Sweden-Number/dlls/d3dx10_43/d3dx10_43_main.c

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/*
* D3DX10 main file
*
* Copyright (c) 2010 Owen Rudge for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "config.h"
#include "wine/port.h"
#include "wine/debug.h"
#include "wine/unicode.h"
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#include <stdarg.h>
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "objbase.h"
#include "d3d10_1.h"
#include "d3dx10core.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
{
switch (fdwReason)
{
case DLL_WINE_PREATTACH:
return FALSE; /* prefer native version */
case DLL_PROCESS_ATTACH:
DisableThreadLibraryCalls(hinstDLL);
break;
}
return TRUE;
}
/***********************************************************************
* D3DX10CheckVersion
*
* Checks whether we are compiling against the correct d3d and d3dx library.
*/
BOOL WINAPI D3DX10CheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
{
if ((d3dsdkvers == D3D10_SDK_VERSION) && (d3dxsdkvers == 43))
return TRUE;
return FALSE;
}
HRESULT WINAPI D3DX10CreateEffectFromFileA(const char *filename, const D3D10_SHADER_MACRO *defines,
ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device,
ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors,
HRESULT *hresult)
{
FIXME("filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
"device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n",
debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags,
device, effectpool, pump, effect, errors, hresult);
return E_NOTIMPL;
}
HRESULT WINAPI D3DX10CreateEffectFromFileW(const WCHAR *filename, const D3D10_SHADER_MACRO *defines,
ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device,
ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors,
HRESULT *hresult)
{
FIXME("filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
"device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n",
debugstr_w(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device,
effectpool, pump, effect, errors, hresult);
return E_NOTIMPL;
}
HRESULT WINAPI D3DX10CreateEffectFromMemory(const void *data, SIZE_T datasize, const char *filename,
const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags,
UINT fxflags, ID3D10Device *device, ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump,
ID3D10Effect **effect, ID3D10Blob **errors, HRESULT *hresult)
{
FIXME("data %p, datasize %lu, filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
"device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n",
data, datasize, debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device,
effectpool, pump, effect, errors, hresult);
return E_NOTIMPL;
}
HRESULT WINAPI D3DX10CreateEffectPoolFromMemory(const void *data, SIZE_T datasize, const char *filename,
const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags,
UINT fxflags, ID3D10Device *device, ID3DX10ThreadPump *pump, ID3D10EffectPool **effectpool,
ID3D10Blob **errors, HRESULT *hresult)
{
FIXME("data %p, datasize %lu, filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
"device %p, pump %p, effectpool %p, errors %p, hresult %p.\n",
data, datasize, debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device,
pump, effectpool, errors, hresult);
return E_NOTIMPL;
}
HRESULT WINAPI D3DX10UnsetAllDeviceObjects(ID3D10Device *device)
{
FIXME("device %p stub.\n", device);
return E_NOTIMPL;
}
HRESULT WINAPI D3DX10CreateDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
HMODULE swrast, unsigned int flags, ID3D10Device **device)
{
HRESULT hr;
TRACE("adapter %p, driver_type %d, swrast %p, flags %#x, device %p.\n", adapter, driver_type,
swrast, flags, device);
if (SUCCEEDED(hr = D3D10CreateDevice1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_1,
D3D10_SDK_VERSION, (ID3D10Device1 **)device)))
return hr;
if (SUCCEEDED(hr = D3D10CreateDevice1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_0,
D3D10_SDK_VERSION, (ID3D10Device1 **)device)))
return hr;
return hr;
}
HRESULT WINAPI D3DX10GetFeatureLevel1(ID3D10Device *device, ID3D10Device1 **device1)
{
TRACE("device %p, device1 %p.\n", device, device1);
return ID3D10Device_QueryInterface(device, &IID_ID3D10Device1, (void **)device1);
}