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
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