#include "d3d8_private.h"
#include "wine/debug.h"
-static CRITICAL_SECTION_DEBUG d3d8_cs_debug =
-{
- 0, 0, &d3d8_cs,
- { &d3d8_cs_debug.ProcessLocksList,
- &d3d8_cs_debug.ProcessLocksList },
- 0, 0, { (DWORD_PTR)(__FILE__ ": d3d8_cs") }
-};
-CRITICAL_SECTION d3d8_cs = { &d3d8_cs_debug, -1, 0, 0, 0, 0 };
-
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
HRESULT WINAPI D3D8GetSWInfo(void) {
IDirect3D8Impl* object;
TRACE("SDKVersion = %x\n", SDKVersion);
- EnterCriticalSection(&d3d8_cs);
+ wined3d_mutex_lock();
+
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3D8Impl));
object->lpVtbl = &Direct3D8_Vtbl;
object->WineD3D = WineDirect3DCreate(8, (IUnknown *)object);
TRACE("Created Direct3D object @ %p, WineObj @ %p\n", object, object->WineD3D);
- LeaveCriticalSection(&d3d8_cs);
+
+ wined3d_mutex_unlock();
if (!object->WineD3D)
{
}
/***********************************************************************
- * ValidateVertexShader (D3D8.@)
+ * ValidateVertexShader (D3D8.@)
*
* I've seen reserved1 and reserved2 always passed as 0's
* bool seems always passed as 0 or 1, but other values work as well....
}
/***********************************************************************
- * ValidatePixelShader (D3D8.@)
+ * ValidatePixelShader (D3D8.@)
*
* PARAMS
* toto result?