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wine
wine-winehq
Commits
894e4636
Commit
894e4636
authored
Dec 07, 2022
by
Eric Pouech
Committed by
Alexandre Julliard
Dec 07, 2022
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Plain Diff
wined3d: Enable long types in device.c.
parent
47ea1cb8
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Showing
1 changed file
with
14 additions
and
15 deletions
+14
-15
device.c
dlls/wined3d/device.c
+14
-15
No files found.
dlls/wined3d/device.c
View file @
894e4636
...
...
@@ -23,7 +23,6 @@
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#define WINE_NO_LONG_TYPES
/* temporary */
#include "wined3d_private.h"
...
...
@@ -324,7 +323,7 @@ static void device_load_logo(struct wined3d_device *device, const char *filename
if
(
FAILED
(
hr
=
wined3d_texture_create
(
device
,
&
desc
,
1
,
1
,
WINED3D_TEXTURE_CREATE_GET_DC
,
NULL
,
NULL
,
&
wined3d_null_parent_ops
,
&
device
->
logo_texture
)))
{
ERR
(
"Wine logo requested, but failed to create texture, hr %#x.
\n
"
,
hr
);
ERR
(
"Wine logo requested, but failed to create texture, hr %#
l
x.
\n
"
,
hr
);
goto
out
;
}
...
...
@@ -553,7 +552,7 @@ void wined3d_device_create_default_samplers(struct wined3d_device *device, struc
*/
if
(
FAILED
(
hr
=
wined3d_sampler_create
(
device
,
&
desc
,
NULL
,
&
wined3d_null_parent_ops
,
&
device
->
default_sampler
)))
{
ERR
(
"Failed to create default sampler, hr %#x.
\n
"
,
hr
);
ERR
(
"Failed to create default sampler, hr %#
l
x.
\n
"
,
hr
);
device
->
default_sampler
=
NULL
;
}
...
...
@@ -566,7 +565,7 @@ void wined3d_device_create_default_samplers(struct wined3d_device *device, struc
desc
.
mip_filter
=
WINED3D_TEXF_LINEAR
;
if
(
FAILED
(
hr
=
wined3d_sampler_create
(
device
,
&
desc
,
NULL
,
&
wined3d_null_parent_ops
,
&
device
->
null_sampler
)))
{
ERR
(
"Failed to create null sampler, hr %#x.
\n
"
,
hr
);
ERR
(
"Failed to create null sampler, hr %#
l
x.
\n
"
,
hr
);
device
->
null_sampler
=
NULL
;
}
}
...
...
@@ -1264,7 +1263,7 @@ void wined3d_device_gl_create_primary_opengl_context_cs(void *object)
if
(
FAILED
(
hr
=
device
->
shader_backend
->
shader_alloc_private
(
device
,
device
->
adapter
->
vertex_pipe
,
device
->
adapter
->
fragment_pipe
)))
{
ERR
(
"Failed to allocate shader private data, hr %#x.
\n
"
,
hr
);
ERR
(
"Failed to allocate shader private data, hr %#
l
x.
\n
"
,
hr
);
wined3d_allocator_cleanup
(
&
device_gl
->
allocator
);
context_release
(
context
);
wined3d_context_gl_destroy
(
wined3d_context_gl
(
device
->
contexts
[
0
]));
...
...
@@ -1341,7 +1340,7 @@ HRESULT wined3d_device_set_implicit_swapchain(struct wined3d_device *device, str
if
(
FAILED
(
hr
=
wined3d_rendertarget_view_create
(
&
view_desc
,
back_buffer
,
NULL
,
&
wined3d_null_parent_ops
,
&
device
->
back_buffer_view
)))
{
ERR
(
"Failed to create rendertarget view, hr %#x.
\n
"
,
hr
);
ERR
(
"Failed to create rendertarget view, hr %#
l
x.
\n
"
,
hr
);
device
->
adapter
->
adapter_ops
->
adapter_uninit_3d
(
device
);
device
->
d3d_initialized
=
FALSE
;
goto
err_out
;
...
...
@@ -1868,7 +1867,7 @@ static void wined3d_device_set_render_state(struct wined3d_device *device,
static
void
wined3d_device_set_sampler_state
(
struct
wined3d_device
*
device
,
UINT
sampler_idx
,
enum
wined3d_sampler_state
state
,
DWORD
value
)
{
TRACE
(
"device %p, sampler_idx %u, state %s, value %#x.
\n
"
,
TRACE
(
"device %p, sampler_idx %u, state %s, value %#
l
x.
