4 * Copyright 2005 Oliver Stieber
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "d3d8_private.h"
25 #include "wine/debug.h"
27 static CRITICAL_SECTION_DEBUG d3d8_cs_debug
=
30 { &d3d8_cs_debug
.ProcessLocksList
,
31 &d3d8_cs_debug
.ProcessLocksList
},
32 0, 0, { (DWORD_PTR
)(__FILE__
": d3d8_cs") }
34 CRITICAL_SECTION d3d8_cs
= { &d3d8_cs_debug
, -1, 0, 0, 0, 0 };
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d8
);
38 HRESULT WINAPI
D3D8GetSWInfo(void) {
39 FIXME("(void): stub\n");
43 void WINAPI
DebugSetMute(void) {
47 IDirect3D8
* WINAPI
Direct3DCreate8(UINT SDKVersion
) {
48 IDirect3D8Impl
* object
;
49 TRACE("SDKVersion = %x\n", SDKVersion
);
51 EnterCriticalSection(&d3d8_cs
);
52 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(IDirect3D8Impl
));
54 object
->lpVtbl
= &Direct3D8_Vtbl
;
56 object
->WineD3D
= WineDirect3DCreate(SDKVersion
, 8, (IUnknown
*)object
);
58 TRACE("Created Direct3D object @ %p, WineObj @ %p\n", object
, object
->WineD3D
);
59 LeaveCriticalSection(&d3d8_cs
);
63 HeapFree( GetProcessHeap(), 0, object
);
66 return (IDirect3D8
*) object
;
69 /* At process attach */
70 BOOL WINAPI
DllMain(HINSTANCE hInstDLL
, DWORD fdwReason
, LPVOID lpv
)
72 TRACE("fdwReason=%d\n", fdwReason
);
73 if (fdwReason
== DLL_PROCESS_ATTACH
)
74 DisableThreadLibraryCalls(hInstDLL
);
79 /***********************************************************************
80 * ValidateVertexShader (D3D8.@)
82 * I've seen reserved1 and reserved2 always passed as 0's
83 * bool seems always passed as 0 or 1, but other values work as well....
86 HRESULT WINAPI
ValidateVertexShader(DWORD
* vertexshader
, DWORD
* reserved1
, DWORD
* reserved2
, BOOL
bool, DWORD
* toto
)
89 FIXME("(%p %p %p %d %p): stub\n", vertexshader
, reserved1
, reserved2
, bool, toto
);
94 if (reserved1
|| reserved2
)
97 switch(*vertexshader
) {
103 ERR("vertexshader version mismatch\n");
110 /***********************************************************************
111 * ValidatePixelShader (D3D8.@)
116 HRESULT WINAPI
ValidatePixelShader(DWORD
* pixelshader
, DWORD
* reserved1
, BOOL
bool, DWORD
* toto
)
119 FIXME("(%p %p %d %p): stub\n", pixelshader
, reserved1
, bool, toto
);
127 switch(*pixelshader
) {
136 ERR("pixelshader version mismatch\n");