d3dx10: Partially implement D3DX10CreateEffectFromFileW().
[wine.git] / dlls / d3dx10_43 / d3dx10_43_main.c
blob2c53924ac2083b14112f841577ec9844e51c6ae7
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 "wine/debug.h"
24 #include <stdarg.h>
26 #define COBJMACROS
28 #include "windef.h"
29 #include "winbase.h"
30 #include "winuser.h"
31 #include "objbase.h"
33 #include "d3d10_1.h"
34 #include "d3dx10.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
38 /***********************************************************************
39 * D3DX10CheckVersion
41 * Checks whether we are compiling against the correct d3d and d3dx library.
43 BOOL WINAPI D3DX10CheckVersion(UINT d3dsdkvers, UINT d3dxsdkvers)
45 if ((d3dsdkvers == D3D10_SDK_VERSION) && (d3dxsdkvers == 43))
46 return TRUE;
48 return FALSE;
51 HRESULT WINAPI D3DX10CreateEffectFromFileA(const char *filename, const D3D10_SHADER_MACRO *defines,
52 ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device,
53 ID3D10EffectPool *effectpool, ID3DX10ThreadPump *pump, ID3D10Effect **effect, ID3D10Blob **errors,
54 HRESULT *hresult)
56 FIXME("filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
57 "device %p, effectpool %p, pump %p, effect %p, errors %p, hresult %p\n",
58 debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags,
59 device, effectpool, pump, effect, errors, hresult);
61 return E_NOTIMPL;
64 HRESULT WINAPI D3DX10CreateEffectPoolFromMemory(const void *data, SIZE_T datasize, const char *filename,
65 const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags,
66 UINT fxflags, ID3D10Device *device, ID3DX10ThreadPump *pump, ID3D10EffectPool **effectpool,
67 ID3D10Blob **errors, HRESULT *hresult)
69 FIXME("data %p, datasize %lu, filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
70 "device %p, pump %p, effectpool %p, errors %p, hresult %p.\n",
71 data, datasize, debugstr_a(filename), defines, include, debugstr_a(profile), hlslflags, fxflags, device,
72 pump, effectpool, errors, hresult);
74 return E_NOTIMPL;
77 HRESULT WINAPI D3DX10UnsetAllDeviceObjects(ID3D10Device *device)
79 static ID3D10ShaderResourceView * const views[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
80 static ID3D10RenderTargetView * const target_views[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
81 static ID3D10SamplerState * const sampler_states[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
82 static ID3D10Buffer * const buffers[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
83 static const unsigned int so_offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] =
84 {~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u};
85 static const unsigned int strides[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
86 static const unsigned int offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
87 static const float blend_factors[4];
89 TRACE("device %p.\n", device);
91 if (!device)
92 return E_INVALIDARG;
94 ID3D10Device_VSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
95 ID3D10Device_PSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
96 ID3D10Device_GSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
98 ID3D10Device_VSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
99 ID3D10Device_PSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
100 ID3D10Device_GSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
102 ID3D10Device_VSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
103 ID3D10Device_PSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
104 ID3D10Device_GSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
106 ID3D10Device_VSSetShader(device, NULL);
107 ID3D10Device_PSSetShader(device, NULL);
108 ID3D10Device_GSSetShader(device, NULL);
110 ID3D10Device_OMSetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, target_views, NULL);
112 ID3D10Device_IASetIndexBuffer(device, NULL, DXGI_FORMAT_R32_UINT, 0);
113 ID3D10Device_IASetInputLayout(device, NULL);
114 ID3D10Device_IASetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, buffers, strides, offsets);
116 ID3D10Device_SOSetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, buffers, so_offsets);
118 ID3D10Device_OMSetBlendState(device, NULL, blend_factors, 0);
119 ID3D10Device_OMSetDepthStencilState(device, NULL, 0);
121 ID3D10Device_RSSetState(device, NULL);
123 ID3D10Device_SetPredication(device, NULL, FALSE);
125 return S_OK;
128 HRESULT WINAPI D3DX10CreateDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
129 HMODULE swrast, unsigned int flags, ID3D10Device **device)
131 HRESULT hr;
133 TRACE("adapter %p, driver_type %d, swrast %p, flags %#x, device %p.\n", adapter, driver_type,
134 swrast, flags, device);
136 if (SUCCEEDED(hr = D3D10CreateDevice1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_1,
137 D3D10_SDK_VERSION, (ID3D10Device1 **)device)))
138 return hr;
140 if (SUCCEEDED(hr = D3D10CreateDevice1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_0,
141 D3D10_SDK_VERSION, (ID3D10Device1 **)device)))
142 return hr;
144 return hr;
147 HRESULT WINAPI D3DX10CreateDeviceAndSwapChain(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
148 HMODULE swrast, unsigned int flags, DXGI_SWAP_CHAIN_DESC *desc, IDXGISwapChain **swapchain,
149 ID3D10Device **device)
151 HRESULT hr;
153 TRACE("adapter %p, driver_type %d, swrast %p, flags %#x, desc %p, swapchain %p, device %p.\n",
154 adapter, driver_type, swrast, flags, desc, swapchain, device);
156 if (SUCCEEDED(hr = D3D10CreateDeviceAndSwapChain1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_1,
157 D3D10_1_SDK_VERSION, desc, swapchain, (ID3D10Device1 **)device)))
158 return hr;
160 return D3D10CreateDeviceAndSwapChain1(adapter, driver_type, swrast, flags, D3D10_FEATURE_LEVEL_10_0,
161 D3D10_1_SDK_VERSION, desc, swapchain, (ID3D10Device1 **)device);
164 HRESULT WINAPI D3DX10FilterTexture(ID3D10Resource *texture, UINT src_level, UINT filter)
166 FIXME("texture %p, src_level %u, filter %#x stub!\n", texture, src_level, filter);
168 return E_NOTIMPL;
171 HRESULT WINAPI D3DX10GetFeatureLevel1(ID3D10Device *device, ID3D10Device1 **device1)
173 TRACE("device %p, device1 %p.\n", device, device1);
175 return ID3D10Device_QueryInterface(device, &IID_ID3D10Device1, (void **)device1);
178 D3DX_CPU_OPTIMIZATION WINAPI D3DXCpuOptimizations(BOOL enable)
180 FIXME("enable %#x stub.\n", enable);
182 return D3DX_NOT_OPTIMIZED;
185 HRESULT WINAPI D3DX10LoadTextureFromTexture(ID3D10Resource *src_texture, D3DX10_TEXTURE_LOAD_INFO *load_info,
186 ID3D10Resource *dst_texture)
188 FIXME("src_texture %p, load_info %p, dst_texture %p stub!\n", src_texture, load_info, dst_texture);
190 return E_NOTIMPL;