d3d8: Use the wined3d declaration to retrieve the d3d8 shader in IDirect3DDevice8Impl_GetVertexShader().
Henri Verbeet
hverbeet at codeweavers.com
Mon Dec 15 05:10:15 CST 2008
This makes it no longer necessary to create a wined3d vertex shader when
the d3d8 vertex shader has a NULL function.
---
dlls/d3d8/d3d8_private.h | 2 +-
dlls/d3d8/device.c | 74 +++++++++++++++++++++++++++++----------------
2 files changed, 49 insertions(+), 27 deletions(-)
diff --git a/dlls/d3d8/d3d8_private.h b/dlls/d3d8/d3d8_private.h
index dc8f79f..403086c 100644
--- a/dlls/d3d8/d3d8_private.h
+++ b/dlls/d3d8/d3d8_private.h
@@ -531,6 +531,7 @@ typedef struct {
DWORD elements_size; /* Size of elements, in bytes */
IWineD3DVertexDeclaration *wined3d_vertex_declaration;
+ DWORD shader_handle;
} IDirect3DVertexDeclaration8Impl;
@@ -600,7 +601,6 @@ struct IDirect3DVertexShader8Impl {
const IDirect3DVertexShader8Vtbl *lpVtbl;
LONG ref;
- DWORD handle;
IDirect3DVertexDeclaration8 *vertex_declaration;
IWineD3DVertexShader *wineD3DVertexShader;
};
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index 130087a..b685ab2 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -1537,6 +1537,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
IDirect3DVertexShader8Impl *object;
IWineD3DVertexDeclaration *wined3d_vertex_declaration;
const DWORD *token = pDeclaration;
+ shader_handle *handle;
/* Test if the vertex declaration is valid */
while (D3DVSD_END() != *token) {
@@ -1575,6 +1576,24 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
*ppShader = 0;
return D3DERR_INVALIDCALL;
}
+
+ handle = alloc_shader_handle(This);
+ if (!handle)
+ {
+ ERR("Failed to allocate shader handle\n");
+ LeaveCriticalSection(&d3d8_cs);
+ IDirect3DVertexDeclaration8_Release(object->vertex_declaration);
+ HeapFree(GetProcessHeap(), 0, object);
+ *ppShader = 0;
+ return E_OUTOFMEMORY;
+ }
+ else
+ {
+ DWORD shader_handle = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
+ *handle = object;
+ *ppShader = ((IDirect3DVertexDeclaration8Impl *)object->vertex_declaration)->shader_handle = shader_handle;
+ }
+
wined3d_vertex_declaration = ((IDirect3DVertexDeclaration8Impl *)object->vertex_declaration)->wined3d_vertex_declaration;
/* Usage is missing ... Use SetRenderState to set the sw vp render state in SetVertexShader */
@@ -1583,23 +1602,13 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
if (FAILED(hrc)) {
/* free up object */
FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
+ free_shader_handle(This, handle);
+ IDirect3DVertexDeclaration8_Release(object->vertex_declaration);
HeapFree(GetProcessHeap(), 0, object);
*ppShader = 0;
} else {
- /* TODO: Store the VS declarations locally so that they can be dereferenced with a value higher than VS_HIGHESTFIXEDFXF */
- shader_handle *handle = alloc_shader_handle(This);
- if (!handle) {
- ERR("Failed to allocate shader handle\n");
- IDirect3DVertexShader8_Release((IUnknown *)object);
- hrc = E_OUTOFMEMORY;
- } else {
- *handle = object;
- object->handle = (handle - This->shader_handles) + VS_HIGHESTFIXEDFXF + 1;
- *ppShader = object->handle;
-
- load_local_constants(pDeclaration, object->wineD3DVertexShader);
- TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
- }
+ load_local_constants(pDeclaration, object->wineD3DVertexShader);
+ TRACE("(%p) : returning %p (handle %#x)\n", This, object, *ppShader);
}
LeaveCriticalSection(&d3d8_cs);
@@ -1642,6 +1651,7 @@ static IDirect3DVertexDeclaration8Impl *IDirect3DDevice8Impl_FindDecl(IDirect3DD
d3d8_declaration->lpVtbl = &Direct3DVertexDeclaration8_Vtbl;
d3d8_declaration->elements = NULL;
d3d8_declaration->elements_size = 0;
+ d3d8_declaration->shader_handle = fvf;
hr = IWineD3DDevice_CreateVertexDeclarationFromFVF(This->WineD3DDevice,
&d3d8_declaration->wined3d_vertex_declaration, (IUnknown *)d3d8_declaration, fvf);
@@ -1706,24 +1716,36 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 ifa
static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD* ppShader) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
- IWineD3DVertexShader *pShader;
- HRESULT hrc = D3D_OK;
+ IWineD3DVertexDeclaration *wined3d_declaration;
+ HRESULT hrc;
TRACE("(%p) : Relay device@%p\n", This, This->WineD3DDevice);
EnterCriticalSection(&d3d8_cs);
- hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader);
- if (D3D_OK == hrc) {
- if(0 != pShader) {
- IDirect3DVertexShader8Impl *d3d8_shader;
- hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)&d3d8_shader);
- IWineD3DVertexShader_Release(pShader);
- *ppShader = d3d8_shader->handle;
- } else {
+
+ hrc = IWineD3DDevice_GetVertexDeclaration(This->WineD3DDevice, &wined3d_declaration);
+ if (SUCCEEDED(hrc))
+ {
+ if (wined3d_declaration)
+ {
+ IDirect3DVertexDeclaration8 *d3d8_declaration;
+ hrc = IWineD3DVertexDeclaration_GetParent(wined3d_declaration, (IUnknown **)&d3d8_declaration);
+ IWineD3DVertexDeclaration_Release(wined3d_declaration);
+ if (SUCCEEDED(hrc))
+ {
+ *ppShader = ((IDirect3DVertexDeclaration8Impl *)d3d8_declaration)->shader_handle;
+ IDirect3DVertexDeclaration8_Release(d3d8_declaration);
+ }
+ }
+ else
+ {
*ppShader = 0;
hrc = D3D_OK;
}
- } else {
- WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %u (device %p)\n", This, hrc, This->WineD3DDevice);
+ }
+ else
+ {
+ WARN("(%p) : Call to IWineD3DDevice_GetVertexDeclaration failed %#x (device %p)\n",
+ This, hrc, This->WineD3DDevice);
}
TRACE("(%p) : returning %#x\n", This, *ppShader);
LeaveCriticalSection(&d3d8_cs);
--
1.5.6.4
--------------030301060904020002070003--
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