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

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  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 static CRITICAL_SECTION_DEBUG d3d8_cs_debug =
 28 {
 29     0, 0, &d3d8_cs,
 30     { &d3d8_cs_debug.ProcessLocksList,
 31       &d3d8_cs_debug.ProcessLocksList },
 32     0, 0, { (DWORD_PTR)(__FILE__ ": d3d8_cs") }
 33 };
 34 CRITICAL_SECTION d3d8_cs = { &d3d8_cs_debug, -1, 0, 0, 0, 0 };
 35 
 36 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
 37 
 38 HRESULT WINAPI D3D8GetSWInfo(void) {
 39     FIXME("(void): stub\n");
 40     return 0;
 41 }
 42 
 43 void WINAPI DebugSetMute(void) {
 44     /* nothing to do */
 45 }
 46 
 47 IDirect3D8* WINAPI Direct3DCreate8(UINT SDKVersion) {
 48     IDirect3D8Impl* object;
 49     TRACE("SDKVersion = %x\n", SDKVersion);
 50 
 51     EnterCriticalSection(&d3d8_cs);
 52     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3D8Impl));
 53 
 54     object->lpVtbl = &Direct3D8_Vtbl;
 55     object->ref = 1;
 56     object->WineD3D = WineDirect3DCreate(SDKVersion, 8, (IUnknown *)object);
 57 
 58     TRACE("Created Direct3D object @ %p, WineObj @ %p\n", object, object->WineD3D);
 59     LeaveCriticalSection(&d3d8_cs);
 60 
 61     if (!object->WineD3D)
 62     {
 63         HeapFree( GetProcessHeap(), 0, object );
 64         object = NULL;
 65     }
 66     return (IDirect3D8*) object;
 67 }
 68 
 69 /* At process attach */
 70 BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
 71 {
 72     TRACE("fdwReason=%d\n", fdwReason);
 73     if (fdwReason == DLL_PROCESS_ATTACH)
 74         DisableThreadLibraryCalls(hInstDLL);
 75 
 76     return TRUE;
 77 }
 78 
 79 /***********************************************************************
 80  *              ValidateVertexShader (D3D8.@)
 81  *
 82  * I've seen reserved1 and reserved2 always passed as 0's
 83  * bool seems always passed as 0 or 1, but other values work as well.... 
 84  * toto       result?
 85  */
 86 HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL bool, DWORD* toto)
 87 { 
 88   HRESULT ret;
 89   FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto);
 90 
 91   if (!vertexshader)
 92       return E_FAIL;
 93 
 94   if (reserved1 || reserved2)
 95       return E_FAIL;
 96 
 97   switch(*vertexshader) {
 98         case 0xFFFE0101:
 99         case 0xFFFE0100: 
100             ret=S_OK;
101             break;
102         default:
103             ERR("vertexshader version mismatch\n");
104             ret=E_FAIL;
105         }
106 
107   return ret;
108 }
109 
110 /***********************************************************************
111  *              ValidatePixelShader (D3D8.@)
112  *
113  * PARAMS
114  * toto       result?
115  */
116 HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto)
117 {
118   HRESULT ret;
119   FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
120   
121   if (!pixelshader)
122       return E_FAIL;
123 
124   if (reserved1)
125       return E_FAIL;   
126 
127   switch(*pixelshader) {
128         case 0xFFFF0100:
129         case 0xFFFF0101:
130         case 0xFFFF0102:
131         case 0xFFFF0103:
132         case 0xFFFF0104:
133             ret=S_OK;
134             break;
135         default:
136             ERR("pixelshader version mismatch\n");
137             ret=E_FAIL;
138         }
139   return ret;
140 }
141 

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