Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
dc67164d
Commit
dc67164d
authored
Apr 20, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 21, 2010
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Fix some more misspellings of "device".
parent
db4babfb
Show whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
41 additions
and
42 deletions
+41
-42
directx.c
dlls/wined3d/directx.c
+2
-2
stateblock.c
dlls/wined3d/stateblock.c
+33
-33
swapchain_base.c
dlls/wined3d/swapchain_base.c
+5
-6
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-1
No files found.
dlls/wined3d/directx.c
View file @
dc67164d
...
@@ -326,9 +326,9 @@ fail:
...
@@ -326,9 +326,9 @@ fail:
}
}
/* Adjust the amount of used texture memory */
/* Adjust the amount of used texture memory */
long
WineD3DAdapterChangeGLRam
(
IWineD3DDeviceImpl
*
D3DD
evice
,
long
glram
)
long
WineD3DAdapterChangeGLRam
(
IWineD3DDeviceImpl
*
d
evice
,
long
glram
)
{
{
struct
wined3d_adapter
*
adapter
=
D3DD
evice
->
adapter
;
struct
wined3d_adapter
*
adapter
=
d
evice
->
adapter
;
adapter
->
UsedTextureRam
+=
glram
;
adapter
->
UsedTextureRam
+=
glram
;
TRACE
(
"Adjusted gl ram by %ld to %d
\n
"
,
glram
,
adapter
->
UsedTextureRam
);
TRACE
(
"Adjusted gl ram by %ld to %d
\n
"
,
glram
,
adapter
->
UsedTextureRam
);
...
...
dlls/wined3d/stateblock.c
View file @
dc67164d
...
@@ -866,7 +866,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
...
@@ -866,7 +866,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
return
WINED3D_OK
;
return
WINED3D_OK
;
}
}
static
void
apply_lights
(
IWineD3DDevice
*
pD
evice
,
const
IWineD3DStateBlockImpl
*
This
)
static
void
apply_lights
(
IWineD3DDevice
*
d
evice
,
const
IWineD3DStateBlockImpl
*
This
)
{
{
UINT
i
;
UINT
i
;
for
(
i
=
0
;
i
<
LIGHTMAP_SIZE
;
i
++
)
{
for
(
i
=
0
;
i
<
LIGHTMAP_SIZE
;
i
++
)
{
...
@@ -876,8 +876,8 @@ static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *
...
@@ -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
);
const
struct
wined3d_light_info
*
light
=
LIST_ENTRY
(
e
,
struct
wined3d_light_info
,
entry
);
IWineD3DDevice_SetLight
(
pD
evice
,
light
->
OriginalIndex
,
&
light
->
OriginalParms
);
IWineD3DDevice_SetLight
(
d
evice
,
light
->
OriginalIndex
,
&
light
->
OriginalParms
);
IWineD3DDevice_SetLightEnable
(
pD
evice
,
light
->
OriginalIndex
,
light
->
glIndex
!=
-
1
);
IWineD3DDevice_SetLightEnable
(
d
evice
,
light
->
OriginalIndex
,
light
->
glIndex
!=
-
1
);
}
}
}
}
}
}
...
@@ -885,58 +885,58 @@ static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *
...
@@ -885,58 +885,58 @@ static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *
static
HRESULT
WINAPI
IWineD3DStateBlockImpl_Apply
(
IWineD3DStateBlock
*
iface
)
static
HRESULT
WINAPI
IWineD3DStateBlockImpl_Apply
(
IWineD3DStateBlock
*
iface
)
{
{
IWineD3DStateBlockImpl
*
This
=
(
IWineD3DStateBlockImpl
*
)
iface
;
IWineD3DStateBlockImpl
*
This
=
(
IWineD3DStateBlockImpl
*
)
iface
;
IWineD3DDevice
*
pD
evice
=
(
IWineD3DDevice
*
)
This
->
device
;
IWineD3DDevice
*
d
evice
=
(
IWineD3DDevice
*
)
This
->
device
;
unsigned
int
i
;
unsigned
int
i
;
DWORD
map
;
DWORD
map
;
TRACE
(
"(%p) : Applying state block %p ------------------v
\n
"
,
This
,
pD
evice
);
TRACE
(
"(%p) : Applying state block %p ------------------v
\n
"
,
This
,
d
evice
);
TRACE
(
"Blocktype: %d
\n
"
,
This
->
blockType
);
TRACE
(
"Blocktype: %d
\n
"
,
This
->
blockType
);
if
(
This
->
changed
.
