Commit 9253e0e3 authored by Oliver Stieber's avatar Oliver Stieber Committed by Alexandre Julliard

Tidy up some comments and formatting.

parent 1ed9bac8
......@@ -278,6 +278,7 @@ UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *if
static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
{
/* IUnknown */
IWineD3DBaseTextureImpl_QueryInterface,
IWineD3DBaseTextureImpl_AddRef,
IWineD3DBaseTextureImpl_Release,
......
......@@ -298,7 +298,7 @@ const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
IWineD3DCubeTextureImpl_GetPriority,
IWineD3DCubeTextureImpl_PreLoad,
IWineD3DCubeTextureImpl_GetType,
/*base texture */
/* IWineD3DBaseTexture */
IWineD3DCubeTextureImpl_SetLOD,
IWineD3DCubeTextureImpl_GetLOD,
IWineD3DCubeTextureImpl_GetLevelCount,
......@@ -310,7 +310,7 @@ const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
IWineD3DCubeTextureImpl_BindTexture,
IWineD3DCubeTextureImpl_UnBindTexture,
IWineD3DCubeTextureImpl_GetTextureDimensions,
/* cube texture */
/* IWineD3DCubeTexture */
IWineD3DCubeTextureImpl_GetLevelDesc,
IWineD3DCubeTextureImpl_GetCubeMapSurface,
IWineD3DCubeTextureImpl_LockRect,
......
......@@ -54,9 +54,9 @@ inline static Display *get_display( HDC hdc )
static unsigned int emulated_textureram = 64*1024*1024;
/* helper macros */
#define D3DMEMCHECK(object, ppResult) if(NULL == object){ *ppResult = NULL; WARN("Out of memory\n"); return D3DERR_OUTOFVIDEOMEMORY;}
#define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return D3DERR_OUTOFVIDEOMEMORY;}
#define D3DCREATEOBJECTINSTANCE(object, type){ \
#define D3DCREATEOBJECTINSTANCE(object, type) { \
object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
D3DMEMCHECK(object, pp##type); \
object->lpVtbl = &IWineD3D##type##_Vtbl; \
......@@ -325,7 +325,7 @@ ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
IUnknown* swapChainParent;
/* Release all of the swapchains, except the implicit swapchain (#0) */
for(i = 1; i < This->numberOfSwapChains; i++){
for(i = 1; i < This->numberOfSwapChains; i++) {
/* TODO: don't access swapchains[x] directly! */
IWineD3DSwapChain_Release(This->swapchains[i]);
}
......@@ -339,7 +339,7 @@ ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
/* TODO: don't access swapchains[x] directly!, check that there are no-more swapchains left for this device! */
IWineD3DSwapChain_GetParent(This->swapchains[0], &swapChainParent);
IUnknown_Release(swapChainParent); /* once for the get parent */
if (IUnknown_Release(swapChainParent) > 0){ /* the second time for when it was created */
if (IUnknown_Release(swapChainParent) > 0) { /* the second time for when it was created */
FIXME("(%p) Something's still holding the implicit swapchain\n",This);
}
}
......@@ -423,7 +423,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTA
/* Otherwise, might as well set the whole state block to the appropriate values */
IWineD3DDevice_AddRef(iface);
/* Otherwise, might as well set the whole state block to the appropriate values */
if ( This->stateBlock != NULL){
if ( This->stateBlock != NULL) {
memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
} else {
memset(object->streamFreq, 1, sizeof(object->streamFreq));
......@@ -453,8 +453,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTA
}
}
/* Setting sampler block changes states */
for (j = 0 ; j < GL_LIMITS(samplers); j++){
for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++){
for (j = 0 ; j < GL_LIMITS(samplers); j++) {
for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
}
......@@ -474,8 +474,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, D3DSTA
}
}
/* Setting sampler block changes states */
for (j = 0 ; j < GL_LIMITS(samplers); j++){
for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++){
for (j = 0 ; j < GL_LIMITS(samplers); j++) {
for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
}
}
......@@ -561,7 +561,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Wid
return D3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
}
if(MultisampleQuality > 0){
if(MultisampleQuality > 0) {
FIXME("MultisampleQuality set to %ld, substituting 0 \n" , MultisampleQuality);
MultisampleQuality=0;
}
......@@ -665,7 +665,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Wid
break;
};
if (Usage & D3DUSAGE_RENDERTARGET && Pool != D3DPOOL_DEFAULT){
if (Usage & D3DUSAGE_RENDERTARGET && Pool != D3DPOOL_DEFAULT) {
FIXME("Trying to create a render target that isn't in the default pool\n");
}
......@@ -722,11 +722,11 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Wid
{
/* use the callback to create the texture surface */
hr = D3DCB_CreateSurface(This->parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
if(hr!= D3D_OK){
if(hr!= D3D_OK) {
int j;
FIXME("Failed to create surface %p \n",object);
/* clean up */
for(j=0;j<i;j++){
for(j = 0 ; j < i ; j++) {
IWineD3DSurface_Release(object->surfaces[j]);
}
/* heap free object */
......@@ -878,7 +878,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT
