HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; TRACE("(%p) : Relay\n", This); EnterCriticalSection(&d3d9_cs); hr = IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount); LeaveCriticalSection(&d3d9_cs); return hr; }
HRESULT WINAPI IDirect3DDevice9Impl_SetVertexShaderConstantF(LPDIRECT3DDEVICE9EX iface, UINT Register, CONST float* pConstantData, UINT Vector4fCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; TRACE("iface %p, register %u, data %p, count %u.\n", iface, Register, pConstantData, Vector4fCount); if(Register + Vector4fCount > D3D9_MAX_VERTEX_SHADER_CONSTANTF) { WARN("Trying to access %u constants, but d3d9 only supports %u\n", Register + Vector4fCount, D3D9_MAX_VERTEX_SHADER_CONSTANTF); return D3DERR_INVALIDCALL; } wined3d_mutex_lock(); hr = IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, Vector4fCount); wined3d_mutex_unlock(); return hr; }