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wine
wine-cw
Commits
118c75a8
Commit
118c75a8
authored
Feb 03, 2009
by
Michael Stefaniuc
Committed by
Alexandre Julliard
Feb 03, 2009
Browse files
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Plain Diff
wined3d: Remove superfluous pointer casts.
parent
cc6b283d
Hide whitespace changes
Inline
Side-by-side
Showing
9 changed files
with
39 additions
and
39 deletions
+39
-39
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+10
-10
ati_fragment_shader.c
dlls/wined3d/ati_fragment_shader.c
+3
-3
device.c
dlls/wined3d/device.c
+2
-2
drawprim.c
dlls/wined3d/drawprim.c
+1
-1
glsl_shader.c
dlls/wined3d/glsl_shader.c
+11
-11
query.c
dlls/wined3d/query.c
+9
-9
surface.c
dlls/wined3d/surface.c
+1
-1
surface_base.c
dlls/wined3d/surface_base.c
+1
-1
utils.c
dlls/wined3d/utils.c
+1
-1
No files found.
dlls/wined3d/arb_program_shader.c
View file @
118c75a8
...
...
@@ -1741,7 +1741,7 @@ static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, en
static
void
shader_arb_select
(
IWineD3DDevice
*
iface
,
BOOL
usePS
,
BOOL
useVS
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
struct
shader_arb_priv
*
priv
=
(
struct
shader_arb_priv
*
)
This
->
shader_priv
;
struct
shader_arb_priv
*
priv
=
This
->
shader_priv
;
const
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
if
(
useVS
)
{
...
...
@@ -1794,7 +1794,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
static
void
shader_arb_select_depth_blt
(
IWineD3DDevice
*
iface
,
enum
tex_types
tex_type
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
struct
shader_arb_priv
*
priv
=
(
struct
shader_arb_priv
*
)
This
->
shader_priv
;
struct
shader_arb_priv
*
priv
=
This
->
shader_priv
;
GLuint
*
blt_fprogram
=
&
priv
->
depth_blt_fprogram_id
[
tex_type
];
const
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
...
...
@@ -1809,7 +1809,7 @@ static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types te
static
void
shader_arb_deselect_depth_blt
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
struct
shader_arb_priv
*
priv
=
(
struct
shader_arb_priv
*
)
This
->
shader_priv
;
struct
shader_arb_priv
*
priv
=
This
->
shader_priv
;
const
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
if
(
priv
->
current_vprogram_id
)
{
...
...
@@ -1879,7 +1879,7 @@ static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
static
void
shader_arb_free
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
const
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
struct
shader_arb_priv
*
priv
=
(
struct
shader_arb_priv
*
)
This
->
shader_priv
;
struct
shader_arb_priv
*
priv
=
This
->
shader_priv
;
int
i
;
if
(
priv
->
depth_blt_vprogram_id
)
{
...
...
@@ -2295,7 +2295,7 @@ static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
This
->
fragment_priv
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
struct
shader_arb_priv
));
if
(
!
This
->
fragment_priv
)
return
E_OUTOFMEMORY
;
}
priv
=
(
struct
shader_arb_priv
*
)
This
->
fragment_priv
;
priv
=
This
->
fragment_priv
;
priv
->
fragment_shaders
=
hash_table_create
(
ffp_frag_program_key_hash
,
ffp_frag_program_key_compare
);
priv
->
use_arbfp_fixed_func
=
TRUE
;
return
WINED3D_OK
;
...
...
@@ -2314,7 +2314,7 @@ static void arbfp_free_ffpshader(void *value, void *gli) {
static
void
arbfp_free
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
struct
shader_arb_priv
*
priv
=
(
struct
shader_arb_priv
*
)
This
->
fragment_priv
;
struct
shader_arb_priv
*
priv
=
This
->
fragment_priv
;
hash_table_destroy
(
priv
->
fragment_shaders
,
arbfp_free_ffpshader
,
&
This
->
adapter
->
gl_info
);
priv
->
use_arbfp_fixed_func
=
FALSE
;
...
...
