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 "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 = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
return NULL;
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if (!d3d8_init(object))
{
WARN("Failed to initialize d3d8.\n");
HeapFree(GetProcessHeap(), 0, object);
return NULL;
}
TRACE("Created d3d8 object %p.\n", object);
return &object->IDirect3D8_iface;
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}
/* At process attach */
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BOOL WINAPI DllMain(HINSTANCE inst, DWORD reason, void *reserved)
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{
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if (reason == DLL_PROCESS_ATTACH)
DisableThreadLibraryCalls(inst);
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return TRUE;
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}
/***********************************************************************
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* ValidateVertexShader (D3D8.@)
*
* I've seen reserved1 and reserved2 always passed as 0's
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* bool seems always passed as 0 or 1, but other values work as well...
* toto result?
*/
HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL bool, DWORD* toto)
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{
HRESULT ret;
static BOOL warned;
if (TRACE_ON(d3d8) || !warned) {
FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto);
warned = TRUE;
}
if (!vertexshader)
return E_FAIL;
if (reserved1 || reserved2)
return E_FAIL;
switch(*vertexshader) {
case 0xFFFE0101:
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case 0xFFFE0100:
ret=S_OK;
break;
default:
WARN("Invalid shader version token %#x.\n", *vertexshader);
ret=E_FAIL;
}
return ret;
}
/***********************************************************************
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* ValidatePixelShader (D3D8.@)
*
* PARAMS
* toto result?
*/
HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto)
{
HRESULT ret;
static BOOL warned;
if (TRACE_ON(d3d8) || !warned) {
FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
warned = TRUE;
}
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if (!pixelshader)
return E_FAIL;
if (reserved1)
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return E_FAIL;
switch(*pixelshader) {
case 0xFFFF0100:
case 0xFFFF0101:
case 0xFFFF0102:
case 0xFFFF0103:
case 0xFFFF0104:
ret=S_OK;
break;
default:
WARN("Invalid shader version token %#x.\n", *pixelshader);
ret=E_FAIL;
}
return ret;
}