VirtualBox

source: vbox/trunk/src/VBox/Additions/WINNT/Graphics/Wine/switcher/d3d8_main.c@ 20508

Last change on this file since 20508 was 20508, checked in by vboxsync, 16 years ago

OSE header

  • Property svn:eol-style set to native
  • Property svn:keywords set to Id
File size: 2.8 KB
Line 
1/* $Id: d3d8_main.c 20508 2009-06-12 12:48:23Z vboxsync $ */
2
3/** @file
4 * VBox D3D8 dll switcher
5 */
6
7/*
8 * Copyright (C) 2009 Sun Microsystems, Inc.
9 *
10 * This file is part of VirtualBox Open Source Edition (OSE), as
11 * available from http://www.virtualbox.org. This file is free software;
12 * you can redistribute it and/or modify it under the terms of the GNU
13 * General Public License (GPL) as published by the Free Software
14 * Foundation, in version 2 as it comes in the "COPYING" file of the
15 * VirtualBox OSE distribution. VirtualBox OSE is distributed in the
16 * hope that it will be useful, but WITHOUT ANY WARRANTY of any kind.
17 *
18 * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa
19 * Clara, CA 95054 USA or visit http://www.sun.com if you need
20 * additional information or have any questions.
21 */
22
23#include "d3d8.h"
24#include "switcher.h"
25
26typedef HRESULT (WINAPI *D3D8GetSWInfoProc)(void);
27typedef void (WINAPI *DebugSetMuteProc)(void);
28typedef IDirect3D8* (WINAPI *Direct3DCreate8Proc)(UINT SDKVersion);
29typedef HRESULT (WINAPI *ValidatePixelShaderProc)(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto);
30typedef HRESULT (WINAPI *ValidateVertexShaderProc)(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL bool, DWORD* toto);
31
32typedef struct _D3D8ExTag
33{
34 int initialized;
35 const char *vboxName;
36 const char *msName;
37 D3D8GetSWInfoProc pD3D8GetSWInfo;
38 DebugSetMuteProc pDebugSetMute;
39 Direct3DCreate8Proc pDirect3DCreate8;
40 ValidatePixelShaderProc pValidatePixelShader;
41 ValidateVertexShaderProc pValidateVertexShader;
42} D3D8Export;
43
44static D3D8Export g_swd3d8 = {0, "VBoxD3D8.dll", "MSD3D8.dll",};
45
46void FillD3DExports(HANDLE hDLL)
47{
48 SW_FILLPROC(g_swd3d8, hDLL, D3D8GetSWInfo);
49 SW_FILLPROC(g_swd3d8, hDLL, DebugSetMute);
50 SW_FILLPROC(g_swd3d8, hDLL, Direct3DCreate8);
51 SW_FILLPROC(g_swd3d8, hDLL, ValidatePixelShader);
52 SW_FILLPROC(g_swd3d8, hDLL, ValidateVertexShader);
53}
54
55HRESULT WINAPI D3D8GetSWInfo(void)
56{
57 SW_CHECKRET(g_swd3d8, D3D8GetSWInfo, E_FAIL);
58 return g_swd3d8.pD3D8GetSWInfo();
59}
60
61void WINAPI DebugSetMute(void)
62{
63 SW_CHECKCALL(g_swd3d8, DebugSetMute);
64 g_swd3d8.pDebugSetMute();
65}
66
67IDirect3D8* WINAPI Direct3DCreate8(UINT SDKVersion)
68{
69 SW_CHECKRET(g_swd3d8, Direct3DCreate8, NULL);
70 return g_swd3d8.pDirect3DCreate8(SDKVersion);
71}
72
73HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto)
74{
75 SW_CHECKRET(g_swd3d8, ValidatePixelShader, E_FAIL);
76 return g_swd3d8.pValidatePixelShader(pixelshader, reserved1, bool, toto);
77}
78
79HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL bool, DWORD* toto)
80{
81 SW_CHECKRET(g_swd3d8, ValidateVertexShader, E_FAIL)
82 return g_swd3d8.pValidateVertexShader(vertexshader, reserved1, reserved2, bool, toto);
83}
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