Commit 9253e0e3 authored by Oliver Stieber's avatar Oliver Stieber Committed by Alexandre Julliard

Tidy up some comments and formatting.

parent 1ed9bac8
......@@ -278,6 +278,7 @@ UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *if
static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
{
/* IUnknown */
IWineD3DBaseTextureImpl_QueryInterface,
IWineD3DBaseTextureImpl_AddRef,
IWineD3DBaseTextureImpl_Release,
......
......@@ -78,7 +78,7 @@ ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
int i,j;
TRACE("(%p) : Cleaning up\n",This);
for (i = 0; i < This->baseTexture.levels; i++) {
for (j = 0; j < 6; j++) {
for (j = 0; j < 6; j++) {
if (This->surfaces[j][i] != NULL) {
/* Because the surfaces were created using a callback we need to release there parent otehrwise we leave the parent hanging */
IUnknown* surfaceParent;
......@@ -132,13 +132,13 @@ void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
unsigned int i,j;
BOOL setGlTextureDesc = FALSE;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
IWineD3DCubeTexture_BindTexture(iface);
ENTER_GL();
/* If were dirty then reload the surfaces */
if (This->baseTexture.dirty != FALSE) {
......@@ -215,7 +215,7 @@ HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface)
UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
TRACE("(%p) \n", This);
return GLTEXTURECUBEMAP;
}
......@@ -224,7 +224,7 @@ UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *if
******************************************* */
HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
if (Level < This->baseTexture.levels) {
TRACE("(%p) level (%d)\n", This, Level);
return IWineD3DSurface_GetDesc((IWineD3DSurface *) This->surfaces[0][Level], pDesc);
......@@ -277,7 +277,7 @@ HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, D3
HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, D3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
return IWineD3DSurface_AddDirtyRect((IWineD3DSurface *) This->surfaces[FaceType][0], pDirtyRect);
}
......@@ -298,7 +298,7 @@ const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
IWineD3DCubeTextureImpl_GetPriority,
IWineD3DCubeTextureImpl_PreLoad,
IWineD3DCubeTextureImpl_GetType,
/*base texture */
/* IWineD3DBaseTexture */
IWineD3DCubeTextureImpl_SetLOD,
IWineD3DCubeTextureImpl_GetLOD,
IWineD3DCubeTextureImpl_GetLevelCount,
......@@ -309,8 +309,8 @@ const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
IWineD3DCubeTextureImpl_GetDirty,
IWineD3DCubeTextureImpl_BindTexture,
IWineD3DCubeTextureImpl_UnBindTexture,
IWineD3DCubeTextureImpl_GetTextureDimensions,
/* cube texture */
IWineD3DCubeTextureImpl_GetTextureDimensions,
/* IWineD3DCubeTexture */
IWineD3DCubeTextureImpl_GetLevelDesc,
IWineD3DCubeTextureImpl_GetCubeMapSurface,
IWineD3DCubeTextureImpl_LockRect,
......
......@@ -4,6 +4,7 @@
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
......@@ -47,7 +48,7 @@ ULONG WINAPI IWineD3DIndexBufferImpl_AddRef(IWineD3DIndexBuffer *iface) {
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
ULONG ref = InterlockedIncrement(&This->resource.ref);
TRACE("(%p) : AddRef increasing from %ld\n", This, ref - 1);
return ref;
return ref;
}
ULONG WINAPI IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer *iface) {
......@@ -128,9 +129,11 @@ HRESULT WINAPI IWineD3DIndexBufferImpl_GetDesc(IWineD3DIndexBuffer *ifac
const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl =
{
/* IUnknown */
IWineD3DIndexBufferImpl_QueryInterface,
IWineD3DIndexBufferImpl_AddRef,
IWineD3DIndexBufferImpl_Release,
/* IWineD3DResource */
IWineD3DIndexBufferImpl_GetParent,
IWineD3DIndexBufferImpl_GetDevice,
IWineD3DIndexBufferImpl_SetPrivateData,
......@@ -140,6 +143,7 @@ const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl =
IWineD3DIndexBufferImpl_GetPriority,
IWineD3DIndexBufferImpl_PreLoad,
IWineD3DIndexBufferImpl_GetType,
/* IWineD3DIndexBuffer */
IWineD3DIndexBufferImpl_Lock,
IWineD3DIndexBufferImpl_Unlock,
IWineD3DIndexBufferImpl_GetDesc
......
