mirror of
git://source.winehq.org/git/wine.git
synced 2024-11-01 10:25:39 +00:00
208 lines
5.2 KiB
C
208 lines
5.2 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"
|
|
|
|
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;
|
|
}
|