d3dx8: Move some functions into core.c to match the header file layout.
This commit is contained in:
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fb04bcf638
commit
edef19f8d6
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@ -7,8 +7,8 @@ IMPORTLIB = d3dx8
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IMPORTS = dxguid uuid kernel32
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IMPORTS = dxguid uuid kernel32
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C_SRCS = \
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C_SRCS = \
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core.c \
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d3dx8_main.c \
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d3dx8_main.c \
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d3dxbuffer.c \
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math.c \
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math.c \
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mesh.c
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mesh.c
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@ -1,5 +1,4 @@
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/*
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/*
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* ID3DXBuffer implementation
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*
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*
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* Copyright 2002 Raphael Junqueira
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* Copyright 2002 Raphael Junqueira
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*
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*
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@ -18,22 +17,18 @@
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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*/
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#include "config.h"
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#include "wine/port.h"
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#include <stdarg.h>
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#include <stdarg.h>
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#define COBJMACROS
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#define COBJMACROS
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#include "windef.h"
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#include "windef.h"
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#include "winbase.h"
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#include "winbase.h"
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#include "winuser.h"
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#include "wingdi.h"
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#include "wingdi.h"
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#include "wine/debug.h"
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#include "wine/debug.h"
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#include "wine/unicode.h"
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#include "d3d8.h"
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#include "d3dx8_private.h"
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#include "d3dx8_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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/* ID3DXBuffer IUnknown parts follow: */
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/* ID3DXBuffer IUnknown parts follow: */
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static HRESULT WINAPI ID3DXBufferImpl_QueryInterface(LPD3DXBUFFER iface, REFIID riid, LPVOID* ppobj) {
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static HRESULT WINAPI ID3DXBufferImpl_QueryInterface(LPD3DXBUFFER iface, REFIID riid, LPVOID* ppobj) {
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@ -91,3 +86,63 @@ const ID3DXBufferVtbl D3DXBuffer_Vtbl =
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ID3DXBufferImpl_GetBufferPointer,
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ID3DXBufferImpl_GetBufferPointer,
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ID3DXBufferImpl_GetBufferSize
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ID3DXBufferImpl_GetBufferSize
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};
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};
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HRESULT WINAPI D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer) {
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ID3DXBufferImpl *object;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXBufferImpl));
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if (NULL == object) {
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*ppBuffer = NULL;
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return E_OUTOFMEMORY;
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}
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object->lpVtbl = &D3DXBuffer_Vtbl;
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object->ref = 1;
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object->bufferSize = NumBytes;
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object->buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, NumBytes);
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if (NULL == object->buffer) {
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HeapFree(GetProcessHeap(), 0, object);
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*ppBuffer = NULL;
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return E_OUTOFMEMORY;
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}
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*ppBuffer = (LPD3DXBUFFER)object;
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return D3D_OK;
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}
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HRESULT WINAPI D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors) {
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FIXME("(void): stub\n");
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return D3D_OK;
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}
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HRESULT WINAPI D3DXAssembleShaderFromFileA(LPCSTR pSrcFile, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors) {
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LPWSTR pSrcFileW = NULL;
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DWORD len;
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HRESULT ret;
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if (!pSrcFile) return D3DXERR_INVALIDDATA;
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len = MultiByteToWideChar( CP_ACP, 0, pSrcFile, -1, NULL, 0 );
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pSrcFileW = HeapAlloc( GetProcessHeap(), 0, len * sizeof(WCHAR) );
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MultiByteToWideChar( CP_ACP, 0, pSrcFile, -1, pSrcFileW, len );
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ret=D3DXAssembleShaderFromFileW(pSrcFileW, Flags, ppConstants, ppCompiledShader, ppCompilationErrors);
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HeapFree( GetProcessHeap(), 0, pSrcFileW );
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return ret;
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}
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HRESULT WINAPI D3DXAssembleShaderFromFileW(LPCWSTR pSrcFile, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors) {
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FIXME("(void): stub\n");
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return D3D_OK;
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}
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HRESULT WINAPI D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont) {
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FIXME("(void): stub\n");
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return D3D_OK;
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}
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@ -19,85 +19,10 @@
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*
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*
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*/
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*/
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#include "config.h"
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#include "wine/port.h"
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#include <stdarg.h>
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#include <stdarg.h>
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#include "windef.h"
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#include "windef.h"
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#include "winbase.h"
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#include "winbase.h"
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#include "wingdi.h"
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#include "winuser.h"
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#include "wine/debug.h"
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#include "wine/unicode.h"
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#include "d3dx8_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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HRESULT WINAPI D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer) {
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ID3DXBufferImpl *object;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXBufferImpl));
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if (NULL == object) {
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*ppBuffer = NULL;
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return E_OUTOFMEMORY;
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}
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object->lpVtbl = &D3DXBuffer_Vtbl;
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object->ref = 1;
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object->bufferSize = NumBytes;
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object->buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, NumBytes);
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if (NULL == object->buffer) {
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HeapFree(GetProcessHeap(), 0, object);
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*ppBuffer = NULL;
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return E_OUTOFMEMORY;
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}
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*ppBuffer = (LPD3DXBUFFER)object;
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return D3D_OK;
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}
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HRESULT WINAPI D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont) {
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FIXME("(void): stub\n");
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return D3D_OK;
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}
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UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF) {
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FIXME("(void): stub\n");
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return 0;
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}
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HRESULT WINAPI D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors) {
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FIXME("(void): stub\n");
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return D3D_OK;
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}
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HRESULT WINAPI D3DXAssembleShaderFromFileA(LPCSTR pSrcFile, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors) {
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LPWSTR pSrcFileW = NULL;
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DWORD len;
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HRESULT ret;
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if (!pSrcFile) return D3DXERR_INVALIDDATA;
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len = MultiByteToWideChar( CP_ACP, 0, pSrcFile, -1, NULL, 0 );
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pSrcFileW = HeapAlloc( GetProcessHeap(), 0, len * sizeof(WCHAR) );
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MultiByteToWideChar( CP_ACP, 0, pSrcFile, -1, pSrcFileW, len );
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ret=D3DXAssembleShaderFromFileW(pSrcFileW, Flags, ppConstants, ppCompiledShader, ppCompilationErrors);
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HeapFree( GetProcessHeap(), 0, pSrcFileW );
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return ret;
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}
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HRESULT WINAPI D3DXAssembleShaderFromFileW(LPCWSTR pSrcFile, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors) {
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FIXME("(void): stub\n");
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return D3D_OK;
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}
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/***********************************************************************
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/***********************************************************************
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* DllMain.
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* DllMain.
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@ -16,9 +16,16 @@
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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*/
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#include <stdarg.h>
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#include "windef.h"
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#include "windef.h"
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#include "winbase.h"
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#include "wingdi.h"
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#include "wingdi.h"
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#include "d3dx8.h"
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#include "wine/debug.h"
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#include "d3dx8_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pmin, CONST D3DXVECTOR3 *pmax, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
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BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pmin, CONST D3DXVECTOR3 *pmax, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
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@ -90,6 +97,12 @@ done we've got an intersection of the ray with the box.
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return TRUE;
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return TRUE;
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}
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}
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UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF)
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{
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FIXME("(void): stub\n");
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return 0;
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}
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BOOL CDECL D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *praypos, CONST D3DXVECTOR3 *praydir, FLOAT *pu, FLOAT *pv, FLOAT *pdist)
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BOOL CDECL D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *praypos, CONST D3DXVECTOR3 *praydir, FLOAT *pu, FLOAT *pv, FLOAT *pdist)
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{
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{
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D3DXMATRIX m;
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D3DXMATRIX m;
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