Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
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-winehq
Commits
52b5842f
Commit
52b5842f
authored
Jul 26, 2005
by
Oliver Stieber
Committed by
Alexandre Julliard
Jul 26, 2005
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
Remove a load of IWineD3DSurface * casts that are no longer required.
parent
7cb748fe
Show whitespace changes
Inline
Side-by-side
Showing
6 changed files
with
10 additions
and
10 deletions
+10
-10
cubetexture.c
dlls/wined3d/cubetexture.c
+1
-1
device.c
dlls/wined3d/device.c
+2
-2
surface.c
dlls/wined3d/surface.c
+1
-1
swapchain.c
dlls/wined3d/swapchain.c
+2
-2
texture.c
dlls/wined3d/texture.c
+3
-3
volumetexture.c
dlls/wined3d/volumetexture.c
+1
-1
No files found.
dlls/wined3d/cubetexture.c
View file @
52b5842f
...
...
@@ -272,7 +272,7 @@ HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, D3
IWineD3DCubeTextureImpl
*
This
=
(
IWineD3DCubeTextureImpl
*
)
iface
;
if
(
Level
<
This
->
baseTexture
.
levels
)
{
hr
=
IWineD3DSurface_UnlockRect
(
(
IWineD3DSurface
*
)
This
->
surfaces
[
FaceType
][
Level
]);
hr
=
IWineD3DSurface_UnlockRect
(
This
->
surfaces
[
FaceType
][
Level
]);
}
if
(
D3D_OK
==
hr
)
{
...
...
dlls/wined3d/device.c
View file @
52b5842f
...
...
@@ -5148,7 +5148,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD
if
(
RenderTargetIndex
>
0
)
FIXME
(
"(%p) : RenderTargetIndex %ld >0 not currently supported
\n
"
,
This
,
RenderTargetIndex
);
*
ppRenderTarget
=
(
IWineD3DSurface
*
)
This
->
renderTarget
;
*
ppRenderTarget
=
This
->
renderTarget
;
TRACE
(
"(%p) : RenderTarget %ld Index returning %p
\n
"
,
This
,
RenderTargetIndex
,
*
ppRenderTarget
);
/* Note inc ref on returned surface */
if
(
*
ppRenderTarget
!=
NULL
)
...
...
@@ -5158,7 +5158,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD
HRESULT
WINAPI
IWineD3DDeviceImpl_GetDepthStencilSurface
(
IWineD3DDevice
*
iface
,
IWineD3DSurface
**
ppZStencilSurface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
*
ppZStencilSurface
=
(
IWineD3DSurface
*
)
This
->
depthStencilBuffer
;
*
ppZStencilSurface
=
This
->
depthStencilBuffer
;
TRACE
(
"(%p) : zStencilSurface returning %p
\n
"
,
This
,
*
ppZStencilSurface
);
if
(
*
ppZStencilSurface
!=
NULL
)
{
...
...
dlls/wined3d/surface.c
View file @
52b5842f
...
...
@@ -995,7 +995,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
++gen;
if ((gen % 10) == 0) {
snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
IWineD3DSurfaceImpl_SaveSnapshot(
(IWineD3DSurface *) This
, buffer);
IWineD3DSurfaceImpl_SaveSnapshot(
iface
, buffer);
}
/*
* debugging crash code
...
...
dlls/wined3d/swapchain.c
View file @
52b5842f
...
...
@@ -226,7 +226,7 @@ HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST REC
checkGLcall
(
"glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);"
);
/* If this swapchain is currently the active context then make this swapchain active */
if
(
IWineD3DSurface_GetContainer
(
(
IWineD3DSurface
*
)
This
->
wineD3DDevice
->
renderTarget
,
&
IID_IWineD3DSwapChain
,
(
void
**
)
&
tmp
)
==
D3D_OK
){
if
(
IWineD3DSurface_GetContainer
(
This
->
wineD3DDevice
->
renderTarget
,
&
IID_IWineD3DSwapChain
,
(
void
**
)
&
tmp
)
==
D3D_OK
){
if
(
tmp
!=
(
IUnknown
*
)
This
){
glXMakeCurrent
(
This
->
display
,
currentDrawable
,
currentContext
);
checkGLcall
(
"glXMakeCurrent"
);
...
