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wine
wine-winehq
Commits
007c648c
Commit
007c648c
authored
Dec 29, 2008
by
Henri Verbeet
Committed by
Alexandre Julliard
Dec 30, 2008
Browse files
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Plain Diff
d3d: Correct some debug levels.
parent
8da71ca6
Hide whitespace changes
Inline
Side-by-side
Showing
10 changed files
with
17 additions
and
17 deletions
+17
-17
device.c
dlls/d3d8/device.c
+1
-1
cubetexture.c
dlls/d3d9/cubetexture.c
+2
-2
query.c
dlls/d3d9/query.c
+2
-2
stateblock.c
dlls/d3d9/stateblock.c
+1
-1
texture.c
dlls/d3d9/texture.c
+2
-2
volumetexture.c
dlls/d3d9/volumetexture.c
+2
-2
cubetexture.c
dlls/wined3d/cubetexture.c
+1
-1
device.c
dlls/wined3d/device.c
+3
-3
texture.c
dlls/wined3d/texture.c
+1
-1
volumetexture.c
dlls/wined3d/volumetexture.c
+2
-2
No files found.
dlls/d3d8/device.c
View file @
007c648c
...
...
@@ -1113,7 +1113,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface
EnterCriticalSection
(
&
d3d8_cs
);
hr
=
IWineD3DDevice_EndStateBlock
(
This
->
WineD3DDevice
,
&
wineD3DStateBlock
);
if
(
hr
!=
D3D_OK
)
{
FIXME
(
"IWineD3DDevice_EndStateBlock returned an error
\n
"
);
WARN
(
"IWineD3DDevice_EndStateBlock returned an error
\n
"
);
LeaveCriticalSection
(
&
d3d8_cs
);
return
hr
;
}
...
...
dlls/d3d9/cubetexture.c
View file @
007c648c
...
...
@@ -348,7 +348,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateCubeTexture(LPDIRECT3DDEVICE9EX ifac
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
if
(
NULL
==
object
)
{
FIXME
(
"(%p) allocation of CubeTexture failed
\n
"
,
This
);
ERR
(
"(%p) allocation of CubeTexture failed
\n
"
,
This
);
return
D3DERR_OUTOFVIDEOMEMORY
;
}
object
->
lpVtbl
=
&
Direct3DCubeTexture9_Vtbl
;
...
...
@@ -362,7 +362,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateCubeTexture(LPDIRECT3DDEVICE9EX ifac
if
(
hr
!=
D3D_OK
){
/* free up object */
FIXME
(
"(%p) call to IWineD3DDevice_CreateCubeTexture failed
\n
"
,
This
);
WARN
(
"(%p) call to IWineD3DDevice_CreateCubeTexture failed
\n
"
,
This
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
}
else
{
IDirect3DDevice9Ex_AddRef
(
iface
);
...
...
dlls/d3d9/query.c
View file @
007c648c
...
...
@@ -163,7 +163,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateQuery(LPDIRECT3DDEVICE9EX iface, D3DQU
/* Allocate the storage for the device */
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
IDirect3DQuery9Impl
));
if
(
NULL
==
object
)
{
FIXME
(
"Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY
\n
"
);
ERR
(
"Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY
\n
"
);
return
D3DERR_OUTOFVIDEOMEMORY
;
}
...
...
@@ -176,7 +176,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateQuery(LPDIRECT3DDEVICE9EX iface, D3DQU
if
(
FAILED
(
hr
))
{
/* free up object */
FIXME
(
"(%p) call to IWineD3DDevice_CreateQuery failed
\n
"
,
This
);
WARN
(
"(%p) call to IWineD3DDevice_CreateQuery failed
\n
"
,
This
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
}
else
{
IDirect3DDevice9Ex_AddRef
(
iface
);
...
...
dlls/d3d9/stateblock.c
View file @
007c648c
...
...
@@ -175,7 +175,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_EndStateBlock(LPDIRECT3DDEVICE9EX iface, I
hr
=
IWineD3DDevice_EndStateBlock
(
This
->
WineD3DDevice
,
&
wineD3DStateBlock
);
LeaveCriticalSection
(
&
d3d9_cs
);
if
(
hr
!=
D3D_OK
){
FIXME
(
"IWineD3DDevice_EndStateBlock returned an error
\n
"
);
WARN
(
"IWineD3DDevice_EndStateBlock returned an error
\n
"
);
return
hr
;
}
/* allocate a new IDirectD3DStateBlock */
...
...
dlls/d3d9/texture.c
View file @
007c648c
...
...
@@ -339,7 +339,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateTexture(LPDIRECT3DDEVICE9EX iface, U
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
IDirect3DTexture9Impl
));
if
(
NULL
==
object
)
{
FIXME
(
"Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY
\n
"
);
ERR
(
"Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY
\n
"
);
return
D3DERR_OUTOFVIDEOMEMORY
;
}
...
...
