ReactOS 0.4.17-dev-934-g091855f
d3dx10_43_main.c File Reference
#include "wine/debug.h"
#include <stdarg.h>
#include "windef.h"
#include "winbase.h"
#include "winuser.h"
#include "objbase.h"
#include "d3d10_1.h"
#include "d3dx10.h"
Include dependency graph for d3dx10_43_main.c:

Go to the source code of this file.

Macros

#define COBJMACROS
 

Functions

 WINE_DEFAULT_DEBUG_CHANNEL (d3dx)
 
BOOL WINAPI D3DX10CheckVersion (UINT d3dsdkvers, UINT d3dxsdkvers)
 
HRESULT WINAPI D3DX10CreateEffectPoolFromMemory (const void *data, SIZE_T datasize, const char *filename, const D3D10_SHADER_MACRO *defines, ID3D10Include *include, const char *profile, UINT hlslflags, UINT fxflags, ID3D10Device *device, ID3DX10ThreadPump *pump, ID3D10EffectPool **effectpool, ID3D10Blob **errors, HRESULT *hresult)
 
HRESULT WINAPI D3DX10UnsetAllDeviceObjects (ID3D10Device *device)
 
HRESULT WINAPI D3DX10CreateDevice (IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type, HMODULE swrast, unsigned int flags, ID3D10Device **device)
 
HRESULT WINAPI D3DX10CreateDeviceAndSwapChain (IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type, HMODULE swrast, unsigned int flags, DXGI_SWAP_CHAIN_DESC *desc, IDXGISwapChain **swapchain, ID3D10Device **device)
 
HRESULT WINAPI D3DX10FilterTexture (ID3D10Resource *texture, UINT src_level, UINT filter)
 
HRESULT WINAPI D3DX10GetFeatureLevel1 (ID3D10Device *device, ID3D10Device1 **device1)
 
D3DX_CPU_OPTIMIZATION WINAPI D3DXCpuOptimizations (BOOL enable)
 
HRESULT WINAPI D3DX10LoadTextureFromTexture (ID3D10Resource *src_texture, D3DX10_TEXTURE_LOAD_INFO *load_info, ID3D10Resource *dst_texture)
 

Macro Definition Documentation

◆ COBJMACROS

#define COBJMACROS

Definition at line 26 of file d3dx10_43_main.c.

Function Documentation

◆ D3DX10CheckVersion()

BOOL WINAPI D3DX10CheckVersion ( UINT  d3dsdkvers,
UINT  d3dxsdkvers 
)

Definition at line 43 of file d3dx10_43_main.c.

44{
45 if ((d3dsdkvers == D3D10_SDK_VERSION) && (d3dxsdkvers == 43))
46 return TRUE;
47
48 return FALSE;
49}
const unsigned int D3D10_SDK_VERSION
Definition: d3d10.idl:248
#define TRUE
Definition: types.h:120
#define FALSE
Definition: types.h:117

◆ D3DX10CreateDevice()

HRESULT WINAPI D3DX10CreateDevice ( IDXGIAdapter *  adapter,
D3D10_DRIVER_TYPE  driver_type,
HMODULE  swrast,
unsigned int  flags,
ID3D10Device **  device 
)

Definition at line 115 of file d3dx10_43_main.c.

117{
118 HRESULT hr;
119
120 TRACE("adapter %p, driver_type %d, swrast %p, flags %#x, device %p.\n", adapter, driver_type,
122
125 return hr;
126
129 return hr;
130
131 return hr;
132}
@ D3D10_FEATURE_LEVEL_10_0
Definition: d3d10_1.idl:54
@ D3D10_FEATURE_LEVEL_10_1
Definition: d3d10_1.idl:55
HRESULT WINAPI D3D10CreateDevice1(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type, HMODULE swrast, UINT flags, D3D10_FEATURE_LEVEL1 hw_level, UINT sdk_version, ID3D10Device1 **device)
Definition: d3d10_1_main.c:182
HRESULT hr
Definition: delayimp.cpp:582
return adapter
GLbitfield flags
Definition: glext.h:7161
static D3D_DRIVER_TYPE driver_type
Definition: hlsl_d3d11.c:27
static D3D_DRIVER_TYPE HMODULE swrast
Definition: hlsl_d3d11.c:28
#define SUCCEEDED(hr)
Definition: intsafe.h:50
#define TRACE(s)
Definition: solgame.cpp:4
Definition: devices.h:37

