/* * D3DX10 main file * * Copyright (c) 2010 Owen Rudge for CodeWeavers * * 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 "wine/debug.h" #include "wine/unicode.h" #include #define COBJMACROS #include "windef.h" #include "winbase.h" #include "winuser.h" #include "objbase.h" #include "d3d10_1.h" #include "d3dx10core.h" #include "d3dx10tex.h" WINE_DEFAULT_DEBUG_CHANNEL(d3dx); BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved) { switch (fdwReason) { case DLL_WINE_PREATTACH: return FALSE; /* prefer native version */ case DLL_PROCESS_ATTACH: DisableThreadLibraryCalls(hinstDLL); break; } return TRUE; } /*********************************************************************** * D3DX10CheckVersion * * Checks whether we are compiling against the correct d3d and d3dx library. */ BOOL WINAPI D3DX10CheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers) { if ((d3dsdkvers == D3D10_SDK_VERSION) && (d3dxsdkvers == 43)) return TRUE; return FALSE; } HRESULT WINAPI D3DX10CreateEffectFromFileA(const char *filename, const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device, ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors, HRESULT *hresult) { FIXME("filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, " "device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n", debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device, effectpool, pump, effect, errors, hresult); return E_NOTIMPL; } HRESULT WINAPI D3DX10CreateEffectFromFileW(const WCHAR *filename, const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device, ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors, HRESULT *hresult) { FIXME("filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, " "device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n", debugstr_w(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device, effectpool, pump, effect, errors, hresult); return E_NOTIMPL; } HRESULT WINAPI D3DX10CreateEffectFromMemory(const void *data, SIZE_T datasize, const char *filename, const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device, ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors, HRESULT *hresult) { FIXME("data %p, datasize %lu, filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, " "device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n", data, datasize, debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device, effectpool, pump, effect, errors, hresult); return E_NOTIMPL; } HRESULT WINAPI D3DX10CreateEffectPoolFromMemory(const void *data, SIZE_T datasize, const char *filename, const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device, ID3DX10ThreadPump *pump, ID3D10EffectPool **effectpool, ID3D10Blob **errors, HRESULT *hresult) { FIXME("data %p, datasize %lu, filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, " "device %p, pump %p, effectpool %p, errors %p, hresult %p.\n", data, datasize, debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device, pump, effectpool, errors, hresult); return E_NOTIMPL; } HRESULT WINAPI D3DX10UnsetAllDeviceObjects(ID3D10Device *device) { static ID3D10ShaderResourceView * const views[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; static ID3D10RenderTargetView * const target_views[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT]; static ID3D10SamplerState * const sampler_states[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT]; static ID3D10Buffer * const buffers[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; static const unsigned int so_offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] = {~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u}; static const unsigned int strides[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; static const unsigned int offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; static const float blend_factors[4]; TRACE("device %p.\n", device); if (!device) return E_INVALIDARG; ID3D10Device_VSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers); ID3D10Device_PSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers); ID3D10Device_GSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers); ID3D10Device_VSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states); ID3D10Device_PSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states); ID3D10Device_GSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states); ID3D10Device_VSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views); ID3D10Device_PSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views); ID3D10Device_GSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views); ID3D10Device_VSSetShader(device, NULL); ID3D10Device_PSSetShader(device, NULL); ID3D10Device_GSSetShader(device, NULL); ID3D10Device_OMSetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, target_views, NULL); ID3D10Device_IASetIndexBuffer(device, NULL, DXGI_FORMAT_R32_UINT, 0); ID3D10Device_IASetInputLayout(device, NULL); ID3D10Device_IASetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, buffers, strides, offsets); ID3D10Device_SOSetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, buffers, so_offsets); ID3D10Device_OMSetBlendState(device, NULL, blend_factors, 0); ID3D10Device_OMSetDepthStencilState(device, NULL, 0); ID3D10Device_RSSetState(device, NULL); ID3D10Device_SetPredication(device, NULL, FALSE); return S_OK; } HRESULT WINAPI D3DX10CreateDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type, HMODULE swrast, unsigned int flags, ID3D10Device **device) { HRESULT hr; TRACE("adapter %p, driver_type %d, swrast %p, flags %#x, device %p.\n", adapter, driver_type, swrast, flags, device); if (SUCCEEDED(hr = D3D10CreateDevice1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_1, D3D10_SDK_VERSION, (ID3D10Device1 **)device))) return hr; if (SUCCEEDED(hr = D3D10CreateDevice1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_0, D3D10_SDK_VERSION, (ID3D10Device1 **)device))) return hr; return hr; } HRESULT WINAPI D3DX10FilterTexture(ID3D10Resource *texture, UINT src_level, UINT filter) { FIXME("texture %p, src_level %u, filter %#x stub!\n", texture, src_level, filter); return E_NOTIMPL; } HRESULT WINAPI D3DX10GetFeatureLevel1(ID3D10Device *device, ID3D10Device1 **device1) { TRACE("device %p, device1 %p.\n", device, device1); return ID3D10Device_QueryInterface(device, &IID_ID3D10Device1, (void **)device1); } HRESULT WINAPI D3DX10GetImageInfoFromMemory(const void *src_data, SIZE_T src_data_size, ID3DX10ThreadPump *pump, D3DX10_IMAGE_INFO *img_info, HRESULT *hresult) { FIXME("src_data %p, src_data_size %lu, pump %p, img_info %p, hresult %p.\n", src_data, src_data_size, pump, img_info, hresult); return E_NOTIMPL; }