Commit 560d6354 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Remove trailing spaces.

parent 3f7cb743
......@@ -265,8 +265,7 @@ struct shader_arb_priv
* ARB_[vertex/fragment]_program helper functions follow
********************************************************/
/**
* Loads floating point constants into the currently set ARB_vertex/fragment_program.
/* Loads floating point constants into the currently set ARB_vertex/fragment_program.
* When constant_list == NULL, it will load all the constants.
*
* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
......
......@@ -4303,7 +4303,8 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
}
}
if (DestFVF & WINED3DFVF_SPECULAR) {
if (DestFVF & WINED3DFVF_SPECULAR)
{
/* What's the color value in the feedback buffer? */
const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
const DWORD *color_s = (const DWORD *)(element->data + i * element->stride);
......
......@@ -2359,9 +2359,8 @@ static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT
}
static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
WINED3DFORMAT SurfaceFormat,
BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
{
IWineD3DImpl *This = (IWineD3DImpl *)iface;
const struct GlPixelFormatDesc *glDesc;
const struct WineD3DAdapter *adapter;
......@@ -3047,7 +3046,8 @@ static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const s
static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
WINED3DSURFTYPE SurfaceType) {
WINED3DSURFTYPE SurfaceType)
{
IWineD3DImpl *This = (IWineD3DImpl *)iface;
struct WineD3DAdapter *adapter = &This->adapters[Adapter];
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
......@@ -3951,14 +3951,13 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
pCaps->MaxPointSize = GL_LIMITS(pointsize);
/* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
WINED3DVTXPCAPS_MATERIALSOURCE7 |
WINED3DVTXPCAPS_POSITIONALLIGHTS |
WINED3DVTXPCAPS_LOCALVIEWER |
WINED3DVTXPCAPS_VERTEXFOG |
WINED3DVTXPCAPS_TEXGEN;
/* FIXME: Add
D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
pCaps->MaxVertexIndex = 0xFFFFF;
......
......@@ -1777,9 +1777,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
}
/*****************************************************************************
*
* Begin processing individual instruction opcodes
*
****************************************************************************/
/* Generate GLSL arithmetic functions (dst = src1 + src2) */
......@@ -2264,7 +2262,7 @@ static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
src0_param.param_str, src1_param.param_str, src2_param.param_str);
}
/** Handles transforming all WINED3DSIO_M?x? opcodes for
/* Handles transforming all WINED3DSIO_M?x? opcodes for
Vertex shaders to GLSL codes */
static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
{
......@@ -3037,7 +3035,7 @@ static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
current_state->current_row = 0;
}
/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
/* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
{
......@@ -3068,7 +3066,7 @@ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins
current_state->current_row = 0;
}
/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
/* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
{
......
......@@ -31,11 +31,11 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
* Stateblock helper functions follow
**************************************/
/** Allocates the correct amount of space for pixel and vertex shader constants,
/* Allocates the correct amount of space for pixel and vertex shader constants,
* along with their set/changed flags on the given stateblock object
*/
HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object)
{
IWineD3DStateBlockImpl *This = object;
/* Allocate space for floating point constants */
......@@ -113,11 +113,8 @@ static inline void stateblock_set_bits(DWORD *map, UINT map_size)
}
/** Set all members of a stateblock savedstate to the given value */
void stateblock_savedstates_set(
IWineD3DStateBlock* iface,
SAVEDSTATES* states,
BOOL value) {
void stateblock_savedstates_set(IWineD3DStateBlock *iface, SAVEDSTATES *states, BOOL value)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
unsigned bsize = sizeof(BOOL);
......
......@@ -2376,8 +2376,6 @@ typedef struct IWineD3DQueryImpl
WINED3DQUERYTYPE type;
/* TODO: Think about using a IUnknown instead of a void* */
void *extendedData;
} IWineD3DQueryImpl;
extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
......@@ -2576,8 +2574,8 @@ typedef struct SHADER_LIMITS {
unsigned int label;
} SHADER_LIMITS;
/** Keeps track of details for TEX_M#x# shader opcodes which need to
maintain state information between multiple codes */
/* Keeps track of details for TEX_M#x# shader opcodes which need to
* maintain state information between multiple codes */
typedef struct SHADER_PARSE_STATE {
unsigned int current_row;
DWORD texcoord_w[2];
......@@ -2725,7 +2723,7 @@ static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD
* IDirect3DVertexShader implementation structures
*/
typedef struct IWineD3DVertexShaderImpl {
/* IUnknown parts*/
/* IUnknown parts */
const IWineD3DVertexShaderVtbl *lpVtbl;
/* IWineD3DBaseShader */
......
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