vertexShader
)
IWineD3DDevice_SetVertexShader
(
pD
evice
,
This
->
vertexShader
);
if
(
This
->
changed
.
vertexShader
)
IWineD3DDevice_SetVertexShader
(
d
evice
,
This
->
vertexShader
);
/* Vertex Shader Constants */
/* Vertex Shader Constants */
for
(
i
=
0
;
i
<
This
->
num_contained_vs_consts_f
;
++
i
)
for
(
i
=
0
;
i
<
This
->
num_contained_vs_consts_f
;
++
i
)
{
{
IWineD3DDevice_SetVertexShaderConstantF
(
pD
evice
,
This
->
contained_vs_consts_f
[
i
],
IWineD3DDevice_SetVertexShaderConstantF
(
d
evice
,
This
->
contained_vs_consts_f
[
i
],
This
->
vertexShaderConstantF
+
This
->
contained_vs_consts_f
[
i
]
*
4
,
1
);
This
->
vertexShaderConstantF
+
This
->
contained_vs_consts_f
[
i
]
*
4
,
1
);
}
}
for
(
i
=
0
;
i
<
This
->
num_contained_vs_consts_i
;
++
i
)
for
(
i
=
0
;
i
<
This
->
num_contained_vs_consts_i
;
++
i
)
{
{
IWineD3DDevice_SetVertexShaderConstantI
(
pD
evice
,
This
->
contained_vs_consts_i
[
i
],
IWineD3DDevice_SetVertexShaderConstantI
(
d
evice
,
This
->
contained_vs_consts_i
[
i
],
This
->
vertexShaderConstantI
+
This
->
contained_vs_consts_i
[
i
]
*
4
,
1
);
This
->
vertexShaderConstantI
+
This
->
contained_vs_consts_i
[
i
]
*
4
,
1
);
}
}
for
(
i
=
0
;
i
<
This
->
num_contained_vs_consts_b
;
++
i
)
for
(
i
=
0
;
i
<
This
->
num_contained_vs_consts_b
;
++
i
)
{
{
IWineD3DDevice_SetVertexShaderConstantB
(
pD
evice
,
This
->
contained_vs_consts_b
[
i
],
IWineD3DDevice_SetVertexShaderConstantB
(
d
evice
,
This
->
contained_vs_consts_b
[
i
],
This
->
vertexShaderConstantB
+
This
->
contained_vs_consts_b
[
i
],
1
);
This
->
vertexShaderConstantB
+
This
->
contained_vs_consts_b
[
i
],
1
);
}
}
apply_lights
(
pD
evice
,
This
);
apply_lights
(
d
evice
,
This
);
if
(
This
->
changed
.
pixelShader
)
IWineD3DDevice_SetPixelShader
(
pD
evice
,
This
->
pixelShader
);
if
(
This
->
changed
.
