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d3d8.cpp
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/
d3d8.cpp
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/**
* Copyright (C) 2017 Elisha Riedlinger
*
* This software is provided 'as-is', without any express or implied warranty. In no event will the
* authors be held liable for any damages arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you wrote the
* original software. If you use this software in a product, an acknowledgment in the product
* documentation would be appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented as
* being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*
* Created from source code found in Wine
* https://github.com/alexhenrie/wine/tree/master/dlls/d3d8
*/
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
HRESULT WINAPI _ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL flag, DWORD* toto)
{
UNREFERENCED_PARAMETER(flag);
UNREFERENCED_PARAMETER(toto);
if (!vertexshader)
{
return E_FAIL;
}
if (reserved1 || reserved2)
{
return E_FAIL;
}
switch (*vertexshader)
{
case 0xFFFE0100:
case 0xFFFE0101:
return S_OK;
break;
default:
return E_FAIL;
}
}
HRESULT WINAPI _ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL flag, DWORD* toto)
{
UNREFERENCED_PARAMETER(flag);
UNREFERENCED_PARAMETER(toto);
if (!pixelshader)
{
return E_FAIL;
}
if (reserved1)
{
return E_FAIL;
}
switch (*pixelshader)
{
case 0xFFFF0100:
case 0xFFFF0101:
case 0xFFFF0102:
case 0xFFFF0103:
case 0xFFFF0104:
return S_OK;
break;
default:
return E_FAIL;
}
}