Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-cw
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-cw
Commits
46304a73
Commit
46304a73
authored
Jan 02, 2003
by
Patrik Stridvall
Committed by
Alexandre Julliard
Jan 02, 2003
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
Fixed some issues found by winapi_check.
parent
caa74b66
Hide whitespace changes
Inline
Side-by-side
Showing
6 changed files
with
26 additions
and
15 deletions
+26
-15
crtdll_main.c
dlls/crtdll/crtdll_main.c
+4
-1
shader.c
dlls/d3d8/shader.c
+6
-0
d3dx8_main.c
dlls/d3dx8/d3dx8_main.c
+6
-6
msvcrt.spec
dlls/msvcrt/msvcrt.spec
+1
-1
audio.c
dlls/winmm/winejack/audio.c
+3
-1
d3dx8core.h
include/d3dx8core.h
+6
-6
No files found.
dlls/crtdll/crtdll_main.c
View file @
46304a73
...
...
@@ -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
);
...
...
dlls/d3d8/shader.c
View file @
46304a73
...
...
@@ -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
;
...
...
dlls/d3dx8/d3dx8_main.c
View file @
46304a73
...
...
@@ -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
)
{
...
...
dlls/msvcrt/msvcrt.spec
View file @
46304a73
...
...
@@ -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
...
...
dlls/winmm/winejack/audio.c
View file @
46304a73
...
...
@@ -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"
...
...
include/d3dx8core.h
View file @
46304a73
...
...
@@ -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
);
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment