Leaked source code of windows server 2003
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/*==========================================================================;
* * Copyright (C) 1997 Microsoft Corporation. All Rights Reserved. * * File: x3d.cpp * ***************************************************************************/
#include "pch.cpp"
#pragma hdrstop
#include "fe.h"
#include "d3dexcept.hpp"
//-----------------------------------------------------------------------------
HRESULT D3DFE_PVFUNCSI::CreateShader(CVElement* pElements, DWORD dwNumElements, DWORD* pdwShaderCode, DWORD dwOutputFVF, CPSGPShader** ppPSGPShader) { *ppPSGPShader = NULL; try { // *ppPSGPShader = m_VertexVM.CreateShader(pdwShaderCode);
} D3D_CATCH; return S_OK; } //-----------------------------------------------------------------------------
HRESULT D3DFE_PVFUNCSI::SetActiveShader(CPSGPShader* pPSGPShader) { return m_VertexVM.SetActiveShader((CVShaderCode*)pPSGPShader); } //-----------------------------------------------------------------------------
// Load vertex shader constants
HRESULT D3DFE_PVFUNCSI::LoadShaderConstants(DWORD start, DWORD count, LPVOID buffer) { return m_VertexVM.SetData(D3DSPR_CONST, start, count, buffer); } //-----------------------------------------------------------------------------
HRESULT D3DAPI FEContextCreate(DWORD dwFlags, LPD3DFE_PVFUNCS *lpLeafFuncs) { *lpLeafFuncs = new D3DFE_PVFUNCSI; return D3D_OK; } //-----------------------------------------------------------------------------
HRESULT D3DFE_PVFUNCSI::GetShaderConstants(DWORD start, DWORD count, LPVOID buffer) { return S_OK; }
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