Commit 46304a73 authored by Patrik Stridvall's avatar Patrik Stridvall Committed by Alexandre Julliard

Fixed some issues found by winapi_check.

parent caa74b66
......@@ -19,9 +19,12 @@
*/
#include "config.h"
#include <sys/stat.h>
#include "windef.h"
#include "winbase.h"
#include "sys/stat.h"
#include "wine/debug.h"
WINE_DEFAULT_DEBUG_CHANNEL(crtdll);
......
......@@ -787,11 +787,17 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
return len * sizeof(DWORD);
}
/***********************************************************************
* ValidateVertexShader (D3D8.@)
*/
BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) {
FIXME("(void): stub: %p\n", what);
return TRUE;
}
/***********************************************************************
* ValidatePixelShader (D3D8.@)
*/
BOOL WINAPI ValidatePixelShader(LPVOID what, LPVOID toto) {
FIXME("(void): stub: %p\n", what);
return TRUE;
......
......@@ -34,7 +34,7 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
HRESULT D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer) {
HRESULT WINAPI D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer) {
ID3DXBufferImpl *object;
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXBufferImpl));
......@@ -55,17 +55,17 @@ HRESULT D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer) {
return D3D_OK;
}
HRESULT D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont) {
HRESULT WINAPI D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont) {
FIXME("(void): stub\n");
return D3D_OK;
}
UINT D3DXGetFVFVertexSize(DWORD FVF) {
UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF) {
FIXME("(void): stub\n");
return 0;
}
HRESULT D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
HRESULT WINAPI D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
LPD3DXBUFFER* ppConstants,
LPD3DXBUFFER* ppCompiledShader,
LPD3DXBUFFER* ppCompilationErrors) {
......@@ -73,7 +73,7 @@ HRESULT D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
return D3D_OK;
}
HRESULT D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
HRESULT WINAPI D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
LPD3DXBUFFER* ppConstants,
LPD3DXBUFFER* ppCompiledShader,
LPD3DXBUFFER* ppCompilationErrors) {
......@@ -81,7 +81,7 @@ HRESULT D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
return D3D_OK;
}
HRESULT D3DXAssembleShaderFromFileW(LPSTR pSrcFile, DWORD Flags,
HRESULT WINAPI D3DXAssembleShaderFromFileW(LPSTR pSrcFile, DWORD Flags,
LPD3DXBUFFER* ppConstants,
LPD3DXBUFFER* ppCompiledShader,
LPD3DXBUFFER* ppCompilationErrors) {
......
......@@ -327,7 +327,7 @@
@ cdecl _lrotr(long long) _lrotr
@ cdecl _lsearch(ptr ptr long long ptr) _lsearch
@ cdecl _lseek(long long long) _lseek
@ cdecl -ret64 _lseeki64(long long long) _lseeki64
@ cdecl -ret64 _lseeki64(long long long long) _lseeki64
@ forward _ltoa ntdll._ltoa
@ cdecl _ltow(long ptr long) _ltow
@ cdecl _makepath(str str str str str) _makepath
......
......@@ -40,7 +40,9 @@
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <unistd.h>
#ifdef HAVE_UNISTD_H
# include <unistd.h>
#endif
#include <errno.h>
#include <fcntl.h>
#include "windef.h"
......
......@@ -107,18 +107,18 @@ ICOM_DEFINE(ID3DXFont,IUnknown)
/*************************************************************************************
* Define entrypoints
*/
HRESULT D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer);
HRESULT D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont);
UINT D3DXGetFVFVertexSize(DWORD FVF);
HRESULT D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
HRESULT WINAPI D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer);
HRESULT WINAPI D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont);
UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF);
HRESULT WINAPI D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
LPD3DXBUFFER* ppConstants,
LPD3DXBUFFER* ppCompiledShader,
LPD3DXBUFFER* ppCompilationErrors);
HRESULT D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
HRESULT WINAPI D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
LPD3DXBUFFER* ppConstants,
LPD3DXBUFFER* ppCompiledShader,
LPD3DXBUFFER* ppCompilationErrors);
HRESULT D3DXAssembleShaderFromFileW(LPSTR pSrcFile, DWORD Flags,
HRESULT WINAPI D3DXAssembleShaderFromFileW(LPSTR pSrcFile, DWORD Flags,
LPD3DXBUFFER* ppConstants,
LPD3DXBUFFER* ppCompiledShader,
LPD3DXBUFFER* ppCompilationErrors);
......
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