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wine
wine-cw
Commits
29ed11e5
Commit
29ed11e5
authored
Sep 01, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Sep 02, 2010
Browse files
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Plain Diff
d3d8: Merge vertex and pixel shader implementations into a single file.
parent
c35b85a7
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
135 additions
and
155 deletions
+135
-155
Makefile.in
dlls/d3d8/Makefile.in
+1
-2
pixelshader.c
dlls/d3d8/pixelshader.c
+0
-113
shader.c
dlls/d3d8/shader.c
+134
-40
No files found.
dlls/d3d8/Makefile.in
View file @
29ed11e5
...
@@ -12,13 +12,12 @@ C_SRCS = \
...
@@ -12,13 +12,12 @@ C_SRCS = \
device.c
\
device.c
\
directx.c
\
directx.c
\
indexbuffer.c
\
indexbuffer.c
\
pixel
shader.c
\
shader.c
\
surface.c
\
surface.c
\
swapchain.c
\
swapchain.c
\
texture.c
\
texture.c
\
vertexbuffer.c
\
vertexbuffer.c
\
vertexdeclaration.c
\
vertexdeclaration.c
\
vertexshader.c
\
volume.c
\
volume.c
\
volumetexture.c
volumetexture.c
...
...
dlls/d3d8/pixelshader.c
deleted
100644 → 0
View file @
c35b85a7
/*
* IDirect3DPixelShader8 implementation
*
* 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 "config.h"
#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d8
);
/* IDirect3DPixelShader8 IUnknown parts follow: */
static
HRESULT
WINAPI
IDirect3DPixelShader8Impl_QueryInterface
(
IDirect3DPixelShader8
*
iface
,
REFIID
riid
,
LPVOID
*
ppobj
)
{
IDirect3DPixelShader8Impl
*
This
=
(
IDirect3DPixelShader8Impl
*
)
iface
;
TRACE
(
"iface %p, riid %s, object %p.
\n
"
,
iface
,
debugstr_guid
(
riid
),
ppobj
);
if
(
IsEqualGUID
(
riid
,
&
IID_IUnknown
)
||
IsEqualGUID
(
riid
,
&
IID_IDirect3DPixelShader8
))
{
IUnknown_AddRef
(
iface
);
*
ppobj
=
This
;
return
S_OK
;
}
WARN
(
"(%p)->(%s,%p),not found
\n
"
,
This
,
debugstr_guid
(
riid
),
ppobj
);
*
ppobj
=
NULL
;
return
E_NOINTERFACE
;
}
static
ULONG
WINAPI
IDirect3DPixelShader8Impl_AddRef
(
IDirect3DPixelShader8
*
iface
)
{
IDirect3DPixelShader8Impl
*
This
=
(
IDirect3DPixelShader8Impl
*
)
iface
;
ULONG
ref
=
InterlockedIncrement
(
&
This
->
ref
);
TRACE
(
"%p increasing refcount to %u.
\n
"
,
iface
,
ref
);
if
(
ref
==
1
)
{
wined3d_mutex_lock
();
IWineD3DPixelShader_AddRef
(
This
->
wineD3DPixelShader
);
wined3d_mutex_unlock
();
}
return
ref
;
}
static
ULONG
WINAPI
IDirect3DPixelShader8Impl_Release
(
IDirect3DPixelShader8
*
iface
)
{
IDirect3DPixelShader8Impl
*
This
=
(
IDirect3DPixelShader8Impl
*
)
iface
;
ULONG
ref
=
InterlockedDecrement
(
&
This
->
ref
);
TRACE
(
"%p decreasing refcount to %u.
\n
"
,
iface
,
ref
);
if
(
ref
==
0
)
{
wined3d_mutex_lock
();
IWineD3DPixelShader_Release
(
This
->
wineD3DPixelShader
);
wined3d_mutex_unlock
();
}
return
ref
;
}
static
const
IDirect3DPixelShader8Vtbl
Direct3DPixelShader8_Vtbl
=
{
/* IUnknown */
IDirect3DPixelShader8Impl_QueryInterface
,
IDirect3DPixelShader8Impl_AddRef
,
IDirect3DPixelShader8Impl_Release
,
};
static
void
STDMETHODCALLTYPE
d3d8_pixelshader_wined3d_object_destroyed
(
void
*
parent
)
{
HeapFree
(
GetProcessHeap
(),
0
,
parent
);
}
static
const
struct
wined3d_parent_ops
d3d8_pixelshader_wined3d_parent_ops
=
{
d3d8_pixelshader_wined3d_object_destroyed
,
};
HRESULT
pixelshader_init
(
IDirect3DPixelShader8Impl
*
shader
,
IDirect3DDevice8Impl
*
device
,
const
DWORD
*
byte_code
,
DWORD
shader_handle
)
{
HRESULT
hr
;
shader
->
ref
=
1
;
shader
->
lpVtbl
=
&
Direct3DPixelShader8_Vtbl
;
shader
->
handle
=
shader_handle
;
wined3d_mutex_lock
();
hr
=
IWineD3DDevice_CreatePixelShader
(
device
->
WineD3DDevice
,
byte_code
,
NULL
,
shader
,
&
d3d8_pixelshader_wined3d_parent_ops
,
&
shader
->
wineD3DPixelShader
);
wined3d_mutex_unlock
();
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to create wined3d pixel shader, hr %#x.