◆ D3DX10CreateDeviceAndSwapChain()

HRESULT WINAPI D3DX10CreateDeviceAndSwapChain ( IDXGIAdapter *  adapter,
D3D10_DRIVER_TYPE  driver_type,
HMODULE  swrast,
unsigned int  flags,
DXGI_SWAP_CHAIN_DESC *  desc,
IDXGISwapChain **  swapchain,
ID3D10Device **  device 
)

Definition at line 134 of file d3dx10_43_main.c.

137{
138 HRESULT hr;
139
140 TRACE("adapter %p, driver_type %d, swrast %p, flags %#x, desc %p, swapchain %p, device %p.\n",
141 adapter, driver_type, swrast, flags, desc, swapchain, device);
142
144 D3D10_1_SDK_VERSION, desc, swapchain, (ID3D10Device1 **)device)))
145 return hr;
146
149}
const UINT D3D10_1_SDK_VERSION
Definition: d3d10_1.idl:150
HRESULT WINAPI D3D10CreateDeviceAndSwapChain1(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type, HMODULE swrast, UINT flags, D3D10_FEATURE_LEVEL1 feature_level, UINT sdk_version, DXGI_SWAP_CHAIN_DESC *swapchain_desc, IDXGISwapChain **swapchain, ID3D10Device1 **device)
Definition: d3d10_1_main.c:188
D3D11_SHADER_VARIABLE_DESC desc
Definition: reflection.c:1683

◆ D3DX10CreateEffectPoolFromMemory()

HRESULT WINAPI D3DX10CreateEffectPoolFromMemory ( const void *  data,
SIZE_T  datasize,
const char *  filename,
const D3D10_SHADER_MACRO *  defines,
ID3D10Include *  include,
const char *  profile,
UINT  hlslflags,
UINT  fxflags,
ID3D10Device *  device,
ID3DX10ThreadPump *  pump,
ID3D10EffectPool **  effectpool,
ID3D10Blob **  errors,
HRESULT *  hresult 
)

Definition at line 51 of file d3dx10_43_main.c.

55{
56 FIXME("data %p, datasize %Iu, filename %s, defines %p, include %p, profile %s, hlslflags %#x, fxflags %#x, "
57 "device %p, pump %p, effectpool %p, errors %p, hresult %p.\n",
59 pump, effectpool, errors, hresult);
60
61 return E_NOTIMPL;
62}
#define FIXME(fmt,...)
Definition: precomp.h:53
static SIZE_T const char const D3D_SHADER_MACRO ID3DInclude * include
Definition: asm.c:31
static SIZE_T const char const D3D_SHADER_MACRO * defines
Definition: asm.c:31
static SIZE_T datasize
Definition: asm.c:30
#define E_NOTIMPL
Definition: ddrawi.h:99
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: gl.h:1950
const char * filename
Definition: ioapi.h:137
#define debugstr_a
Definition: kernel32.h:31
#define profile
Definition: kernel32.h:12

◆ D3DX10FilterTexture()

HRESULT WINAPI D3DX10FilterTexture ( ID3D10Resource *  texture,
UINT  src_level,
UINT  filter 
)

Definition at line 151 of file d3dx10_43_main.c.

152{
153 FIXME("texture %p, src_level %u, filter %#x stub!\n", texture, src_level, filter);
154
155 return E_NOTIMPL;
156}
GLenum GLuint texture
Definition: glext.h:6295
Definition: filter.c:165

◆ D3DX10GetFeatureLevel1()

HRESULT WINAPI D3DX10GetFeatureLevel1 ( ID3D10Device *  device,
ID3D10Device1 **  device1 
)

Definition at line 158 of file d3dx10_43_main.c.

