wined3d: Pass a texture and sub-resource index to wined3d_volume_download_data().
[wine.git] / dlls / d3dx10_43 / d3dx10_43_main.c
blob0c1ff801e8c2207c1ea3a224f82f5f23f4f1cc49
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 "d3dx10core.h"
38 #include "d3dx10tex.h"
40 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
42 BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
44 switch (fdwReason)
46 case DLL_WINE_PREATTACH:
47 return FALSE; /* prefer native version */
48 case DLL_PROCESS_ATTACH:
49 DisableThreadLibraryCalls(hinstDLL);
50 break;
53 return TRUE;
56 /***********************************************************************
57 * D3DX10CheckVersion
59 * Checks whether we are compiling against the correct d3d and d3dx library.
61 BOOL WINAPI D3DX10CheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
63 if ((d3dsdkvers == D3D10_SDK_VERSION) && (d3dxsdkvers == 43))
64 return TRUE;
66 return FALSE;
69 HRESULT WINAPI D3DX10CreateEffectFromFileA(const char *filename, const D3D10_SHADER_MACRO *defines,
70 ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device,
71 ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors,
72 HRESULT *hresult)
74 FIXME("filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
75 "device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n",
76 debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags,
77 device, effectpool, pump, effect, errors, hresult);
79 return E_NOTIMPL;
82 HRESULT WINAPI D3DX10CreateEffectFromFileW(const WCHAR *filename, const D3D10_SHADER_MACRO *defines,
83 ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device,
84 ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors,
85 HRESULT *hresult)
87 FIXME("filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
88 "device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n",
89 debugstr_w(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device,
90 effectpool, pump, effect, errors, hresult);
92 return E_NOTIMPL;
95 HRESULT WINAPI D3DX10CreateEffectFromMemory(const void *data, SIZE_T datasize, const char *filename,
96 const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags,
97 UINT fxflags, ID3D10Device *device, ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump,
98 ID3D10Effect **effect, ID3D10Blob **errors, HRESULT *hresult)
100 FIXME("data %p, datasize %lu, filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
101 "device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n",
102 data, datasize, debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device,
103 effectpool, pump, effect, errors, hresult);
105 return E_NOTIMPL;
108 HRESULT WINAPI D3DX10CreateEffectPoolFromMemory(const void *data, SIZE_T datasize, const char *filename,
109 const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags,
110 UINT fxflags, ID3D10Device *device, ID3DX10ThreadPump *pump, ID3D10EffectPool **effectpool,
111 ID3D10Blob **errors, HRESULT *hresult)
113 FIXME("data %p, datasize %lu, filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
114 "device %p, pump %p, effectpool %p, errors %p, hresult %p.\n",
115 data, datasize, debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device,
116 pump, effectpool, errors, hresult);
118 return E_NOTIMPL;
121 HRESULT WINAPI D3DX10UnsetAllDeviceObjects(ID3D10Device *device)
123 static ID3D10ShaderResourceView * const views[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
124 static ID3D10RenderTargetView * const target_views[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
125 static ID3D10SamplerState * const sampler_states[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
126 static ID3D10Buffer * const buffers[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
127 static const unsigned int so_offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] =
128 {~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u};
129 static const unsigned int strides[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
130 static const unsigned int offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
131 static const float blend_factors[4];
133 TRACE("device %p.\n", device);
135 if (!device)
136 return E_INVALIDARG;
138 ID3D10Device_VSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
139 ID3D10Device_PSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
140 ID3D10Device_GSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
142 ID3D10Device_VSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
143 ID3D10Device_PSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
144 ID3D10Device_GSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
146 ID3D10Device_VSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
147 ID3D10Device_PSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
148 ID3D10Device_GSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
150 ID3D10Device_VSSetShader(device, NULL);
151 ID3D10Device_PSSetShader(device, NULL);
152 ID3D10Device_GSSetShader(device, NULL);
154 ID3D10Device_OMSetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, target_views, NULL);
156 ID3D10Device_IASetIndexBuffer(device, NULL, DXGI_FORMAT_R32_UINT, 0);
157 ID3D10Device_IASetInputLayout(device, NULL);
158 ID3D10Device_IASetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, buffers, strides, offsets);
160 ID3D10Device_SOSetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, buffers, so_offsets);
162 ID3D10Device_OMSetBlendState(device, NULL, blend_factors, 0);
163 ID3D10Device_OMSetDepthStencilState(device, NULL, 0);
165 ID3D10Device_RSSetState(device, NULL);
167 ID3D10Device_SetPredication(device, NULL, FALSE);
169 return S_OK;
172 HRESULT WINAPI D3DX10CreateDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
173 HMODULE swrast, unsigned int flags, ID3D10Device **device)
175 HRESULT hr;
177 TRACE("adapter %p, driver_type %d, swrast %p, flags %#x, device %p.\n", adapter, driver_type,
178 swrast, flags, device);
180 if (SUCCEEDED(hr = D3D10CreateDevice1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_1,
181 D3D10_SDK_VERSION, (ID3D10Device1 **)device)))
182 return hr;
184 if (SUCCEEDED(hr = D3D10CreateDevice1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_0,
185 D3D10_SDK_VERSION, (ID3D10Device1 **)device)))
186 return hr;
188 return hr;
191 HRESULT WINAPI D3DX10FilterTexture(ID3D10Resource *texture, UINT src_level, UINT filter)
193 FIXME("texture %p, src_level %u, filter %#x stub!\n", texture, src_level, filter);
195 return E_NOTIMPL;
198 HRESULT WINAPI D3DX10GetFeatureLevel1(ID3D10Device *device, ID3D10Device1 **device1)
200 TRACE("device %p, device1 %p.\n", device, device1);
202 return ID3D10Device_QueryInterface(device, &IID_ID3D10Device1, (void **)device1);
205 HRESULT WINAPI D3DX10GetImageInfoFromMemory(const void *src_data, SIZE_T src_data_size, ID3DX10ThreadPump *pump,
206 D3DX10_IMAGE_INFO *img_info, HRESULT *hresult)
208 FIXME("src_data %p, src_data_size %lu, pump %p, img_info %p, hresult %p.\n",
209 src_data, src_data_size, pump, img_info, hresult);
211 return E_NOTIMPL;