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Fixed some function signatures
[android-x86/external-swiftshader.git] / src / D3D8 / D3D8.cpp
1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14
15 #include "Direct3D8.hpp"
16
17 #include "resource.h"
18
19 #include <stdio.h>
20 #include <assert.h>
21
22 extern "C"
23 {
24         HINSTANCE dllInstance;
25
26         int     __stdcall DllMain(HINSTANCE     instance, unsigned long reason, void *reserved)
27         {
28                 dllInstance     = instance;
29
30                 switch(reason)
31                 {
32                 case DLL_PROCESS_DETACH:
33                         break;
34                 case DLL_PROCESS_ATTACH:
35                         DisableThreadLibraryCalls(instance);
36                         break;
37                 case DLL_THREAD_ATTACH:
38                         break;
39                 case DLL_THREAD_DETACH:
40                         break;
41                 default:
42                         SetLastError(ERROR_INVALID_PARAMETER);
43                         return FALSE;
44                 }
45
46                 return TRUE;
47         }
48
49         IDirect3D8 *__stdcall Direct3DCreate8(unsigned int version)
50         {
51                 // D3D_SDK_VERSION check
52                 if(version != 120 &&   // 8.0
53                    version != 220)     // 8.1
54                 {
55                         return 0;
56                 }
57                 
58                 #ifndef NDEBUG
59                         FILE *file = fopen("debug.txt", "w");   // Clear debug log
60                         fclose(file);
61                 #endif
62
63                 IDirect3D8 *device = new D3D8::Direct3D8(version, dllInstance);
64
65                 if(device)
66                 {
67                         device->AddRef();
68                 }
69
70                 return device;
71         }
72
73         int __stdcall CheckFullscreen()   // FIXME: __cdecl or __stdcall?
74         {
75                 #ifndef NDEBUG
76                 //      ASSERT(false);   // FIXME
77                 #endif
78
79                 return FALSE;
80         }
81
82     void __cdecl DebugSetMute(long mute)   // FIXME: Return type
83         {
84         //      ASSERT(false);   // FIXME
85         }
86
87     int __stdcall ValidatePixelShader(long *shader, int x, int y, int z)   // FIXME: __cdecl or __stdcall?   // FIXME: Argument meanings
88         {
89         //      ASSERT(false);   // FIXME
90
91                 return TRUE;
92         }
93
94     int __stdcall ValidateVertexShader(long *shader, int x, int y, int z)   // FIXME: __cdecl or __stdcall?   // FIXME: Argument meanings
95         {
96         //      ASSERT(false);   // FIXME
97
98                 return TRUE;
99         }
100 }