\n
"
,
hr
);
return
hr
;
}
return
D3D_OK
;
}
dlls/d3d8/
vertex
shader.c
→
dlls/d3d8/shader.c
View file @
29ed11e5
/*
/*
* IDirect3DVertexShader8 implementation
*
* Copyright 2002-2003 Jason Edmeades
* Copyright 2002-2003 Jason Edmeades
* Raphael Junqueira
* Raphael Junqueira
*
*
...
@@ -24,38 +22,39 @@
...
@@ -24,38 +22,39 @@
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d8
);
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d8
);
/* IDirect3DVertexShader8 IUnknown parts follow: */
static
HRESULT
WINAPI
d3d8_vertexshader_QueryInterface
(
IDirect3DVertexShader8
*
iface
,
REFIID
riid
,
void
**
object
)
static
HRESULT
WINAPI
IDirect3DVertexShader8Impl_QueryInterface
(
IDirect3DVertexShader8
*
iface
,
REFIID
riid
,
LPVOID
*
ppobj
)
{
{
IDirect3DVertexShader8Impl
*
This
=
(
IDirect3DVertexShader8Impl
*
)
iface
;
TRACE
(
"iface %p, riid %s, object %p.
\n
"
,
iface
,
debugstr_guid
(
riid
),
object
);
TRACE
(
"iface %p, riid %s, object %p.
\n
"
,
iface
,
debugstr_guid
(
riid
),
ppobj
);
if
(
IsEqualGUID
(
riid
,
&
IID_IUnknown
)
if
(
IsEqualGUID
(
riid
,
&
IID_IDirect3DVertexShader8
)
||
IsEqualGUID
(
riid
,
&
IID_IDirect3DVertexShader8
))
{
||
IsEqualGUID
(
riid
,
&
IID_IUnknown
))
{
IUnknown_AddRef
(
iface
);
IUnknown_AddRef
(
iface
);
*
ppobj
=
This
;
*
object
=
iface
;
return
S_OK
;
return
S_OK
;
}
}
WARN
(
"(%p)->(%s,%p),not found
\n
"
,
This
,
debugstr_guid
(
riid
),
ppobj
);
WARN
(
"%s not implemented, returning E_NOINTERFACE.
\n
"
,
debugstr_guid
(
riid
));
*
ppobj
=
NULL
;
*
object
=
NULL
;
return
E_NOINTERFACE
;
return
E_NOINTERFACE
;
}
}
static
ULONG
WINAPI
IDirect3DVertexShader8Impl_AddRef
(
IDirect3DVertexShader8
*
iface
)
{
static
ULONG
WINAPI
d3d8_vertexshader_AddRef
(
IDirect3DVertexShader8
*
iface
)
IDirect3DVertexShader8Impl
*
This
=
(
IDirect3DVertexShader8Impl
*
)
iface
;
{
ULONG
ref
=
InterlockedIncrement
(
&
This
->
ref
);
IDirect3DVertexShader8Impl
*
shader
=
(
IDirect3DVertexShader8Impl
*
)
iface
;
ULONG
refcount
=
InterlockedIncrement
(
&
shader
->
ref
);
TRACE
(
"%p increasing refcount to %u.
\n
"
,
iface
,
ref
);
TRACE
(
"%p increasing refcount to %u.
\n
"
,
iface
,
ref
count
);
if
(
ref
==
1
&&
This
->
wineD3DVertexShader
)
if
(
ref
count
==
1
&&
shader
->
wineD3DVertexShader
)
{
{
wined3d_mutex_lock
();
wined3d_mutex_lock
();
IWineD3DVertexShader_AddRef
(
This
->
wineD3DVertexShader
);
IWineD3DVertexShader_AddRef
(
shader
->
wineD3DVertexShader
);
wined3d_mutex_unlock
();
wined3d_mutex_unlock
();
}
}
return
ref
;
return
ref
count
;
}
}
static
void
STDMETHODCALLTYPE
d3d8_vertexshader_wined3d_object_destroyed
(
void
*
parent
)
static
void
STDMETHODCALLTYPE
d3d8_vertexshader_wined3d_object_destroyed
(
void
*
parent
)
...
@@ -65,33 +64,36 @@ static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *p
...
