// 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 "Direct3DVertexShader8.hpp" #include "Debug.hpp" namespace D3D8 { Direct3DVertexShader8::Direct3DVertexShader8(Direct3DDevice8 *device, const unsigned long *declaration, const unsigned long *shaderToken) : device(device) { if(shaderToken) { vertexShader = new sw::VertexShader(shaderToken); const unsigned long *token = shaderToken; size = 0; while(shaderToken[size] != 0x0000FFFF) { size++; } size++; this->shaderToken = new unsigned long[size]; memcpy(this->shaderToken, shaderToken, size * sizeof(unsigned long)); } else { vertexShader = 0; this->shaderToken = 0; } this->declaration = new Direct3DVertexDeclaration8(device, declaration); } Direct3DVertexShader8::~Direct3DVertexShader8() { delete vertexShader; vertexShader = 0; delete[] shaderToken; shaderToken = 0; declaration->Release(); } long Direct3DVertexShader8::QueryInterface(const IID &iid, void **object) { TRACE(""); ASSERT(false); // Internal object return NOINTERFACE(iid); } unsigned long Direct3DVertexShader8::AddRef() { TRACE(""); return Unknown::AddRef(); } unsigned long Direct3DVertexShader8::Release() { TRACE(""); return Unknown::Release(); } const sw::VertexShader *Direct3DVertexShader8::getVertexShader() const { return vertexShader; } const unsigned long *Direct3DVertexShader8::getDeclaration() { return declaration->getDeclaration(); } }