\n
"
,
device
,
sampler_idx
,
debug_d3dsamplerstate
(
state
),
value
);
if
(
value
==
device
->
cs
->
c
.
state
->
sampler_states
[
sampler_idx
][
state
])
...
...
@@ -3485,7 +3484,7 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO
box
.
right
=
box
.
left
+
dwCount
*
vertex_size
;
if
(
FAILED
(
hr
=
wined3d_resource_map
(
&
dest
->
resource
,
0
,
&
map_desc
,
&
box
,
WINED3D_MAP_WRITE
)))
{
WARN
(
"Failed to map buffer, hr %#x.
\n
"
,
hr
);
WARN
(
"Failed to map buffer, hr %#
l
x.
\n
"
,
hr
);
return
hr
;
}
dest_ptr
=
map_desc
.
data
;
...
...
@@ -3835,7 +3834,7 @@ static void wined3d_device_set_texture_stage_state(struct wined3d_device *device
{
const
struct
wined3d_d3d_info
*
d3d_info
=
&
device
->
adapter
->
d3d_info
;
TRACE
(
"device %p, stage %u, state %s, value %
#
x.
\n
"
,
TRACE
(
"device %p, stage %u, state %s, value %
l
x.
\n
"
,
device
,
stage
,
debug_d3dtexturestate
(
state
),
value
);
if
(
stage
>=
d3d_info
->
limits
.
ffp_blend_stages
)
...
...
@@ -5703,7 +5702,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
focus_window
=
swapchain
->
state
.
device_window
;
if
(
FAILED
(
hr
=
wined3d_device_acquire_focus_window
(
device
,
focus_window
)))
{
ERR
(
"Failed to acquire focus window, hr %#x.
\n
"
,
hr
);
ERR
(
"Failed to acquire focus window, hr %#
l
x.
\n
"
,
hr
);
return
hr
;
}
}
...
...
@@ -5728,7 +5727,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
* up their mess. Guild Wars also loses the device during that. */
if
(
FAILED
(
hr
=
wined3d_output_get_desc
(
swapchain_desc
->
output
,
&
output_desc
)))
{
ERR
(
"Failed to get output description, hr %#x.
\n
"
,
hr
);
ERR
(
"Failed to get output description, hr %#
l
x.
\n
"
,
hr
);
return
hr
;
}
...
...
@@ -5784,7 +5783,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
if
(
FAILED
(
hr
=
device
->
device_parent
->
ops
->
create_swapchain_texture
(
device
->
device_parent
,
device
->
device_parent
,
&
texture_desc
,
0
,
&
texture
)))
{
ERR
(
"Failed to create the auto depth/stencil surface, hr %#x.
\n
"
,
hr
);
ERR
(
"Failed to create the auto depth/stencil surface, hr %#
l
x.
\n
"
,
hr
);
return
WINED3DERR_INVALIDCALL
;
}
...
...
@@ -5799,7 +5798,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
wined3d_texture_decref
(
texture
);
if
(
FAILED
(
hr
))
{
ERR
(
"Failed to create rendertarget view, hr %#x.
\n
"
,
hr
);
ERR
(
"Failed to create rendertarget view, hr %#
l
x.
\n
"
,
hr
);
return
hr
;
}
}
...
...
@@ -5822,7 +5821,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
if
(
FAILED
(
hr
=
wined3d_rendertarget_view_create
(
&
view_desc
,
back_buffer
,
NULL
,
&
wined3d_null_parent_ops
,
&
device
->
back_buffer_view
)))
{
ERR
(
"Failed to create rendertarget view, hr %#x.
\n
"
,
hr
);
ERR
(
"Failed to create rendertarget view, hr %#
l
x.
\n
"
,
hr
);
return
hr
;
}
}
...
...
@@ -6141,7 +6140,7 @@ HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined
&
adapter
->
d3d_info
,
supported_extensions
,
vertex_pipeline
,
fragment_pipeline
,
adapter
->
misc_state_template
)))
{
ERR
(
"Failed to compile state table, hr %#x.
\n
"
,
hr
);
ERR
(
"Failed to compile state table, hr %#
l
x.
\n
"
,
hr
);
wine_rb_destroy
(
&
device
->
samplers
,
NULL
,
NULL
);
wine_rb_destroy
(
&
device
->
rasterizer_states
,
NULL
,
NULL
);
wine_rb_destroy
(
&
device
->
blend_states
,
NULL
,
NULL
);
...
...
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