Commit 2e37a51b authored by Eric Pouech's avatar Eric Pouech Committed by Alexandre Julliard

wined3d: Enable long types in arb_program_shader.c.

parent 5b5f7528
...@@ -26,7 +26,6 @@ ...@@ -26,7 +26,6 @@
* License along with this library; if not, write to the Free Software * License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/ */
#define WINE_NO_LONG_TYPES /* temporary */
#include <stdio.h> #include <stdio.h>
...@@ -5955,7 +5954,7 @@ static void alpha_test_arbfp(struct wined3d_context *context, const struct wined ...@@ -5955,7 +5954,7 @@ static void alpha_test_arbfp(struct wined3d_context *context, const struct wined
int glParm; int glParm;
float ref; float ref;
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
if (state->render_states[WINED3D_RS_ALPHATESTENABLE]) if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
{ {
...@@ -6566,7 +6565,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi ...@@ -6566,7 +6565,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
const struct arbfp_ffp_desc *desc; const struct arbfp_ffp_desc *desc;
unsigned int i; unsigned int i;
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE))) if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
{ {
...@@ -6659,7 +6658,7 @@ static void state_arbfp_fog(struct wined3d_context *context, const struct wined3 ...@@ -6659,7 +6658,7 @@ static void state_arbfp_fog(struct wined3d_context *context, const struct wined3
DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART]; DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
DWORD fogend = state->render_states[WINED3D_RS_FOGEND]; DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id); TRACE("context %p, state %p, state_id %#lx.\n", context, state, state_id);
if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL))) if (!isStateDirty(context, STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL)))
fragment_prog_arbfp(context, state, state_id); fragment_prog_arbfp(context, state, state_id);
...@@ -7865,7 +7864,7 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl ...@@ -7865,7 +7864,7 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0, if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, 0,
NULL, NULL, &wined3d_null_parent_ops, &staging_texture))) NULL, NULL, &wined3d_null_parent_ops, &staging_texture)))
{ {
ERR("Failed to create staging texture, hr %#x.\n", hr); ERR("Failed to create staging texture, hr %#lx.\n", hr);
return dst_location; return dst_location;
} }
......
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