wined3d: Fix introduced regression in shader_glsl_mnxn and vshader_hw_mnxn.
[wine.git] / dlls / d3d8 / d3d8_main.c
blob4abd9408fc8d0c55976aa5e966f61b76298fd34d
1 /*
2 * Direct3D 8
4 * Copyright 2005 Oliver Stieber
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 "initguid.h"
24 #include "d3d8_private.h"
25 #include "wine/debug.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
29 HRESULT WINAPI D3D8GetSWInfo(void) {
30 FIXME("(void): stub\n");
31 return 0;
34 void WINAPI DebugSetMute(void) {
35 /* nothing to do */
38 IDirect3D8* WINAPI Direct3DCreate8(UINT SDKVersion) {
39 IDirect3D8Impl* object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3D8Impl));
41 object->lpVtbl = &Direct3D8_Vtbl;
42 object->ref = 1;
43 object->WineD3D = WineDirect3DCreate(SDKVersion, 8, (IUnknown *)object);
45 TRACE("SDKVersion = %x, Created Direct3D object @ %p, WineObj @ %p\n", SDKVersion, object, object->WineD3D);
47 return (IDirect3D8*) object;
50 /* At process attach */
51 BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
53 TRACE("fdwReason=%d\n", fdwReason);
54 if (fdwReason == DLL_PROCESS_ATTACH)
55 DisableThreadLibraryCalls(hInstDLL);
57 return TRUE;
60 /***********************************************************************
61 * ValidateVertexShader (D3D8.@)
63 * I've seen reserved1 and reserved2 always passed as 0's
64 * bool seems always passed as 0 or 1, but other values work as well....
65 * toto result?
67 HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, int bool, DWORD* toto)
69 HRESULT ret;
70 FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto);
72 if (!vertexshader)
73 return E_FAIL;
75 if (reserved1 || reserved2)
76 return E_FAIL;
78 switch(*vertexshader) {
79 case 0xFFFE0101:
80 case 0xFFFE0100:
81 ret=S_OK;
82 break;
83 default:
84 ERR("vertexshader version mismatch\n");
85 ret=E_FAIL;
88 return ret;
91 /***********************************************************************
92 * ValidatePixelShader (D3D8.@)
94 * PARAMS
95 * toto result?
97 HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, int bool, DWORD* toto)
99 HRESULT ret;
100 FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
102 if (!pixelshader)
103 return E_FAIL;
105 if (reserved1)
106 return E_FAIL;
108 switch(*pixelshader) {
109 case 0xFFFF0100:
110 case 0xFFFF0101:
111 case 0xFFFF0102:
112 case 0xFFFF0103:
113 case 0xFFFF0104:
114 ret=S_OK;
115 break;
116 default:
117 ERR("pixelshader version mismatch\n");
118 ret=E_FAIL;
120 return ret;