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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/d3d8/d3d8_main.c@ 16477

Last change on this file since 16477 was 16477, checked in by vboxsync, 16 years ago

LGPL disclaimer by filemuncher

  • Property svn:eol-style set to native
File size: 4.2 KB
Line 
1/*
2 * Direct3D 8
3 *
4 * Copyright 2005 Oliver Stieber
5 *
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
10 *
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
15 *
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19 *
20 */
21
22/*
23 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
24 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
25 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
26 * a choice of LGPL license versions is made available with the language indicating
27 * that LGPLv2 or any later version may be used, or where a choice of which version
28 * of the LGPL is applied is otherwise unspecified.
29 */
30
31#include "config.h"
32#include "initguid.h"
33#include "d3d8_private.h"
34#include "wine/debug.h"
35
36static CRITICAL_SECTION_DEBUG d3d8_cs_debug =
37{
38 0, 0, &d3d8_cs,
39 { &d3d8_cs_debug.ProcessLocksList,
40 &d3d8_cs_debug.ProcessLocksList },
41 0, 0, { (DWORD_PTR)(__FILE__ ": d3d8_cs") }
42};
43CRITICAL_SECTION d3d8_cs = { &d3d8_cs_debug, -1, 0, 0, 0, 0 };
44
45WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
46
47HRESULT WINAPI D3D8GetSWInfo(void) {
48 FIXME("(void): stub\n");
49 return 0;
50}
51
52void WINAPI DebugSetMute(void) {
53 /* nothing to do */
54}
55
56IDirect3D8* WINAPI Direct3DCreate8(UINT SDKVersion) {
57 IDirect3D8Impl* object;
58 TRACE("SDKVersion = %x\n", SDKVersion);
59
60 EnterCriticalSection(&d3d8_cs);
61 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3D8Impl));
62
63 object->lpVtbl = &Direct3D8_Vtbl;
64 object->ref = 1;
65 object->WineD3D = WineDirect3DCreate(8, (IUnknown *)object);
66
67 TRACE("Created Direct3D object @ %p, WineObj @ %p\n", object, object->WineD3D);
68 LeaveCriticalSection(&d3d8_cs);
69
70 if (!object->WineD3D)
71 {
72 HeapFree( GetProcessHeap(), 0, object );
73 object = NULL;
74 }
75 return (IDirect3D8*) object;
76}
77
78/* At process attach */
79BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
80{
81 TRACE("fdwReason=%d\n", fdwReason);
82 if (fdwReason == DLL_PROCESS_ATTACH)
83 DisableThreadLibraryCalls(hInstDLL);
84
85 return TRUE;
86}
87
88/***********************************************************************
89 * ValidateVertexShader (D3D8.@)
90 *
91 * I've seen reserved1 and reserved2 always passed as 0's
92 * bool seems always passed as 0 or 1, but other values work as well....
93 * toto result?
94 */
95HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL bool, DWORD* toto)
96{
97 HRESULT ret;
98 FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto);
99
100 if (!vertexshader)
101 return E_FAIL;
102
103 if (reserved1 || reserved2)
104 return E_FAIL;
105
106 switch(*vertexshader) {
107 case 0xFFFE0101:
108 case 0xFFFE0100:
109 ret=S_OK;
110 break;
111 default:
112 ERR("vertexshader version mismatch\n");
113 ret=E_FAIL;
114 }
115
116 return ret;
117}
118
119/***********************************************************************
120 * ValidatePixelShader (D3D8.@)
121 *
122 * PARAMS
123 * toto result?
124 */
125HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto)
126{
127 HRESULT ret;
128 FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
129
130 if (!pixelshader)
131 return E_FAIL;
132
133 if (reserved1)
134 return E_FAIL;
135
136 switch(*pixelshader) {
137 case 0xFFFF0100:
138 case 0xFFFF0101:
139 case 0xFFFF0102:
140 case 0xFFFF0103:
141 case 0xFFFF0104:
142 ret=S_OK;
143 break;
144 default:
145 ERR("pixelshader version mismatch\n");
146 ret=E_FAIL;
147 }
148 return ret;
149}
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