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synced 2024-09-02 13:23:38 +00:00
d3d9: Hold the lock in VertexShader methods.
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parent
57acd1d9a6
commit
e84158f510
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@ -56,7 +56,9 @@ static ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 i
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TRACE("(%p) : ReleaseRef to %d\n", This, ref);
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if (ref == 0) {
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EnterCriticalSection(&d3d9_cs);
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IWineD3DVertexShader_Release(This->wineD3DVertexShader);
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LeaveCriticalSection(&d3d9_cs);
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IUnknown_Release(This->parentDevice);
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HeapFree(GetProcessHeap(), 0, This);
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}
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@ -70,21 +72,27 @@ static HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADE
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HRESULT hr = D3D_OK;
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TRACE("(%p) : Relay\n", This);
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EnterCriticalSection(&d3d9_cs);
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if (D3D_OK == (hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice) && myDevice != NULL)) {
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hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice);
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IWineD3DDevice_Release(myDevice);
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} else {
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*ppDevice = NULL;
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}
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LeaveCriticalSection(&d3d9_cs);
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TRACE("(%p) returning (%p)\n", This, *ppDevice);
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return hr;
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}
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static HRESULT WINAPI IDirect3DVertexShader9Impl_GetFunction(LPDIRECT3DVERTEXSHADER9 iface, VOID* pData, UINT* pSizeOfData) {
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IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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@ -116,7 +124,9 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9 iface,
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object->ref = 1;
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object->lpVtbl = &Direct3DVertexShader9_Vtbl;
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EnterCriticalSection(&d3d9_cs);
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hrc= IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, NULL /* declaration */, pFunction, &object->wineD3DVertexShader, (IUnknown *)object);
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LeaveCriticalSection(&d3d9_cs);
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if (FAILED(hrc)) {
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@ -139,7 +149,9 @@ HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShader(LPDIRECT3DDEVICE9 iface, IDi
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HRESULT hrc = D3D_OK;
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TRACE("(%p) : Relay\n", This);
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EnterCriticalSection(&d3d9_cs);
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hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, pShader==NULL?NULL:((IDirect3DVertexShader9Impl *)pShader)->wineD3DVertexShader);
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LeaveCriticalSection(&d3d9_cs);
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TRACE("(%p) : returning hr(%u)\n", This, hrc);
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return hrc;
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@ -151,6 +163,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9 iface, IDi
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HRESULT hrc = D3D_OK;
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TRACE("(%p) : Relay device@%p\n", This, This->WineD3DDevice);
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EnterCriticalSection(&d3d9_cs);
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hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader);
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if(hrc == D3D_OK && pShader != NULL){
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hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)ppShader);
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@ -158,42 +171,73 @@ HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9 iface, IDi
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} else {
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WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %u (device %p)\n", This, hrc, This->WineD3DDevice);
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}
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LeaveCriticalSection(&d3d9_cs);
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TRACE("(%p) : returning %p\n", This, *ppShader);
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return hrc;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, float* pConstantData, UINT Vector4fCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DDevice_SetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DDevice_SetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, int* pConstantData, UINT Vector4iCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DDevice_SetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DDevice_SetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, BOOL* pConstantData, UINT BoolCount) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hr;
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TRACE("(%p) : Relay\n", This);
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return IWineD3DDevice_GetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
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EnterCriticalSection(&d3d9_cs);
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hr = IWineD3DDevice_GetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount);
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LeaveCriticalSection(&d3d9_cs);
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return hr;
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}
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