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c501d8112c
svn path=/branches/aicom-network-fixes/; revision=34994
100 lines
3.6 KiB
C
100 lines
3.6 KiB
C
/*
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* IDirect3DVertexShader8 implementation
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*
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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 "config.h"
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#include "d3d8_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
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/* IDirect3DVertexShader8 IUnknown parts follow: */
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static HRESULT WINAPI IDirect3DVertexShader8Impl_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, LPVOID* ppobj) {
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IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IDirect3DVertexShader8)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IDirect3DVertexShader8Impl_AddRef(IDirect3DVertexShader8 *iface) {
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IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
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ULONG ref = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef from %d\n", This, ref - 1);
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return ref;
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}
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static ULONG WINAPI IDirect3DVertexShader8Impl_Release(IDirect3DVertexShader8 *iface) {
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IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
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ULONG ref = InterlockedDecrement(&This->ref);
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TRACE("(%p) : ReleaseRef to %d\n", This, ref);
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if (ref == 0) {
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IDirect3DVertexDeclaration8_Release(This->vertex_declaration);
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IWineD3DVertexShader_Release(This->wineD3DVertexShader);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* IDirect3DVertexShader8 Interface follow: */
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static HRESULT WINAPI IDirect3DVertexShader8Impl_GetDevice(IDirect3DVertexShader8 *iface, IDirect3DDevice8** ppDevice) {
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IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
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IWineD3DDevice *myDevice = NULL;
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HRESULT hr = D3D_OK;
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TRACE("(%p) : Relay\n", This);
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if (D3D_OK == (hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice) && myDevice != NULL)) {
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hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
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IWineD3DDevice_Release(myDevice);
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} else {
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*ppDevice = NULL;
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}
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TRACE("(%p) returning (%p)\n", This, *ppDevice);
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return hr;
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}
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static HRESULT WINAPI IDirect3DVertexShader8Impl_GetFunction(IDirect3DVertexShader8 *iface, VOID* pData, UINT* pSizeOfData) {
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IDirect3DVertexShader8Impl *This = (IDirect3DVertexShader8Impl *)iface;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData);
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}
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const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl =
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{
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/* IUnknown */
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IDirect3DVertexShader8Impl_QueryInterface,
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IDirect3DVertexShader8Impl_AddRef,
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IDirect3DVertexShader8Impl_Release,
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/* IDirect3DVertexShader8 */
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IDirect3DVertexShader8Impl_GetDevice,
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IDirect3DVertexShader8Impl_GetFunction
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};
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