hr=D3DCB_CreateSurface(This->parent, tmpW, tmpW, Format, Usage, Pool,
i /* Level */, &object->surfaces[j][i],pSharedHandle);
if(hr!= D3D_OK){
if(hr!= D3D_OK) {
/* clean up */
int k;
int l;
......@@ -907,15 +907,15 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent){
HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
if(NULL == ppQuery){
if(NULL == ppQuery) {
/* Just a check to see if we support this type of query */
HRESULT hr = D3DERR_NOTAVAILABLE;
/* Lie and say everything is good (we can return ok fake data from a stub) */
switch(Type){
switch(Type) {
case WINED3DQUERYTYPE_VCACHE:
case WINED3DQUERYTYPE_RESOURCEMANAGER:
case WINED3DQUERYTYPE_VERTEXSTATS:
......@@ -950,7 +950,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUER
HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
IUnknown* parent,
D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil){
D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
HDC hDc;
......@@ -1026,7 +1026,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
TRACE("Using x visual ID : %ld\n", template.visualid);
TRACE(" visual info: %p\n", object->visInfo);
TRACE(" num items : %d\n", num);
for(n = 0;n < num; n++){
for(n = 0;n < num; n++) {
TRACE("=====item=====: %d\n", n + 1);
TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
TRACE(" screen : %d\n", object->visInfo[n].screen);
......@@ -1244,7 +1244,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
object->drawable = object->win;
object->render_ctx = object->glCtx;
if(hr == D3D_OK){
if(hr == D3D_OK) {
/*********************
* Setup some defaults and clear down the buffers
*******************/
......@@ -1308,14 +1308,14 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
if (object->frontBuffer) {
IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
IUnknown_Release(bufferParent); /* once for the get parent */
if(IUnknown_Release(bufferParent) > 0){
if(IUnknown_Release(bufferParent) > 0) {
FIXME("(%p) Something's still holding the front buffer\n",This);
}
}
if (object->backBuffer) {
IWineD3DSurface_GetParent(object->backBuffer, &bufferParent);
IUnknown_Release(bufferParent); /* once for the get parent */
if(IUnknown_Release(bufferParent) > 0){
if(IUnknown_Release(bufferParent) > 0) {
FIXME("(%p) Something's still holding the back buffer\n",This);
}
}
......@@ -1323,7 +1323,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* ifac
/* Clean up the context */
/* check that we are the current context first (we shouldn't be though!) */
if (object->glCtx != 0) {
if(glXGetCurrentContext() == object->glCtx){
if(glXGetCurrentContext() == object->glCtx) {
glXMakeCurrent(object->display, None, NULL);
}
glXDestroyContext(object->display, object->glCtx);
......@@ -1347,7 +1347,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSw
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : swapchain %d \n", This, iSwapChain);
if(iSwapChain >= IWineD3DDeviceImpl_GetNumberOfSwapChains(iface) || iSwapChain < 0){
if(iSwapChain >= IWineD3DDeviceImpl_GetNumberOfSwapChains(iface) || iSwapChain < 0) {
*pSwapChain = NULL;
return D3DERR_INVALIDCALL;
}else{
......@@ -1362,7 +1362,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSw
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters){
HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : Stub\n",This);
......@@ -1387,7 +1387,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface,
}
/* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice* iface, CONST DWORD* pFunction, IWineD3DVertexShader** ppVertexShader, IUnknown *parent){
HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice* iface, CONST DWORD* pFunction, IWineD3DVertexShader** ppVertexShader, IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
D3DCREATEOBJECTINSTANCE(object, VertexShader)
......@@ -1397,13 +1397,13 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice* iface, CON
}
HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice* iface, CONST DWORD* pFunction, IWineD3DPixelShader** ppPixelShader, IUnknown *parent){
HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice* iface, CONST DWORD* pFunction, IWineD3DPixelShader** ppPixelShader, IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : Stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice* iface, IWineD3D** ppD3D){
HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice* iface, IWineD3D** ppD3D) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*ppD3D= This->wineD3D;
TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
......@@ -1511,19 +1511,18 @@ VertexOffset = StartVertex / Divider * StreamStride +
VertexIndex / Divider * StreamStride + StreamOffset
*/
HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider){
HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider){
HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
}
/*****
......@@ -1605,7 +1604,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANS
PLIGHTINFOEL *lightChain = NULL;
This->modelview_valid = FALSE;
This->view_ident = !memcmp(lpmatrix, identity, 16*sizeof(float));
