blob: 6a1220b5f803182cd6326a60d190ea974dafcfbf [file] [log] [blame]
// SwiftShader Software Renderer
//
// Copyright(c) 2005-2011 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#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;
}
}