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git://source.winehq.org/git/wine.git
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244 lines
9.2 KiB
C
244 lines
9.2 KiB
C
/*
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* IDirect3DVertexShader9 implementation
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*
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* Copyright 2002-2003 Jason Edmeades
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* Raphael Junqueira
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "d3d9_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d9);
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/* IDirect3DVertexShader9 IUnknown parts follow: */
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static HRESULT WINAPI IDirect3DVertexShader9Impl_QueryInterface(LPDIRECT3DVERTEXSHADER9 iface, REFIID riid, LPVOID* ppobj) {
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IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IDirect3DVertexShader9)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IDirect3DVertexShader9Impl_AddRef(LPDIRECT3DVERTEXSHADER9 iface) {
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IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
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ULONG ref = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef from %d\n", This, ref - 1);
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return ref;
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}
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static ULONG WINAPI IDirect3DVertexShader9Impl_Release(LPDIRECT3DVERTEXSHADER9 iface) {
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IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
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ULONG ref = InterlockedDecrement(&This->ref);
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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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return ref;
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}
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/* IDirect3DVertexShader9 Interface follow: */
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static HRESULT WINAPI IDirect3DVertexShader9Impl_GetDevice(LPDIRECT3DVERTEXSHADER9 iface, IDirect3DDevice9** ppDevice) {
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IDirect3DVertexShader9Impl *This = (IDirect3DVertexShader9Impl *)iface;
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IWineD3DDevice *myDevice = NULL;
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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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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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static const IDirect3DVertexShader9Vtbl Direct3DVertexShader9_Vtbl =
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{
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/* IUnknown */
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IDirect3DVertexShader9Impl_QueryInterface,
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IDirect3DVertexShader9Impl_AddRef,
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IDirect3DVertexShader9Impl_Release,
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/* IDirect3DVertexShader9 */
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IDirect3DVertexShader9Impl_GetDevice,
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IDirect3DVertexShader9Impl_GetFunction
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};
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/* IDirect3DDevice9 IDirect3DVertexShader9 Methods follow: */
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HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9 iface, CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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HRESULT hrc = D3D_OK;
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IDirect3DVertexShader9Impl *object;
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/* Setup a stub object for now */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
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if (NULL == object) {
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FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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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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/* free up object */
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FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
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HeapFree(GetProcessHeap(), 0, object);
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}else{
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IUnknown_AddRef(iface);
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object->parentDevice = iface;
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*ppShader = (IDirect3DVertexShader9 *)object;
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TRACE("(%p) : Created vertex shader %p\n", This, object);
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}
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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_SetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9* pShader) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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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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}
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HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShader(LPDIRECT3DDEVICE9 iface, IDirect3DVertexShader9** ppShader) {
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IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
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IWineD3DVertexShader *pShader;
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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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IWineD3DVertexShader_Release(pShader);
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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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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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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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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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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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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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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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