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;
}