This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode(GL_MODELVIEW)");
......@@ -2330,8 +2329,10 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED
checkGLcall("glDepthRange");
/* Note: GL requires lower left, DirectX supplies upper left */
/* TODO: replace usage of renderTarget with context management */
glViewport(pViewport->X, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (pViewport->Y + pViewport->Height)),
glViewport(pViewport->X,
(((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (pViewport->Y + pViewport->Height)),
pViewport->Width, pViewport->Height);
checkGLcall("glViewport");
LEAVE_GL();
......@@ -3233,7 +3234,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, D3DRENDE
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value){
HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/**
* SetSampler is designed to allow for more than the standard up to 8 textures
......@@ -3256,7 +3257,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD S
TRACE("(%p) Sampler(%ld), Type(%d) Value(%ld)\n",This, Sampler ,Type, Value);
if(Sampler > GL_LIMITS(samplers) || Sampler < 0 || Type > HIGHEST_SAMPLER_STATE || Type < 0){
if(Sampler > GL_LIMITS(samplers) || Sampler < 0 || Type > HIGHEST_SAMPLER_STATE || Type < 0) {
FIXME("out of range %d %d sampler %ld type %u\n", GL_LIMITS(samplers), HIGHEST_SAMPLER_STATE, Sampler, Type);
return D3DERR_INVALIDCALL;
}
......@@ -3524,7 +3525,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD S
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value){
HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/** TODO: check that sampler is in range **/
*Value = This->updateStateBlock->samplerState[Sampler][Type];
......@@ -3533,7 +3534,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD S
}
HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect){
HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
ENTER_GL();
......@@ -3544,7 +3545,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RE
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect){
HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLint scissorBox[4];
......@@ -3588,7 +3589,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IW
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader){
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
static BOOL showFixmes = TRUE;
......@@ -3597,11 +3598,11 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3
This->updateStateBlock->changed.vertexShader = TRUE;
This->updateStateBlock->set.vertexShader = TRUE;
if(pShader == NULL){
if(pShader == NULL) {
/* clear down the shader */
TRACE("Clear down the shader\n");
}else{
if(showFixmes){
if(showFixmes) {
FIXME("(%p) : stub pShader(%p)\n", This, pShader);
showFixmes = FALSE;
}
......@@ -3633,7 +3634,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3
}
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader){
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*ppShader = This->stateBlock->vertexShader;
if(*ppShader != NULL)
......@@ -3642,93 +3643,93 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount){
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount){
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount){
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount){
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount){
HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount){
HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader){
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader){
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount){
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, CONST BOOL *pConstantData, UINT BoolCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount){
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(IWineD3DDevice *iface, UINT StartRegister, BOOL *pConstantData, UINT BoolCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount){
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, CONST int *pConstantData, UINT Vector4iCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount){
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(IWineD3DDevice *iface, UINT StartRegister, int *pConstantData, UINT Vector4iCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount){
HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, CONST float *pConstantData, UINT Vector4fCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount){
HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(IWineD3DDevice *iface, UINT StartRegister, float *pConstantData, UINT Vector4fCount) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags){
HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
FIXME("(%p) : stub\n", This);
return D3D_OK;
......@@ -4264,7 +4265,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwa
TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
if(hr == D3D_OK){
if(hr == D3D_OK) {
hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
