Commit 894e4636 authored by Eric Pouech's avatar Eric Pouech Committed by Alexandre Julliard

wined3d: Enable long types in device.c.

parent 47ea1cb8
......@@ -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 %#lx.\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 %#lx.\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 %#lx.\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 %#lx.\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 %#lx.\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 %#lx.\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 %#lx.\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 %lx.\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 %#lx.\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 %#lx.\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 %#lx.\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 %#lx.\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 %#lx.\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 %#lx.\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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