HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9EX iface, UINT Register, int* pConstantData, UINT Vector4iCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; TRACE("(%p) : Relay\n", This); EnterCriticalSection(&d3d9_cs); hr = IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount); LeaveCriticalSection(&d3d9_cs); return hr; }
HRESULT WINAPI IDirect3DDevice9Impl_GetVertexShaderConstantI(LPDIRECT3DDEVICE9EX iface, UINT Register, int* pConstantData, UINT Vector4iCount) { IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; HRESULT hr; TRACE("iface %p, register %u, data %p, count %u.\n", iface, Register, pConstantData, Vector4iCount); wined3d_mutex_lock(); hr = IWineD3DDevice_GetVertexShaderConstantI(This->WineD3DDevice, Register, pConstantData, Vector4iCount); wined3d_mutex_unlock(); return hr; }