* Slap *some* sense into our header inclusions.
[reactos.git] / reactos / 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 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 {
65 ERR("Memory allocation failed.\n");
66 return E_OUTOFMEMORY;
67 }
68
69 hr = d3d8_vertex_declaration_init(object, device, declaration, shader_handle);
70 if (FAILED(hr))
71 {
72 WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
73 HeapFree(GetProcessHeap(), 0, object);
74 return hr;
75 }
76
77 TRACE("Created vertex declaration %p.\n", object);
78 *decl_ptr = object;
79
80 return D3D_OK;
81 }
82
83 HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_device *device,
84 const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
85 {
86 const DWORD *token = declaration;
87 HRESULT hr;
88
89 /* Test if the vertex declaration is valid. */
90 while (D3DVSD_END() != *token)
91 {
92 D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
93
94 if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000))
95 {
96 DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
97 DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
98
99 if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code)
100 {
101 WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
102 return D3DERR_INVALIDCALL;
103 }
104 }
105 token += parse_token(token);
106 }
107
108 hr = d3d8_vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
109 if (FAILED(hr))
110 {
111 WARN("Failed to create vertex declaration, hr %#x.\n", hr);
112 return hr;
113 }
114
115 if (byte_code)
116 {
117 if (usage) FIXME("Usage %#x not implemented.\n", usage);
118
119 wined3d_mutex_lock();
120 hr = wined3d_shader_create_vs(device->wined3d_device, byte_code, NULL /* output signature */,
121 shader, &d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader, 1);
122 wined3d_mutex_unlock();
123 if (FAILED(hr))
124 {
125 WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
126 d3d8_vertex_declaration_destroy(shader->vertex_declaration);
127 return hr;
128 }
129
130 load_local_constants(declaration, shader->wined3d_shader);
131 }
132
133 return D3D_OK;
134 }
135
136 static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
137 {
138 HeapFree(GetProcessHeap(), 0, parent);
139 }
140
141 void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader)
142 {
143 TRACE("shader %p.\n", shader);
144
145 wined3d_mutex_lock();
146 wined3d_shader_decref(shader->wined3d_shader);
147 wined3d_mutex_unlock();
148 }
149
150 static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
151 {
152 d3d8_pixelshader_wined3d_object_destroyed,
153 };
154
155 HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device,
156 const DWORD *byte_code, DWORD shader_handle)
157 {
158 HRESULT hr;
159
160 shader->handle = shader_handle;
161
162 wined3d_mutex_lock();
163 hr = wined3d_shader_create_ps(device->wined3d_device, byte_code, NULL, shader,
164 &d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader, 1);
165 wined3d_mutex_unlock();
166 if (FAILED(hr))
167 {
168 WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
169 return hr;
170 }
171
172 return D3D_OK;
173 }