wine/dlls/d3dx8/d3dx8_main.c
2007-10-04 12:59:43 +02:00

111 lines
3.0 KiB
C

/*
* Direct3D X 8 main file
*
* Copyright (C) 2002 Raphael Junqueira
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "config.h"
#include "wine/port.h"
#include <stdarg.h>
#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "winuser.h"
#include "wine/debug.h"
#include "d3dx8core.h"
#include "d3dx8core_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
HRESULT WINAPI D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer) {
ID3DXBufferImpl *object;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXBufferImpl));
if (NULL == object) {
*ppBuffer = (LPD3DXBUFFER)NULL;
return E_OUTOFMEMORY;
}
object->lpVtbl = &D3DXBuffer_Vtbl;
object->ref = 1;
object->bufferSize = NumBytes;
object->buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, NumBytes);
if (NULL == object->buffer) {
HeapFree(GetProcessHeap(), 0, object);
*ppBuffer = (LPD3DXBUFFER)NULL;
return E_OUTOFMEMORY;
}
*ppBuffer = (LPD3DXBUFFER)object;
return D3D_OK;
}
HRESULT WINAPI D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont) {
FIXME("(void): stub\n");
return D3D_OK;
}
UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF) {
FIXME("(void): stub\n");
return 0;
}
HRESULT WINAPI D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
LPD3DXBUFFER* ppConstants,
LPD3DXBUFFER* ppCompiledShader,
LPD3DXBUFFER* ppCompilationErrors) {
FIXME("(void): stub\n");
return D3D_OK;
}
HRESULT WINAPI D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
LPD3DXBUFFER* ppConstants,
LPD3DXBUFFER* ppCompiledShader,
LPD3DXBUFFER* ppCompilationErrors) {
FIXME("(void): stub\n");
return D3D_OK;
}
HRESULT WINAPI D3DXAssembleShaderFromFileW(LPSTR pSrcFile, DWORD Flags,
LPD3DXBUFFER* ppConstants,
LPD3DXBUFFER* ppCompiledShader,
LPD3DXBUFFER* ppCompilationErrors) {
FIXME("(void): stub\n");
return D3D_OK;
}
/***********************************************************************
* DllMain.
*/
BOOL WINAPI DllMain(HINSTANCE inst, DWORD reason, LPVOID reserved)
{
switch(reason)
{
case DLL_WINE_PREATTACH:
return FALSE; /* prefer native version */
case DLL_PROCESS_ATTACH:
DisableThreadLibraryCalls(inst);
break;
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}