IWineD3DSwapChain_Release(swapChain);
}else{
......@@ -4302,7 +4303,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSw
IWineD3DStateBlockImpl *object;
TRACE("(%p)", This);
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
if(NULL == object ){
if(NULL == object ) {
FIXME("(%p)Error allocating memory for stateblock\n", This);
return E_OUTOFMEMORY;
}
......@@ -4360,7 +4361,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
checkGLcall("glFlush");
TRACE("End Scene\n");
if(This->renderTarget != NULL){
if(This->renderTarget != NULL) {
/* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
IUnknown *targetContainer = NULL;
......@@ -4376,7 +4377,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
IUnknown_Release(targetContainer);
} else
if (D3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DDevice, (void **)&targetContainer)){
if (D3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DDevice, (void **)&targetContainer)) {
/* The surface is stand-alone, so doesn't currently have a context of it's own */
TRACE("(%p) : standalone rendertarget %p\n", This, This->renderTarget);
IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
......@@ -4402,7 +4403,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
TRACE("(%p) Presenting the frame\n", This);
for(i = 0 ; i < swapchains ; i ++){
for(i = 0 ; i < swapchains ; i ++) {
IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
TRACE("presentinng chain %d, %p\n", i, swapChain);
......@@ -4695,18 +4696,18 @@ HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DS
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface){
HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface){
HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
IWineD3DSwapChain *swapChain;
HRESULT hr;
hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
if(hr == D3D_OK){
if(hr == D3D_OK) {
hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
IWineD3DSwapChain_Release(swapChain);
}
......@@ -4772,8 +4773,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT
HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
static BOOL showfixmes = TRUE;
if(nSegments != 0.0f){
if( showfixmes){
if(nSegments != 0.0f) {
if( showfixmes) {
FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
showfixmes = FALSE;
}
......@@ -4784,7 +4785,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float n
float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
static BOOL showfixmes = TRUE;
if( showfixmes){
if( showfixmes) {
FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
showfixmes = FALSE;
}
......@@ -4966,7 +4967,7 @@ OpenGL evaluators or tessellate surfaces within your application.
*/
/* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST D3DRECTPATCH_INFO* pRectPatchInfo){
HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST D3DRECTPATCH_INFO* pRectPatchInfo) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p) \n", This, Handle, pNumSegs, pRectPatchInfo);
FIXME("(%p) : Stub\n", This);
......@@ -4975,21 +4976,21 @@ HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Hand
}
/* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST D3DTRIPATCH_INFO* pTriPatchInfo){
HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST D3DTRIPATCH_INFO* pTriPatchInfo) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p) \n", This, Handle, pNumSegs, pTriPatchInfo);
FIXME("(%p) : Stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle){
HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) Handle(%d)\n", This, Handle);
FIXME("(%p) : Stub\n", This);
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST D3DRECT* pRect, D3DCOLOR color){
HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST D3DRECT* pRect, D3DCOLOR color) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
FIXME("(%p) : stub\n", This);
......@@ -4997,7 +4998,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurfa
}
/* rendertarget and deptth stencil functions */
HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget){
HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* FIXME: Implelent RenderTargetIndex >0 */
......@@ -5012,12 +5013,12 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface){
HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
*ppZStencilSurface = (IWineD3DSurface *)This->depthStencilBuffer;
TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
if(*ppZStencilSurface != NULL){
if(*ppZStencilSurface != NULL) {
/* Note inc ref on returned surface */
IWineD3DSurface_AddRef(*ppZStencilSurface);
}
......@@ -5030,7 +5031,7 @@ HRESULT WINAPI static IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
HRESULT WINAPI static IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain);
HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget){
HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
HRESULT hr = D3D_OK;
WINED3DVIEWPORT viewport;
......@@ -5091,7 +5092,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD R
return hr;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil){
HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
HRESULT hr = D3D_OK;
WINED3DVIEWPORT viewport;
......@@ -5099,7 +5100,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface,
TRACE("(%p) Swapping z-buffer\n",This);
if (pNewZStencil == This->stencilBufferTarget){
if (pNewZStencil == This->stencilBufferTarget) {
TRACE("Trying to do a NOP SetRenderTarget operation\n");
}else{
/** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
......@@ -5226,7 +5227,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
/** TODO: remove the reff to Impl (context manager should fix this!) **/
IWineD3DSwapChainImpl *impSwapChain;
IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **)&impSwapChain);
if (NULL == impSwapChain){ /* NOTE: This should NEVER fail */
if (NULL == impSwapChain) { /* NOTE: This should NEVER fail */
ERR("(%p) Failed to get a the implicit swapchain\n", iface);
}
......@@ -5245,7 +5246,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
attribs, &nCfgs);
if (!cfgs){ /* OK we didn't find the exact config, so use any reasonable match */
if (!cfgs) { /* OK we didn't find the exact config, so use any reasonable match */
/* TODO: fill in the 'requested' and 'current' depths, also make sure that's
why we failed and only show this message once! */
MESSAGE("Failed to find exact match, finding alternative but you may suffer performance issues, try changing xfree's depth to match the requested depth\n"); /**/
......@@ -5287,7 +5288,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
#endif
}
if (IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&currentSwapchain) != D3D_OK){
if (IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&currentSwapchain) != D3D_OK) {
/* the selected render target doesn't belong to a swapchain, so use the devices implicit swapchain */
IWineD3DDevice_GetSwapChain(iface, 0, &currentSwapchain);
}
......@@ -5296,12 +5297,12 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
* TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
* renderTarget = swapchain->backBuffer bit and anything to do with *glContexts
**********************************************************************/
if (IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void **)&swapchain) == D3D_OK){
if (IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void **)&swapchain) == D3D_OK) {
/* We also need to make sure that the lights &co are also in the context of the swapchains */
/* FIXME: If the render target gets sent to the frontBuffer should be be presenting it raw? */
TRACE("making swapchain active\n");
if (RenderSurface != This->renderTarget){
if (RenderSurface == swapchain->backBuffer){
if (RenderSurface != This->renderTarget) {
if (RenderSurface == swapchain->backBuffer) {
} else {
/* This could be flagged so that some operations work directly with the front buffer */
FIXME("Attempting to set the renderTarget to the frontBuffer\n");
......@@ -5438,7 +5439,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
}
#endif
/* clean up the current rendertargets swapchain (if it belonged to one) */
if (currentSwapchain != NULL){
if (currentSwapchain != NULL) {
IWineD3DSwapChain_Release((IWineD3DSwapChain *)currentSwapchain);
}
......@@ -5457,7 +5458,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
/* Check that the container is not a swapchain member */
IWineD3DSwapChain *tmpSwapChain;
if (D3D_OK != IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmpSwapChain)){
if (D3D_OK != IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmpSwapChain)) {
This->renderUpsideDown = TRUE;
}else{
This->renderUpsideDown = FALSE;
......@@ -5475,7 +5476,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
ret = D3D_OK;
if (cfgs != NULL){
if (cfgs != NULL) {
XFree(cfgs);
} else {
ERR("cannot get valides GLXFBConfig for (%u,%s)/(%u,%s)\n", BackBufferFormat,
......@@ -5579,10 +5580,10 @@ HRESULT WINAPI IWineD3DDeviceImpl_Rest(IWineD3DDevice* iface, D3DPRESENT_PARAM
return D3D_OK;
}
HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs){
HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/** FIXME: always true at the moment **/
if(bEnableDialogs == FALSE){
if(bEnableDialogs == FALSE) {
FIXME("(%p) Dialogs cannot be disabled yet\n", This);
}
return D3D_OK;
......@@ -5607,7 +5608,7 @@ void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapCh
TRACE("Relaying to swapchain\n");
if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == D3D_OK){
if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == D3D_OK) {
IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (D3DGAMMARAMP *)pRamp);
IWineD3DSwapChain_Release(swapchain);
}
......@@ -5620,7 +5621,7 @@ void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapCha
TRACE("Relaying to swapchain\n");
if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == D3D_OK){
if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == D3D_OK) {
hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
IWineD3DSwapChain_Release(swapchain);
}
......
