blob: 7e7da43807a0af0cf52bbae0eb8578c4a9708e5f [file] [log] [blame]
/*
* 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 SDKVersion) {
IDirect3D8Impl* object;
TRACE("SDKVersion = %x\n", SDKVersion);
wined3d_mutex_lock();
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3D8Impl));
object->IDirect3D8_iface.lpVtbl = &Direct3D8_Vtbl;
object->ref = 1;
object->WineD3D = wined3d_create(8, WINED3D_LEGACY_DEPTH_BIAS, &object->IDirect3D8_iface);
TRACE("Created Direct3D object @ %p, WineObj @ %p\n", object, object->WineD3D);
wined3d_mutex_unlock();
if (!object->WineD3D)
{
HeapFree( GetProcessHeap(), 0, object );
object = NULL;
}
return &object->IDirect3D8_iface;
}
/* 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;
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;
}