Sweden-Number/dlls/d3d8/d3d8_main.c

95 lines
2.7 KiB
C

/*
* Direct3D 8
*
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
*/
#include "config.h"
#include "initguid.h"
#include "d3d8_private.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
void (*wine_tsx11_lock_ptr)(void) = NULL;
void (*wine_tsx11_unlock_ptr)(void) = NULL;
HRESULT WINAPI D3D8GetSWInfo(void) {
FIXME("(void): stub\n");
return 0;
}
void WINAPI DebugSetMute(void) {
/* nothing to do */
}
IDirect3D8* WINAPI Direct3DCreate8(UINT SDKVersion) {
IDirect3D8Impl* object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3D8Impl));
object->lpVtbl = &Direct3D8_Vtbl;
object->ref = 1;
object->WineD3D = WineDirect3DCreate(SDKVersion, 8, (IUnknown *)object);
TRACE("SDKVersion = %x, Created Direct3D object @ %p, WineObj @ %p\n", SDKVersion, object, object->WineD3D);
return (IDirect3D8*) object;
}
/* At process attach */
BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv) {
TRACE("fdwReason=%ld\n", fdwReason);
if (fdwReason == DLL_PROCESS_ATTACH) {
HMODULE mod;
DisableThreadLibraryCalls(hInstDLL);
mod = GetModuleHandleA( "winex11.drv" );
if (mod)
{
wine_tsx11_lock_ptr = (void*) GetProcAddress(mod, "wine_tsx11_lock");
wine_tsx11_unlock_ptr = (void*) GetProcAddress(mod, "wine_tsx11_unlock");
}
}
return TRUE;
}
/***********************************************************************
* ValidateVertexShader (D3D8.@)
*
* PARAMS
* toto result?
*/
BOOL WINAPI ValidateVertexShader(LPVOID pFunction, int foo, int bar, void *fee, int rab)
{
FIXME("(void): stub: %p %d %d %p %d\n", pFunction, foo, bar, fee, rab);
return TRUE;
}
/***********************************************************************
* ValidatePixelShader (D3D8.@)
*
* PARAMS
* toto result?
*/
BOOL WINAPI ValidatePixelShader(LPVOID pFunction, int foo, int bar, void *fee, int rab)
{
FIXME("(void): stub: %p %d %d %p %d\n", pFunction, foo, bar, fee, rab);
return TRUE;
}