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We will need this for d3d10, where both dxgi and d3d10core are making wined3d calls. Right now d3d8/d3d9 also use this to protect their own data, but eventually we should push this down into wined3d itself and use something a bit more fine-grained. There's no good reason that doing e.g. a vertex buffer upload in some thread should block all of wined3d.
5 lines
144 B
Python
5 lines
144 B
Python
@ stdcall WineDirect3DCreate(long ptr)
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@ stdcall WineDirect3DCreateClipper(ptr)
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@ stdcall wined3d_mutex_lock()
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@ stdcall wined3d_mutex_unlock()
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