Next try. This time I reverted most of my header changes and just needed to add some...
[reactos.git] / reactos / dll / directx / wine / d3d8 / d3d8_main.c
index 8e32dc3..3a2eac2 100644 (file)
 #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) {
@@ -48,7 +39,8 @@ IDirect3D8* WINAPI Direct3DCreate8(UINT SDKVersion) {
     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;
@@ -56,7 +48,8 @@ IDirect3D8* WINAPI Direct3DCreate8(UINT SDKVersion) {
     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)
     {
@@ -77,7 +70,7 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
 }
 
 /***********************************************************************
- *             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.... 
@@ -108,7 +101,7 @@ HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD
 }
 
 /***********************************************************************
- *             ValidatePixelShader (D3D8.@)
+ *              ValidatePixelShader (D3D8.@)
  *
  * PARAMS
  * toto       result?