// 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; } }