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https://github.com/reactos/wine.git
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209 lines
5.2 KiB
C
209 lines
5.2 KiB
C
/*
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* Direct3D 8
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*
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* Copyright 2005 Oliver Stieber
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "config.h"
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#include "initguid.h"
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#include "d3d8_private.h"
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#include "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
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HRESULT WINAPI D3D8GetSWInfo(void) {
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FIXME("(void): stub\n");
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return 0;
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}
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void WINAPI DebugSetMute(void) {
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/* nothing to do */
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}
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IDirect3D8 * WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT sdk_version)
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{
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struct d3d8 *object;
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TRACE("sdk_version %#x.\n", sdk_version);
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if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
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return NULL;
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if (!d3d8_init(object))
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{
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WARN("Failed to initialize d3d8.\n");
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HeapFree(GetProcessHeap(), 0, object);
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return NULL;
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}
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TRACE("Created d3d8 object %p.\n", object);
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return &object->IDirect3D8_iface;
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}
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/***********************************************************************
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* ValidateVertexShader (D3D8.@)
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*
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* I've seen reserved1 and reserved2 always passed as 0's
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* bool seems always passed as 0 or 1, but other values work as well...
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* toto result?
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*/
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HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL bool, DWORD* toto)
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{
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HRESULT ret;
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static BOOL warned;
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if (TRACE_ON(d3d8) || !warned) {
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FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto);
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warned = TRUE;
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}
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if (!vertexshader)
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return E_FAIL;
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if (reserved1 || reserved2)
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return E_FAIL;
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switch(*vertexshader) {
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case 0xFFFE0101:
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case 0xFFFE0100:
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ret=S_OK;
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break;
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default:
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WARN("Invalid shader version token %#x.\n", *vertexshader);
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ret=E_FAIL;
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}
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return ret;
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}
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/***********************************************************************
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* ValidatePixelShader (D3D8.@)
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*
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* PARAMS
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* toto result?
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*/
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HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto)
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{
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HRESULT ret;
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static BOOL warned;
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if (TRACE_ON(d3d8) || !warned) {
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FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
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warned = TRUE;
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}
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if (!pixelshader)
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return E_FAIL;
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if (reserved1)
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return E_FAIL;
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switch(*pixelshader) {
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case 0xFFFF0100:
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case 0xFFFF0101:
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case 0xFFFF0102:
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case 0xFFFF0103:
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case 0xFFFF0104:
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ret=S_OK;
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break;
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default:
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WARN("Invalid shader version token %#x.\n", *pixelshader);
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ret=E_FAIL;
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}
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return ret;
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}
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void d3d8_resource_cleanup(struct d3d8_resource *resource)
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{
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wined3d_private_store_cleanup(&resource->private_store);
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}
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HRESULT d3d8_resource_free_private_data(struct d3d8_resource *resource, const GUID *guid)
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{
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struct wined3d_private_data *entry;
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wined3d_mutex_lock();
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entry = wined3d_private_store_get_private_data(&resource->private_store, guid);
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if (!entry)
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{
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wined3d_mutex_unlock();
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return D3DERR_NOTFOUND;
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}
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wined3d_private_store_free_private_data(&resource->private_store, entry);
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wined3d_mutex_unlock();
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return D3D_OK;
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}
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HRESULT d3d8_resource_get_private_data(struct d3d8_resource *resource, const GUID *guid,
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void *data, DWORD *data_size)
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{
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const struct wined3d_private_data *stored_data;
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DWORD size_in;
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HRESULT hr;
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wined3d_mutex_lock();
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stored_data = wined3d_private_store_get_private_data(&resource->private_store, guid);
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if (!stored_data)
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{
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hr = D3DERR_NOTFOUND;
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goto done;
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}
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size_in = *data_size;
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*data_size = stored_data->size;
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if (!data)
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{
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hr = D3D_OK;
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goto done;
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}
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if (size_in < stored_data->size)
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{
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hr = D3DERR_MOREDATA;
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goto done;
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}
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if (stored_data->flags & WINED3DSPD_IUNKNOWN)
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IUnknown_AddRef(stored_data->content.object);
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memcpy(data, stored_data->content.data, stored_data->size);
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hr = D3D_OK;
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done:
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wined3d_mutex_unlock();
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return hr;
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}
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void d3d8_resource_init(struct d3d8_resource *resource)
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{
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resource->refcount = 1;
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wined3d_private_store_init(&resource->private_store);
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}
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HRESULT d3d8_resource_set_private_data(struct d3d8_resource *resource, const GUID *guid,
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const void *data, DWORD data_size, DWORD flags)
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{
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HRESULT hr;
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wined3d_mutex_lock();
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hr = wined3d_private_store_set_private_data(&resource->private_store, guid, data, data_size, flags);
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wined3d_mutex_unlock();
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return hr;
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}
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