@@ -2953,7 +2953,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
static
void
fragment_prog_arbfp
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
WineD3DContext
*
context
)
{
IWineD3DDeviceImpl
*
device
=
stateblock
->
wineD3DDevice
;
struct
shader_arb_priv
*
priv
=
(
struct
shader_arb_priv
*
)
device
->
fragment_priv
;
struct
shader_arb_priv
*
priv
=
device
->
fragment_priv
;
BOOL
use_pshader
=
use_ps
(
stateblock
);
BOOL
use_vshader
=
use_vs
(
stateblock
);
struct
ffp_frag_settings
settings
;
...
...
@@ -3259,7 +3259,7 @@ static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
}
static
void
arbfp_blit_free
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
iface
;
struct
arbfp_blit_priv
*
priv
=
(
struct
arbfp_blit_priv
*
)
device
->
blit_priv
;
struct
arbfp_blit_priv
*
priv
=
device
->
blit_priv
;
ENTER_GL
();
GL_EXTCALL
(
glDeleteProgramsARB
(
1
,
&
priv
->
yuy2_rect_shader
));
...
...
@@ -3510,7 +3510,7 @@ static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixu
GLenum
shader
;
SHADER_BUFFER
buffer
;
char
luminance_component
;
struct
arbfp_blit_priv
*
priv
=
(
struct
arbfp_blit_priv
*
)
device
->
blit_priv
;
struct
arbfp_blit_priv
*
priv
=
device
->
blit_priv
;
/* Shader header */
shader_buffer_init
(
&
buffer
);
...
...
@@ -3645,7 +3645,7 @@ static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum t
GLenum
shader
;
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
iface
;
float
size
[
4
]
=
{
width
,
height
,
1
,
1
};
struct
arbfp_blit_priv
*
priv
=
(
struct
arbfp_blit_priv
*
)
device
->
blit_priv
;
struct
arbfp_blit_priv
*
priv
=
device
->
blit_priv
;
const
struct
GlPixelFormatDesc
*
glDesc
;
enum
yuv_fixup
yuv_fixup
;
...
...
dlls/wined3d/ati_fragment_shader.c
View file @
118c75a8
...
...
@@ -803,7 +803,7 @@ static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, Wi
IWineD3DDeviceImpl
*
This
=
stateblock
->
wineD3DDevice
;
const
struct
atifs_ffp_desc
*
desc
;
struct
ffp_frag_settings
settings
;
struct
atifs_private_data
*
priv
=
(
struct
atifs_private_data
*
)
This
->
fragment_priv
;
struct
atifs_private_data
*
priv
=
This
->
fragment_priv
;
DWORD
mapped_stage
;
unsigned
int
i
;
...
...
@@ -1107,7 +1107,7 @@ static HRESULT atifs_alloc(IWineD3DDevice *iface) {
ERR
(
"Out of memory
\n
"
);
return
E_OUTOFMEMORY
;
}
priv
=
(
struct
atifs_private_data
*
)
This
->
fragment_priv
;
priv
=
This
->
fragment_priv
;
priv
->
fragment_shaders
=
hash_table_create
(
ffp_frag_program_key_hash
,
ffp_frag_program_key_compare
);
return
WINED3D_OK
;
}
...
...
@@ -1126,7 +1126,7 @@ static void atifs_free_ffpshader(void *value, void *device) {
static
void
atifs_free
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
struct
atifs_private_data
*
priv
=
(
struct
atifs_private_data
*
)
This
->
fragment_priv
;
struct
atifs_private_data
*
priv
=
This
->
fragment_priv
;
hash_table_destroy
(
priv
->
fragment_shaders
,
atifs_free_ffpshader
,
This
);
...
...
dlls/wined3d/device.c
View file @
118c75a8
...
...
@@ -2104,7 +2104,7 @@ static void IWineD3DDeviceImpl_LoadLogo(IWineD3DDeviceImpl *This, const char *fi
HDC
dcb
=
NULL
,
dcs
=
NULL
;
WINEDDCOLORKEY
colorkey
;
hbm
=
(
HBITMAP
)
LoadImageA
(
NULL
,
filename
,
IMAGE_BITMAP
,
0
,
0
,
LR_LOADFROMFILE
|
LR_CREATEDIBSECTION
);
hbm
=
LoadImageA
(
NULL
,
filename
,
IMAGE_BITMAP
,
0
,
0
,
LR_LOADFROMFILE
|
LR_CREATEDIBSECTION
);
if
(
hbm
)
{
GetObjectA
(
hbm
,
sizeof
(
BITMAP
),
&
bm
);
...
