/* * 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 = heap_alloc_zero(sizeof(*object)))) return NULL; if (!d3d8_init(object)) { WARN("Failed to initialize d3d8.\n"); heap_free(object); return NULL; } TRACE("Created d3d8 object %p.\n", object); return &object->IDirect3D8_iface; } /*********************************************************************** * ValidateVertexShader (D3D8.@) */ HRESULT WINAPI ValidateVertexShader(DWORD *vertexshader, DWORD *reserved1, DWORD *reserved2, BOOL return_error, char **errors) { const char *message = ""; HRESULT hr = E_FAIL; TRACE("(%p %p %p %d %p): semi-stub\n", vertexshader, reserved1, reserved2, return_error, errors); if (!vertexshader) { message = "(Global Validation Error) Version Token: Code pointer cannot be NULL.\n"; goto done; } switch (*vertexshader) { case 0xFFFE0101: case 0xFFFE0100: hr = S_OK; break; default: WARN("Invalid shader version token %#x.\n", *vertexshader); message = "(Global Validation Error) Version Token: Unsupported vertex shader version.\n"; } done: if (!return_error) message = ""; if (errors && (*errors = HeapAlloc(GetProcessHeap(), 0, strlen(message) + 1))) strcpy(*errors, message); return hr; } /*********************************************************************** * ValidatePixelShader (D3D8.@) */ HRESULT WINAPI ValidatePixelShader(DWORD *pixelshader, DWORD *reserved1, BOOL return_error, char **errors) { const char *message = ""; HRESULT hr = E_FAIL; TRACE("(%p %p %d %p): semi-stub\n", pixelshader, reserved1, return_error, errors); if (!pixelshader) return E_FAIL; switch (*pixelshader) { case 0xFFFF0100: case 0xFFFF0101: case 0xFFFF0102: case 0xFFFF0103: case 0xFFFF0104: hr = S_OK; break; default: WARN("Invalid shader version token %#x.\n", *pixelshader); message = "(Global Validation Error) Version Token: Unsupported pixel shader version.\n"; } if (!return_error) message = ""; if (errors && (*errors = HeapAlloc(GetProcessHeap(), 0, strlen(message) + 1))) strcpy(*errors, message); return hr; } 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; }