diff --git a/dlls/d3d9/vertexshader.c b/dlls/d3d9/vertexshader.c index d66c12c78c4..8c73d3fd055 100644 --- a/dlls/d3d9/vertexshader.c +++ b/dlls/d3d9/vertexshader.c @@ -56,7 +56,9 @@ static ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 i TRACE("(%p) : ReleaseRef to %d\n", This, ref); if (ref == 0) { + EnterCriticalSection(&d3d9_cs); IWineD3DVertexShader_Release(This->wineD3DVertexShader); + LeaveCriticalSection(&d3d9_cs); IUnknown_Release(This->parentDevice); HeapFree(GetProcessHeap(), 0, This); } @@ -70,21 +72,27 @@ static HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADE HRESULT hr = D3D_OK; TRACE("(%p) : Relay\n", This); + EnterCriticalSection(&d3d9_cs); if (D3D_OK == (hr = IWineD3DVertexShader_GetDevice(This->wineD3DVertexShader, &myDevice) && myDevice != NULL)) { hr = IWineD3DDevice_GetParent(myDevice, (IUnknown **)ppDevice); IWineD3DDevice_Release(myDevice); } else { *ppDevice = NULL; } + LeaveCriticalSection(&d3d9_cs); TRACE("(%p) returning (%p)\n", This, *ppDevice); return hr; } static HRESULT WINAPI IDirect3DVertexShader9Impl_GetFunction(LPDIRECT3DVERTEXSHADER9 iface, VOID* pData, UINT* pSizeOfData) { IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface; - + HRESULT hr; TRACE("(%p) : Relay\n", This); - return IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData); + + EnterCriticalSection(&d3d9_cs); + hr = IWineD3DVertexShader_GetFunction(This->wineD3DVertexShader, pData, pSizeOfData); + LeaveCriticalSection(&d3d9_cs); + return hr; } @@ -116,7 +124,9 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9 iface, object->ref = 1; object->lpVtbl = &Direct3DVertexShader9_Vtbl; + EnterCriticalSection(&d3d9_cs); hrc= IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, NULL /* declaration */, pFunction, &object->wineD3DVertexShader, (IUnknown *)object); + LeaveCriticalSection(&d3d9_cs); if (FAILED(hrc)) { @@ -139,7 +149,9 @@ HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShader(LPDIRECT3DDEVICE9 iface, IDi HRESULT hrc = D3D_OK; TRACE("(%p) : Relay\n", This); + EnterCriticalSection(&d3d9_cs); hrc = IWineD3DDevice_SetVertexShader(This->WineD3DDevice, pShader==NULL?NULL:((IDirect3DVertexShader9Impl *)pShader)->wineD3DVertexShader); + LeaveCriticalSection(&d3d9_cs); TRACE("(%p) : returning hr(%u)\n", This, hrc); return hrc; @@ -151,6 +163,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9 iface, IDi HRESULT hrc = D3D_OK; TRACE("(%p) : Relay device@%p\n", This, This->WineD3DDevice); + EnterCriticalSection(&d3d9_cs); hrc = IWineD3DDevice_GetVertexShader(This->WineD3DDevice, &pShader); if(hrc == D3D_OK && pShader != NULL){ hrc = IWineD3DVertexShader_GetParent(pShader, (IUnknown **)ppShader); @@ -158,42 +171,73 @@ HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9 iface, IDi } else { WARN("(%p) : Call to IWineD3DDevice_GetVertexShader failed %u (device %p)\n", This, hrc, This->WineD3DDevice); } + LeaveCriticalSection(&d3d9_cs); TRACE("(%p) : returning %p\n", This, *ppShader); return hrc; } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; + HRESULT hr; TRACE("(%p) : Relay\n", This); - return IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount); + + EnterCriticalSection(&d3d9_cs); + hr = IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount); + LeaveCriticalSection(&d3d9_cs); + return hr; } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantF(LPDIRECT3DDEVICE9 iface, UINT Register, float* pConstantData, UINT Vector4fCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; + HRESULT hr; + TRACE("(%p) : Relay\n", This); - return IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount); + EnterCriticalSection(&d3d9_cs); + hr = IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount); + LeaveCriticalSection(&d3d9_cs); + return hr; } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, CONST int* pConstantData, UINT Vector4iCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; + HRESULT hr; TRACE("(%p) : Relay\n", This); - return IWineD3DDevice_SetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount); + + EnterCriticalSection(&d3d9_cs); + hr = IWineD3DDevice_SetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount); + LeaveCriticalSection(&d3d9_cs); + return hr; } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9 iface, UINT Register, int* pConstantData, UINT Vector4iCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; + HRESULT hr; TRACE("(%p) : Relay\n", This); - return IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount); + + EnterCriticalSection(&d3d9_cs); + hr = IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount); + LeaveCriticalSection(&d3d9_cs); + return hr; } HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, CONST BOOL* pConstantData, UINT BoolCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; + HRESULT hr; TRACE("(%p) : Relay\n", This); - return IWineD3DDevice_SetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount); + + EnterCriticalSection(&d3d9_cs); + hr = IWineD3DDevice_SetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount); + LeaveCriticalSection(&d3d9_cs); + return hr; } HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantB(LPDIRECT3DDEVICE9 iface, UINT Register, BOOL* pConstantData, UINT BoolCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; + HRESULT hr; TRACE("(%p) : Relay\n", This); - return IWineD3DDevice_GetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount); + + EnterCriticalSection(&d3d9_cs); + hr = IWineD3DDevice_GetVertexShaderConstantB(This->WineD3DDevice, Register, pConstantData, BoolCount); + LeaveCriticalSection(&d3d9_cs); + return hr; }