......@@ -782,7 +782,7 @@ HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINE
pMode->Width = 800;
pMode->Height = 600;
pMode->RefreshRate = D3DADAPTER_DEFAULT;
pMode->Format = (Format==D3DFMT_UNKNOWN)?D3DFMT_A8R8G8B8:Format;
pMode->Format = (Format == D3DFMT_UNKNOWN) ? D3DFMT_A8R8G8B8 : Format;
bpp = 32;
#endif
TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
......@@ -1482,7 +1482,7 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, D3DDEVT
The following fields apply to d3d9 only
------------------------------------------------ */
if (This->dxVersion > 8) {
GLint max_buffers=1;
GLint max_buffers = 1;
FIXME("Caps support for directx9 is nonexistent at the moment!\n");
*pCaps->DevCaps2 = 0;
/* TODO: D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES */
......@@ -1665,9 +1665,11 @@ HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
const IWineD3DVtbl IWineD3D_Vtbl =
{
/* IUnknown */
IWineD3DImpl_QueryInterface,
IWineD3DImpl_AddRef,
IWineD3DImpl_Release,
/* IWineD3D */
IWineD3DImpl_GetParent,
IWineD3DImpl_GetAdapterCount,
IWineD3DImpl_RegisterSoftwareDevice,
......
......@@ -868,7 +868,6 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
DWORD fvf = (sd->u.s.blendWeights.dwType - D3DDECLTYPE_FLOAT1) + 1;
int numBlends = ((fvf & D3DFVF_POSITION_MASK) >> 1) - 2 + ((FALSE == (fvf & D3DFVF_LASTBETA_UBYTE4)) ? 0 : -1);
/*FIXME("TODO\n");*/
/* Note dwType == float3 or float4 == 2 or 3 */
VTRACE(("glWeightPointerARB(%ld, GL_FLOAT, %ld, %p)\n",
numBlends,
......
......@@ -4,6 +4,7 @@
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
......@@ -128,9 +129,11 @@ HRESULT WINAPI IWineD3DIndexBufferImpl_GetDesc(IWineD3DIndexBuffer *ifac
const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl =
{
/* IUnknown */
IWineD3DIndexBufferImpl_QueryInterface,
IWineD3DIndexBufferImpl_AddRef,
IWineD3DIndexBufferImpl_Release,
/* IWineD3DResource */
IWineD3DIndexBufferImpl_GetParent,
IWineD3DIndexBufferImpl_GetDevice,
IWineD3DIndexBufferImpl_SetPrivateData,
......@@ -140,6 +143,7 @@ const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl =
IWineD3DIndexBufferImpl_GetPriority,
IWineD3DIndexBufferImpl_PreLoad,
IWineD3DIndexBufferImpl_GetType,
/* IWineD3DIndexBuffer */
IWineD3DIndexBufferImpl_Lock,
IWineD3DIndexBufferImpl_Unlock,
IWineD3DIndexBufferImpl_GetDesc
......
......@@ -4,6 +4,7 @@
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
......@@ -26,7 +27,7 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
/* IDirect3DResource IUnknown parts follow: */
/* IWineD3DResource IUnknown parts follow: */
HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
......@@ -71,7 +72,7 @@ void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface){
This->resource.allocatedMemory = 0;
}
/* IDirect3DResource Interface follow: */
/* IWineD3DResource Interface follow: */
HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice** ppDevice) {
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
TRACE("(%p) : returning %p\n", This, This->resource.wineD3DDevice);
......@@ -128,9 +129,11 @@ HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown
static const IWineD3DResourceVtbl IWineD3DResource_Vtbl =
{
/* IUnknown */
IWineD3DResourceImpl_QueryInterface,
IWineD3DResourceImpl_AddRef,
IWineD3DResourceImpl_Release,
/* IWineD3DResource */
IWineD3DResourceImpl_GetParent,
IWineD3DResourceImpl_GetDevice,
IWineD3DResourceImpl_SetPrivateData,
......
......@@ -714,9 +714,11 @@ HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock*
const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl =
{
/* IUnknown */
IWineD3DStateBlockImpl_QueryInterface,
IWineD3DStateBlockImpl_AddRef,
IWineD3DStateBlockImpl_Release,
/* IWineD3DStateBlock */
IWineD3DStateBlockImpl_GetParent,
IWineD3DStateBlockImpl_GetDevice,
IWineD3DStateBlockImpl_Capture,
......
