d3d10: Add an initial implementation of D3D10CreateDevice().
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@ -1,7 +1,7 @@
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@ stub D3D10CompileEffectFromMemory
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@ stub D3D10CompileShader
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@ stub D3D10CreateBlob
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@ stub D3D10CreateDevice
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@ stdcall D3D10CreateDevice(ptr long ptr long long ptr)
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@ stub D3D10CreateDeviceAndSwapChain
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@ stub D3D10CreateEffectFromMemory
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@ stub D3D10CreateEffectPoolFromMemory
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@ -40,3 +40,27 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
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}
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return TRUE;
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}
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HRESULT WINAPI D3D10CreateDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
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HMODULE swrast, UINT flags, UINT sdk_version, ID3D10Device **device)
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{
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struct d3d10_device *object;
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FIXME("adapter %p, driver_type %s, swrast %p, flags %#x, sdk_version %d, device %p partial stub!\n",
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adapter, debug_d3d10_driver_type(driver_type), swrast, flags, sdk_version, device);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate D3D device object memory\n");
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return E_OUTOFMEMORY;
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}
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object->vtbl = &d3d10_device_vtbl;
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object->refcount = 1;
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*device = (ID3D10Device *)object;
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TRACE("Created ID3D10Device %p\n", object);
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return S_OK;
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}
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@ -32,6 +32,9 @@ typedef enum D3D10_DRIVER_TYPE {
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D3D10_DRIVER_TYPE_SOFTWARE = 3,
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} D3D10_DRIVER_TYPE;
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HRESULT WINAPI D3D10CreateDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
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HMODULE swrast, UINT flags, UINT sdk_version, ID3D10Device **device);
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#ifdef __cplusplus
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}
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#endif
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