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wine
wine-cw
Commits
bd19d67a
Commit
bd19d67a
authored
Jul 22, 2005
by
Francois Gouget
Committed by
Alexandre Julliard
Jul 22, 2005
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Plain Diff
Assorted spelling fixes.
parent
6cb230dd
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Showing
4 changed files
with
12 additions
and
12 deletions
+12
-12
module.c
dlls/kernel/tests/module.c
+1
-1
device.c
dlls/wined3d/device.c
+8
-8
surface.c
dlls/wined3d/surface.c
+1
-1
wined3d_private.h
dlls/wined3d/wined3d_private.h
+2
-2
No files found.
dlls/kernel/tests/module.c
View file @
bd19d67a
...
...
@@ -99,7 +99,7 @@ static void testLoadLibraryA_Wrong(void)
{
HMODULE
hModule
;
/* Try to load a non
-existing
dll */
/* Try to load a non
existent
dll */
SetLastError
(
0xdeadbeef
);
hModule
=
LoadLibraryA
(
"non_ex_pv.dll"
);
ok
(
!
hModule
,
"non_ex_pv.dll should be not loadable
\n
"
);
...
...
dlls/wined3d/device.c
View file @
bd19d67a
...
...
@@ -4928,7 +4928,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3
}
else
{
/* some applications can
not handle odd pitches returned by soft non-power2, so we have
/* some applications cannot handle odd pitches returned by soft non-power2, so we have
to repack the data from pow2Width/Height to expected Width,Height, this makes the
data returned by GetData non-power2 width/height with hardware non-power2
pow2Width/height are set to surface width height, repacking isn't needed so it
...
...
@@ -5460,21 +5460,21 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
else
if
(
pbuffer_support
==
TRUE
&&
cfgs
!=
NULL
/* && some test to make sure that opengl supports pbuffers */
)
{
/** ********************************************************************
* This is a quickl
ey hacked out implementation of offscreen textures
*
i
t will work in most cases but there may be problems if the client
* modifies the text
re directly, or expects the contenst
of the rendertarget
* to be persist
a
nt.
* This is a quickl
y hacked out implementation of offscreen textures.
*
I
t will work in most cases but there may be problems if the client
* modifies the text
ure directly, or expects the contents
of the rendertarget
* to be persist
e
nt.
*
* There are some real speed vs compat
a
bility issues here:
* There are some real speed vs compat
i
bility issues here:
* we should really use a new context for every texture, but that eats ram.
* we should also be restoring the texture to the pbuffer but that eats CPU
* we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
* but if this means reusing the display backbuffer then we need to make sure that
* states are correctly preserved.
* In many cases I would expect that we can 'skip' some functions, such as preserving states,
* and gain a good performance increase at the cost of compat
a
bility.
* and gain a good performance increase at the cost of compat
i
bility.
* I would suggest that, when this is the case, a user configurable flag be made
* available, al
owing the user to choose the best emmulated experia
nce for them.
* available, al
lowing the user to choose the best emmulated experie
nce for them.
*********************************************************************/
XVisualInfo
*
visinfo
;
...
...
dlls/wined3d/surface.c
View file @
bd19d67a
...
...
@@ -914,7 +914,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
}
}
else
{
/* TODO: possibly use texture rec
rangle (though we probably more compata
ble without it) */
/* TODO: possibly use texture rec
tangle (though we are probably more compati
ble without it) */
if
(
This
->
nonpow2
==
TRUE
)
{
TRACE
(
"non power of two support
\n
"
);
...
...
dlls/wined3d/wined3d_private.h
View file @
bd19d67a
...
...
@@ -223,8 +223,8 @@ long globalChangeGlRam(long glram);
/* Memory and object tracking */
/*Structure for holding information on all direct3d objects
useful
l
for making sure tracking is ok and when release is called on a device!
and probably quite handy for debuggin and dumping states out
useful for making sure tracking is ok and when release is called on a device!
and probably quite handy for debuggin
g
and dumping states out
*/
typedef
struct
WineD3DGlobalStatistics
{
int
glsurfaceram
;
/* The aproximate amount of glTexture memory allocated for textures */
...
...
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