...
@@ -346,7 +346,7 @@ HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UIN
IWineD3DSwapChainImpl
*
This
=
(
IWineD3DSwapChainImpl
*
)
iface
;
*
ppBackBuffer
=
(
IWineD3DSurface
*
)
This
->
backBuffer
;
*
ppBackBuffer
=
This
->
backBuffer
;
TRACE
(
"(%p) : BackBuf %d Type %d returning %p
\n
"
,
This
,
iBackBuffer
,
Type
,
*
ppBackBuffer
);
if
(
iBackBuffer
>
This
->
presentParms
.
BackBufferCount
-
1
)
{
...
...
dlls/wined3d/texture.c
View file @
52b5842f
...
...
@@ -208,7 +208,7 @@ HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Lev
if
(
Level
<
This
->
baseTexture
.
levels
)
{
TRACE
(
"(%p) Level (%d)
\n
"
,
This
,
Level
);
return
IWineD3DSurface_GetDesc
(
(
IWineD3DSurface
*
)
This
->
surfaces
[
Level
],
pDesc
);
return
IWineD3DSurface_GetDesc
(
This
->
surfaces
[
Level
],
pDesc
);
}
FIXME
(
"(%p) level(%d) overflow Levels(%d)
\n
"
,
This
,
Level
,
This
->
baseTexture
.
levels
);
return
D3DERR_INVALIDCALL
;
...
...
@@ -237,7 +237,7 @@ HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level,
HRESULT
hr
=
D3DERR_INVALIDCALL
;
if
(
Level
<
This
->
baseTexture
.
levels
)
{
hr
=
IWineD3DSurface_LockRect
(
(
IWineD3DSurface
*
)
This
->
surfaces
[
Level
],
pLockedRect
,
pRect
,
Flags
);
hr
=
IWineD3DSurface_LockRect
(
This
->
surfaces
[
Level
],
pLockedRect
,
pRect
,
Flags
);
}
if
(
D3D_OK
==
hr
)
{
TRACE
(
"(%p) Level (%d) success
\n
"
,
This
,
Level
);
...
...
@@ -267,7 +267,7 @@ HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RE
IWineD3DTextureImpl
*
This
=
(
IWineD3DTextureImpl
*
)
iface
;
This
->
baseTexture
.
dirty
=
TRUE
;
TRACE
(
"(%p) : dirtyfication of surface Level (0)
\n
"
,
This
);
return
IWineD3DSurface_AddDirtyRect
(
(
IWineD3DSurface
*
)
This
->
surfaces
[
0
],
pDirtyRect
);
return
IWineD3DSurface_AddDirtyRect
(
This
->
surfaces
[
0
],
pDirtyRect
);
}
const
IWineD3DTextureVtbl
IWineD3DTexture_Vtbl
=
...
...
dlls/wined3d/volumetexture.c
View file @
52b5842f
...
...
@@ -60,7 +60,7 @@ ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
for
(
i
=
0
;
i
<
This
->
baseTexture
.
levels
;
i
++
)
{
if
(
This
->
volumes
[
i
]
!=
NULL
)
{
TRACE
(
"(%p) : Releasing volume %p
\n
"
,
This
,
This
->
volumes
[
i
]);
IWineD3DVolume_Release
(
(
IWineD3DSurface
*
)
This
->
volumes
[
i
]);
IWineD3DVolume_Release
(
This
->
volumes
[
i
]);
}
}
IWineD3DBaseTextureImpl_CleanUp
((
IWineD3DBaseTexture
*
)
iface
);
...
...
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