......@@ -116,7 +116,7 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
TRACE("Passing to conatiner\n");
IWineD3DBaseTexture_PreLoad(baseTexture);
IWineD3DBaseTexture_Release(baseTexture);
} else{
} else {
TRACE("(%p) : About to load surface\n", This);
ENTER_GL();
#if 0 /* TODO: context manager support */
......@@ -131,7 +131,7 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
checkGLcall("glBindTexture");
IWineD3DSurface_LoadTexture(iface);
/* This is where we should be reducing the amount of GLMemoryUsed */
}else {
} else {
if (This->glDescription.level == 0) {
glBindTexture(This->glDescription.target, This->glDescription.textureName);
checkGLcall("glBindTexture");
......@@ -158,10 +158,12 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
}
D3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface) {
TRACE("(%p) : calling resourceimpl_GetType\n", iface);
return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
}
HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) {
TRACE("(%p) : calling resourceimpl_GetParent\n", iface);
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
}
......@@ -202,7 +204,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFAC
return D3D_OK;
}
void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target){
void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
if (This->glDescription.textureName == 0 && textureName != 0) {
......@@ -213,7 +215,7 @@ void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT te
This->glDescription.target = target;
}
void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription){
void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
TRACE("(%p) : returning %p\n", This, &This->glDescription);
*glDescription = &This->glDescription;
......@@ -250,6 +252,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
/*return D3DERR_INVALIDCALL; */
}
if (This->resource.usage & D3DUSAGE_RENDERTARGET) {
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
if (swapchain != NULL || iface == myDevice->renderTarget || iface == myDevice->depthStencilBuffer) {
......@@ -267,6 +270,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
}
swapchain = NULL;
}
} else {
TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
}
......@@ -302,7 +306,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
This->lockedRect.bottom = pRect->bottom;
}
if(This->nonpow2){
if (This->nonpow2) {
TRACE("Locking non-power 2 texture\n");
}
......@@ -407,31 +411,31 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
if (iface == myDevice->renderTarget || iface == swapchain->backBuffer) {
TRACE("locking back buffer\n");
glReadBuffer(GL_BACK);
}else if (iface == swapchain->frontBuffer) {
} else if (iface == swapchain->frontBuffer) {
TRACE("locking front\n");
glReadBuffer(GL_FRONT);
}else if (iface == myDevice->depthStencilBuffer) {
} else if (iface == myDevice->depthStencilBuffer) {
FIXME("Stencil Buffer lock unsupported for now\n");
} else{
} else {
FIXME("(%p) Shouldn't have got here!\n", This);
glReadBuffer(GL_BACK);
}
}else if (swapchain != NULL) {
} else if (swapchain != NULL) {
IWineD3DSwapChainImpl *implSwapChain;
IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain);
if (swapchain->glCtx == implSwapChain->render_ctx && swapchain->drawable == implSwapChain->win) {
/* This will fail for the implicit swapchain, which is why there needs to be a context manager */
if (iface == swapchain->backBuffer) {
glReadBuffer(GL_BACK);
}else if (iface == swapchain->frontBuffer) {
} else if (iface == swapchain->frontBuffer) {
glReadBuffer(GL_FRONT);
} else if (iface == myDevice->depthStencilBuffer) {
FIXME("Stencil Buffer lock unsupported for now\n");
} else{
} else {
FIXME("Should have got here!\n");
glReadBuffer(GL_BACK);
}
}else{
} else {
/* We need to switch contexts to be able to read the buffer!!! */
FIXME("The buffer requested isn't in the current openGL context\n");
notInContext = TRUE;
......@@ -468,7 +472,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
BOOL ati_performance_hack = FALSE;
ati_performance_hack = (This->lockedRect.bottom - This->lockedRect.top > 10) || (This->lockedRect.right - This->lockedRect.left > 10)? TRUE: FALSE;
#endif
if ((This->lockedRect.left ==0 && This->lockedRect.top ==0 &&
if ((This->lockedRect.left == 0 && This->lockedRect.top == 0 &&
This->lockedRect.right == This->currentDesc.Width
&& This->lockedRect.bottom == This->currentDesc.Height)) {
glReadPixels(0, 0,
......@@ -477,7 +481,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
This->glDescription.glFormat,
This->glDescription.glType,
(char *)pLockedRect->pBits);
}else if (This->lockedRect.left ==0 && This->lockedRect.right == This->currentDesc.Width) {
} else if (This->lockedRect.left == 0 && This->lockedRect.right == This->currentDesc.Width) {
glReadPixels(0,
This->lockedRect.top,
This->currentDesc.Width,
......@@ -507,7 +511,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
} else if (D3DUSAGE_DEPTHSTENCIL & This->resource.usage) { /* stencil surfaces */
if(!messages & 1){
if (!messages & 1) {
FIXME("TODO stencil depth surface locking surf%p usage(%lu)\n", This, This->resource.usage);
/*
......@@ -519,7 +523,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
)
*/
messages |=1;
messages |= 1;
}
} else {
FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->resource.usage);
......@@ -540,7 +544,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
TRACE("Making container dirty\n");
IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
IWineD3DBaseTexture_Release(pBaseTexture);
}else{
} else {
TRACE("Surface is standalone, no need to dirty the container\n");
}
}
......@@ -563,6 +567,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
return D3DERR_INVALIDCALL;
}
if (D3DUSAGE_RENDERTARGET & This->resource.usage) {
IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain);
if ((swapchain != NULL) && iface == swapchain->backBuffer) {
......@@ -574,6 +579,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
} else if (iface == myDevice->renderTarget) {
buffername = "renderTarget";
}
}
if (swapchain != NULL) {
IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
......