......@@ -4,6 +4,7 @@
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
......@@ -26,7 +27,7 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
/* IDirect3DResource IUnknown parts follow: */
/* IWineD3DResource IUnknown parts follow: */
HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
......@@ -71,7 +72,7 @@ void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface){
This->resource.allocatedMemory = 0;
}
/* IDirect3DResource Interface follow: */
/* IWineD3DResource Interface follow: */
HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice** ppDevice) {
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
TRACE("(%p) : returning %p\n", This, This->resource.wineD3DDevice);
......@@ -128,9 +129,11 @@ HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown
static const IWineD3DResourceVtbl IWineD3DResource_Vtbl =
{
/* IUnknown */
IWineD3DResourceImpl_QueryInterface,
IWineD3DResourceImpl_AddRef,
IWineD3DResourceImpl_Release,
/* IWineD3DResource */
IWineD3DResourceImpl_GetParent,
IWineD3DResourceImpl_GetDevice,
IWineD3DResourceImpl_SetPrivateData,
......
......@@ -454,7 +454,7 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
unsigned int i;
/* Note this may have a large overhead but it should only be executed
once, in order to initialize the complete state of the device and
once, in order to initialize the complete state of the device and
all opengl equivalents */
TRACE("-----------------------> Setting up device defaults...\n");
This->blockType = D3DSBT_ALL;
......@@ -634,7 +634,7 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
/* Sampler states*/
for (i = 0 ; i < MAX_SAMPLERS; i++) {
TRACE("Setting up default samplers states for sampler %d\n", i);
TRACE("Setting up default samplers states for sampler %d\n", i);
This->samplerState[i][WINED3DSAMP_ADDRESSU ] = D3DTADDRESS_WRAP;
This->samplerState[i][WINED3DSAMP_ADDRESSV ] = D3DTADDRESS_WRAP;
This->samplerState[i][WINED3DSAMP_ADDRESSW ] = D3DTADDRESS_WRAP;
......@@ -714,9 +714,11 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
{
/* IUnknown */
IWineD3DStateBlockImpl_QueryInterface,
IWineD3DStateBlockImpl_AddRef,
IWineD3DStateBlockImpl_Release,
/* IWineD3DStateBlock */
IWineD3DStateBlockImpl_GetParent,
IWineD3DStateBlockImpl_GetDevice,
IWineD3DStateBlockImpl_Capture,
......
......@@ -231,7 +231,7 @@ HRESULT WINAPI IWineD3DTextureImpl_GetSurfaceLevel(IWineD3DTexture *iface, UINT
return hr;
}
HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, D3DLOCKED_RECT *pLockedRect,
HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level, D3DLOCKED_RECT *pLockedRect,
CONST RECT *pRect, DWORD Flags) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
HRESULT hr = D3DERR_INVALIDCALL;
......@@ -266,7 +266,7 @@ HRESULT WINAPI IWineD3DTextureImpl_UnlockRect(IWineD3DTexture *iface, UINT Level
HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RECT* pDirtyRect) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
return IWineD3DSurface_AddDirtyRect((IWineD3DSurface *)This->surfaces[0], pDirtyRect);
}
......
......@@ -130,9 +130,11 @@ HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *if
const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
{
/* IUnknown */
IWineD3DVertexBufferImpl_QueryInterface,
IWineD3DVertexBufferImpl_AddRef,
IWineD3DVertexBufferImpl_Release,
/* IWineD3DResource */
IWineD3DVertexBufferImpl_GetParent,
IWineD3DVertexBufferImpl_GetDevice,
IWineD3DVertexBufferImpl_SetPrivateData,
......@@ -142,6 +144,7 @@ const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
IWineD3DVertexBufferImpl_GetPriority,
IWineD3DVertexBufferImpl_PreLoad,
IWineD3DVertexBufferImpl_GetType,
/* IWineD3DVertexBuffer */
IWineD3DVertexBufferImpl_Lock,
IWineD3DVertexBufferImpl_Unlock,
IWineD3DVertexBufferImpl_GetDesc
......
