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// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "Direct3DVertexShader9.hpp"
#include "Direct3DDevice9.hpp"
#include "Debug.hpp"
namespace D3D9
{
Direct3DVertexShader9::Direct3DVertexShader9(Direct3DDevice9 *device, const unsigned long *shaderToken) : device(device), vertexShader(shaderToken)
{
tokenCount = 0;
while(shaderToken[tokenCount] != 0x0000FFFF)
{
tokenCount += sw::Shader::size(shaderToken[tokenCount], (unsigned short)(shaderToken[0] & 0xFFFF)) + 1;
}
tokenCount += 1;
this->shaderToken = new unsigned long[tokenCount];
memcpy(this->shaderToken, shaderToken, tokenCount * sizeof(unsigned long));
}
Direct3DVertexShader9::~Direct3DVertexShader9()
{
delete[] shaderToken;
shaderToken = 0;
}
long Direct3DVertexShader9::QueryInterface(const IID &iid, void **object)
{
CriticalSection cs(device);
TRACE("");
if(iid == IID_IDirect3DVertexShader9 ||
iid == IID_IUnknown)
{
AddRef();
*object = this;
return S_OK;
}
*object = 0;
return NOINTERFACE(iid);
}
unsigned long Direct3DVertexShader9::AddRef()
{
TRACE("");
return Unknown::AddRef();
}
unsigned long Direct3DVertexShader9::Release()
{
TRACE("");
return Unknown::Release();
}
long Direct3DVertexShader9::GetDevice(IDirect3DDevice9 **device)
{
CriticalSection cs(this->device);
TRACE("");
if(!device)
{
return INVALIDCALL();
}
this->device->AddRef();
*device = this->device;
return D3D_OK;
}
long Direct3DVertexShader9::GetFunction(void *data, unsigned int *size)
{
CriticalSection cs(device);
TRACE("");
if(!size)
{
return INVALIDCALL();
}
if(data)
{
memcpy(data, shaderToken, tokenCount * 4);
}
*size = tokenCount * 4;
return D3D_OK;
}
const sw::VertexShader *Direct3DVertexShader9::getVertexShader() const
{
return &vertexShader;
}
}