pixelShader
)
IWineD3DDevice_SetPixelShader
(
d
evice
,
This
->
pixelShader
);
/* Pixel Shader Constants */
/* Pixel Shader Constants */
for
(
i
=
0
;
i
<
This
->
num_contained_ps_consts_f
;
++
i
)
for
(
i
=
0
;
i
<
This
->
num_contained_ps_consts_f
;
++
i
)
{
{
IWineD3DDevice_SetPixelShaderConstantF
(
pD
evice
,
This
->
contained_ps_consts_f
[
i
],
IWineD3DDevice_SetPixelShaderConstantF
(
d
evice
,
This
->
contained_ps_consts_f
[
i
],
This
->
pixelShaderConstantF
+
This
->
contained_ps_consts_f
[
i
]
*
4
,
1
);
This
->
pixelShaderConstantF
+
This
->
contained_ps_consts_f
[
i
]
*
4
,
1
);
}
}
for
(
i
=
0
;
i
<
This
->
num_contained_ps_consts_i
;
++
i
)
for
(
i
=
0
;
i
<
This
->
num_contained_ps_consts_i
;
++
i
)
{
{
IWineD3DDevice_SetPixelShaderConstantI
(
pD
evice
,
This
->
contained_ps_consts_i
[
i
],
IWineD3DDevice_SetPixelShaderConstantI
(
d
evice
,
This
->
contained_ps_consts_i
[
i
],
This
->
pixelShaderConstantI
+
This
->
contained_ps_consts_i
[
i
]
*
4
,
1
);
This
->
pixelShaderConstantI
+
This
->
contained_ps_consts_i
[
i
]
*
4
,
1
);
}
}
for
(
i
=
0
;
i
<
This
->
num_contained_ps_consts_b
;
++
i
)
for
(
i
=
0
;
i
<
This
->
num_contained_ps_consts_b
;
++
i
)
{
{
IWineD3DDevice_SetPixelShaderConstantB
(
pD
evice
,
This
->
contained_ps_consts_b
[
i
],
IWineD3DDevice_SetPixelShaderConstantB
(
d
evice
,
This
->
contained_ps_consts_b
[
i
],
This
->
pixelShaderConstantB
+
This
->
contained_ps_consts_b
[
i
],
1
);
This
->
pixelShaderConstantB
+
This
->
contained_ps_consts_b
[
i
],
1
);
}
}
/* Render */
/* Render */
for
(
i
=
0
;
i
<
This
->
num_contained_render_states
;
++
i
)
for
(
i
=
0
;
i
<
This
->
num_contained_render_states
;
++
i
)
{
{
IWineD3DDevice_SetRenderState
(
pD
evice
,
This
->
contained_render_states
[
i
],
IWineD3DDevice_SetRenderState
(
d
evice
,
This
->
contained_render_states
[
i
],
This
->
renderState
[
This
->
contained_render_states
[
i
]]);
This
->
renderState
[
This
->
contained_render_states
[
i
]]);
}
}
...
@@ -946,7 +946,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
...
@@ -946,7 +946,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
DWORD
stage
=
This
->
contained_tss_states
[
i
].
stage
;
DWORD
stage
=
This
->
contained_tss_states
[
i
].
stage
;
DWORD
state
=
This
->
contained_tss_states
[
i
].
state
;
DWORD
state
=
This
->
contained_tss_states
[
i
].
state
;
IWineD3DDevice_SetTextureStageState
(
pD
evice
,
stage
,
state
,
This
->
textureState
[
stage
][
state
]);
IWineD3DDevice_SetTextureStageState
(
d
evice
,
stage
,
state
,
This
->
textureState
[
stage
][
state
]);
}
}
/* Sampler states */
/* Sampler states */
...
@@ -957,12 +957,12 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
...
