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source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/d3d8/vertexdeclaration.c@ 30919

Last change on this file since 30919 was 28475, checked in by vboxsync, 15 years ago

crOpenGL: update to wine 1.1.43

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1/*
2 * IDirect3DVertexDeclaration8 implementation
3 *
4 * Copyright 2007 Henri Verbeet
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/* IDirect3DVertexDeclaration8 is internal to our implementation.
22 * It's not visible in the API. */
23
24/*
25 * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
26 * other than GPL or LGPL is available it will apply instead, Sun elects to use only
27 * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
28 * a choice of LGPL license versions is made available with the language indicating
29 * that LGPLv2 or any later version may be used, or where a choice of which version
30 * of the LGPL is applied is otherwise unspecified.
31 */
32
33#include "config.h"
34#include "d3d8_private.h"
35
36WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
37
38/* IUnknown */
39static HRESULT WINAPI IDirect3DVertexDeclaration8Impl_QueryInterface(IDirect3DVertexDeclaration8 *iface, REFIID riid, void **obj_ptr)
40{
41 TRACE("iface %p, riid %s, object %p.\n", iface, debugstr_guid(riid), obj_ptr);
42
43 if (IsEqualGUID(riid, &IID_IUnknown)
44 || IsEqualGUID(riid, &IID_IDirect3DVertexDeclaration8))
45 {
46 IUnknown_AddRef(iface);
47 *obj_ptr = iface;
48 return S_OK;
49 }
50
51 *obj_ptr = NULL;
52 return E_NOINTERFACE;
53}
54
55static ULONG WINAPI IDirect3DVertexDeclaration8Impl_AddRef(IDirect3DVertexDeclaration8 *iface)
56{
57 IDirect3DVertexDeclaration8Impl *This = (IDirect3DVertexDeclaration8Impl *)iface;
58 ULONG ref_count = InterlockedIncrement(&This->ref_count);
59
60 TRACE("%p increasing refcount to %u.\n", iface, ref_count);
61
62 if (ref_count == 1)
63 {
64 wined3d_mutex_lock();
65 IWineD3DVertexDeclaration_AddRef(This->wined3d_vertex_declaration);
66 wined3d_mutex_unlock();
67 }
68
69 return ref_count;
70}
71
72static ULONG WINAPI IDirect3DVertexDeclaration8Impl_Release(IDirect3DVertexDeclaration8 *iface)
73{
74 IDirect3DVertexDeclaration8Impl *This = (IDirect3DVertexDeclaration8Impl *)iface;
75 ULONG ref_count = InterlockedDecrement(&This->ref_count);
76
77 TRACE("%p decreasing refcount to %u.\n", iface, ref_count);
78
79 if (!ref_count) {
80 wined3d_mutex_lock();
81 IWineD3DVertexDeclaration_Release(This->wined3d_vertex_declaration);
82 wined3d_mutex_unlock();
83 }
84
85 return ref_count;
86}
87
88static const char *debug_d3dvsdt_type(D3DVSDT_TYPE d3dvsdt_type)
89{
90 switch (d3dvsdt_type)
91 {
92#define D3DVSDT_TYPE_TO_STR(u) case u: return #u
93 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT1);
94 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT2);
95 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT3);
96 D3DVSDT_TYPE_TO_STR(D3DVSDT_FLOAT4);
97 D3DVSDT_TYPE_TO_STR(D3DVSDT_D3DCOLOR);
98 D3DVSDT_TYPE_TO_STR(D3DVSDT_UBYTE4);
99 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT2);
100 D3DVSDT_TYPE_TO_STR(D3DVSDT_SHORT4);
101#undef D3DVSDT_TYPE_TO_STR
102 default:
103 FIXME("Unrecognized D3DVSDT_TYPE %#x\n", d3dvsdt_type);