159{
160 TRACE("device %p, device1 %p.\n", device, device1);
161
162 return ID3D10Device_QueryInterface(device, &IID_ID3D10Device1, (void **)device1);
163}

◆ D3DX10LoadTextureFromTexture()

HRESULT WINAPI D3DX10LoadTextureFromTexture ( ID3D10Resource *  src_texture,
D3DX10_TEXTURE_LOAD_INFO *  load_info,
ID3D10Resource *  dst_texture 
)

Definition at line 172 of file d3dx10_43_main.c.

174{
175 FIXME("src_texture %p, load_info %p, dst_texture %p stub!\n", src_texture, load_info, dst_texture);
176
177 return E_NOTIMPL;
178}

◆ D3DX10UnsetAllDeviceObjects()

HRESULT WINAPI D3DX10UnsetAllDeviceObjects ( ID3D10Device *  device)

Definition at line 64 of file d3dx10_43_main.c.

65{
68 static ID3D10SamplerState * const sampler_states[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
70 static const unsigned int so_offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] =
71 {~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u, ~0u};
72 static const unsigned int strides[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
73 static const unsigned int offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
74 static const float blend_factors[4];
75
76 TRACE("device %p.\n", device);
77
78 if (!device)
79 return E_INVALIDARG;
80
81 ID3D10Device_VSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
82 ID3D10Device_PSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
83 ID3D10Device_GSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers);
84
85 ID3D10Device_VSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
86 ID3D10Device_PSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
87 ID3D10Device_GSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states);
88
89 ID3D10Device_VSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
90 ID3D10Device_PSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
91 ID3D10Device_GSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views);
92
93 ID3D10Device_VSSetShader(device, NULL);
94 ID3D10Device_PSSetShader(device, NULL);
95 ID3D10Device_GSSetShader(device, NULL);
96
97 ID3D10Device_OMSetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, target_views, NULL);
98
99 ID3D10Device_IASetIndexBuffer(device, NULL, DXGI_FORMAT_R32_UINT, 0);
100 ID3D10Device_IASetInputLayout(device, NULL);
101 ID3D10Device_IASetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, buffers, strides, offsets);
102
103 ID3D10Device_SOSetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, buffers, so_offsets);
104
105 ID3D10Device_OMSetBlendState(device, NULL, blend_factors, 0);
106 ID3D10Device_OMSetDepthStencilState(device, NULL, 0);
107
108 ID3D10Device_RSSetState(device, NULL);
109
110 ID3D10Device_SetPredication(device, NULL, FALSE);
111
112 return S_OK;
113}
const unsigned int D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT
Definition: d3d10.idl:98
const unsigned int D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT
Definition: d3d10.idl:93
const unsigned int D3D10_SO_BUFFER_SLOT_COUNT
Definition: d3d10.idl:206
const unsigned int D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT
Definition: d3d10.idl:203
const unsigned int D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT
Definition: d3d10.idl:75
const unsigned int D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT
Definition: d3d10.idl:147
#define E_INVALIDARG
Definition: ddrawi.h:101
#define NULL
Definition: types.h:112
@ DXGI_FORMAT_R32_UINT
Definition: dxgiformat.idl:65
static const FxOffsetAndName offsets[]
const GLuint * buffers
Definition: glext.h:5916
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble * u
Definition: glfuncs.h:240
#define S_OK
Definition: intsafe.h:52

◆ D3DXCpuOptimizations()

D3DX_CPU_OPTIMIZATION WINAPI D3DXCpuOptimizations ( BOOL  enable)

Definition at line 165 of file d3dx10_43_main.c.

166{
167 FIXME("enable %#x stub.\n", enable);
168
169 return D3DX_NOT_OPTIMIZED;
170}
@ D3DX_NOT_OPTIMIZED
Definition: d3dx10math.h:57
GLboolean enable
Definition: glext.h:11120

◆ WINE_DEFAULT_DEBUG_CHANNEL()

WINE_DEFAULT_DEBUG_CHANNEL ( d3dx  )