...
@@ -6765,7 +6765,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
{
const
struct
GlPixelFormatDesc
*
glDesc
;
const
StaticPixelFormatDesc
*
tableEntry
=
getFormatDescEntry
(
WINED3DFMT_A8R8G8B8
,
&
GLINFO_LOCATION
,
&
glDesc
);
char
*
mem
,
*
bits
=
(
char
*
)
rect
.
pBits
;
char
*
mem
,
*
bits
=
rect
.
pBits
;
GLint
intfmt
=
glDesc
->
glInternal
;
GLint
format
=
glDesc
->
glFormat
;
GLint
type
=
glDesc
->
glType
;
...
...
dlls/wined3d/drawprim.c
View file @
118c75a8
...
...
@@ -964,7 +964,7 @@ void drawPrimitive(IWineD3DDevice *iface, int PrimitiveType, long NumPrimitives,
sprintf
(
buffer
,
"/tmp/texture_%p_%ld_%d.tga"
,
This
->
stateBlock
->
textures
[
textureNo
],
primCounter
,
textureNo
);
TRACE
(
"Saving texture %s
\n
"
,
buffer
);
if
(
IWineD3DBaseTexture_GetType
(
This
->
stateBlock
->
textures
[
textureNo
])
==
WINED3DRTYPE_TEXTURE
)
{
IWineD3DTexture_GetSurfaceLevel
(
(
IWineD3DTexture
*
)
This
->
stateBlock
->
textures
[
textureNo
],
0
,
&
pSur
);
IWineD3DTexture_GetSurfaceLevel
(
This
->
stateBlock
->
textures
[
textureNo
],
0
,
&
pSur
);
IWineD3DSurface_SaveSnapshot
(
pSur
,
buffer
);
IWineD3DSurface_Release
(
pSur
);
}
else
{
...
...
dlls/wined3d/glsl_shader.c
View file @
118c75a8
...
...
@@ -484,7 +484,7 @@ static void shader_glsl_load_constants(
char
useVertexShader
)
{
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
device
;
struct
shader_glsl_priv
*
priv
=
(
struct
shader_glsl_priv
*
)
deviceImpl
->
shader_priv
;
struct
shader_glsl_priv
*
priv
=
deviceImpl
->
shader_priv
;
IWineD3DStateBlockImpl
*
stateBlock
=
deviceImpl
->
stateBlock
;
const
WineD3D_GL_Info
*
gl_info
=
&
deviceImpl
->
adapter
->
gl_info
;
...
...
@@ -621,7 +621,7 @@ static inline void update_heap_entry(struct constant_heap *heap, unsigned int id
static
void
shader_glsl_update_float_vertex_constants
(
IWineD3DDevice
*
iface
,
UINT
start
,
UINT
count
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
struct
shader_glsl_priv
*
priv
=
(
struct
shader_glsl_priv
*
)
This
->
shader_priv
;
struct
shader_glsl_priv
*
priv
=
This
->
shader_priv
;
struct
constant_heap
*
heap
=
&
priv
->
vconst_heap
;
UINT
i
;
...
...
@@ -637,7 +637,7 @@ static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UIN
static
void
shader_glsl_update_float_pixel_constants
(
IWineD3DDevice
*
iface
,
UINT
start
,
UINT
count
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
struct
shader_glsl_priv
*
priv
=
(
struct
shader_glsl_priv
*
)
This
->
shader_priv
;
struct
shader_glsl_priv
*
priv
=
This
->
shader_priv
;
struct
constant_heap
*
heap
=
&
priv
->
pconst_heap
;
UINT
i
;
...
...
