|  | /* | 
|  | * 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" | 
|  |  | 
|  | static CRITICAL_SECTION_DEBUG d3d8_cs_debug = | 
|  | { | 
|  | 0, 0, &d3d8_cs, | 
|  | { &d3d8_cs_debug.ProcessLocksList, | 
|  | &d3d8_cs_debug.ProcessLocksList }, | 
|  | 0, 0, { (DWORD_PTR)(__FILE__ ": d3d8_cs") } | 
|  | }; | 
|  | CRITICAL_SECTION d3d8_cs = { &d3d8_cs_debug, -1, 0, 0, 0, 0 }; | 
|  |  | 
|  | WINE_DEFAULT_DEBUG_CHANNEL(d3d8); | 
|  |  | 
|  | HRESULT WINAPI D3D8GetSWInfo(void) { | 
|  | FIXME("(void): stub\n"); | 
|  | return 0; | 
|  | } | 
|  |  | 
|  | void WINAPI DebugSetMute(void) { | 
|  | /* nothing to do */ | 
|  | } | 
|  |  | 
|  | IDirect3D8* WINAPI Direct3DCreate8(UINT SDKVersion) { | 
|  | IDirect3D8Impl* object; | 
|  | TRACE("SDKVersion = %x\n", SDKVersion); | 
|  |  | 
|  | EnterCriticalSection(&d3d8_cs); | 
|  | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3D8Impl)); | 
|  |  | 
|  | object->lpVtbl = &Direct3D8_Vtbl; | 
|  | object->ref = 1; | 
|  | object->WineD3D = WineDirect3DCreate(8, (IUnknown *)object); | 
|  |  | 
|  | TRACE("Created Direct3D object @ %p, WineObj @ %p\n", object, object->WineD3D); | 
|  | LeaveCriticalSection(&d3d8_cs); | 
|  |  | 
|  | if (!object->WineD3D) | 
|  | { | 
|  | HeapFree( GetProcessHeap(), 0, object ); | 
|  | object = NULL; | 
|  | } | 
|  | return (IDirect3D8*) object; | 
|  | } | 
|  |  | 
|  | /* At process attach */ | 
|  | BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv) | 
|  | { | 
|  | TRACE("fdwReason=%d\n", fdwReason); | 
|  | if (fdwReason == DLL_PROCESS_ATTACH) | 
|  | DisableThreadLibraryCalls(hInstDLL); | 
|  |  | 
|  | return TRUE; | 
|  | } | 
|  |  | 
|  | /*********************************************************************** | 
|  | *		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; | 
|  | FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto); | 
|  |  | 
|  | if (!vertexshader) | 
|  | return E_FAIL; | 
|  |  | 
|  | if (reserved1 || reserved2) | 
|  | return E_FAIL; | 
|  |  | 
|  | switch(*vertexshader) { | 
|  | case 0xFFFE0101: | 
|  | case 0xFFFE0100: | 
|  | ret=S_OK; | 
|  | break; | 
|  | default: | 
|  | ERR("vertexshader version mismatch\n"); | 
|  | ret=E_FAIL; | 
|  | } | 
|  |  | 
|  | return ret; | 
|  | } | 
|  |  | 
|  | /*********************************************************************** | 
|  | *		ValidatePixelShader (D3D8.@) | 
|  | * | 
|  | * PARAMS | 
|  | * toto       result? | 
|  | */ | 
|  | HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto) | 
|  | { | 
|  | HRESULT ret; | 
|  | FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto); | 
|  |  | 
|  | 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: | 
|  | ERR("pixelshader version mismatch\n"); | 
|  | ret=E_FAIL; | 
|  | } | 
|  | return ret; | 
|  | } |