@@ -957,12 +957,12 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
DWORD
value
=
This
->
samplerState
[
stage
][
state
];
DWORD
value
=
This
->
samplerState
[
stage
][
state
];
if
(
stage
>=
MAX_FRAGMENT_SAMPLERS
)
stage
+=
WINED3DVERTEXTEXTURESAMPLER0
-
MAX_FRAGMENT_SAMPLERS
;
if
(
stage
>=
MAX_FRAGMENT_SAMPLERS
)
stage
+=
WINED3DVERTEXTEXTURESAMPLER0
-
MAX_FRAGMENT_SAMPLERS
;
IWineD3DDevice_SetSamplerState
(
pD
evice
,
stage
,
state
,
value
);
IWineD3DDevice_SetSamplerState
(
d
evice
,
stage
,
state
,
value
);
}
}
for
(
i
=
0
;
i
<
This
->
num_contained_transform_states
;
++
i
)
for
(
i
=
0
;
i
<
This
->
num_contained_transform_states
;
++
i
)
{
{
IWineD3DDevice_SetTransform
(
pD
evice
,
This
->
contained_transform_states
[
i
],
IWineD3DDevice_SetTransform
(
d
evice
,
This
->
contained_transform_states
[
i
],
&
This
->
transforms
[
This
->
contained_transform_states
[
i
]]);
&
This
->
transforms
[
This
->
contained_transform_states
[
i
]]);
}
}
...
@@ -974,40 +974,40 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
...
@@ -974,40 +974,40 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
if
(
This
->
changed
.
indices
)
if
(
This
->
changed
.
indices
)
{
{
IWineD3DDevice_SetIndexBuffer
(
pD
evice
,
This
->
pIndexData
,
This
->
IndexFmt
);
IWineD3DDevice_SetIndexBuffer
(
d
evice
,
This
->
pIndexData
,
This
->
IndexFmt
);
IWineD3DDevice_SetBaseVertexIndex
(
pD
evice
,
This
->
baseVertexIndex
);
IWineD3DDevice_SetBaseVertexIndex
(
d
evice
,
This
->
baseVertexIndex
);
}
}
if
(
This
->
changed
.
vertexDecl
&&
This
->
vertexDecl
)
if
(
This
->
changed
.
vertexDecl
&&
This
->
vertexDecl
)
{
{
IWineD3DDevice_SetVertexDeclaration
(
pD
evice
,
This
->
vertexDecl
);
IWineD3DDevice_SetVertexDeclaration
(
d
evice
,
This
->
vertexDecl
);
}
}
if
(
This
->
changed
.
material
)
if
(
This
->
changed
.
material
)
{
{
IWineD3DDevice_SetMaterial
(
pD
evice
,
&
This
->
material
);
IWineD3DDevice_SetMaterial
(
d
evice
,
&
This
->
material
);
}
}
if
(
This
->
changed
.
viewport
)
if
(
This
->
changed
.
viewport
)
{
{
IWineD3DDevice_SetViewport
(
pD
evice
,
&
This
->
viewport
);
IWineD3DDevice_SetViewport
(
d
evice
,
&
This
->
viewport
);
}
}
if
(
This
->
changed
.
scissorRect
)
if
(
This
->
changed
.
scissorRect
)
{
{
IWineD3DDevice_SetScissorRect
(
pD
evice
,
&
This
->
scissorRect
);
IWineD3DDevice_SetScissorRect
(
d
evice
,
&
This
->
scissorRect
);
}
}
map
=
This
->
changed
.
streamSource
;
map
=
This
->
changed
.
streamSource
;
for
(
i
=
0
;
map
;
map
>>=
1
,
++
i
)
for
(
i
=
0
;
map
;
map
>>=
1
,
++
i
)
{
{
if
(
map
&
1
)
IWineD3DDevice_SetStreamSource
(
pD
evice
,
i
,
This
->
streamSource
[
i
],
0
,
This
->
streamStride
[
i
]);
if
(
map
&
1
)
IWineD3DDevice_SetStreamSource
(
d
evice
,
i
,
This
->
streamSource
[
i
],
0
,
This
->
streamStride
[
i
]);
}
}
map
=
This
->
changed
.
streamFreq
;
map
=
This
->
changed
.
streamFreq
;
for
(
i
=
0
;
map
;
map
>>=
1
,
++
i
)
for
(
i
=
0
;
map
;
map
>>=
1
,
++
i
)
{
{
if
(
map
&
1
)
IWineD3DDevice_SetStreamSourceFreq
(
pD
evice
,
i
,
This
->
streamFreq
[
i
]
|
This
->
streamFlags
[
i
]);
if
(
map
&
1
)
IWineD3DDevice_SetStreamSourceFreq
(
d
evice
,
i
,
This
->
streamFreq
[
i
]
|
This
->
streamFlags
[
i
]);
}
}
map
=
This
->
changed
.
textures
;
map
=
This
->
changed
.
textures
;
...
