120 lines
3.4 KiB
C
120 lines
3.4 KiB
C
/*
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* Direct3D X 8 main file
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*
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* Copyright (C) 2002 Raphael Junqueira
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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 <stdarg.h>
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#include "windef.h"
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#include "winbase.h"
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#include "wingdi.h"
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#include "winuser.h"
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#include "wine/debug.h"
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#include "wine/unicode.h"
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#include "d3dx8core.h"
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#include "d3dx8core_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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HRESULT WINAPI D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer) {
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ID3DXBufferImpl *object;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXBufferImpl));
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if (NULL == object) {
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*ppBuffer = (LPD3DXBUFFER)NULL;
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return E_OUTOFMEMORY;
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}
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object->lpVtbl = &D3DXBuffer_Vtbl;
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object->ref = 1;
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object->bufferSize = NumBytes;
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object->buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, NumBytes);
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if (NULL == object->buffer) {
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HeapFree(GetProcessHeap(), 0, object);
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*ppBuffer = (LPD3DXBUFFER)NULL;
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return E_OUTOFMEMORY;
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}
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*ppBuffer = (LPD3DXBUFFER)object;
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return D3D_OK;
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}
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HRESULT WINAPI D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont) {
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FIXME("(void): stub\n");
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return D3D_OK;
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}
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UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF) {
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FIXME("(void): stub\n");
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return 0;
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}
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HRESULT WINAPI D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors) {
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FIXME("(void): stub\n");
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return D3D_OK;
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}
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HRESULT WINAPI D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors) {
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LPWSTR pSrcFileW = NULL;
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DWORD len;
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HRESULT ret;
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if (!pSrcFile) return D3DXERR_INVALIDDATA;
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len = MultiByteToWideChar( CP_ACP, 0, pSrcFile, -1, NULL, 0 );
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pSrcFileW = HeapAlloc( GetProcessHeap(), 0, len * sizeof(WCHAR) );
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MultiByteToWideChar( CP_ACP, 0, pSrcFile, -1, pSrcFileW, len );
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ret=D3DXAssembleShaderFromFileW(pSrcFileW, Flags, ppConstants, ppCompiledShader, ppCompilationErrors);
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HeapFree( GetProcessHeap(), 0, pSrcFileW );
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return ret;
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}
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HRESULT WINAPI D3DXAssembleShaderFromFileW(LPWSTR pSrcFile, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors) {
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FIXME("(void): stub\n");
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return D3D_OK;
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}
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/***********************************************************************
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* DllMain.
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*/
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BOOL WINAPI DllMain(HINSTANCE inst, DWORD reason, LPVOID reserved)
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{
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switch(reason)
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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(inst);
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break;
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case DLL_PROCESS_DETACH:
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break;
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}
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return TRUE;
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}
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