Leaked source code of windows server 2003
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  1. /*==========================================================================;
  2. *
  3. * Copyright (C) 1997 Microsoft Corporation. All Rights Reserved.
  4. *
  5. * File: x3d.cpp
  6. *
  7. ***************************************************************************/
  8. #include "pch.cpp"
  9. #pragma hdrstop
  10. #include "fe.h"
  11. #include "d3dexcept.hpp"
  12. //-----------------------------------------------------------------------------
  13. HRESULT D3DFE_PVFUNCSI::CreateShader(CVElement* pElements, DWORD dwNumElements,
  14. DWORD* pdwShaderCode, DWORD dwOutputFVF,
  15. CPSGPShader** ppPSGPShader)
  16. {
  17. *ppPSGPShader = NULL;
  18. try
  19. {
  20. // *ppPSGPShader = m_VertexVM.CreateShader(pdwShaderCode);
  21. }
  22. D3D_CATCH;
  23. return S_OK;
  24. }
  25. //-----------------------------------------------------------------------------
  26. HRESULT D3DFE_PVFUNCSI::SetActiveShader(CPSGPShader* pPSGPShader)
  27. {
  28. return m_VertexVM.SetActiveShader((CVShaderCode*)pPSGPShader);
  29. }
  30. //-----------------------------------------------------------------------------
  31. // Load vertex shader constants
  32. HRESULT D3DFE_PVFUNCSI::LoadShaderConstants(DWORD start, DWORD count,
  33. LPVOID buffer)
  34. {
  35. return m_VertexVM.SetData(D3DSPR_CONST, start, count, buffer);
  36. }
  37. //-----------------------------------------------------------------------------
  38. HRESULT D3DAPI
  39. FEContextCreate(DWORD dwFlags, LPD3DFE_PVFUNCS *lpLeafFuncs)
  40. {
  41. *lpLeafFuncs = new D3DFE_PVFUNCSI;
  42. return D3D_OK;
  43. }
  44. //-----------------------------------------------------------------------------
  45. HRESULT D3DFE_PVFUNCSI::GetShaderConstants(DWORD start, DWORD count, LPVOID buffer)
  46. {
  47. return S_OK;
  48. }