@@ -2931,7 +2931,7 @@ static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_p
key
.
pshader
=
pshader
;
key
.
ps_args
=
*
ps_args
;
return
(
struct
glsl_shader_prog_link
*
)
hash_table_get
(
priv
->
glsl_program_lookup
,
&
key
);
return
hash_table_get
(
priv
->
glsl_program_lookup
,
&
key
);
}
static
void
delete_glsl_program_entry
(
struct
shader_glsl_priv
*
priv
,
const
WineD3D_GL_Info
*
gl_info
,
...
...
@@ -3248,7 +3248,7 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
ret
=
GL_EXTCALL
(
glCreateShaderObjectARB
(
GL_VERTEX_SHADER_ARB
));
checkGLcall
(
"glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)"
);
GL_EXTCALL
(
glShaderSourceARB
(
ret
,
1
,
(
const
char
**
)
&
buffer
.
buffer
,
NULL
));
checkGLcall
(
"glShaderSourceARB(ret, 1,
(const char**)
&buffer.buffer, NULL)"
);
checkGLcall
(
"glShaderSourceARB(ret, 1, &buffer.buffer, NULL)"
);
GL_EXTCALL
(
glCompileShaderARB
(
ret
));
checkGLcall
(
"glCompileShaderARB(ret)"
);
...
...
@@ -3283,7 +3283,7 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD
*/
static
void
set_glsl_shader_program
(
IWineD3DDevice
*
iface
,
BOOL
use_ps
,
BOOL
use_vs
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
struct
shader_glsl_priv
*
priv
=
(
struct
shader_glsl_priv
*
)
This
->
shader_priv
;
struct
shader_glsl_priv
*
priv
=
This
->
shader_priv
;
const
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
IWineD3DPixelShader
*
pshader
=
This
->
stateBlock
->
pixelShader
;
IWineD3DVertexShader
*
vshader
=
This
->
stateBlock
->
vertexShader
;
...
...
@@ -3543,7 +3543,7 @@ static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum t
static
void
shader_glsl_select
(
IWineD3DDevice
*
iface
,
BOOL
usePS
,
BOOL
useVS
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
struct
shader_glsl_priv
*
priv
=
(
struct
shader_glsl_priv
*
)
This
->
shader_priv
;
struct
shader_glsl_priv
*
priv
=
This
->
shader_priv
;
const
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
GLhandleARB
program_id
=
0
;
GLenum
old_vertex_color_clamp
,
current_vertex_color_clamp
;
...
...
@@ -3573,7 +3573,7 @@ static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
static
void
shader_glsl_select_depth_blt
(
IWineD3DDevice
*
iface
,
enum
tex_types
tex_type
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
const
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
struct
shader_glsl_priv
*
priv
=
(
struct
shader_glsl_priv
*
)
This
->
shader_priv
;
struct
shader_glsl_priv
*
priv
=
This
->
shader_priv
;
GLhandleARB
*
blt_program
=
&
priv
->
depth_blt_program
[
tex_type
];
if
(
!*
blt_program
)
{
...
...
@@ -3590,7 +3590,7 @@ static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types t
static
void
shader_glsl_deselect_depth_blt
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
const
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
struct
shader_glsl_priv
*
priv
=
(
struct
shader_glsl_priv
*
)
This
->
shader_priv
;
struct
shader_glsl_priv
*
priv
=
This
->
shader_priv
;
GLhandleARB
program_id
;
program_id
=
priv
->
glsl_program
?
priv
->
glsl_program
->
programId
:
0
;
...
...
@@ -3604,7 +3604,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
const
struct
list
*
linked_programs
;
IWineD3DBaseShaderImpl
*
This
=
(
IWineD3DBaseShaderImpl
*
)
iface
;
IWineD3DDeviceImpl
*
device
=
(
IWineD3DDeviceImpl
*
)
This
->
baseShader
.
device
;
struct
shader_glsl_priv
*
priv
=
(
struct
shader_glsl_priv
*
)
device
->
shader_priv
;
struct
shader_glsl_priv
*
priv
=
device
->
shader_priv
;
const
WineD3D_GL_Info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
IWineD3DPixelShaderImpl
*
ps
=
NULL
;
IWineD3DVertexShaderImpl
*
vs
=
NULL
;
...
...
