* Sync to trunk HEAD (r53318).
[reactos.git] / dll / directx / wine / d3d8 / shader.c
index a59f10b..e04c2a2 100644 (file)
 
 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);
@@ -42,15 +47,15 @@ static HRESULT WINAPI d3d8_vertexshader_QueryInterface(IDirect3DVertexShader8 *i
 
 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();
     }
 
@@ -66,17 +71,17 @@ static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *p
 
 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
@@ -157,7 +162,7 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
     }
 
     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))
@@ -171,8 +176,8 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
         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))
         {
@@ -181,12 +186,17 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
             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);
@@ -207,7 +217,7 @@ static HRESULT WINAPI d3d8_pixelshader_QueryInterface(IDirect3DPixelShader8 *ifa
 
 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);
@@ -215,7 +225,7 @@ static ULONG WINAPI d3d8_pixelshader_AddRef(IDirect3DPixelShader8 *iface)
     if (refcount == 1)
     {
         wined3d_mutex_lock();
-        IWineD3DPixelShader_AddRef(shader->wineD3DPixelShader);
+        wined3d_shader_incref(shader->wined3d_shader);
         wined3d_mutex_unlock();
     }
 
@@ -224,7 +234,7 @@ static ULONG WINAPI d3d8_pixelshader_AddRef(IDirect3DPixelShader8 *iface)
 
 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);
@@ -232,7 +242,7 @@ static ULONG WINAPI d3d8_pixelshader_Release(IDirect3DPixelShader8 *iface)
     if (!refcount)
     {
         wined3d_mutex_lock();
-        IWineD3DPixelShader_Release(shader->wineD3DPixelShader);
+        wined3d_shader_decref(shader->wined3d_shader);
         wined3d_mutex_unlock();
     }
 
@@ -263,12 +273,12 @@ HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl
     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))
     {