1 /*
2 * Copyright 2002-2003 Jason Edmeades
3 * Raphael Junqueira
4 *
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
9 *
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
14 *
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
18 */
19
20 #include "config.h"
21 #include "d3d8_private.h"
22
23 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
24
d3d8_vertexshader_wined3d_object_destroyed(void * parent)25 static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *parent)
26 {
27 struct d3d8_vertex_shader *shader = parent;
28 d3d8_vertex_declaration_destroy(shader->vertex_declaration);
29 heap_free(shader);
30 }
31
d3d8_vertex_shader_destroy(struct d3d8_vertex_shader * shader)32 void d3d8_vertex_shader_destroy(struct d3d8_vertex_shader *shader)
33 {
34 TRACE("shader %p.\n", shader);
35
36 if (shader->wined3d_shader)
37 {
38 wined3d_mutex_lock();
39 wined3d_shader_decref(shader->wined3d_shader);
40 wined3d_mutex_unlock();
41 }
42 else
43 {
44 d3d8_vertexshader_wined3d_object_destroyed(shader);
45 }
46 }
47
48 static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops =
49 {
50 d3d8_vertexshader_wined3d_object_destroyed,
51 };
52
d3d8_vertexshader_create_vertexdeclaration(struct d3d8_device * device,const DWORD * declaration,DWORD shader_handle,struct d3d8_vertex_declaration ** decl_ptr)53 static HRESULT d3d8_vertexshader_create_vertexdeclaration(struct d3d8_device *device,
54 const DWORD *declaration, DWORD shader_handle, struct d3d8_vertex_declaration **decl_ptr)
55 {
56 struct d3d8_vertex_declaration *object;
57 HRESULT hr;
58
59 TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
60 device, declaration, shader_handle, decl_ptr);
61
62 if (!(object = heap_alloc_zero(sizeof(*object))))
63 return E_OUTOFMEMORY;
64
65 hr = d3d8_vertex_declaration_init(object, device, declaration, shader_handle);
66 if (FAILED(hr))
67 {
68 WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
69 heap_free(object);
70 return hr;
71 }
72
73 TRACE("Created vertex declaration %p.\n", object);
74 *decl_ptr = object;
75
76 return D3D_OK;
77 }
78
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)79 HRESULT d3d8_vertex_shader_init(struct d3d8_vertex_shader *shader, struct d3d8_device *device,
80 const DWORD *declaration, const DWORD *byte_code, DWORD shader_handle, DWORD usage)
81 {
82 const DWORD *token = declaration;
83 HRESULT hr;
84
85 /* Test if the vertex declaration is valid. */
86 while (D3DVSD_END() != *token)
87 {
88 D3DVSD_TOKENTYPE token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
89
90 if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000))
91 {
92 DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
93 DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
94
95 if (reg == D3DVSDE_NORMAL && type != D3DVSDT_FLOAT3 && !byte_code)
96 {
97 WARN("Attempt to use a non-FLOAT3 normal with the fixed-function function\n");
98 return D3DERR_INVALIDCALL;
99 }
100 }
101 token += parse_token(token);
102 }
103
104 hr = d3d8_vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
105 if (FAILED(hr))
106 {
107 WARN("Failed to create vertex declaration, hr %#x.\n", hr);
108 return hr;
109 }
110
111 if (byte_code)
112 {
113 struct wined3d_shader_desc desc;
114
115 if (usage)
116 FIXME("Usage %#x not implemented.\n", usage);
117
118 desc.byte_code = byte_code;
119 desc.byte_code_size = ~(size_t)0;
120 desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
121 desc.input_signature.element_count = 0;
122 desc.output_signature.element_count = 0;
123 desc.patch_constant_signature.element_count = 0;
124 desc.max_version = 1;
125
126 wined3d_mutex_lock();
127 hr = wined3d_shader_create_vs(device->wined3d_device, &desc, shader,
128 &d3d8_vertexshader_wined3d_parent_ops, &shader->wined3d_shader);
129 wined3d_mutex_unlock();
130 if (FAILED(hr))
131 {
132 WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
133 d3d8_vertex_declaration_destroy(shader->vertex_declaration);
134 return hr;
135 }
136
137 load_local_constants(declaration, shader->wined3d_shader);
138 }
139
140 return D3D_OK;
141 }
142
d3d8_pixelshader_wined3d_object_destroyed(void * parent)143 static void STDMETHODCALLTYPE d3d8_pixelshader_wined3d_object_destroyed(void *parent)
144 {
145 heap_free(parent);
146 }
147
d3d8_pixel_shader_destroy(struct d3d8_pixel_shader * shader)148 void d3d8_pixel_shader_destroy(struct d3d8_pixel_shader *shader)
149 {
150 TRACE("shader %p.\n", shader);
151
152 wined3d_mutex_lock();
153 wined3d_shader_decref(shader->wined3d_shader);
154 wined3d_mutex_unlock();
155 }
156
157 static const struct wined3d_parent_ops d3d8_pixelshader_wined3d_parent_ops =
158 {
159 d3d8_pixelshader_wined3d_object_destroyed,
160 };
161
d3d8_pixel_shader_init(struct d3d8_pixel_shader * shader,struct d3d8_device * device,const DWORD * byte_code,DWORD shader_handle)162 HRESULT d3d8_pixel_shader_init(struct d3d8_pixel_shader *shader, struct d3d8_device *device,
163 const DWORD *byte_code, DWORD shader_handle)
164 {
165 struct wined3d_shader_desc desc;
166 HRESULT hr;
167
168 shader->handle = shader_handle;
169
170 desc.byte_code = byte_code;
171 desc.byte_code_size = ~(size_t)0;
172 desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
173 desc.input_signature.element_count = 0;
174 desc.output_signature.element_count = 0;
175 desc.patch_constant_signature.element_count = 0;
176 desc.max_version = 1;
177
178 wined3d_mutex_lock();
179 hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,
180 &d3d8_pixelshader_wined3d_parent_ops, &shader->wined3d_shader);
181 wined3d_mutex_unlock();
182 if (FAILED(hr))
183 {
184 WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
185 return hr;
186 }
187
188 return D3D_OK;
189 }
190