vertexshader.c revision a3133ef29cdf3656735d569fd64e54c9286effc0
/*
* IDirect3DVertexShader8 implementation
*
* Copyright 2002-2003 Jason Edmeades
* Raphael Junqueira
*
* 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 "d3d8_private.h"
/* IDirect3DVertexShader8 IUnknown parts follow: */
static HRESULT WINAPI IDirect3DVertexShader8Impl_QueryInterface(IDirect3DVertexShader8 *iface, REFIID riid, LPVOID* ppobj) {
return S_OK;
}
return E_NOINTERFACE;
}
{
}
return ref;
}
{
}
if (ref == 0) {
if (This->wineD3DVertexShader)
{
}
else
{
}
}
return ref;
}
static const IDirect3DVertexShader8Vtbl Direct3DVertexShader8_Vtbl =
{
/* IUnknown */
};
static const struct wined3d_parent_ops d3d8_vertexshader_wined3d_parent_ops =
{
};
{
TRACE("device %p, declaration %p, shader_handle %#x, decl_ptr %p.\n",
if (!object) {
ERR("Memory allocation failed\n");
return D3DERR_OUTOFVIDEOMEMORY;
}
{
return hr;
}
return D3D_OK;
}
{
/* Test if the vertex declaration is valid */
while (D3DVSD_END() != *token)
{
{
{
WARN("Attempt to use a non-FLOAT3 normal with the fixed function function\n");
return D3DERR_INVALIDCALL;
}
}
}
hr = vertexshader_create_vertexdeclaration(device, declaration, shader_handle, &shader->vertex_declaration);
{
return hr;
}
if (byte_code)
{
{
return hr;
}
}
return D3D_OK;
}