@@ -65,33 +64,36 @@ static void STDMETHODCALLTYPE d3d8_vertexshader_wined3d_object_destroyed(void *p
HeapFree
(
GetProcessHeap
(),
0
,
shader
);
HeapFree
(
GetProcessHeap
(),
0
,
shader
);
}
}
static
ULONG
WINAPI
IDirect3DVertexShader8Impl_Release
(
IDirect3DVertexShader8
*
iface
)
{
static
ULONG
WINAPI
d3d8_vertexshader_Release
(
IDirect3DVertexShader8
*
iface
)
IDirect3DVertexShader8Impl
*
This
=
(
IDirect3DVertexShader8Impl
*
)
iface
;
{
ULONG
ref
=
InterlockedDecrement
(
&
This
->
ref
);
IDirect3DVertexShader8Impl
*
shader
=
(
IDirect3DVertexShader8Impl
*
)
iface
;
ULONG
refcount
=
InterlockedDecrement
(
&
shader
->
ref
);
TRACE
(
"%p decreasing refcount to %u.
\n
"
,
iface
,
ref
);
TRACE
(
"%p decreasing refcount to %u.
\n
"
,
iface
,
ref
count
);
if
(
ref
==
0
)
{
if
(
!
refcount
)
if
(
This
->
wineD3DVertexShader
)
{
if
(
shader
->
wineD3DVertexShader
)
{
{
wined3d_mutex_lock
();
wined3d_mutex_lock
();
IWineD3DVertexShader_Release
(
This
->
wineD3DVertexShader
);
IWineD3DVertexShader_Release
(
shader
->
wineD3DVertexShader
);
wined3d_mutex_unlock
();
wined3d_mutex_unlock
();
}
}
else
else
{
{
d3d8_vertexshader_wined3d_object_destroyed
(
This
);
d3d8_vertexshader_wined3d_object_destroyed
(
shader
);
}
}
}
}
return
ref
;
return
refcount
;
}
}
static
const
IDirect3DVertexShader8Vtbl
Direct3DVertexShader8_V
tbl
=
static
const
IDirect3DVertexShader8Vtbl
d3d8_vertexshader_v
tbl
=
{
{
/* IUnknown */
/* IUnknown */
IDirect3DVertexShader8Impl
_QueryInterface
,
d3d8_vertexshader
_QueryInterface
,
IDirect3DVertexShader8Impl
_AddRef
,
d3d8_vertexshader
_AddRef
,
IDirect3DVertexShader8Impl
_Release
,
d3d8_vertexshader
_Release
,
};
};
static
const
struct
wined3d_parent_ops
d3d8_vertexshader_wined3d_parent_ops
=
static
const
struct
wined3d_parent_ops
d3d8_vertexshader_wined3d_parent_ops
=
...
@@ -99,7 +101,7 @@ static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops =
...
@@ -99,7 +101,7 @@ static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops =
d3d8_vertexshader_wined3d_object_destroyed
,
d3d8_vertexshader_wined3d_object_destroyed
,
};
};
static
HRESULT
vertexshader_create_vertexdeclaration
(
IDirect3DDevice8Impl
*
device
,
static
HRESULT
d3d8_
vertexshader_create_vertexdeclaration
(
IDirect3DDevice8Impl
*
device
,
const
DWORD
*
declaration
,
DWORD
shader_handle
,
IDirect3DVertexDeclaration8
**
decl_ptr
)
const
DWORD
*
declaration
,
DWORD
shader_handle
,
IDirect3DVertexDeclaration8
**
decl_ptr
)
{
{
IDirect3DVertexDeclaration8Impl
*
object
;
IDirect3DVertexDeclaration8Impl
*
object
;
...
@@ -109,10 +111,10 @@ static HRESULT vertexshader_create_vertexdeclaration(IDirect3DDevice8Impl *devic
...
@@ -109,10 +111,10 @@ static HRESULT vertexshader_create_vertexdeclaration(IDirect3DDevice8Impl *devic
device
,
declaration
,
shader_handle
,
decl_ptr
);
device
,
declaration
,
shader_handle
,
decl_ptr
);
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
!
object
)
{
if
(
!
object
)
ERR
(
"Memory allocation failed
\n
"
);
{
*
decl_ptr
=
NULL
;
ERR
(
"Memory allocation failed.
\n
"
)
;
return
D3DERR_OUTOFVIDEO
MEMORY
;
return
E_OUTOF
MEMORY
;
}
}
hr
=
vertexdeclaration_init
(
object
,
device
,
declaration
,
shader_handle
);
hr
=
vertexdeclaration_init
(
object
,
device
,
declaration
,
shader_handle
);
...
@@ -135,7 +137,7 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
...