104 return "unrecognized";
105 }
106}
107
108static const char *debug_d3dvsde_register(D3DVSDE_REGISTER d3dvsde_register)
109{
110 switch (d3dvsde_register)
111 {
112#define D3DVSDE_REGISTER_TO_STR(u) case u: return #u
113 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION);
114 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDWEIGHT);
115 D3DVSDE_REGISTER_TO_STR(D3DVSDE_BLENDINDICES);
116 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL);
117 D3DVSDE_REGISTER_TO_STR(D3DVSDE_PSIZE);
118 D3DVSDE_REGISTER_TO_STR(D3DVSDE_DIFFUSE);
119 D3DVSDE_REGISTER_TO_STR(D3DVSDE_SPECULAR);
120 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD0);
121 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD1);
122 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD2);
123 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD3);
124 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD4);
125 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD5);
126 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD6);
127 D3DVSDE_REGISTER_TO_STR(D3DVSDE_TEXCOORD7);
128 D3DVSDE_REGISTER_TO_STR(D3DVSDE_POSITION2);
129 D3DVSDE_REGISTER_TO_STR(D3DVSDE_NORMAL2);
130#undef D3DVSDE_REGISTER_TO_STR
131 default:
132 FIXME("Unrecognized D3DVSDE_REGISTER %#x\n", d3dvsde_register);
133 return "unrecognized";
134 }
135}
136
137size_t parse_token(const DWORD* pToken)
138{
139 const DWORD token = *pToken;
140 size_t tokenlen = 1;
141
142 switch ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) { /* maybe a macro to inverse ... */
143 case D3DVSD_TOKEN_NOP:
144 TRACE(" 0x%08x NOP()\n", token);
145 break;
146
147 case D3DVSD_TOKEN_STREAM:
148 if (token & D3DVSD_STREAMTESSMASK)
149 {
150 TRACE(" 0x%08x STREAM_TESS()\n", token);
151 } else {
152 TRACE(" 0x%08x STREAM(%u)\n", token, ((token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT));
153 }
154 break;
155
156 case D3DVSD_TOKEN_STREAMDATA:
157 if (token & 0x10000000)
158 {
159 TRACE(" 0x%08x SKIP(%u)\n", token, ((token & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
160 } else {
161 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
162 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
163 TRACE(" 0x%08x REG(%s, %s)\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
164 }
165 break;
166
167 case D3DVSD_TOKEN_TESSELLATOR:
168 if (token & 0x10000000)
169 {
170 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
171 DWORD reg = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
172 TRACE(" 0x%08x TESSUV(%s) as %s\n", token, debug_d3dvsde_register(reg), debug_d3dvsdt_type(type));
173 } else {
174 DWORD type = ((token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
175 DWORD regout = ((token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
176 DWORD regin = ((token & D3DVSD_VERTEXREGINMASK) >> D3DVSD_VERTEXREGINSHIFT);
177 TRACE(" 0x%08x TESSNORMAL(%s, %s) as %s\n", token, debug_d3dvsde_register(regin),
178 debug_d3dvsde_register(regout), debug_d3dvsdt_type(type));
179 }
180 break;
181
182 case D3DVSD_TOKEN_CONSTMEM:
183 {
184 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
185 tokenlen = (4 * count) + 1;
186 }
187 break;
188
189 case D3DVSD_TOKEN_EXT:
190 {
