reactos/dll/directx/wine/d3d8/shader.c

187 lines
5.9 KiB
C

/*
* 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 "d3d8_private.h"
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;
}