@@ -353,7 +353,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateTexture(LPDIRECT3DDEVICE9EX iface, U
if
(
FAILED
(
hrc
))
{
/* free up object */
FIXME
(
"(%p) call to IWineD3DDevice_CreateTexture failed
\n
"
,
This
);
WARN
(
"(%p) call to IWineD3DDevice_CreateTexture failed
\n
"
,
This
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
}
else
{
IDirect3DDevice9Ex_AddRef
(
iface
);
...
...
dlls/d3d9/volumetexture.c
View file @
007c648c
...
...
@@ -252,7 +252,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateVolumeTexture(LPDIRECT3DDEVICE9EX if
/* Allocate the storage for the device */
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
IDirect3DVolumeTexture9Impl
));
if
(
NULL
==
object
)
{
FIXME
(
"(%p) allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY
\n
"
,
This
);
ERR
(
"(%p) allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY
\n
"
,
This
);
return
D3DERR_OUTOFVIDEOMEMORY
;
}
...
...
@@ -266,7 +266,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateVolumeTexture(LPDIRECT3DDEVICE9EX if
if
(
hrc
!=
D3D_OK
)
{
/* free up object */
FIXME
(
"(%p) call to IWineD3DDevice_CreateVolumeTexture failed
\n
"
,
This
);
WARN
(
"(%p) call to IWineD3DDevice_CreateVolumeTexture failed
\n
"
,
This
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
}
else
{
IDirect3DDevice9Ex_AddRef
(
iface
);
...
...
dlls/wined3d/cubetexture.c
View file @
007c648c
...
...
@@ -298,7 +298,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *
TRACE
(
"(%p) level (%d)
\n
"
,
This
,
Level
);
return
IWineD3DSurface_GetDesc
(
This
->
surfaces
[
0
][
Level
],
pDesc
);
}
FIXME
(
"(%p) level(%d) overflow Levels(%d)
\n
"
,
This
,
Level
,
This
->
baseTexture
.
levels
);
WARN
(
"(%p) level(%d) overflow Levels(%d)
\n
"
,
This
,
Level
,
This
->
baseTexture
.
levels
);
return
WINED3DERR_INVALIDCALL
;
}
...
...
dlls/wined3d/device.c
View file @
007c648c
...
...
@@ -2984,7 +2984,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, D
*
* TODO: Test how this affects rendering
*/
FIXME
(
"Too many concurrently active lights
\n
"
);
WARN
(
"Too many concurrently active lights
\n
"
);
return
WINED3D_OK
;
}
...
...
@@ -4738,7 +4738,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IW
IWineD3DStateBlockImpl
*
object
=
This
->
updateStateBlock
;
if
(
!
This
->
isRecordingState
)
{
FIXME
(
"(%p) not recording! returning error
\n
"
,
This
);
WARN
(
"(%p) not recording! returning error
\n
"
,
This
);
*
ppStateBlock
=
NULL
;
return
WINED3DERR_INVALIDCALL
;
}
...
...
@@ -5137,7 +5137,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *
* without an index buffer set. (The first time at least...)
* D3D8 simply dies, but I doubt it can do much harm to return
* D3DERR_INVALIDCALL there as well. */
ERR
(
"(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL
\n
"
,
This
);
WARN
(
"(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL
\n
"
,
This
);
return
WINED3DERR_INVALIDCALL
;
}
...
...
dlls/wined3d/texture.c
View file @
007c648c
...
...
@@ -303,7 +303,7 @@ static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, U
TRACE
(
"(%p) Level (%d)
\n
"
,
This
,
Level
);
return
IWineD3DSurface_GetDesc
(
This
->
surfaces
[
Level
],
pDesc
);
}
FIXME
(
"(%p) level(%d) overflow Levels(%d)
\n
"
,
This
,
Level
,
This
->
baseTexture
.
levels
);
WARN
(
"(%p) level(%d) overflow Levels(%d)
\n
"
,
This
,
Level
,
This
->
baseTexture
.
levels
);
return
WINED3DERR_INVALIDCALL
;
}
...
...
dlls/wined3d/volumetexture.c
View file @
007c648c
...
...
@@ -244,7 +244,7 @@ static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTextu
TRACE
(
"(%p) Level (%d)
\n
"
,
This
,
Level
);
return
IWineD3DVolume_GetDesc
(
This
->
volumes
[
Level
],
pDesc
);
}
else
{
FIXME
(
"(%p) Level (%d)
\n
"
,
This
,
Level
);
WARN
(
"(%p) Level (%d)
\n
"
,
This
,
Level
);
}
return
WINED3D_OK
;
}
...
...
@@ -255,7 +255,7 @@ static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTex
IWineD3DVolume_AddRef
(
*
ppVolumeLevel
);
TRACE
(
"(%p) -> level(%d) returning volume@%p
\n
"
,
This
,
Level
,
*
ppVolumeLevel
);
}
else
{
FIXME
(
"(%p) Level(%d) overflow Levels(%d)
\n
"
,
This
,
Level
,
This
->
baseTexture
.
levels
);
WARN
(
"(%p) Level(%d) overflow Levels(%d)
\n
"
,
This
,
Level
,
This
->
baseTexture
.
levels
);
return
WINED3DERR_INVALIDCALL
;
}
return
WINED3D_OK
;
...
...
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