Leaked source code of windows server 2003
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157 lines
3.7 KiB

/*==========================================================================;
*
* Copyright (C) 1995 Microsoft Corporation. All Rights Reserved.
*
* File: bufiunk.c
* Content: Direct3DExecuteBuffer IUnknown implementation
*@@BEGIN_MSINTERNAL
*
* History:
* Date By Reason
* ==== == ======
* 10/12/95 stevela Initial rev with this header.
*@@END_MSINTERNAL
*
***************************************************************************/
#include "pch.cpp"
#pragma hdrstop
/*
* D3DBuf_QueryInterface
*/
#undef DPF_MODNAME
#define DPF_MODNAME "Direct3DExecuteBuffer::QueryInterface"
HRESULT D3DAPI DIRECT3DEXECUTEBUFFERI::QueryInterface(REFIID riid, LPVOID* ppvObj)
{
/*
* validate parms
*/
TRY
{
if (!VALID_DIRECT3DEXECUTEBUFFER_PTR(this)) {
D3D_ERR( "Invalid Direct3DExecuteBuffer pointer" );
return DDERR_INVALIDOBJECT;
}
if (!VALID_OUTPTR(ppvObj)) {
D3D_ERR( "Invalid object pointer" );
return DDERR_INVALIDPARAMS;
}
}
EXCEPT( EXCEPTION_EXECUTE_HANDLER )
{
D3D_ERR( "Exception encountered validating parameters" );
return DDERR_INVALIDPARAMS;
}
*ppvObj = NULL;
if( IsEqualIID(riid, IID_IUnknown) ||
IsEqualIID(riid, IID_IDirect3DExecuteBuffer) )
{
AddRef();
*ppvObj = static_cast<LPVOID>(static_cast<LPUNKNOWN>(this));
return (D3D_OK);
}
return (E_NOINTERFACE);
} /* D3DBuf_QueryInterface */
/*
* D3DBuf_AddRef
*/
#undef DPF_MODNAME
#define DPF_MODNAME "Direct3DExecuteBuffer::AddRef"
ULONG D3DAPI DIRECT3DEXECUTEBUFFERI::AddRef()
{
DWORD rcnt;
CLockD3D lockObject(DPF_MODNAME, REMIND("")); // Takes D3D lock.
// Release in the destructor
/*
* validate parms
*/
TRY
{
if (!VALID_DIRECT3DEXECUTEBUFFER_PTR(this)) {
D3D_ERR( "Invalid Direct3DExecuteBuffer pointer" );
return 0;
}
}
EXCEPT( EXCEPTION_EXECUTE_HANDLER )
{
D3D_ERR( "Exception encountered validating parameters" );
return 0;
}
this->refCnt++;
rcnt = this->refCnt;
return (rcnt);
} /* D3DBuf_AddRef */
/*
* D3DBuf_Release
*
*/
#undef DPF_MODNAME
#define DPF_MODNAME "Direct3DExecuteBuffer::Release"
ULONG D3DAPI DIRECT3DEXECUTEBUFFERI::Release()
{
DWORD lastrefcnt;
CLockD3D lockObject(DPF_MODNAME, REMIND("")); // Takes D3D lock.
// Release in the destructor
/*
* validate parms
*/
TRY
{
if (!VALID_DIRECT3DEXECUTEBUFFER_PTR(this)) {
D3D_ERR( "Invalid Direct3DExecuteBuffer pointer" );
return 0;
}
}
EXCEPT( EXCEPTION_EXECUTE_HANDLER )
{
D3D_ERR( "Exception encountered validating parameters" );
return 0;
}
/*
* decrement the ref count. if we hit 0, free the object
*/
this->refCnt--;
lastrefcnt = this->refCnt;
if( lastrefcnt == 0 )
{
delete this;
return 0;
}
return lastrefcnt;
} /* D3DBuf_Release */
DIRECT3DEXECUTEBUFFERI::~DIRECT3DEXECUTEBUFFERI()
{
if (this->locked)
Unlock();
/* remove us from the Direct3DDevice object list of execute buffers */
LIST_DELETE(this, list);
if (this->hBuf)
{
D3DHAL_DeallocateBuffer(this->lpDevI, this->hBuf);
}
}