WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
+static inline IDirect3DVertexShader8Impl *impl_from_IDirect3DVertexShader8(IDirect3DVertexShader8 *iface)
+{
+ return CONTAINING_RECORD(iface, IDirect3DVertexShader8Impl, IDirect3DVertexShader8_iface);
+}
+
static HRESULT WINAPI d3d8_vertexshader_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
static ULONG WINAPI d3d8_vertexshader_AddRef(IDirect3DVertexShader8 *iface)
{
- IDirect3DVertexShader8Impl *shader = (IDirect3DVertexShader8Impl *)iface;
+ IDirect3DVertexShader8Impl *shader = impl_from_IDirect3DVertexShader8(iface);
ULONG refcount = InterlockedIncrement(&shader->ref);
TRACE("%p increasing refcount to %u.\n", iface, refcount);
- if (refcount == 1 && shader->wineD3DVertexShader)
+ if (refcount == 1 && shader->wined3d_shader)
{
wined3d_mutex_lock();
- IWineD3DVertexShader_AddRef(shader->wineD3DVertexShader);
+ wined3d_shader_incref(shader->wined3d_shader);
wined3d_mutex_unlock();
}
static ULONG WINAPI d3d8_vertexshader_Release(IDirect3DVertexShader8 *iface)
{
- IDirect3DVertexShader8Impl *shader = (IDirect3DVertexShader8Impl *)iface;
+ IDirect3DVertexShader8Impl *shader = impl_from_IDirect3DVertexShader8(iface);
ULONG refcount = InterlockedDecrement(&shader->ref);
TRACE("%p decreasing refcount to %u.\n", iface, refcount);
if (!refcount)
{
- if (shader->wineD3DVertexShader)
+ if (shader->wined3d_shader)
{
wined3d_mutex_lock();
- IWineD3DVertexShader_Release(shader->wineD3DVertexShader);
+ wined3d_shader_decref(shader->wined3d_shader);
wined3d_mutex_unlock();
}
else
}
shader->ref = 1;
- shader->lpVtbl = &d3d8_vertexshader_vtbl;
+ shader->IDirect3DVertexShader8_iface.lpVtbl = &d3d8_vertexshader_vtbl;
hr = d3d8_vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
if (FAILED(hr))
if (usage) FIXME("Usage %#x not implemented.\n", usage);
wined3d_mutex_lock();
- hr = IWineD3DDevice_CreateVertexShader(device->WineD3DDevice, byte_code, NULL /* output signature */,
- shader, &d3d8_vertexshader_wined3d_parent_ops, &shader->wineD3DVertexShader);
+ hr = wined3d_shader_create_vs(device->wined3d_device, byte_code, NULL /* output signature */,
+ shader, &d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader);
wined3d_mutex_unlock();
if (FAILED(hr))
{
return hr;
}
- load_local_constants(declaration, shader->wineD3DVertexShader);
+ load_local_constants(declaration, shader->wined3d_shader);
}
return D3D_OK;
}
+static inline IDirect3DPixelShader8Impl *impl_from_IDirect3DPixelShader8(IDirect3DPixelShader8 *iface)
+{
+ return CONTAINING_RECORD(iface, IDirect3DPixelShader8Impl, IDirect3DPixelShader8_iface);
+}
+
static HRESULT WINAPI d3d8_pixelshader_QueryInterface(IDirect3DPixelShader8 *iface, REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), object);
static ULONG WINAPI d3d8_pixelshader_AddRef(IDirect3DPixelShader8 *iface)
{
- IDirect3DPixelShader8Impl *shader = (IDirect3DPixelShader8Impl *)iface;
+ IDirect3DPixelShader8Impl *shader = impl_from_IDirect3DPixelShader8(iface);
ULONG refcount = InterlockedIncrement(&shader->ref);
TRACE("%p increasing refcount to %u.\n", iface, refcount);
if (refcount == 1)
{
wined3d_mutex_lock();
- IWineD3DPixelShader_AddRef(shader->wineD3DPixelShader);
+ wined3d_shader_incref(shader->wined3d_shader);
wined3d_mutex_unlock();
}
static ULONG WINAPI d3d8_pixelshader_Release(IDirect3DPixelShader8 *iface)
{
- IDirect3DPixelShader8Impl *shader = (IDirect3DPixelShader8Impl *)iface;
+ IDirect3DPixelShader8Impl *shader = impl_from_IDirect3DPixelShader8(iface);
ULONG refcount = InterlockedDecrement(&shader->ref);
TRACE("%p decreasing refcount to %u.\n", iface, refcount);
if (!refcount)
{
wined3d_mutex_lock();
- IWineD3DPixelShader_Release(shader->wineD3DPixelShader);
+ wined3d_shader_decref(shader->wined3d_shader);
wined3d_mutex_unlock();
}
HRESULT hr;
shader->ref = 1;
- shader->lpVtbl = &d3d8_pixelshader_vtbl;
+ shader->IDirect3DPixelShader8_iface.lpVtbl = &d3d8_pixelshader_vtbl;
shader->handle = shader_handle;
wined3d_mutex_lock();
- hr = IWineD3DDevice_CreatePixelShader(device->WineD3DDevice, byte_code, NULL, shader,
- &d3d8_pixelshader_wined3d_parent_ops, &shader->wineD3DPixelShader);
+ hr = wined3d_shader_create_ps(device->wined3d_device, byte_code, NULL, shader,
+ &d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader);
wined3d_mutex_unlock();
if (FAILED(hr))
{