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Put all the stubs in wined3d in place, with some functionality copied
across from d3d9. Make sure all d3d9 device function call their wined3d counterpart (or perform a function).
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- dlls/d3d9/d3d9_private.h 5 additions, 7 deletionsdlls/d3d9/d3d9_private.h
- dlls/d3d9/device.c 296 additions, 182 deletionsdlls/d3d9/device.c
- dlls/d3d9/surface.c 0 additions, 22 deletionsdlls/d3d9/surface.c
- dlls/d3d9/vertexdeclaration.c 2 additions, 1 deletiondlls/d3d9/vertexdeclaration.c
- dlls/wined3d/device.c 1169 additions, 359 deletionsdlls/wined3d/device.c
- dlls/wined3d/surface.c 3 additions, 3 deletionsdlls/wined3d/surface.c
- dlls/wined3d/vertexshader.c 87 additions, 0 deletionsdlls/wined3d/vertexshader.c
- dlls/wined3d/wined3d_private.h 80 additions, 35 deletionsdlls/wined3d/wined3d_private.h
- include/wine/wined3d_interface.h 292 additions, 88 deletionsinclude/wine/wined3d_interface.h
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