/* * Direct3D 8 * * Copyright 2005 Oliver Stieber * * 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 * */ #include "config.h" #include "wine/port.h" #include "initguid.h" #include "d3d8_private.h" #include "wine/debug.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d8); HRESULT WINAPI D3D8GetSWInfo(void) { FIXME("(void): stub\n"); return 0; } void WINAPI DebugSetMute(void) { /* nothing to do */ } IDirect3D8 * WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT sdk_version) { struct d3d8 *object; TRACE("sdk_version %#x.\n", sdk_version); if (!(object = heap_alloc_zero(sizeof(*object)))) return NULL; 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; } /*********************************************************************** * ValidateVertexShader (D3D8.@) * * I've seen reserved1 and reserved2 always passed as 0's * 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) { 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: case 0xFFFE0100: ret=S_OK; break; default: WARN("Invalid shader version token %#x.\n", *vertexshader); ret=E_FAIL; } return ret; } /*********************************************************************** * 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; } if (!pixelshader) return E_FAIL; if (reserved1) 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; } 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; } 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; }