Sweden-Number/dlls/d3d8/d3d8_main.c

209 lines
5.2 KiB
C

/*
* 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 "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 = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
return NULL;
if (!d3d8_init(object))
{
WARN("Failed to initialize d3d8.\n");
HeapFree(GetProcessHeap(), 0, 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;
}