......@@ -55,7 +55,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_decl);
* http://developer.nvidia.com/view.asp?IO=vstovp
*
* NVIDIA: Memory Management with VAR
* http://developer.nvidia.com/view.asp?IO=var_memory_management
* http://developer.nvidia.com/view.asp?IO=var_memory_management
*/
/** Vertex Shader Declaration 8 data types tokens */
......@@ -215,21 +215,21 @@ static DWORD IWineD3DVertexDeclarationImpl_ParseToken8(const DWORD* pToken) {
++pToken;
for (i = 0; i < count; ++i) {
#if 0
TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n",
constaddress,
*pToken,
*(pToken + 1),
*(pToken + 2),
*(pToken + 3));
TRACE(" c[%lu] = (0x%08lx, 0x%08lx, 0x%08lx, 0x%08lx)\n",
constaddress,
*pToken,
*(pToken + 1),
*(pToken + 2),
*(pToken + 3));
#endif
TRACE(" c[%lu] = (%8f, %8f, %8f, %8f)\n",
constaddress,
*(const float*) pToken,
*(const float*) (pToken + 1),
*(const float*) (pToken + 2),
*(const float*) (pToken + 3));
pToken += 4;
++constaddress;
TRACE(" c[%lu] = (%8f, %8f, %8f, %8f)\n",
constaddress,
*(const float*) pToken,
*(const float*) (pToken + 1),
*(const float*) (pToken + 2),
*(const float*) (pToken + 3));
pToken += 4;
++constaddress;
}
tokenlen = (4 * count) + 1;
}
......@@ -295,7 +295,7 @@ IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
/* Convert from a directx* declaration into a directx9 one, so we only have to deal with one type of declaration everywhere else */
while (D3DVSD_END() != *pToken) {
token = *pToken;
tokenlen = IWineD3DVertexDeclarationImpl_ParseToken8(pToken);
tokenlen = IWineD3DVertexDeclarationImpl_ParseToken8(pToken);
tokentype = ((token & D3DVSD_TOKENTYPEMASK) >> D3DVSD_TOKENTYPESHIFT);
if (D3DVSD_TOKEN_STREAM == tokentype && 0 == (D3DVSD_STREAMTESSMASK & token)) {
......@@ -426,7 +426,7 @@ HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetParent(IWineD3DVertexDeclaration
HRESULT WINAPI IWineD3DVertexDeclarationImpl_GetDevice(IWineD3DVertexDeclaration *iface, IWineD3DDevice** ppDevice) {
IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
TRACE("(%p) : returning %p\n", This, This->wineD3DDevice);
*ppDevice = (IWineD3DDevice *) This->wineD3DDevice;
IWineD3DDevice_AddRef(*ppDevice);
......
......@@ -3,7 +3,7 @@
*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
......@@ -61,7 +61,7 @@ ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
}
/* ****************************************************
IWineD3DSurface IWineD3DResource parts follow
IWineD3DVolume IWineD3DResource parts follow
**************************************************** */
HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
......@@ -113,7 +113,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_GetContainer(IWineD3DVolume *iface, REFIID rii
HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_DESC* pDesc) {
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
TRACE("(%p) : copying into %p\n", This, pDesc);
*(pDesc->Format) = This->resource.format;
*(pDesc->Type) = This->resource.resourceType;
*(pDesc->Usage) = This->resource.usage;
......@@ -127,7 +127,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_GetDesc(IWineD3DVolume *iface, WINED3DVOLUME_D
HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, D3DLOCKED_BOX* pLockedVolume, CONST D3DBOX* pBox, DWORD Flags) {
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
FIXME("(%p) : pBox=%p stub\n", This, pBox);
FIXME("(%p) : pBox=%p stub\n", This, pBox);
/* fixme: should we really lock as such? */
TRACE("(%p) : box=%p, output pbox=%p, allMem=%p\n", This, pBox, pLockedVolume, This->resource.allocatedMemory);
......@@ -145,9 +145,9 @@ HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, D3DLOCKED_BOX*
This->lockedBox.Back = This->currentDesc.Depth;
} else {
TRACE("Lock Box (%p) = l %d, t %d, r %d, b %d, fr %d, ba %d\n", pBox, pBox->Left, pBox->Top, pBox->Right, pBox->Bottom, pBox->Front, pBox->Back);
pLockedVolume->pBits = This->resource.allocatedMemory +
pLockedVolume->pBits = This->resource.allocatedMemory +
(pLockedVolume->SlicePitch * pBox->Front) + /* FIXME: is front < back or vica versa? */
(pLockedVolume->RowPitch * pBox->Top) +
(pLockedVolume->RowPitch * pBox->Top) +
(pBox->Left * This->bytesPerPixel);
This->lockedBox.Left = pBox->Left;
This->lockedBox.Top = pBox->Top;
......@@ -156,7 +156,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, D3DLOCKED_BOX*
This->lockedBox.Bottom = pBox->Bottom;
This->lockedBox.Back = pBox->Back;
}
