/*==========================================================================; * * 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; }