191 DWORD count = ((token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
192 DWORD extinfo = ((token & D3DVSD_EXTINFOMASK) >> D3DVSD_EXTINFOSHIFT);
193 TRACE(" 0x%08x EXT(%u, %u)\n", token, count, extinfo);
194 /* todo ... print extension */
195 tokenlen = count + 1;
196 }
197 break;
198
199 case D3DVSD_TOKEN_END:
200 TRACE(" 0x%08x END()\n", token);
201 break;
202
203 default:
204 TRACE(" 0x%08x UNKNOWN\n", token);
205 /* argg error */
206 }
207
208 return tokenlen;
209}
210
211void load_local_constants(const DWORD *d3d8_elements, IWineD3DVertexShader *wined3d_vertex_shader)
212{
213 const DWORD *token = d3d8_elements;
214
215 while (*token != D3DVSD_END())
216 {
217 if (((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT) == D3DVSD_TOKEN_CONSTMEM)
218 {
219 DWORD count = ((*token & D3DVSD_CONSTCOUNTMASK) >> D3DVSD_CONSTCOUNTSHIFT);
220 DWORD constant_idx = ((*token & D3DVSD_CONSTADDRESSMASK) >> D3DVSD_CONSTADDRESSSHIFT);
221 HRESULT hr;
222
223 if (TRACE_ON(d3d8))
224 {
225 DWORD i;
226 for (i = 0; i < count; ++i)
227 {
228 TRACE("c[%u] = (%8f, %8f, %8f, %8f)\n",
229 constant_idx,
230 *(const float *)(token + i * 4 + 1),
231 *(const float *)(token + i * 4 + 2),
232 *(const float *)(token + i * 4 + 3),
233 *(const float *)(token + i * 4 + 4));
234 }
235 }
236 hr = IWineD3DVertexShader_SetLocalConstantsF(wined3d_vertex_shader, constant_idx, (const float *)token+1, count);
237 if (FAILED(hr)) ERR("Failed setting shader constants\n");
238 }
239
240 token += parse_token(token);
241 }
242}
243
244/* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
245static const size_t wined3d_type_sizes[] =
246{
247 /*WINED3DDECLTYPE_FLOAT1*/ 1 * sizeof(float),
248 /*WINED3DDECLTYPE_FLOAT2*/ 2 * sizeof(float),
249 /*WINED3DDECLTYPE_FLOAT3*/ 3 * sizeof(float),
250 /*WINED3DDECLTYPE_FLOAT4*/ 4 * sizeof(float),
251 /*WINED3DDECLTYPE_D3DCOLOR*/ 4 * sizeof(BYTE),
252 /*WINED3DDECLTYPE_UBYTE4*/ 4 * sizeof(BYTE),
253 /*WINED3DDECLTYPE_SHORT2*/ 2 * sizeof(short int),
254 /*WINED3DDECLTYPE_SHORT4*/ 4 * sizeof(short int),
255 /*WINED3DDECLTYPE_UBYTE4N*/ 4 * sizeof(BYTE),
256 /*WINED3DDECLTYPE_SHORT2N*/ 2 * sizeof(short int),
257 /*WINED3DDECLTYPE_SHORT4N*/ 4 * sizeof(short int),
258 /*WINED3DDECLTYPE_USHORT2N*/ 2 * sizeof(short int),
259 /*WINED3DDECLTYPE_USHORT4N*/ 4 * sizeof(short int),
260 /*WINED3DDECLTYPE_UDEC3*/ 3 * sizeof(short int),
261 /*WINED3DDECLTYPE_DEC3N*/ 3 * sizeof(short int),
262 /*WINED3DDECLTYPE_FLOAT16_2*/ 2 * sizeof(short int),
263 /*WINED3DDECLTYPE_FLOAT16_4*/ 4 * sizeof(short int)
264};
265
266static const WINED3DFORMAT wined3d_format_lookup[] =
267{
268 /*WINED3DDECLTYPE_FLOAT1*/ WINED3DFMT_R32_FLOAT,
269 /*WINED3DDECLTYPE_FLOAT2*/ WINED3DFMT_R32G32_FLOAT,
270 /*WINED3DDECLTYPE_FLOAT3*/ WINED3DFMT_R32G32B32_FLOAT,
271 /*WINED3DDECLTYPE_FLOAT4*/ WINED3DFMT_R32G32B32A32_FLOAT,
272 /*WINED3DDECLTYPE_D3DCOLOR*/ WINED3DFMT_B8G8R8A8_UNORM,
273 /*WINED3DDECLTYPE_UBYTE4*/ WINED3DFMT_R8G8B8A8_UINT,
274 /*WINED3DDECLTYPE_SHORT2*/ WINED3DFMT_R16G16_SINT,
275 /*WINED3DDECLTYPE_SHORT4*/ WINED3DFMT_R16G16B16A16_SINT,
276 /*WINED3DDECLTYPE_UBYTE4N*/ WINED3DFMT_R8G8B8A8_UNORM,
277 /*WINED3DDECLTYPE_SHORT2N*/ WINED3DFMT_R16G16_SNORM,
278 /*WINED3DDECLTYPE_SHORT4N*/ WINED3DFMT_R16G16B16A16_SNORM,
279 /*WINED3DDECLTYPE_USHORT2N*/ WINED3DFMT_R16G16_UNORM,
280 /*WINED3DDECLTYPE_USHORT4N*/ WINED3DFMT_R16G16B16A16_UNORM,
281 /*WINED3DDECLTYPE_UDEC3*/ WINED3DFMT_R10G10B10A2_UINT,
282 /*WINED3DDECLTYPE_DEC3N*/ WINED3DFMT_R10G10B10A2_SNORM,
283 /*WINED3DDECLTYPE_FLOAT16_2*/ WINED3DFMT_R16G16_FLOAT,
284 /*WINED3DDECLTYPE_FLOAT16_4*/ WINED3DFMT_R16G16B16A16_FLOAT,
285};
286
287typedef struct {
288 BYTE usage;
289 BYTE usage_idx;
290} wined3d_usage_t;
291
292static const wined3d_usage_t wined3d_usage_lookup[] = {
293 /*D3DVSDE_POSITION*/ {WINED3DDECLUSAGE_POSITION, 0},
294 /*D3DVSDE_BLENDWEIGHT*/ {WINED3DDECLUSAGE_BLENDWEIGHT, 0},
295 /*D3DVSDE_BLENDINDICES*/ {WINED3DDECLUSAGE_BLENDINDICES, 0},
296 /*D3DVSDE_NORMAL*/ {WINED3DDECLUSAGE_NORMAL, 0},
297 /*D3DVSDE_PSIZE*/ {WINED3DDECLUSAGE_PSIZE, 0},
298 /*D3DVSDE_DIFFUSE*/ {WINED3DDECLUSAGE_COLOR, 0},
299 /*D3DVSDE_SPECULAR*/ {WINED3DDECLUSAGE_COLOR, 1},
300 /*D3DVSDE_TEXCOORD0*/ {WINED3DDECLUSAGE_TEXCOORD, 0},
301 /*D3DVSDE_TEXCOORD1*/ {WINED3DDECLUSAGE_TEXCOORD, 1},
302 /*D3DVSDE_TEXCOORD2*/ {WINED3DDECLUSAGE_TEXCOORD, 2},
303 /*D3DVSDE_TEXCOORD3*/ {WINED3DDECLUSAGE_TEXCOORD, 3},
304 /*D3DVSDE_TEXCOORD4*/ {WINED3DDECLUSAGE_TEXCOORD, 4},
305 /*D3DVSDE_TEXCOORD5*/ {WINED3DDECLUSAGE_TEXCOORD, 5},
306 /*D3DVSDE_TEXCOORD6*/ {WINED3DDECLUSAGE_TEXCOORD, 6},
307 /*D3DVSDE_TEXCOORD7*/ {WINED3DDECLUSAGE_TEXCOORD, 7},
308 /*D3DVSDE_POSITION2*/ {WINED3DDECLUSAGE_POSITION, 1},
309 /*D3DVSDE_NORMAL2*/ {WINED3DDECLUSAGE_NORMAL, 1},
310};
311
312/* TODO: find out where rhw (or positionT) is for declaration8 */
313static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size,
314 WINED3DVERTEXELEMENT **wined3d_elements)
315{
316 const DWORD *token = d3d8_elements;
317 WINED3DVERTEXELEMENT *element;
318 D3DVSD_TOKENTYPE token_type;
319 unsigned int element_count = 0;
320 DWORD stream = 0;
321 int offset = 0;
322
323 TRACE("d3d8_elements %p, wined3d_elements %p\n", d3d8_elements, wined3d_elements);
324
325 /* 128 should be enough for anyone... */
326 *wined3d_elements = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 128 * sizeof(WINED3DVERTEXELEMENT));
327 while (D3DVSD_END() != *token)
328 {
329 token_type = ((*token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
330
331 if (token_type == D3DVSD_TOKEN_STREAM && !(*token & D3DVSD_STREAMTESSMASK))
332 {
333 stream = ((*token & D3DVSD_STREAMNUMBERMASK) >> D3DVSD_STREAMNUMBERSHIFT);
334 offset = 0;
335 } else if (token_type == D3DVSD_TOKEN_STREAMDATA && !(token_type & 0x10000000)) {
336 DWORD type = ((*token & D3DVSD_DATATYPEMASK) >> D3DVSD_DATATYPESHIFT);
337 DWORD reg = ((*token & D3DVSD_VERTEXREGMASK) >> D3DVSD_VERTEXREGSHIFT);
338
339 TRACE("Adding element %d:\n", element_count);
340
341 element = *wined3d_elements + element_count++;
342 element->format = wined3d_format_lookup[type];
343 element->input_slot = stream;
344 element->offset = offset;
345 element->output_slot = reg;
346 element->method = WINED3DDECLMETHOD_DEFAULT;
347 element->usage = wined3d_usage_lookup[reg].usage;
348 element->usage_idx = wined3d_usage_lookup[reg].usage_idx;
349
350 offset += wined3d_type_sizes[type];
351 } else if (token_type == D3DVSD_TOKEN_STREAMDATA && (token_type & 0x10000000)) {
352 TRACE(" 0x%08x SKIP(%u)\n", token_type, ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT));
353 offset += sizeof(DWORD) * ((token_type & D3DVSD_SKIPCOUNTMASK) >> D3DVSD_SKIPCOUNTSHIFT);
354 }
355
356 if (element_count >= 127) {
357 ERR("More than 127 elements?\n");
358 break;
359 }
360
361 token += parse_token(token);
362 }
363
364 *d3d8_elements_size = (++token - d3d8_elements) * sizeof(DWORD);
365
366 return element_count;
367}
368
369static const IDirect3DVertexDeclaration8Vtbl Direct3DVertexDeclaration8_Vtbl =
370{
371 IDirect3DVertexDeclaration8Impl_QueryInterface,
372 IDirect3DVertexDeclaration8Impl_AddRef,
373 IDirect3DVertexDeclaration8Impl_Release
374};
375
376static void STDMETHODCALLTYPE d3d8_vertexdeclaration_wined3d_object_destroyed(void *parent)
377{
378 IDirect3DVertexDeclaration8Impl *declaration = parent;
379 HeapFree(GetProcessHeap(), 0, declaration->elements);
380 HeapFree(GetProcessHeap(), 0, declaration);
381}
382
383static const struct wined3d_parent_ops d3d8_vertexdeclaration_wined3d_parent_ops =
384{
385 d3d8_vertexdeclaration_wined3d_object_destroyed,
386};
387
388HRESULT vertexdeclaration_init(IDirect3DVertexDeclaration8Impl *declaration,
389 IDirect3DDevice8Impl *device, const DWORD *elements, DWORD shader_handle)
390{
391 WINED3DVERTEXELEMENT *wined3d_elements;
392 UINT wined3d_element_count;
393 HRESULT hr;
394
395 declaration->lpVtbl = &Direct3DVertexDeclaration8_Vtbl;
396 declaration->ref_count = 1;
397 declaration->shader_handle = shader_handle;
398
399 wined3d_element_count = convert_to_wined3d_declaration(elements, &declaration->elements_size, &wined3d_elements);
400 declaration->elements = HeapAlloc(GetProcessHeap(), 0, declaration->elements_size);
401 if (!declaration->elements)
402 {
403 ERR("Failed to allocate vertex declaration elements memory.\n");
404 HeapFree(GetProcessHeap(), 0, wined3d_elements);
405 return E_OUTOFMEMORY;
406 }
407
408 memcpy(declaration->elements, elements, declaration->elements_size);
409
410 wined3d_mutex_lock();
411 hr = IWineD3DDevice_CreateVertexDeclaration(device->WineD3DDevice, &declaration->wined3d_vertex_declaration,
412 (IUnknown *)declaration, &d3d8_vertexdeclaration_wined3d_parent_ops,
413 wined3d_elements, wined3d_element_count);
414 wined3d_mutex_unlock();
415 HeapFree(GetProcessHeap(), 0, wined3d_elements);
416 if (FAILED(hr))
417 {
418 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
419 HeapFree(GetProcessHeap(), 0, declaration->elements);
420 return hr;
421 }
422
423 return D3D_OK;
424}
425
426HRESULT vertexdeclaration_init_fvf(IDirect3DVertexDeclaration8Impl *declaration,
427 IDirect3DDevice8Impl *device, DWORD fvf)
428{
429 HRESULT hr;
430
431 declaration->ref_count = 1;
432 declaration->lpVtbl = &Direct3DVertexDeclaration8_Vtbl;
433 declaration->elements = NULL;
434 declaration->elements_size = 0;
435 declaration->shader_handle = fvf;
436
437 hr = IWineD3DDevice_CreateVertexDeclarationFromFVF(device->WineD3DDevice,
438 &declaration->wined3d_vertex_declaration, (IUnknown *)declaration,
439 &d3d8_vertexdeclaration_wined3d_parent_ops, fvf);
440 if (FAILED(hr))
441 {
442 WARN("Failed to create wined3d vertex declaration, hr %#x.\n", hr);
443 return hr;
444 }
445
446 return D3D_OK;
447}
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