if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
/* Don't dirtify */
} else {
......@@ -169,7 +169,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, D3DLOCKED_BOX*
/** Dirtify Container if needed */
if (NULL != This->container) {
IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
IWineD3DVolumeTexture *cont = (IWineD3DVolumeTexture*) This->container;
D3DRESOURCETYPE containerType = IWineD3DBaseTexture_GetType((IWineD3DBaseTexture *) cont);
if (containerType == D3DRTYPE_VOLUMETEXTURE) {
......@@ -189,7 +189,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, D3DLOCKED_BOX*
HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) {
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
if (FALSE == This->locked) {
ERR("trying to lock unlocked volume@%p\n", This);
ERR("trying to lock unlocked volume@%p\n", This);
return D3DERR_INVALIDCALL;
}
TRACE("(%p) : unlocking volume\n", This);
......@@ -205,7 +205,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_CleanDirtyBox(IWineD3DVolume *iface) {
This->dirty = FALSE;
This->lockedBox.Left = This->currentDesc.Width;
This->lockedBox.Top = This->currentDesc.Height;
This->lockedBox.Front = This->currentDesc.Depth;
This->lockedBox.Front = This->currentDesc.Depth;
This->lockedBox.Right = 0;
This->lockedBox.Bottom = 0;
This->lockedBox.Back = 0;
......@@ -235,7 +235,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_AddDirtyBox(IWineD3DVolume *iface, CONST D3DBO
HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IUnknown* container){
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
This->container = container;
return D3D_OK;
}
......@@ -267,7 +267,7 @@ HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, GLenum gl_l
This->resource.allocatedMemory);
checkGLcall("glTexImage3D");
return D3D_OK;
}
const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
......@@ -291,7 +291,7 @@ const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl =
IWineD3DVolumeImpl_GetDesc,
IWineD3DVolumeImpl_LockBox,
IWineD3DVolumeImpl_UnlockBox,
/* Internal interface */
/* Internal interface */
IWineD3DVolumeImpl_AddDirtyBox,
IWineD3DVolumeImpl_CleanDirtyBox,
IWineD3DVolumeImpl_LoadTexture,
......
......@@ -103,20 +103,20 @@ void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
/* Overrider the IWineD3DResource Preload method */
UINT i;
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p) : About to load texture\n", This);
IWineD3DVolumeTexture_BindTexture(iface);
ENTER_GL();
/* If were dirty then reload the volumes */
if(This->baseTexture.dirty != FALSE) {
for (i = 0; i < This->baseTexture.levels; i++) {
IWineD3DVolume_LoadTexture(This->volumes[i], i);
}
/* No longer dirty */
This->baseTexture.dirty = FALSE;
This->baseTexture.dirty = FALSE;
}
LEAVE_GL();
......@@ -181,7 +181,7 @@ HRESULT WINAPI IWineD3DVolumeTextureImpl_UnBindTexture(IWineD3DVolumeTexture *if
UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p) \n", This);
TRACE("(%p) \n", This);
return GL_TEXTURE_3D;
}
......@@ -244,7 +244,7 @@ HRESULT WINAPI IWineD3DVolumeTextureImpl_UnlockBox(IWineD3DVolumeTexture *iface,
HRESULT WINAPI IWineD3DVolumeTextureImpl_AddDirtyBox(IWineD3DVolumeTexture *iface, CONST D3DBOX* pDirtyBox) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
TRACE("(%p) : dirtyfication of volume Level (0)\n", This);
return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) This->volumes[0], pDirtyBox);
}
......
......@@ -3,7 +3,7 @@
*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2004 Jason Edmeades
* Copyright 2004 Jason Edmeades
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
......@@ -97,24 +97,24 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
{
if ( !RegQueryValueExA( hkey, "VertexShaderMode", 0, NULL, buffer, &size) )
{
if (!strcmp(buffer,"none"))
{
TRACE("Disable vertex shaders\n");
vs_mode = VS_NONE;
}
else if (!strcmp(buffer,"emulation"))
{
TRACE("Force SW vertex shaders\n");
vs_mode = VS_SW;
}
if (!strcmp(buffer,"none"))
{
TRACE("Disable vertex shaders\n");
vs_mode = VS_NONE;
}
else if (!strcmp(buffer,"emulation"))
{
TRACE("Force SW vertex shaders\n");
vs_mode = VS_SW;
}
}
if ( !RegQueryValueExA( hkey, "PixelShaderMode", 0, NULL, buffer, &size) )
{
if (!strcmp(buffer,"enabled"))
{
TRACE("Allow pixel shaders\n");
ps_mode = PS_HW;
}
if (!strcmp(buffer,"enabled"))
{
TRACE("Allow pixel shaders\n");
ps_mode = PS_HW;
}
}
}
if (vs_mode == VS_HW)
......
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