196 lines
8.1 KiB
C
196 lines
8.1 KiB
C
/*
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* D3DX10 main file
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*
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* Copyright (c) 2010 Owen Rudge for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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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 "wine/debug.h"
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#include "wine/unicode.h"
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#include <stdarg.h>
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#define COBJMACROS
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#include "windef.h"
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#include "winbase.h"
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#include "winuser.h"
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#include "objbase.h"
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#include "d3d10_1.h"
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#include "d3dx10core.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
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{
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switch (fdwReason)
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{
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case DLL_WINE_PREATTACH:
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return FALSE; /* prefer native version */
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case DLL_PROCESS_ATTACH:
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DisableThreadLibraryCalls(hinstDLL);
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break;
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}
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return TRUE;
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}
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/***********************************************************************
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* D3DX10CheckVersion
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*
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* Checks whether we are compiling against the correct d3d and d3dx library.
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*/
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BOOL WINAPI D3DX10CheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
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{
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if ((d3dsdkvers == D3D10_SDK_VERSION) && (d3dxsdkvers == 43))
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return TRUE;
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return FALSE;
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}
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HRESULT WINAPI D3DX10CreateEffectFromFileA(const char *filename, const D3D10_SHADER_MACRO *defines,
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ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device,
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ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors,
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HRESULT *hresult)
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{
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FIXME("filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
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"device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n",
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debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags,
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device, effectpool, pump, effect, errors, hresult);
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return E_NOTIMPL;
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}
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HRESULT WINAPI D3DX10CreateEffectFromFileW(const WCHAR *filename, const D3D10_SHADER_MACRO *defines,
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ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device,
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ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors,
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HRESULT *hresult)
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{
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FIXME("filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
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"device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n",
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debugstr_w(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device,
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effectpool, pump, effect, errors, hresult);
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return E_NOTIMPL;
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}
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HRESULT WINAPI D3DX10CreateEffectFromMemory(const void *data, SIZE_T datasize, const char *filename,
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const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags,
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UINT fxflags, ID3D10Device *device, ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump,
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ID3D10Effect **effect, ID3D10Blob **errors, HRESULT *hresult)
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{
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FIXME("data %p, datasize %lu, filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
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"device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n",
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data, datasize, debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device,
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effectpool, pump, effect, errors, hresult);
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return E_NOTIMPL;
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}
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HRESULT WINAPI D3DX10CreateEffectPoolFromMemory(const void *data, SIZE_T datasize, const char *filename,
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const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags,
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UINT fxflags, ID3D10Device *device, ID3DX10ThreadPump *pump, ID3D10EffectPool **effectpool,
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ID3D10Blob **errors, HRESULT *hresult)
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{
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FIXME("data %p, datasize %lu, filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
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"device %p, pump %p, effectpool %p, errors %p, hresult %p.\n",
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data, datasize, debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device,
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pump, effectpool, errors, hresult);
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return E_NOTIMPL;
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}
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HRESULT WINAPI D3DX10UnsetAllDeviceObjects(ID3D10Device *device)
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{
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static ID3D10ShaderResourceView * const views[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
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static ID3D10RenderTargetView * const target_views[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
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static ID3D10SamplerState * const sampler_states[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
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static ID3D10Buffer * const buffers[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
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static const unsigned int so_offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] =
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{~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u};
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static const unsigned int strides[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
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static const unsigned int offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
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static const float blend_factors[4];
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TRACE("device %p.\n", device);
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if (!device)
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return E_INVALIDARG;
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ID3D10Device_VSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
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ID3D10Device_PSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
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ID3D10Device_GSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
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ID3D10Device_VSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
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ID3D10Device_PSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
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ID3D10Device_GSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
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ID3D10Device_VSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
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ID3D10Device_PSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
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ID3D10Device_GSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
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ID3D10Device_VSSetShader(device, NULL);
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ID3D10Device_PSSetShader(device, NULL);
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ID3D10Device_GSSetShader(device, NULL);
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ID3D10Device_OMSetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, target_views, NULL);
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ID3D10Device_IASetIndexBuffer(device, NULL, DXGI_FORMAT_R32_UINT, 0);
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ID3D10Device_IASetInputLayout(device, NULL);
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ID3D10Device_IASetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, buffers, strides, offsets);
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ID3D10Device_SOSetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, buffers, so_offsets);
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ID3D10Device_OMSetBlendState(device, NULL, blend_factors, 0);
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ID3D10Device_OMSetDepthStencilState(device, NULL, 0);
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ID3D10Device_RSSetState(device, NULL);
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ID3D10Device_SetPredication(device, NULL, FALSE);
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return S_OK;
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}
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HRESULT WINAPI D3DX10CreateDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
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HMODULE swrast, unsigned int flags, ID3D10Device **device)
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{
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HRESULT hr;
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TRACE("adapter %p, driver_type %d, swrast %p, flags %#x, device %p.\n", adapter, driver_type,
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swrast, flags, device);
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if (SUCCEEDED(hr = D3D10CreateDevice1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_1,
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D3D10_SDK_VERSION, (ID3D10Device1 **)device)))
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return hr;
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if (SUCCEEDED(hr = D3D10CreateDevice1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_0,
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D3D10_SDK_VERSION, (ID3D10Device1 **)device)))
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return hr;
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return hr;
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}
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HRESULT WINAPI D3DX10GetFeatureLevel1(ID3D10Device *device, ID3D10Device1 **device1)
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{
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TRACE("device %p, device1 %p.\n", device, device1);
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return ID3D10Device_QueryInterface(device, &IID_ID3D10Device1, (void **)device1);
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}
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