136 lines
3.6 KiB
C
136 lines
3.6 KiB
C
/*
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* Direct3D 8
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*
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* Copyright 2005 Oliver Stieber
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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 "initguid.h"
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#include "d3d8_private.h"
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#include "wine/debug.h"
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static CRITICAL_SECTION_DEBUG d3d8_cs_debug =
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{
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0, 0, &d3d8_cs,
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{ &d3d8_cs_debug.ProcessLocksList,
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&d3d8_cs_debug.ProcessLocksList },
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0, 0, { (DWORD_PTR)(__FILE__ ": d3d8_cs") }
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};
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CRITICAL_SECTION d3d8_cs = { &d3d8_cs_debug, -1, 0, 0, 0, 0 };
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WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
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HRESULT WINAPI D3D8GetSWInfo(void) {
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FIXME("(void): stub\n");
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return 0;
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}
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void WINAPI DebugSetMute(void) {
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/* nothing to do */
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}
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IDirect3D8* WINAPI Direct3DCreate8(UINT SDKVersion) {
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IDirect3D8Impl* object;
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TRACE("SDKVersion = %x\n", SDKVersion);
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EnterCriticalSection(&d3d8_cs);
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3D8Impl));
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object->lpVtbl = &Direct3D8_Vtbl;
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object->ref = 1;
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object->WineD3D = WineDirect3DCreate(SDKVersion, 8, (IUnknown *)object);
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TRACE("Created Direct3D object @ %p, WineObj @ %p\n", object, object->WineD3D);
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LeaveCriticalSection(&d3d8_cs);
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return (IDirect3D8*) object;
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}
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/* At process attach */
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BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
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{
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TRACE("fdwReason=%d\n", fdwReason);
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if (fdwReason == DLL_PROCESS_ATTACH)
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DisableThreadLibraryCalls(hInstDLL);
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return TRUE;
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}
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/***********************************************************************
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* ValidateVertexShader (D3D8.@)
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*
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* I've seen reserved1 and reserved2 always passed as 0's
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* bool seems always passed as 0 or 1, but other values work as well....
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* toto result?
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*/
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HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL bool, DWORD* toto)
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{
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HRESULT ret;
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FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto);
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if (!vertexshader)
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return E_FAIL;
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if (reserved1 || reserved2)
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return E_FAIL;
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switch(*vertexshader) {
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case 0xFFFE0101:
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case 0xFFFE0100:
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ret=S_OK;
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break;
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default:
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ERR("vertexshader version mismatch\n");
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ret=E_FAIL;
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}
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return ret;
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}
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/***********************************************************************
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* ValidatePixelShader (D3D8.@)
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*
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* PARAMS
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* toto result?
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*/
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HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto)
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{
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HRESULT ret;
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FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
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if (!pixelshader)
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return E_FAIL;
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if (reserved1)
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return E_FAIL;
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switch(*pixelshader) {
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case 0xFFFF0100:
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case 0xFFFF0101:
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case 0xFFFF0102:
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case 0xFFFF0103:
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case 0xFFFF0104:
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ret=S_OK;
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break;
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default:
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ERR("pixelshader version mismatch\n");
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ret=E_FAIL;
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}
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return ret;
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}
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