Commit dc67164d authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Fix some more misspellings of "device".

parent db4babfb
......@@ -326,9 +326,9 @@ fail:
}
/* Adjust the amount of used texture memory */
long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, long glram)
{
struct wined3d_adapter *adapter = D3DDevice->adapter;
struct wined3d_adapter *adapter = device->adapter;
adapter->UsedTextureRam += glram;
TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
......
......@@ -866,7 +866,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
return WINED3D_OK;
}
static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *This)
static void apply_lights(IWineD3DDevice *device, const IWineD3DStateBlockImpl *This)
{
UINT i;
for(i = 0; i < LIGHTMAP_SIZE; i++) {
......@@ -876,8 +876,8 @@ static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *
{
const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
IWineD3DDevice_SetLight(device, light->OriginalIndex, &light->OriginalParms);
IWineD3DDevice_SetLightEnable(device, light->OriginalIndex, light->glIndex != -1);
}
}
}
......@@ -885,58 +885,58 @@ static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *
static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DDevice *pDevice = (IWineD3DDevice *)This->device;
IWineD3DDevice *device = (IWineD3DDevice *)This->device;
unsigned int i;
DWORD map;
TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
TRACE("(%p) : Applying state block %p ------------------v\n", This, device);
TRACE("Blocktype: %d\n", This->blockType);
if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(device, This->vertexShader);
/* Vertex Shader Constants */
for (i = 0; i < This->num_contained_vs_consts_f; ++i)
{
IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
IWineD3DDevice_SetVertexShaderConstantF(device, This->contained_vs_consts_f[i],
This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
}
for (i = 0; i < This->num_contained_vs_consts_i; ++i)
{
IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
IWineD3DDevice_SetVertexShaderConstantI(device, This->contained_vs_consts_i[i],
This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
}
for (i = 0; i < This->num_contained_vs_consts_b; ++i)
{
IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
IWineD3DDevice_SetVertexShaderConstantB(device, This->contained_vs_consts_b[i],
This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
}
apply_lights(pDevice, This);
apply_lights(device, This);
if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(device, This->pixelShader);
/* Pixel Shader Constants */
for (i = 0; i < This->num_contained_ps_consts_f; ++i)
{
IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
IWineD3DDevice_SetPixelShaderConstantF(device, This->contained_ps_consts_f[i],
This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
}
for (i = 0; i < This->num_contained_ps_consts_i; ++i)
{
IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
IWineD3DDevice_SetPixelShaderConstantI(device, This->contained_ps_consts_i[i],
This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
}
for (i = 0; i < This->num_contained_ps_consts_b; ++i)
{
IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
IWineD3DDevice_SetPixelShaderConstantB(device, This->contained_ps_consts_b[i],
This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
}
/* Render */
for (i = 0; i < This->num_contained_render_states; ++i)
{
IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
IWineD3DDevice_SetRenderState(device, This->contained_render_states[i],
This->renderState[This->contained_render_states[i]]);
}
......@@ -946,7 +946,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
DWORD stage = This->contained_tss_states[i].stage;
DWORD state = This->contained_tss_states[i].state;
IWineD3DDevice_SetTextureStageState(pDevice, stage, state, This->textureState[stage][state]);
IWineD3DDevice_SetTextureStageState(device, stage, state, This->textureState[stage][state]);
}
/* Sampler states */
......@@ -957,12 +957,12 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
DWORD value = This->samplerState[stage][state];
if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
IWineD3DDevice_SetSamplerState(pDevice, stage, state, value);
IWineD3DDevice_SetSamplerState(device, stage, state, value);
}
for (i = 0; i < This->num_contained_transform_states; ++i)
{
IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
IWineD3DDevice_SetTransform(device, This->contained_transform_states[i],
&This->transforms[This->contained_transform_states[i]]);
}