@@ -135,7 +137,7 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
const
DWORD
*
token
=
declaration
;
const
DWORD
*
token
=
declaration
;
HRESULT
hr
;
HRESULT
hr
;
/* Test if the vertex declaration is valid */
/* Test if the vertex declaration is valid
.
*/
while
(
D3DVSD_END
()
!=
*
token
)
while
(
D3DVSD_END
()
!=
*
token
)
{
{
D3DVSD_TOKENTYPE
token_type
=
((
*
token
&
D3DVSD_TOKENTYPEMASK
)
>>
D3DVSD_TOKENTYPESHIFT
);
D3DVSD_TOKENTYPE
token_type
=
((
*
token
&
D3DVSD_TOKENTYPEMASK
)
>>
D3DVSD_TOKENTYPESHIFT
);
...
@@ -155,9 +157,9 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
...
@@ -155,9 +157,9 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
}
}
shader
->
ref
=
1
;
shader
->
ref
=
1
;
shader
->
lpVtbl
=
&
Direct3DVertexShader8_V
tbl
;
shader
->
lpVtbl
=
&
d3d8_vertexshader_v
tbl
;
hr
=
vertexshader_create_vertexdeclaration
(
device
,
declaration
,
shader_handle
,
&
shader
->
vertex_declaration
);
hr
=
d3d8_
vertexshader_create_vertexdeclaration
(
device
,
declaration
,
shader_handle
,
&
shader
->
vertex_declaration
);
if
(
FAILED
(
hr
))
if
(
FAILED
(
hr
))
{
{
WARN
(
"Failed to create vertex declaration, hr %#x.
\n
"
,
hr
);
WARN
(
"Failed to create vertex declaration, hr %#x.
\n
"
,
hr
);
...
@@ -184,3 +186,95 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
...
@@ -184,3 +186,95 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
return
D3D_OK
;
return
D3D_OK
;
}
}
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
);
if
(
IsEqualGUID
(
riid
,
&
IID_IDirect3DPixelShader8
)
||
IsEqualGUID
(
riid
,
&
IID_IUnknown
))
{
IUnknown_AddRef
(
iface
);
*
object
=
iface
;
return
S_OK
;
}
WARN
(
"%s not implemented, returning E_NOINTERFACE.
\n
"
,
debugstr_guid
(
riid
));
*
object
=
NULL
;
return
E_NOINTERFACE
;
}
static
ULONG
WINAPI
d3d8_pixelshader_AddRef
(
IDirect3DPixelShader8
*
iface
)
{
IDirect3DPixelShader8Impl
*
shader
=
(
IDirect3DPixelShader8Impl
*
)
iface
;
ULONG
refcount
=
InterlockedIncrement
(
&
shader
->
ref
);
TRACE
(
"%p increasing refcount to %u.
\n
"
,
iface
,
refcount
);
if
(
refcount
==
1
)
{
wined3d_mutex_lock
();
IWineD3DPixelShader_AddRef
(
shader
->
wineD3DPixelShader
);
wined3d_mutex_unlock
();
}
return
refcount
;
}
static
ULONG
WINAPI
d3d8_pixelshader_Release
(
IDirect3DPixelShader8
*
iface
)
{
IDirect3DPixelShader8Impl
*
shader
=
(
IDirect3DPixelShader8Impl
*
)
iface
;
ULONG
refcount
=
InterlockedDecrement
(
&
shader
->
ref
);
TRACE
(
"%p decreasing refcount to %u.
\n
"
,
iface
,
refcount
);
if
(
!
refcount
)
{
wined3d_mutex_lock
();
IWineD3DPixelShader_Release
(
shader
->
wineD3DPixelShader
);
wined3d_mutex_unlock
();
}
return
refcount
;
}
static
const
IDirect3DPixelShader8Vtbl
d3d8_pixelshader_vtbl
=
{
/* IUnknown */
d3d8_pixelshader_QueryInterface
,
d3d8_pixelshader_AddRef
,
d3d8_pixelshader_Release
,
};
static
void
STDMETHODCALLTYPE
d3d8_pixelshader_wined3d_object_destroyed
(
void
*
parent
)
{
HeapFree
(
GetProcessHeap
(),
0
,
parent
);
}
static
const
struct
wined3d_parent_ops
d3d8_pixelshader_wined3d_parent_ops
=
{
d3d8_pixelshader_wined3d_object_destroyed
,
};
HRESULT
pixelshader_init
(
IDirect3DPixelShader8Impl
*
shader
,
IDirect3DDevice8Impl
*
device
,
const
DWORD
*
byte_code
,
DWORD
shader_handle
)
{
HRESULT
hr
;
shader
->
ref
=
1
;
shader
->
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
);
wined3d_mutex_unlock
();
if
(
FAILED
(
hr
))
{
WARN
(
"Failed to create wined3d pixel shader, hr %#x.
\n
"
,
hr
);
return
hr
;
}
return
D3D_OK
;
}
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