kernel32/nls: Added LOCALE_SNAN entries.
[wine.git] / dlls / d3dx10_43 / d3dx10_43_main.c
blob0edb3a948b316aa221a96d17e80ae900c6f42b74
1 /*
2 * D3DX10 main file
4 * Copyright (c) 2010 Owen Rudge for CodeWeavers
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.
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.
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
22 #include "config.h"
23 #include "wine/port.h"
24 #include "wine/debug.h"
25 #include "wine/unicode.h"
27 #include <stdarg.h>
29 #define COBJMACROS
31 #include "windef.h"
32 #include "winbase.h"
33 #include "winuser.h"
34 #include "objbase.h"
36 #include "d3d10_1.h"
37 #include "d3dx10.h"
39 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
41 BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
43 switch (fdwReason)
45 case DLL_WINE_PREATTACH:
46 return FALSE; /* prefer native version */
47 case DLL_PROCESS_ATTACH:
48 DisableThreadLibraryCalls(hinstDLL);
49 break;
52 return TRUE;
55 /***********************************************************************
56 * D3DX10CheckVersion
58 * Checks whether we are compiling against the correct d3d and d3dx library.
60 BOOL WINAPI D3DX10CheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
62 if ((d3dsdkvers == D3D10_SDK_VERSION) && (d3dxsdkvers == 43))
63 return TRUE;
65 return FALSE;
68 HRESULT WINAPI D3DX10CreateEffectFromFileA(const char *filename, const D3D10_SHADER_MACRO *defines,
69 ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device,
70 ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors,
71 HRESULT *hresult)
73 FIXME("filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
74 "device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n",
75 debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags,
76 device, effectpool, pump, effect, errors, hresult);
78 return E_NOTIMPL;
81 HRESULT WINAPI D3DX10CreateEffectFromFileW(const WCHAR *filename, const D3D10_SHADER_MACRO *defines,
82 ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device,
83 ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors,
84 HRESULT *hresult)
86 FIXME("filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
87 "device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n",
88 debugstr_w(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device,
89 effectpool, pump, effect, errors, hresult);
91 return E_NOTIMPL;
94 HRESULT WINAPI D3DX10CreateEffectFromMemory(const void *data, SIZE_T datasize, const char *filename,
95 const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags,
96 UINT fxflags, ID3D10Device *device, ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump,
97 ID3D10Effect **effect, ID3D10Blob **errors, HRESULT *hresult)
99 FIXME("data %p, datasize %lu, filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
100 "device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n",
101 data, datasize, debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device,
102 effectpool, pump, effect, errors, hresult);
104 return E_NOTIMPL;
107 HRESULT WINAPI D3DX10CreateEffectPoolFromMemory(const void *data, SIZE_T datasize, const char *filename,
108 const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags,
109 UINT fxflags, ID3D10Device *device, ID3DX10ThreadPump *pump, ID3D10EffectPool **effectpool,
110 ID3D10Blob **errors, HRESULT *hresult)
112 FIXME("data %p, datasize %lu, filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
113 "device %p, pump %p, effectpool %p, errors %p, hresult %p.\n",
114 data, datasize, debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device,
115 pump, effectpool, errors, hresult);
117 return E_NOTIMPL;
120 HRESULT WINAPI D3DX10UnsetAllDeviceObjects(ID3D10Device *device)
122 static ID3D10ShaderResourceView * const views[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
123 static ID3D10RenderTargetView * const target_views[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
124 static ID3D10SamplerState * const sampler_states[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
125 static ID3D10Buffer * const buffers[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
126 static const unsigned int so_offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] =
127 {~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u};
128 static const unsigned int strides[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
