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(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");