Sweden-Number/dlls/d3d8/d3d8_main.c

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/*
* Direct3D 8
*
* Copyright 2005 Oliver Stieber
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*
* 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
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*
*/
#include "config.h"
#include "wine/port.h"
#include "initguid.h"
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#include "d3d8_private.h"
#include "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
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HRESULT WINAPI D3D8GetSWInfo(void) {
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FIXME("(void): stub\n");
return 0;
}
void WINAPI DebugSetMute(void) {
/* nothing to do */
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}
IDirect3D8 * WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT sdk_version)
{
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struct d3d8 *object;
TRACE("sdk_version %#x.\n", sdk_version);
if (!(object = heap_alloc_zero(sizeof(*object))))
return NULL;
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if (!d3d8_init(object))
{
WARN("Failed to initialize d3d8.\n");
heap_free(object);
return NULL;
}
TRACE("Created d3d8 object %p.\n", object);
return &object->IDirect3D8_iface;
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}
/* FIXME: We should probably use libvkd3d-shader for validation. */
HRESULT WINAPI ValidateVertexShader(const DWORD *vs_code, const DWORD *declaration,
const D3DCAPS8 *caps, BOOL return_error, char **errors)
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{
const char *message = "";
SIZE_T message_size;
HRESULT hr = E_FAIL;
TRACE("vs_code %p, declaration %p, caps %p, return_error %#x, errors %p.\n",
vs_code, declaration, caps, return_error, errors);
if (!vs_code)
{
message = "Invalid code pointer.\n";
goto done;
}
switch (*vs_code)
{
case D3DVS_VERSION(1, 1):
case D3DVS_VERSION(1, 0):
break;
default:
message = "Unsupported shader version.\n";
goto done;
}
if (caps && *vs_code > caps->VertexShaderVersion)
{
message = "Shader version not supported by caps.\n";
goto done;
}
hr = S_OK;
done:
if (!return_error)
message = "";
message_size = strlen(message) + 1;
if (errors && (*errors = heap_alloc(message_size)))
memcpy(*errors, message, message_size);
return hr;
}
HRESULT WINAPI ValidatePixelShader(const DWORD *ps_code,
const D3DCAPS8 *caps, BOOL return_error, char **errors)
{
const char *message = "";
SIZE_T message_size;
HRESULT hr = E_FAIL;
TRACE("ps_code %p, caps %p, return_error %#x, errors %p.\n",
ps_code, caps, return_error, errors);
if (!ps_code)
return E_FAIL;
switch (*ps_code)
{
case D3DPS_VERSION(1, 4):
case D3DPS_VERSION(1, 3):
case D3DPS_VERSION(1, 2):
case D3DPS_VERSION(1, 1):
case D3DPS_VERSION(1, 0):
break;
default:
message = "Unsupported shader version.\n";
goto done;
}
if (caps && *ps_code > caps->PixelShaderVersion)
{
message = "Shader version not supported by caps.\n";
goto done;
}
hr = S_OK;
done:
if (!return_error)
message = "";
message_size = strlen(message) + 1;
if (errors && (*errors = heap_alloc(message_size)))
memcpy(*errors, message, message_size);
return hr;
}
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void d3d8_resource_cleanup(struct d3d8_resource *resource)
{
wined3d_private_store_cleanup(&resource->private_store);
}
HRESULT d3d8_resource_free_private_data(struct d3d8_resource *resource, const GUID *guid)
{
struct wined3d_private_data *entry;
wined3d_mutex_lock();
entry = wined3d_private_store_get_private_data(&resource->private_store, guid);
if (!entry)
{
wined3d_mutex_unlock();
return D3DERR_NOTFOUND;
}
wined3d_private_store_free_private_data(&resource->private_store, entry);
wined3d_mutex_unlock();
return D3D_OK;
}
HRESULT d3d8_resource_get_private_data(struct d3d8_resource *resource, const GUID *guid,
void *data, DWORD *data_size)
{
const struct wined3d_private_data *stored_data;
DWORD size_in;
HRESULT hr;
wined3d_mutex_lock();
stored_data = wined3d_private_store_get_private_data(&resource->private_store, guid);
if (!stored_data)
{
hr = D3DERR_NOTFOUND;
goto done;
}
size_in = *data_size;
*data_size = stored_data->size;
if (!data)
{
hr = D3D_OK;
goto done;
}
if (size_in < stored_data->size)
{
hr = D3DERR_MOREDATA;
goto done;
}
if (stored_data->flags & WINED3DSPD_IUNKNOWN)
IUnknown_AddRef(stored_data->content.object);
memcpy(data, stored_data->content.data, stored_data->size);
hr = D3D_OK;
done:
wined3d_mutex_unlock();
return hr;
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}
void d3d8_resource_init(struct d3d8_resource *resource)
{
resource->refcount = 1;
wined3d_private_store_init(&resource->private_store);
}
HRESULT d3d8_resource_set_private_data(struct d3d8_resource *resource, const GUID *guid,
const void *data, DWORD data_size, DWORD flags)
{
HRESULT hr;
wined3d_mutex_lock();
hr = wined3d_private_store_set_private_data(&resource->private_store, guid, data, data_size, flags);
wined3d_mutex_unlock();
return hr;
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}