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 WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
29 void (*wine_tsx11_lock_ptr)(void) = NULL;
30 void (*wine_tsx11_unlock_ptr)(void) = NULL;
33 HRESULT WINAPI D3D8GetSWInfo(void) {
34 FIXME("(void): stub\n");
38 void WINAPI DebugSetMute(void) {
42 IDirect3D8* WINAPI Direct3DCreate8(UINT SDKVersion) {
43 IDirect3D8Impl* object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3D8Impl));
45 object->lpVtbl = &Direct3D8_Vtbl;
47 object->WineD3D = WineDirect3DCreate(SDKVersion, 8, (IUnknown *)object);
49 TRACE("SDKVersion = %x, Created Direct3D object @ %p, WineObj @ %p\n", SDKVersion, object, object->WineD3D);
51 return (IDirect3D8*) object;
54 /* At process attach */
55 BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv) {
56 TRACE("fdwReason=%ld\n", fdwReason);
57 if (fdwReason == DLL_PROCESS_ATTACH) {
60 DisableThreadLibraryCalls(hInstDLL);
62 mod = GetModuleHandleA( "winex11.drv" );
65 wine_tsx11_lock_ptr = (void*) GetProcAddress(mod, "wine_tsx11_lock");
66 wine_tsx11_unlock_ptr = (void*) GetProcAddress(mod, "wine_tsx11_unlock");
72 /***********************************************************************
73 * ValidateVertexShader (D3D8.@)
75 * I've seen reserved1 and reserved2 always passed as 0's
76 * bool seems always passed as 0 or 1, but other values work as well....
79 HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, int bool, DWORD* toto)
82 FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto);
87 if (reserved1 || reserved2)
90 switch(*vertexshader) {
96 ERR("vertexshader version mismatch\n");
103 /***********************************************************************
104 * ValidatePixelShader (D3D8.@)
109 HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, int bool, DWORD* toto)
112 FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
120 switch(*pixelshader) {
129 ERR("pixelshader version mismatch\n");