129 static const unsigned int offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
130 static const float blend_factors[4];
132 TRACE("device %p.\n", device);
134 if (!device)
135 return E_INVALIDARG;
137 ID3D10Device_VSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
138 ID3D10Device_PSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
139 ID3D10Device_GSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
141 ID3D10Device_VSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
142 ID3D10Device_PSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
143 ID3D10Device_GSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
145 ID3D10Device_VSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
146 ID3D10Device_PSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
147 ID3D10Device_GSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
149 ID3D10Device_VSSetShader(device, NULL);
150 ID3D10Device_PSSetShader(device, NULL);
151 ID3D10Device_GSSetShader(device, NULL);
153 ID3D10Device_OMSetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, target_views, NULL);
155 ID3D10Device_IASetIndexBuffer(device, NULL, DXGI_FORMAT_R32_UINT, 0);
156 ID3D10Device_IASetInputLayout(device, NULL);
157 ID3D10Device_IASetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, buffers, strides, offsets);
159 ID3D10Device_SOSetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, buffers, so_offsets);
161 ID3D10Device_OMSetBlendState(device, NULL, blend_factors, 0);
162 ID3D10Device_OMSetDepthStencilState(device, NULL, 0);
164 ID3D10Device_RSSetState(device, NULL);
166 ID3D10Device_SetPredication(device, NULL, FALSE);
168 return S_OK;
171 HRESULT WINAPI D3DX10CreateDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
172 HMODULE swrast, unsigned int flags, ID3D10Device **device)
174 HRESULT hr;
176 TRACE("adapter %p, driver_type %d, swrast %p, flags %#x, device %p.\n", adapter, driver_type,
177 swrast, flags, device);
179 if (SUCCEEDED(hr = D3D10CreateDevice1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_1,
180 D3D10_SDK_VERSION, (ID3D10Device1 **)device)))
181 return hr;
183 if (SUCCEEDED(hr = D3D10CreateDevice1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_0,
184 D3D10_SDK_VERSION, (ID3D10Device1 **)device)))
185 return hr;
187 return hr;
190 HRESULT WINAPI D3DX10CreateDeviceAndSwapChain(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
191 HMODULE swrast, unsigned int flags, DXGI_SWAP_CHAIN_DESC *desc, IDXGISwapChain **swapchain,
192 ID3D10Device **device)
194 HRESULT hr;
196 TRACE("adapter %p, driver_type %d, swrast %p, flags %#x, desc %p, swapchain %p, device %p.\n",
197 adapter, driver_type, swrast, flags, desc, swapchain, device);
199 if (SUCCEEDED(hr = D3D10CreateDeviceAndSwapChain1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_1,
200 D3D10_1_SDK_VERSION, desc, swapchain, (ID3D10Device1 **)device)))
201 return hr;
203 return D3D10CreateDeviceAndSwapChain1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_0,
204 D3D10_1_SDK_VERSION, desc, swapchain, (ID3D10Device1 **)device);
207 HRESULT WINAPI D3DX10CreateTextureFromMemory(ID3D10Device *device, const void *src_data,
208 SIZE_T src_data_size, D3DX10_IMAGE_LOAD_INFO *loadinfo, ID3DX10ThreadPump *pump,
209 ID3D10Resource **texture, HRESULT *hresult)
211 FIXME("device %p, src_data %p, src_data_size %lu, loadinfo %p, pump %p, texture %p, "
212 "hresult %p, stub!\n",
213 device, src_data, src_data_size, loadinfo, pump, texture, hresult);
215 return E_NOTIMPL;
218 HRESULT WINAPI D3DX10FilterTexture(ID3D10Resource *texture, UINT src_level, UINT filter)
220 FIXME("texture %p, src_level %u, filter %#x stub!\n", texture, src_level, filter);
222 return E_NOTIMPL;
225 HRESULT WINAPI D3DX10GetFeatureLevel1(ID3D10Device *device, ID3D10Device1 **device1)
227 TRACE("device %p, device1 %p.\n", device, device1);
229 return ID3D10Device_QueryInterface(device, &IID_ID3D10Device1, (void **)device1);
232 HRESULT WINAPI D3DX10GetImageInfoFromMemory(const void *src_data, SIZE_T src_data_size, ID3DX10ThreadPump *pump,
233 D3DX10_IMAGE_INFO *img_info, HRESULT *hresult)
235 FIXME("src_data %p, src_data_size %lu, pump %p, img_info %p, hresult %p.\n",
236 src_data, src_data_size, pump, img_info, hresult);
238 return E_NOTIMPL;
241 D3DX_CPU_OPTIMIZATION WINAPI D3DXCpuOptimizations(BOOL enable)
243 FIXME("enable %#x stub.\n", enable);
245 return D3DX_NOT_OPTIMIZED;