#include #include #include #include #include "wined3d_private.h" void *wined3d_rb_alloc(size_t size) { return RTMemAlloc(size); } void *wined3d_rb_realloc(void *ptr, size_t size) { return RTMemRealloc(ptr, size); } void wined3d_rb_free(void *ptr) { RTMemFree(ptr); } /* This small helper function is used to convert a bitmask into the number of masked bits */ unsigned int count_bits(unsigned int mask) { unsigned int count; for (count = 0; mask; ++count) { mask &= mask - 1; } return count; } UINT wined3d_log2i(UINT32 x) { static const UINT l[] = { ~0U, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, }; UINT32 i; return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x]; } /* Set the shader type for this device, depending on the given capabilities * and the user preferences in wined3d_settings. */ void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) { *vs_selected = SHADER_GLSL; *ps_selected = SHADER_GLSL; } const char *debug_glerror(GLenum error) { switch(error) { #define GLERROR_TO_STR(u) case u: return #u GLERROR_TO_STR(GL_NO_ERROR); GLERROR_TO_STR(GL_INVALID_ENUM); GLERROR_TO_STR(GL_INVALID_VALUE); GLERROR_TO_STR(GL_INVALID_OPERATION); GLERROR_TO_STR(GL_STACK_OVERFLOW); GLERROR_TO_STR(GL_STACK_UNDERFLOW); GLERROR_TO_STR(GL_OUT_OF_MEMORY); GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION); #undef GLERROR_TO_STR default: return "unrecognized"; } } void dump_color_fixup_desc(struct color_fixup_desc fixup) { } void context_release(struct wined3d_context *context) { } static void CDECL wined3d_do_nothing(void) { } void (* CDECL wine_tsx11_lock_ptr)(void) = wined3d_do_nothing; void (* CDECL wine_tsx11_unlock_ptr)(void) = wined3d_do_nothing; HANDLE WINAPI VBoxGetProcessHeap(void) { return 0; } LPVOID WINAPI VBoxHeapAlloc(HANDLE hHeap, DWORD heaptype,SIZE_T size) { return RTMemAllocZ(size); } BOOL WINAPI VBoxHeapFree(HANDLE hHeap, DWORD heaptype,LPVOID ptr) { RTMemFree(ptr); return TRUE; } LPVOID WINAPI VBoxHeapReAlloc(HANDLE hHeap,DWORD heaptype,LPVOID ptr ,SIZE_T size) { return RTMemRealloc(ptr, size); } void VBoxDebugBreak() { AssertFailed(); }