......@@ -442,9 +442,11 @@ HRESULT WINAPI IWineD3DSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, D3DG
IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl =
{
/* IUnknown */
IWineD3DSwapChainImpl_QueryInterface,
IWineD3DSwapChainImpl_AddRef,
IWineD3DSwapChainImpl_Release,
/* IWineD3DSwapChain */
IWineD3DSwapChainImpl_GetParent,
IWineD3DSwapChainImpl_GetDevice,
IWineD3DSwapChainImpl_Present,
......
......@@ -4,6 +4,7 @@
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
......@@ -233,8 +234,8 @@ const char* debug_d3drenderstate(DWORD state) {
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
D3DSTATE_TO_STR(WINED3DRS_POSITIONORDER );
D3DSTATE_TO_STR(WINED3DRS_NORMALORDER );
D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
#undef D3DSTATE_TO_STR
default:
FIXME("Unrecognized %lu render state!\n", state);
......@@ -341,7 +342,7 @@ GLenum StencilOp(DWORD op) {
#endif
#if !defined(combine_ext)
void set_tex_op(LPDIRECT3DDEVICE8 iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
{
FIXME("Requires opengl combine extensions to work\n");
return;
......@@ -1855,7 +1856,7 @@ int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, i
break;
}
}else{ /* it the device doesn't support the 'exact' format, try to find something close */
} else { /* it the device doesn't support the 'exact' format, try to find something close */
switch (StencilBufferFormat) {
case WINED3DFMT_D16_LOCKABLE:
case WINED3DFMT_D16:
......
......@@ -130,9 +130,11 @@ HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *if
const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
{
/* IUnknown */
IWineD3DVertexBufferImpl_QueryInterface,
IWineD3DVertexBufferImpl_AddRef,
IWineD3DVertexBufferImpl_Release,
/* IWineD3DResource */
IWineD3DVertexBufferImpl_GetParent,
IWineD3DVertexBufferImpl_GetDevice,
IWineD3DVertexBufferImpl_SetPrivateData,
......@@ -142,6 +144,7 @@ const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
IWineD3DVertexBufferImpl_GetPriority,
IWineD3DVertexBufferImpl_PreLoad,
IWineD3DVertexBufferImpl_GetType,
/* IWineD3DVertexBuffer */
IWineD3DVertexBufferImpl_Lock,
IWineD3DVertexBufferImpl_Unlock,
IWineD3DVertexBufferImpl_GetDesc
......
......@@ -733,7 +733,6 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
if (pToken[0] & D3DSP_WRITEMASK_2) p[0]->z = d.z;
if (pToken[0] & D3DSP_WRITEMASK_3) p[0]->w = d.w;
}
#if 0
TRACE_VSVECTOR(output->oPos);
TRACE_VSVECTOR(output->oD[0]);
......
......@@ -61,7 +61,7 @@ ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
}
/* ****************************************************
IWineD3DSurface IWineD3DResource parts follow
IWineD3DVolume IWineD3DResource parts follow
**************************************************** */
HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
......
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