Sweden-Number/dlls/d3dx10_43/d3dx10_43_main.c

179 lines
7.0 KiB
C

/*
* 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 "wine/debug.h"
#include <stdarg.h>
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "objbase.h"
#include "d3d10_1.h"
#include "d3dx10.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
/***********************************************************************
* 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 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 %Iu, 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 D3DX10CreateDeviceAndSwapChain(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
HMODULE swrast, unsigned int flags, DXGI_SWAP_CHAIN_DESC *desc, IDXGISwapChain **swapchain,
ID3D10Device **device)
{
HRESULT hr;
TRACE("adapter %p, driver_type %d, swrast %p, flags %#x, desc %p, swapchain %p, device %p.\n",
adapter, driver_type, swrast, flags, desc, swapchain, device);
if (SUCCEEDED(hr = D3D10CreateDeviceAndSwapChain1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_1,
D3D10_1_SDK_VERSION, desc, swapchain, (ID3D10Device1 **)device)))
return hr;
return D3D10CreateDeviceAndSwapChain1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_0,
D3D10_1_SDK_VERSION, desc, swapchain, (ID3D10Device1 **)device);
}
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);
}
D3DX_CPU_OPTIMIZATION WINAPI D3DXCpuOptimizations(BOOL enable)
{
FIXME("enable %#x stub.\n", enable);
return D3DX_NOT_OPTIMIZED;
}
HRESULT WINAPI D3DX10LoadTextureFromTexture(ID3D10Resource *src_texture, D3DX10_TEXTURE_LOAD_INFO *load_info,
ID3D10Resource *dst_texture)
{
FIXME("src_texture %p, load_info %p, dst_texture %p stub!\n", src_texture, load_info, dst_texture);
return E_NOTIMPL;
}