| /* |
| * 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; |
| } |