wine/dlls/d3d9/d3d9_main.c

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/*
* Direct3D 9
*
* Copyright 2002-2003 Jason Edmeades
* Raphael Junqueira
*
* 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 <stdarg.h>
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#include "windef.h"
#include "winbase.h"
#include "wingdi.h"
#include "winuser.h"
#include "wine/debug.h"
#include "d3d9.h"
#include "d3d9_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
void (*wine_tsx11_lock_ptr)(void) = NULL;
void (*wine_tsx11_unlock_ptr)(void) = NULL;
HRESULT WINAPI D3D9GetSWInfo(void) {
FIXME("(void): stub\n");
return 0;
}
void WINAPI DebugSetMute(void) {
/* nothing to do */
}
IDirect3D9* WINAPI Direct3DCreate9(UINT SDKVersion) {
IDirect3D9Impl* object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3D9Impl));
object->lpVtbl = &Direct3D9_Vtbl;
object->ref = 1;
TRACE("SDKVersion = %x, Created Direct3D object at %p\n", SDKVersion, object);
return (IDirect3D9*) 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( "x11drv.dll" );
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 (D3D9.@)
*/
BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) {
FIXME("(void): stub: %p %p\n", what, toto);
return TRUE;
}
/***********************************************************************
* ValidatePixelShader (D3D9.@)
*/
BOOL WINAPI ValidatePixelShader(LPVOID what, LPVOID toto) {
FIXME("(void): stub: %p %p\n", what, toto);
return TRUE;
}