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core.c

/*
 *
 * Copyright 2002 Raphael Junqueira
 *
 * This library is free software; you can redistribute it and/or
 * 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
 */

#include <stdarg.h>

#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "wine/debug.h"
#include "wine/unicode.h"

#include "d3dx8_private.h"

WINE_DEFAULT_DEBUG_CHANNEL(d3dx);

/* ID3DXBuffer IUnknown parts follow: */
static HRESULT WINAPI ID3DXBufferImpl_QueryInterface(LPD3DXBUFFER iface, REFIID riid, LPVOID* ppobj) {
  ID3DXBufferImpl *This = (ID3DXBufferImpl *)iface;

  if (IsEqualGUID(riid, &IID_IUnknown)
      || IsEqualGUID(riid, &IID_ID3DXBuffer)) {
    IUnknown_AddRef(iface);
    *ppobj = This;
    return D3D_OK;
  }

  WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
  return E_NOINTERFACE;
}

static ULONG WINAPI ID3DXBufferImpl_AddRef(LPD3DXBUFFER iface) {
  ID3DXBufferImpl *This = (ID3DXBufferImpl *)iface;
  ULONG ref = InterlockedIncrement(&This->ref);

  TRACE("(%p) : AddRef from %d\n", This, ref - 1);

  return ref;
}

static ULONG WINAPI ID3DXBufferImpl_Release(LPD3DXBUFFER iface) {
  ID3DXBufferImpl *This = (ID3DXBufferImpl *)iface;
  ULONG ref = InterlockedDecrement(&This->ref);

  TRACE("(%p) : ReleaseRef to %d\n", This, ref);

  if (ref == 0) {
    HeapFree(GetProcessHeap(), 0, This->buffer);
    HeapFree(GetProcessHeap(), 0, This);
  }
  return ref;
}

/* ID3DXBuffer Interface follow: */
static LPVOID WINAPI ID3DXBufferImpl_GetBufferPointer(LPD3DXBUFFER iface) {
  ID3DXBufferImpl *This = (ID3DXBufferImpl *)iface;
  return This->buffer;
}

static DWORD WINAPI ID3DXBufferImpl_GetBufferSize(LPD3DXBUFFER iface) {
  ID3DXBufferImpl *This = (ID3DXBufferImpl *)iface;
  return This->bufferSize;
}

const ID3DXBufferVtbl D3DXBuffer_Vtbl =
{
    ID3DXBufferImpl_QueryInterface,
    ID3DXBufferImpl_AddRef,
    ID3DXBufferImpl_Release,
    ID3DXBufferImpl_GetBufferPointer,
    ID3DXBufferImpl_GetBufferSize
};

HRESULT WINAPI D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer) {
  ID3DXBufferImpl *object;

  object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXBufferImpl));
  if (NULL == object) {
    *ppBuffer = NULL;
    return E_OUTOFMEMORY;
  }
  object->lpVtbl = &D3DXBuffer_Vtbl;
  object->ref = 1;
  object->bufferSize = NumBytes;
  object->buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, NumBytes);
  if (NULL == object->buffer) {
    HeapFree(GetProcessHeap(), 0, object);
    *ppBuffer = NULL;
    return E_OUTOFMEMORY;
  }
  *ppBuffer = (LPD3DXBUFFER)object;
  return D3D_OK;
}

HRESULT WINAPI D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
                     LPD3DXBUFFER* ppConstants,
                     LPD3DXBUFFER* ppCompiledShader,
                     LPD3DXBUFFER* ppCompilationErrors) {
  FIXME("(void): stub\n");
  return D3D_OK;
}

HRESULT WINAPI D3DXAssembleShaderFromFileA(LPCSTR pSrcFile, DWORD Flags,
                            LPD3DXBUFFER* ppConstants,
                            LPD3DXBUFFER* ppCompiledShader,
                            LPD3DXBUFFER* ppCompilationErrors) {
  LPWSTR pSrcFileW = NULL;
  DWORD len;
  HRESULT ret;

  if (!pSrcFile) return D3DXERR_INVALIDDATA;

  len = MultiByteToWideChar( CP_ACP, 0, pSrcFile, -1, NULL, 0 );
  pSrcFileW = HeapAlloc( GetProcessHeap(), 0, len * sizeof(WCHAR) );
  MultiByteToWideChar( CP_ACP, 0, pSrcFile, -1, pSrcFileW, len );
  ret=D3DXAssembleShaderFromFileW(pSrcFileW, Flags, ppConstants, ppCompiledShader, ppCompilationErrors);
  HeapFree( GetProcessHeap(), 0, pSrcFileW );
  return ret;
}

HRESULT WINAPI D3DXAssembleShaderFromFileW(LPCWSTR pSrcFile, DWORD Flags,
                            LPD3DXBUFFER* ppConstants,
                            LPD3DXBUFFER* ppCompiledShader,
                            LPD3DXBUFFER* ppCompilationErrors) {
  FIXME("(void): stub\n");
  return D3D_OK;
}

HRESULT WINAPI D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont) {
  FIXME("(void): stub\n");
  return D3D_OK;
}

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