reactos/dll/directx/wine/d3d8/d3d8_main.c
Art Yerkes c501d8112c Create a branch for network fixes.
svn path=/branches/aicom-network-fixes/; revision=34994
2008-08-01 11:32:26 +00:00

135 lines
3.6 KiB
C

/*
* 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(SDKVersion, 8, (IUnknown *)object);
TRACE("Created Direct3D object @ %p, WineObj @ %p\n", object, object->WineD3D);
LeaveCriticalSection(&d3d8_cs);
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;
}