Henri Verbeet : d3d8: Add a separate function for pixel shader initialization.
Alexandre Julliard
julliard at winehq.org
Thu Sep 24 10:54:28 CDT 2009
Module: wine
Branch: master
Commit: 717419da11fe3d61093193f43ef40f1ff9dde7fc
URL: http://source.winehq.org/git/wine.git/?a=commit;h=717419da11fe3d61093193f43ef40f1ff9dde7fc
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Sep 23 18:42:12 2009 +0200
d3d8: Add a separate function for pixel shader initialization.
---
dlls/d3d8/d3d8_private.h | 14 ++---------
dlls/d3d8/device.c | 52 ++++++++++++++++++++++++---------------------
dlls/d3d8/pixelshader.c | 24 ++++++++++++++++++++-
3 files changed, 54 insertions(+), 36 deletions(-)
diff --git a/dlls/d3d8/d3d8_private.h b/dlls/d3d8/d3d8_private.h
index 89d05c9..8adc9e3 100644
--- a/dlls/d3d8/d3d8_private.h
+++ b/dlls/d3d8/d3d8_private.h
@@ -603,17 +603,6 @@ HRESULT vertexshader_init(IDirect3DVertexShader8Impl *shader, IDirect3DDevice8Im
#define D3D8_MAX_VERTEX_SHADER_CONSTANTF 256
-
-/* ------------------------ */
-/* IDirect3DPixelShaderImpl */
-/* ------------------------ */
-
-
-/*****************************************************************************
- * Predeclare the interface implementation structures
- */
-extern const IDirect3DPixelShader8Vtbl Direct3DPixelShader8_Vtbl DECLSPEC_HIDDEN;
-
/*****************************************************************************
* IDirect3DPixelShader implementation structure
*/
@@ -625,6 +614,9 @@ typedef struct IDirect3DPixelShader8Impl {
IWineD3DPixelShader *wineD3DPixelShader;
} IDirect3DPixelShader8Impl;
+HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl *device,
+ const DWORD *byte_code, DWORD shader_handle) DECLSPEC_HIDDEN;
+
/**
* Internals functions
*
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index 3bb329f..4686f9a 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -2094,15 +2094,20 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, I
return rc;
}
-static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 iface, CONST DWORD* pFunction, DWORD* ppShader) {
+
+static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(IDirect3DDevice8 *iface,
+ const DWORD *byte_code, DWORD *shader)
+{
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
IDirect3DPixelShader8Impl *object;
+ DWORD shader_handle;
DWORD handle;
HRESULT hr;
- TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
+ TRACE("iface %p, byte_code %p, shader %p.\n", iface, byte_code, shader);
- if (NULL == ppShader) {
+ if (!shader)
+ {
TRACE("(%p) Invalid call\n", This);
return D3DERR_INVALIDCALL;
}
@@ -2110,39 +2115,38 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 i
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (!object)
{
- ERR("Failed to allocate memmory.\n");
+ ERR("Failed to allocate pixel shader memmory.\n");
return E_OUTOFMEMORY;
}
- object->ref = 1;
- object->lpVtbl = &Direct3DPixelShader8_Vtbl;
-
wined3d_mutex_lock();
- hr = IWineD3DDevice_CreatePixelShader(This->WineD3DDevice, pFunction,
- NULL, &object->wineD3DPixelShader, (IUnknown *)object);
- if (FAILED(hr))
- {
- wined3d_mutex_unlock();
- FIXME("(%p) call to IWineD3DDevice_CreatePixelShader failed\n", This);
- HeapFree(GetProcessHeap(), 0 , object);
- *ppShader = 0;
- return hr;
- }
-
handle = d3d8_allocate_handle(&This->handle_table, object, D3D8_HANDLE_PS);
wined3d_mutex_unlock();
-
if (handle == D3D8_INVALID_HANDLE)
{
- ERR("Failed to allocate shader handle\n");
- IDirect3DVertexShader8_Release((IUnknown *)object);
+ ERR("Failed to allocate pixel shader handle.\n");
+ HeapFree(GetProcessHeap(), 0, object);
return E_OUTOFMEMORY;
}
- *ppShader = object->handle = handle + VS_HIGHESTFIXEDFXF + 1;
- TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
+ shader_handle = handle + VS_HIGHESTFIXEDFXF + 1;
- return hr;
+ hr = pixelshader_init(object, This, byte_code, shader_handle);
+ if (FAILED(hr))
+ {
+ WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
+ wined3d_mutex_lock();
+ d3d8_free_handle(&This->handle_table, handle, D3D8_HANDLE_PS);
+ wined3d_mutex_unlock();
+ HeapFree(GetProcessHeap(), 0, object);
+ *shader = 0;
+ return hr;
+ }
+
+ TRACE("Created pixel shader %p (handle %#x).\n", object, shader_handle);
+ *shader = shader_handle;
+
+ return D3D_OK;
}
static HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
diff --git a/dlls/d3d8/pixelshader.c b/dlls/d3d8/pixelshader.c
index 2f0fb1c..3f5ed9e 100644
--- a/dlls/d3d8/pixelshader.c
+++ b/dlls/d3d8/pixelshader.c
@@ -65,10 +65,32 @@ static ULONG WINAPI IDirect3DPixelShader8Impl_Release(IDirect3DPixelShader8 * if
return ref;
}
-const IDirect3DPixelShader8Vtbl Direct3DPixelShader8_Vtbl =
+static const IDirect3DPixelShader8Vtbl Direct3DPixelShader8_Vtbl =
{
/* IUnknown */
IDirect3DPixelShader8Impl_QueryInterface,
IDirect3DPixelShader8Impl_AddRef,
IDirect3DPixelShader8Impl_Release,
};
+
+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->wineD3DPixelShader, (IUnknown *)shader);
+ 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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