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187 lines
5.9 KiB
C
187 lines
5.9 KiB
C
/*
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* Copyright 2002-2003 Jason Edmeades
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* Raphael Junqueira
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "d3d8_private.h"
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static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent)
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{
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struct d3d8_vertex_shader *shader = parent;
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d3d8_vertex_declaration_destroy(shader->vertex_declaration);
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HeapFree(GetProcessHeap(), 0, shader);
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}
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void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader)
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{
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TRACE("shader %p.\n", shader);
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if (shader->wined3d_shader)
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{
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wined3d_mutex_lock();
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wined3d_shader_decref(shader->wined3d_shader);
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wined3d_mutex_unlock();
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}
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else
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{
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d3d8_vertexshader_wined3d_object_destroyed(shader);
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}
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}
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static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops =
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{
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d3d8_vertexshader_wined3d_object_destroyed,
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};
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static HRESULT d3d8_vertexshader_create_vertexdeclaration(struct d3d8_device *device,
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const DWORD *declaration, DWORD shader_handle, struct d3d8_vertex_declaration **decl_ptr)
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{
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struct d3d8_vertex_declaration *object;
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HRESULT hr;
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TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
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device, declaration, shader_handle, decl_ptr);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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return E_OUTOFMEMORY;
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hr = d3d8_vertex_declaration_init(object, device, declaration, shader_handle);
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if (FAILED(hr))
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{
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WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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}
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TRACE("Created vertex declaration %p.\n", object);
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*decl_ptr = object;
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return D3D_OK;
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}
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HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_device *device,
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const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
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{
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const DWORD *token = declaration;
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HRESULT hr;
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/* Test if the vertex declaration is valid. */
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while (D3DVSD_END() != *token)
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{
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D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
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if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000))
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{
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DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
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DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
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if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code)
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{
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WARN("Attempt to use a non-FLOAT3 normal with the fixed-function function\n");
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return D3DERR_INVALIDCALL;
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}
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}
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token += parse_token(token);
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}
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hr = d3d8_vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
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if (FAILED(hr))
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{
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WARN("Failed to create vertex declaration, hr %#x.\n", hr);
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return hr;
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}
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if (byte_code)
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{
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struct wined3d_shader_desc desc;
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if (usage)
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FIXME("Usage %#x not implemented.\n", usage);
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desc.byte_code = byte_code;
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desc.byte_code_size = ~(size_t)0;
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desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
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desc.input_signature.element_count = 0;
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desc.output_signature.element_count = 0;
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desc.patch_constant_signature.element_count = 0;
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desc.max_version = 1;
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wined3d_mutex_lock();
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hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader,
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&d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader);
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wined3d_mutex_unlock();
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
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d3d8_vertex_declaration_destroy(shader->vertex_declaration);
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return hr;
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}
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load_local_constants(declaration, shader->wined3d_shader);
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}
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return D3D_OK;
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}
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static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
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{
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HeapFree(GetProcessHeap(), 0, parent);
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}
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void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader)
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{
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TRACE("shader %p.\n", shader);
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wined3d_mutex_lock();
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wined3d_shader_decref(shader->wined3d_shader);
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wined3d_mutex_unlock();
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}
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static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
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{
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d3d8_pixelshader_wined3d_object_destroyed,
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};
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HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device,
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const DWORD *byte_code, DWORD shader_handle)
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{
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struct wined3d_shader_desc desc;
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HRESULT hr;
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shader->handle = shader_handle;
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desc.byte_code = byte_code;
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desc.byte_code_size = ~(size_t)0;
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desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
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desc.input_signature.element_count = 0;
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desc.output_signature.element_count = 0;
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desc.patch_constant_signature.element_count = 0;
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desc.max_version = 1;
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wined3d_mutex_lock();
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hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,
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&d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader);
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wined3d_mutex_unlock();
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
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return hr;
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}
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return D3D_OK;
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}
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