~ [ source navigation ] ~ [ diff markup ] ~ [ identifier search ] ~ [ freetext search ] ~ [ file search ] ~

Wine Cross Reference
wine/dlls/d3d8/d3d8_main.c

Version: ~ [ wine-1.1.33 ] ~ [ wine-1.1.32 ] ~ [ wine-1.1.31 ] ~ [ wine-1.1.30 ] ~ [ wine-1.1.29 ] ~ [ wine-1.1.28 ] ~ [ wine-1.1.27 ] ~ [ wine-1.1.26 ] ~ [ wine-1.1.25 ] ~ [ wine-1.1.24 ] ~ [ wine-1.1.23 ] ~ [ wine-1.1.22 ] ~ [ wine-1.1.21 ] ~ [ wine-1.1.20 ] ~ [ wine-1.1.19 ] ~ [ wine-1.1.18 ] ~ [ wine-1.1.17 ] ~ [ wine-1.1.16 ] ~ [ wine-1.1.15 ] ~ [ wine-1.1.14 ] ~ [ wine-1.1.13 ] ~ [ wine-1.1.12 ] ~ [ wine-1.1.11 ] ~ [ wine-1.1.10 ] ~ [ wine-1.1.9 ] ~ [ wine-1.1.8 ] ~ [ wine-1.1.7 ] ~ [ wine-1.0.1 ] ~ [ wine-1.1.6 ] ~ [ wine-1.1.5 ] ~ [ wine-1.1.4 ] ~ [ wine-1.1.3 ] ~ [ wine-1.1.2 ] ~ [ wine-1.1.1 ] ~ [ wine-1.1.0 ] ~ [ wine-1.0 ] ~

  1 /*
  2  * Direct3D 8
  3  *
  4  * Copyright 2005 Oliver Stieber
  5  *
  6  * This library is free software; you can redistribute it and/or
  7  * modify it under the terms of the GNU Lesser General Public
  8  * License as published by the Free Software Foundation; either
  9  * version 2.1 of the License, or (at your option) any later version.
 10  *
 11  * This library is distributed in the hope that it will be useful,
 12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
 13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 14  * Lesser General Public License for more details.
 15  *
 16  * You should have received a copy of the GNU Lesser General Public
 17  * License along with this library; if not, write to the Free Software
 18  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 19  *
 20  */
 21 
 22 #include "config.h"
 23 #include "initguid.h"
 24 #include "d3d8_private.h"
 25 #include "wine/debug.h"
 26 
 27 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
 28 
 29 HRESULT WINAPI D3D8GetSWInfo(void) {
 30     FIXME("(void): stub\n");
 31     return 0;
 32 }
 33 
 34 void WINAPI DebugSetMute(void) {
 35     /* nothing to do */
 36 }
 37 
 38 IDirect3D8* WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT SDKVersion) {
 39     IDirect3D8Impl* object;
 40     TRACE("SDKVersion = %x\n", SDKVersion);
 41 
 42     wined3d_mutex_lock();
 43 
 44     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3D8Impl));
 45 
 46     object->lpVtbl = &Direct3D8_Vtbl;
 47     object->ref = 1;
 48     object->WineD3D = WineDirect3DCreate(8, (IUnknown *)object);
 49 
 50     TRACE("Created Direct3D object @ %p, WineObj @ %p\n", object, object->WineD3D);
 51 
 52     wined3d_mutex_unlock();
 53 
 54     if (!object->WineD3D)
 55     {
 56         HeapFree( GetProcessHeap(), 0, object );
 57         object = NULL;
 58     }
 59     return (IDirect3D8*) object;
 60 }
 61 
 62 /* At process attach */
 63 BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
 64 {
 65     TRACE("fdwReason=%d\n", fdwReason);
 66     if (fdwReason == DLL_PROCESS_ATTACH)
 67         DisableThreadLibraryCalls(hInstDLL);
 68 
 69     return TRUE;
 70 }
 71 
 72 /***********************************************************************
 73  *              ValidateVertexShader (D3D8.@)
 74  *
 75  * I've seen reserved1 and reserved2 always passed as 0's
 76  * bool seems always passed as 0 or 1, but other values work as well...
 77  * toto       result?
 78  */
 79 HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL bool, DWORD* toto)
 80 {
 81   HRESULT ret;
 82   FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto);
 83 
 84   if (!vertexshader)
 85       return E_FAIL;
 86 
 87   if (reserved1 || reserved2)
 88       return E_FAIL;
 89 
 90   switch(*vertexshader) {
 91         case 0xFFFE0101:
 92         case 0xFFFE0100:
 93             ret=S_OK;
 94             break;
 95         default:
 96             ERR("vertexshader version mismatch\n");
 97             ret=E_FAIL;
 98         }
 99 
100   return ret;
101 }
102 
103 /***********************************************************************
104  *              ValidatePixelShader (D3D8.@)
105  *
106  * PARAMS
107  * toto       result?
108  */
109 HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto)
110 {
111   HRESULT ret;
112   FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
113 
114   if (!pixelshader)
115       return E_FAIL;
116 
117   if (reserved1)
118       return E_FAIL;
119 
120   switch(*pixelshader) {
121         case 0xFFFF0100:
122         case 0xFFFF0101:
123         case 0xFFFF0102:
124         case 0xFFFF0103:
125         case 0xFFFF0104:
126             ret=S_OK;
127             break;
128         default:
129             ERR("pixelshader version mismatch\n");
130             ret=E_FAIL;
131         }
132   return ret;
133 }
134 

~ [ source navigation ] ~ [ diff markup ] ~ [ identifier search ] ~ [ freetext search ] ~ [ file search ] ~

This page was automatically generated by the LXR engine.
Visit the LXR main site for more information.