Revert my recent changes.
[reactos.git] / reactos / dll / directx / wine / d3d8 / d3d8_main.c
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 #include "config.h"
23 #include "initguid.h"
24 #include "d3d8_private.h"
25 #include "wine/debug.h"
26
27 static CRITICAL_SECTION_DEBUG d3d8_cs_debug =
28 {
29 0, 0, &d3d8_cs,
30 { &d3d8_cs_debug.ProcessLocksList,
31 &d3d8_cs_debug.ProcessLocksList },
32 0, 0, { (DWORD_PTR)(__FILE__ ": d3d8_cs") }
33 };
34 CRITICAL_SECTION d3d8_cs = { &d3d8_cs_debug, -1, 0, 0, 0, 0 };
35
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
37
38 HRESULT WINAPI D3D8GetSWInfo(void) {
39 FIXME("(void): stub\n");
40 return 0;
41 }
42
43 void WINAPI DebugSetMute(void) {
44 /* nothing to do */
45 }
46
47 IDirect3D8* WINAPI Direct3DCreate8(UINT SDKVersion) {
48 IDirect3D8Impl* object;
49 TRACE("SDKVersion = %x\n", SDKVersion);
50
51 EnterCriticalSection(&d3d8_cs);
52 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3D8Impl));
53
54 object->lpVtbl = &Direct3D8_Vtbl;
55 object->ref = 1;
56 object->WineD3D = WineDirect3DCreate(8, (IUnknown *)object);
57
58 TRACE("Created Direct3D object @ %p, WineObj @ %p\n", object, object->WineD3D);
59 LeaveCriticalSection(&d3d8_cs);
60
61 if (!object->WineD3D)
62 {
63 HeapFree( GetProcessHeap(), 0, object );
64 object = NULL;
65 }
66 return (IDirect3D8*) object;
67 }
68
69 /* At process attach */
70 BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
71 {
72 TRACE("fdwReason=%d\n", fdwReason);
73 if (fdwReason == DLL_PROCESS_ATTACH)
74 DisableThreadLibraryCalls(hInstDLL);
75
76 return TRUE;
77 }
78
79 /***********************************************************************
80 * ValidateVertexShader (D3D8.@)
81 *
82 * I've seen reserved1 and reserved2 always passed as 0's
83 * bool seems always passed as 0 or 1, but other values work as well....
84 * toto result?
85 */
86 HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL bool, DWORD* toto)
87 {
88 HRESULT ret;
89 FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto);
90
91 if (!vertexshader)
92 return E_FAIL;
93
94 if (reserved1 || reserved2)
95 return E_FAIL;
96
97 switch(*vertexshader) {
98 case 0xFFFE0101:
99 case 0xFFFE0100:
100 ret=S_OK;
101 break;
102 default:
103 ERR("vertexshader version mismatch\n");
104 ret=E_FAIL;
105 }
106
107 return ret;
108 }
109
110 /***********************************************************************
111 * ValidatePixelShader (D3D8.@)
112 *
113 * PARAMS
114 * toto result?
115 */
116 HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto)
117 {
118 HRESULT ret;
119 FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
120
121 if (!pixelshader)
122 return E_FAIL;
123
124 if (reserved1)
125 return E_FAIL;
126
127 switch(*pixelshader) {
128 case 0xFFFF0100:
129 case 0xFFFF0101:
130 case 0xFFFF0102:
131 case 0xFFFF0103:
132 case 0xFFFF0104:
133 ret=S_OK;
134 break;
135 default:
136 ERR("pixelshader version mismatch\n");
137 ret=E_FAIL;
138 }
139 return ret;
140 }