@@ -3753,7 +3753,7 @@ static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
static
void
shader_glsl_free
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
const
WineD3D_GL_Info
*
gl_info
=
&
This
->
adapter
->
gl_info
;
struct
shader_glsl_priv
*
priv
=
(
struct
shader_glsl_priv
*
)
This
->
shader_priv
;
struct
shader_glsl_priv
*
priv
=
This
->
shader_priv
;
int
i
;
for
(
i
=
0
;
i
<
tex_type_count
;
++
i
)
...
...
dlls/wined3d/query.c
View file @
118c75a8
...
...
@@ -133,7 +133,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
case
WINED3DQUERYTYPE_VCACHE
:
{
WINED3DDEVINFO_VCACHE
*
data
=
(
WINED3DDEVINFO_VCACHE
*
)
pData
;
WINED3DDEVINFO_VCACHE
*
data
=
pData
;
FIXME
(
"(%p): Unimplemented query WINED3DQUERYTYPE_VCACHE
\n
"
,
This
);
if
(
pData
==
NULL
||
dwSize
==
0
)
break
;
data
->
Pattern
=
WINEMAKEFOURCC
(
'C'
,
'A'
,
'C'
,
'H'
);
...
...
@@ -145,7 +145,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break
;
case
WINED3DQUERYTYPE_RESOURCEMANAGER
:
{
WINED3DDEVINFO_RESOURCEMANAGER
*
data
=
(
WINED3DDEVINFO_RESOURCEMANAGER
*
)
pData
;
WINED3DDEVINFO_RESOURCEMANAGER
*
data
=
pData
;
int
i
;
FIXME
(
"(%p): Unimplemented query WINED3DQUERYTYPE_RESOURCEMANAGER
\n
"
,
This
);
if
(
pData
==
NULL
||
dwSize
==
0
)
break
;
...
...
@@ -169,7 +169,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break
;
case
WINED3DQUERYTYPE_VERTEXSTATS
:
{
WINED3DDEVINFO_VERTEXSTATS
*
data
=
(
WINED3DDEVINFO_VERTEXSTATS
*
)
pData
;
WINED3DDEVINFO_VERTEXSTATS
*
data
=
pData
;
FIXME
(
"(%p): Unimplemented query WINED3DQUERYTYPE_VERTEXSTATS
\n
"
,
This
);
if
(
pData
==
NULL
||
dwSize
==
0
)
break
;
data
->
NumRenderedTriangles
=
1
;
...
...
@@ -203,7 +203,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break
;
case
WINED3DQUERYTYPE_PIPELINETIMINGS
:
{
WINED3DDEVINFO_PIPELINETIMINGS
*
data
=
(
WINED3DDEVINFO_PIPELINETIMINGS
*
)
pData
;
WINED3DDEVINFO_PIPELINETIMINGS
*
data
=
pData
;
FIXME
(
"(%p): Unimplemented query WINED3DQUERYTYPE_PIPELINETIMINGS
\n
"
,
This
);
if
(
pData
==
NULL
||
dwSize
==
0
)
break
;
...
...
@@ -215,7 +215,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break
;
case
WINED3DQUERYTYPE_INTERFACETIMINGS
:
{
WINED3DDEVINFO_INTERFACETIMINGS
*
data
=
(
WINED3DDEVINFO_INTERFACETIMINGS
*
)
pData
;
WINED3DDEVINFO_INTERFACETIMINGS
*
data
=
pData
;
FIXME
(
"(%p): Unimplemented query WINED3DQUERYTYPE_INTERFACETIMINGS
\n
"
,
This
);
if
(
pData
==
NULL
||
dwSize
==
0
)
break
;
...
...
@@ -229,7 +229,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break
;
case
WINED3DQUERYTYPE_VERTEXTIMINGS
:
{
WINED3DDEVINFO_STAGETIMINGS
*
data
=
(
WINED3DDEVINFO_STAGETIMINGS
*
)
pData
;
WINED3DDEVINFO_STAGETIMINGS
*
data
=
pData
;
FIXME
(
"(%p): Unimplemented query WINED3DQUERYTYPE_VERTEXTIMINGS
\n
"
,
This
);
if
(
pData
==
NULL
||
dwSize
==
0
)
break
;
...
...