......@@ -974,40 +974,40 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
if (This->changed.indices)
{
IWineD3DDevice_SetIndexBuffer(pDevice, This->pIndexData, This->IndexFmt);
IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
IWineD3DDevice_SetIndexBuffer(device, This->pIndexData, This->IndexFmt);
IWineD3DDevice_SetBaseVertexIndex(device, This->baseVertexIndex);
}
if (This->changed.vertexDecl && This->vertexDecl)
{
IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
IWineD3DDevice_SetVertexDeclaration(device, This->vertexDecl);
}
if (This->changed.material)
{
IWineD3DDevice_SetMaterial(pDevice, &This->material);
IWineD3DDevice_SetMaterial(device, &This->material);
}
if (This->changed.viewport)
{
IWineD3DDevice_SetViewport(pDevice, &This->viewport);
IWineD3DDevice_SetViewport(device, &This->viewport);
}
if (This->changed.scissorRect)
{
IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
IWineD3DDevice_SetScissorRect(device, &This->scissorRect);
}
map = This->changed.streamSource;
for (i = 0; map; map >>= 1, ++i)
{
if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
if (map & 1) IWineD3DDevice_SetStreamSource(device, i, This->streamSource[i], 0, This->streamStride[i]);
}
map = This->changed.streamFreq;
for (i = 0; map; map >>= 1, ++i)
{
if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
if (map & 1) IWineD3DDevice_SetStreamSourceFreq(device, i, This->streamFreq[i] | This->streamFlags[i]);
}
map = This->changed.textures;
......@@ -1018,7 +1018,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
if (!(map & 1)) continue;
stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
IWineD3DDevice_SetTexture(pDevice, stage, This->textures[i]);
IWineD3DDevice_SetTexture(device, stage, This->textures[i]);
}
map = This->changed.clipplane;
......@@ -1032,7 +1032,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
clip[1] = This->clipplane[i][1];
clip[2] = This->clipplane[i][2];
clip[3] = This->clipplane[i][3];
IWineD3DDevice_SetClipPlane(pDevice, i, clip);
IWineD3DDevice_SetClipPlane(device, i, clip);
}
This->device->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
......@@ -1044,7 +1044,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
break;
}
}
TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
TRACE("(%p) : Applied state block %p ------------------^\n", This, device);
return WINED3D_OK;
}
......@@ -1052,8 +1052,8 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
IWineD3DDevice *device = (IWineD3DDevice *)This->device;
IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
const struct wined3d_gl_info *gl_info = &ThisDevice->adapter->gl_info;
IWineD3DDeviceImpl *device_impl = (IWineD3DDeviceImpl *)device;
const struct wined3d_gl_info *gl_info = &device_impl->adapter->gl_info;
union {
WINED3DLINEPATTERN lp;
DWORD d;
......@@ -1070,7 +1070,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
/* Note this may have a large overhead but it should only be executed
once, in order to initialize the complete state of the device and
all opengl equivalents */
TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, ThisDevice);
TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, device);
/* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
This->blockType = WINED3DSBT_INIT;
......@@ -1083,7 +1083,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
TRACE("Render states\n");
/* Render states: */
if (ThisDevice->auto_depth_stencil)
if (device_impl->auto_depth_stencil)
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
else
IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
......
......@@ -145,15 +145,14 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface
return hr;
}
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) {
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice **device)
{
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
*ppDevice = (IWineD3DDevice *)This->device;
*device = (IWineD3DDevice *)This->device;
IWineD3DDevice_AddRef(*device);
/* Note Calling this method will increase the internal reference count
on the IDirect3DDevice9 interface. */
IWineD3DDevice_AddRef(*ppDevice);
TRACE("(%p) : returning %p\n", This, *ppDevice);
TRACE("(%p) : returning %p\n", This, *device);
return WINED3D_OK;
}
......
......@@ -2602,7 +2602,7 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *ifac
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
IWineD3DDevice **device) DECLSPEC_HIDDEN;
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
......
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