d3d8_main.c revision 5112e32d7072e280613921c982a6672f2c859cf3
/*
* Direct3D 8
*
* Copyright 2005 Oliver Stieber
*
* 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
*
*/
/*
* Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
* other than GPL or LGPL is available it will apply instead, Sun elects to use only
* the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
* a choice of LGPL license versions is made available with the language indicating
* that LGPLv2 or any later version may be used, or where a choice of which version
* of the LGPL is applied is otherwise unspecified.
*/
#include "config.h"
#include "initguid.h"
#include "d3d8_private.h"
FIXME("(void): stub\n");
return 0;
}
void WINAPI DebugSetMute(void) {
/* nothing to do */
}
{
}
return (IDirect3D8*) object;
}
/* At process attach */
{
if (fdwReason == DLL_PROCESS_ATTACH)
return TRUE;
}
/***********************************************************************
* ValidateVertexShader (D3D8.@)
*
* I've seen reserved1 and reserved2 always passed as 0's
* bool seems always passed as 0 or 1, but other values work as well...
* toto result?
*/
HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL bool, DWORD* toto)
{
if (!vertexshader)
return E_FAIL;
return E_FAIL;
switch(*vertexshader) {
case 0xFFFE0101:
case 0xFFFE0100:
break;
default:
ERR("vertexshader version mismatch\n");
}
return ret;
}
/***********************************************************************
* ValidatePixelShader (D3D8.@)
*
* PARAMS
* toto result?
*/
{
if (!pixelshader)
return E_FAIL;
if (reserved1)
return E_FAIL;
switch(*pixelshader) {
case 0xFFFF0100:
case 0xFFFF0101:
case 0xFFFF0102:
case 0xFFFF0103:
case 0xFFFF0104:
break;
default:
ERR("pixelshader version mismatch\n");
}
return ret;
}