasing refcount to %u.\n", iface, refcount);
78
79 if (!refcount)
80 {
81 if (shader->wined3d_shader)
82 {
83 wined3d_mutex_lock();
84 wined3d_shader_decref(shader->wined3d_shader);
85 wined3d_mutex_unlock();
86 }
87 else
88 {
89 d3d8_vertexshader_wined3d_object_destroyed(shader);
90 }
91 }
92
93 return refcount;
94 }
95
96 static const IDirect3DVertexShader8Vtbl d3d8_vertexshader_vtbl =
97 {
98 /* IUnknown */
99 d3d8_vertexshader_QueryInterface,
100 d3d8_vertexshader_AddRef,
101 d3d8_vertexshader_Release,
102 };
103
104 static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops =
105 {
106 d3d8_vertexshader_wined3d_object_destroyed,
107 };
108
109 static HRESULT d3d8_vertexshader_create_vertexdeclaration(IDirect3DDevice8Impl *device,
110 const DWORD *declaration, DWORD shader_handle, IDirect3DVertexDeclaration8 **decl_ptr)
111 {
112 IDirect3DVertexDeclaration8Impl *object;
113 HRESULT hr;
114
115 TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
116 device, declaration, shader_handle, decl_ptr);
117
118 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
119 if (!object)
120 {
121 ERR("Memory allocation failed.\n");
122 return E_OUTOFMEMORY;
123 }
124
125 hr = vertexdeclaration_init(object, device, declaration, shader_handle);
126 if (FAILED(hr))
127 {
128 WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
129 HeapFree(GetProcessHeap(), 0, object);
130 return hr;
131 }
132
133 TRACE("Created vertex declaration %p.\n", object);
134 *decl_ptr = (IDirect3DVertexDeclaration8 *)object;
135
136 return D3D_OK;
137 }
138
139 HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Impl *device,
140 const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
141 {
142 const DWORD *token = declaration;
143 HRESULT hr;
144
145 /* Test if the vertex declaration is valid. */
146 while (D3DVSD_END() != *token)
147 {
148 D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
149
150 if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000))
151 {
152 DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
153 DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
154
155 if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code)
156 {
157 WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
158 return D3DERR_INVALIDCALL;
159 }
160 }
161 token += parse_token(token);
162 }
163
164 shader->ref = 1;
165 shader->IDirect3DVertexShader8_iface.lpVtbl = &d3d8_vertexshader_vtbl;
166
167 hr = d3d8_vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
168 if (FAILED(hr))
169 {
170 WARN("Failed to create vertex declaration, hr %#x.\n", hr);
171 return hr;
172 }
173
174 if (byte_code)
175 {
176 if (usage) FIXME("Usage %#x not implemented.\n", usage);
177
178 wined3d_mutex_lock();
179 hr = wined3d_shader_create_vs(device->wined3d_device, byte_code, NULL /* output signature */,
180 shader, &d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader);
181 wined3d_mutex_unlock();
182 if (FAILED(hr))
183 {
184 WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
185 IDirect3DVertexDeclaration8_Release(shader->vertex_declaration);
186 return hr;
187 }
188
189 load_local_constants(declaration, shader->wined3d_shader);
190 }
191
192 return D3D_OK;
193 }
194
195 static inline IDirect3DPixelShader8Impl *impl_from_IDirect3DPixelShader8(IDirect3DPixelShader8 *iface)
196 {
197 return CONTAINING_RECORD(iface, IDirect3DPixelShader8Impl, IDirect3DPixelShader8_iface);
198 }
199
200 static HRESULT WINAPI d3d8_pixelshader_QueryInterface(IDirect3DPixelShader8 *iface, REFIID riid, void **object)
201 {
202 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
203
204 if (IsEqualGUID(riid, &IID_IDirect3DPixelShader8)
205 || IsEqualGUID(riid, &IID_IUnknown))
206 {
207 IUnknown_AddRef(iface);
208 *object = iface;
209 return S_OK;
210 }
211
212 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
213
214 *object = NULL;
215 return E_NOINTERFACE;
216 }
217
218 static ULONG WINAPI d3d8_pixelshader_AddRef(IDirect3DPixelShader8 *iface)
219 {
220 IDirect3DPixelShader8Impl *shader = impl_from_IDirect3DPixelShader8(iface);
221 ULONG refcount = InterlockedIncrement(&shader->ref);
222
223 TRACE("%p increasing refcount to %u.\n", iface, refcount);
224
225 if (refcount == 1)
226 {
227 wined3d_mutex_lock();
228 wined3d_shader_incref(shader->wined3d_shader);
229 wined3d_mutex_unlock();
230 }
231
232 return refcount;
233 }
234
235 static ULONG WINAPI d3d8_pixelshader_Release(IDirect3DPixelShader8 *iface)
236 {
237 IDirect3DPixelShader8Impl *shader = impl_from_IDirect3DPixelShader8(iface);
238 ULONG refcount = InterlockedDecrement(&shader->ref);
239
240 TRACE("%p decreasing refcount to %u.\n", iface, refcount);
241
242 if (!refcount)
243 {
244 wined3d_mutex_lock();
245 wined3d_shader_decref(shader->wined3d_shader);
246 wined3d_mutex_unlock();
247 }
248
249 return refcount;
250 }
251
252 static const IDirect3DPixelShader8Vtbl d3d8_pixelshader_vtbl =
253 {
254 /* IUnknown */
255 d3d8_pixelshader_QueryInterface,
256 d3d8_pixelshader_AddRef,
257 d3d8_pixelshader_Release,
258 };
259
260 static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
261 {
262 HeapFree(GetProcessHeap(), 0, parent);
263 }
264
265 static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
266 {
267 d3d8_pixelshader_wined3d_object_destroyed,
268 };
269
270 HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device,
271 const DWORD *byte_code, DWORD shader_handle)
272 {
273 HRESULT hr;
274
275 shader->ref = 1;
276 shader->IDirect3DPixelShader8_iface.lpVtbl = &d3d8_pixelshader_vtbl;
277 shader->handle = shader_handle;
278
279 wined3d_mutex_lock();
280 hr = wined3d_shader_create_ps(device->wined3d_device, byte_code, NULL, shader,
281 &d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader);
282 wined3d_mutex_unlock();
283 if (FAILED(hr))
284 {
285 WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
286 return hr;
287 }
288
289 return D3D_OK;
290 }