@@ -240,7 +240,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break
;
case
WINED3DQUERYTYPE_PIXELTIMINGS
:
{
WINED3DDEVINFO_STAGETIMINGS
*
data
=
(
WINED3DDEVINFO_STAGETIMINGS
*
)
pData
;
WINED3DDEVINFO_STAGETIMINGS
*
data
=
pData
;
FIXME
(
"(%p): Unimplemented query WINED3DQUERYTYPE_PIXELTIMINGS
\n
"
,
This
);
if
(
pData
==
NULL
||
dwSize
==
0
)
break
;
...
...
@@ -250,7 +250,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break
;
case
WINED3DQUERYTYPE_BANDWIDTHTIMINGS
:
{
WINED3DDEVINFO_BANDWIDTHTIMINGS
*
data
=
(
WINED3DDEVINFO_BANDWIDTHTIMINGS
*
)
pData
;
WINED3DDEVINFO_BANDWIDTHTIMINGS
*
data
=
pData
;
FIXME
(
"(%p): Unimplemented query WINED3DQUERYTYPE_BANDWIDTHTIMINGS
\n
"
,
This
);
if
(
pData
==
NULL
||
dwSize
==
0
)
break
;
...
...
@@ -263,7 +263,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break
;
case
WINED3DQUERYTYPE_CACHEUTILIZATION
:
{
WINED3DDEVINFO_CACHEUTILIZATION
*
data
=
(
WINED3DDEVINFO_CACHEUTILIZATION
*
)
pData
;
WINED3DDEVINFO_CACHEUTILIZATION
*
data
=
pData
;
FIXME
(
"(%p): Unimplemented query WINED3DQUERYTYPE_CACHEUTILIZATION
\n
"
,
This
);
if
(
pData
==
NULL
||
dwSize
==
0
)
break
;
...
...
dlls/wined3d/surface.c
View file @
118c75a8
...
...
@@ -2228,7 +2228,7 @@ static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES conve
glEnable
(
GL_FRAGMENT_PROGRAM_ARB
);
GL_EXTCALL
(
glGenProgramsARB
(
1
,
&
device
->
paletteConversionShader
));
GL_EXTCALL
(
glBindProgramARB
(
GL_FRAGMENT_PROGRAM_ARB
,
device
->
paletteConversionShader
));
GL_EXTCALL
(
glProgramStringARB
(
GL_FRAGMENT_PROGRAM_ARB
,
GL_PROGRAM_FORMAT_ASCII_ARB
,
strlen
(
fragment_palette_conversion
),
(
const
GLbyte
*
)
fragment_palette_conversion
));
GL_EXTCALL
(
glProgramStringARB
(
GL_FRAGMENT_PROGRAM_ARB
,
GL_PROGRAM_FORMAT_ASCII_ARB
,
strlen
(
fragment_palette_conversion
),
fragment_palette_conversion
));
glDisable
(
GL_FRAGMENT_PROGRAM_ARB
);
}
...
...
dlls/wined3d/surface_base.c
View file @
118c75a8
...
...
@@ -1144,7 +1144,7 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *D
assert
(
width
<=
dlock
.
Pitch
);
if
(
DestRect
&&
Src
!=
This
)
dbuf
=
(
BYTE
*
)
dlock
.
pBits
;
dbuf
=
dlock
.
pBits
;
else
dbuf
=
(
BYTE
*
)
dlock
.
pBits
+
(
xdst
.
top
*
dlock
.
Pitch
)
+
(
xdst
.
left
*
bpp
);
...
...
dlls/wined3d/utils.c
View file @
118c75a8
...
...
@@ -2132,7 +2132,7 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
const
struct
ffp_frag_desc
*
find_ffp_frag_shader
(
const
struct
hash_table_t
*
fragment_shaders
,
const
struct
ffp_frag_settings
*
settings
)
{
return
(
const
struct
ffp_frag_desc
*
)
hash_table_get
(
fragment_shaders
,
settings
);
return
hash_table_get
(
fragment_shaders
,
settings
);
}
void
add_ffp_frag_shader
(
struct
hash_table_t
*
shaders
,
struct
ffp_frag_desc
*
desc
)
{
...
...
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