Sweden-Number/dlls/d3dx8/d3dx8_main.c

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/*
* Direct3D X 8 main file
*
* Copyright (C) 2002 Raphael Junqueira
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
*/
#include "config.h"
#include "wine/port.h"
#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "winuser.h"
#include "wine/debug.h"
#include "d3dx8core.h"
#include "d3dx8core_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
HRESULT WINAPI D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer) {
ID3DXBufferImpl *object;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXBufferImpl));
if (NULL == object) {
*ppBuffer = (LPD3DXBUFFER)NULL;
return E_OUTOFMEMORY;
}
object->lpVtbl = &D3DXBuffer_Vtbl;
object->ref = 1;
object->bufferSize = NumBytes;
object->buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, NumBytes);
if (NULL == object->buffer) {
HeapFree(GetProcessHeap(), 0, object);
*ppBuffer = (LPD3DXBUFFER)NULL;
return E_OUTOFMEMORY;
}
*ppBuffer = (LPD3DXBUFFER)object;
return D3D_OK;
}
HRESULT WINAPI D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont) {
FIXME("(void): stub\n");
return D3D_OK;
}
UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF) {
FIXME("(void): stub\n");
return 0;
}
HRESULT WINAPI D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
LPD3DXBUFFER* ppConstants,
LPD3DXBUFFER* ppCompiledShader,
LPD3DXBUFFER* ppCompilationErrors) {
FIXME("(void): stub\n");
return D3D_OK;
}
HRESULT WINAPI D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
LPD3DXBUFFER* ppConstants,
LPD3DXBUFFER* ppCompiledShader,
LPD3DXBUFFER* ppCompilationErrors) {
FIXME("(void): stub\n");
return D3D_OK;
}
HRESULT WINAPI D3DXAssembleShaderFromFileW(LPSTR pSrcFile, DWORD Flags,
LPD3DXBUFFER* ppConstants,
LPD3DXBUFFER* ppCompiledShader,
LPD3DXBUFFER* ppCompilationErrors) {
FIXME("(void): stub\n");
return D3D_OK;
}