@@ -1018,7 +1018,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
...
@@ -1018,7 +1018,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
if
(
!
(
map
&
1
))
continue
;
if
(
!
(
map
&
1
))
continue
;
stage
=
i
<
MAX_FRAGMENT_SAMPLERS
?
i
:
WINED3DVERTEXTEXTURESAMPLER0
+
i
-
MAX_FRAGMENT_SAMPLERS
;
stage
=
i
<
MAX_FRAGMENT_SAMPLERS
?
i
:
WINED3DVERTEXTEXTURESAMPLER0
+
i
-
MAX_FRAGMENT_SAMPLERS
;
IWineD3DDevice_SetTexture
(
pD
evice
,
stage
,
This
->
textures
[
i
]);
IWineD3DDevice_SetTexture
(
d
evice
,
stage
,
This
->
textures
[
i
]);
}
}
map
=
This
->
changed
.
clipplane
;
map
=
This
->
changed
.
clipplane
;
...
@@ -1032,7 +1032,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
...
@@ -1032,7 +1032,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
clip
[
1
]
=
This
->
clipplane
[
i
][
1
];
clip
[
1
]
=
This
->
clipplane
[
i
][
1
];
clip
[
2
]
=
This
->
clipplane
[
i
][
2
];
clip
[
2
]
=
This
->
clipplane
[
i
][
2
];
clip
[
3
]
=
This
->
clipplane
[
i
][
3
];
clip
[
3
]
=
This
->
clipplane
[
i
][
3
];
IWineD3DDevice_SetClipPlane
(
pD
evice
,
i
,
clip
);
IWineD3DDevice_SetClipPlane
(
d
evice
,
i
,
clip
);
}
}
This
->
device
->
stateBlock
->
lowest_disabled_stage
=
MAX_TEXTURES
-
1
;
This
->
device
->
stateBlock
->
lowest_disabled_stage
=
MAX_TEXTURES
-
1
;
...
@@ -1044,7 +1044,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
...
@@ -1044,7 +1044,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
break
;
break
;
}
}
}
}
TRACE
(
"(%p) : Applied state block %p ------------------^
\n
"
,
This
,
pD
evice
);
TRACE
(
"(%p) : Applied state block %p ------------------^
\n
"
,
This
,
d
evice
);
return
WINED3D_OK
;
return
WINED3D_OK
;
}
}
...
@@ -1052,8 +1052,8 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
...
@@ -1052,8 +1052,8 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
static
HRESULT
WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock
(
IWineD3DStateBlock
*
iface
)
{
static
HRESULT
WINAPI
IWineD3DStateBlockImpl_InitStartupStateBlock
(
IWineD3DStateBlock
*
iface
)
{
IWineD3DStateBlockImpl
*
This
=
(
IWineD3DStateBlockImpl
*
)
iface
;
IWineD3DStateBlockImpl
*
This
=
(
IWineD3DStateBlockImpl
*
)
iface
;
IWineD3DDevice
*
device
=
(
IWineD3DDevice
*
)
This
->
device
;
IWineD3DDevice
*
device
=
(
IWineD3DDevice
*
)
This
->
device
;
IWineD3DDeviceImpl
*
ThisDevice
=
(
IWineD3DDeviceImpl
*
)
device
;
IWineD3DDeviceImpl
*
device_impl
=
(
IWineD3DDeviceImpl
*
)
device
;
const
struct
wined3d_gl_info
*
gl_info
=
&
ThisDevice
->
adapter
->
gl_info
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device_impl
->
adapter
->
gl_info
;
union
{
union
{
WINED3DLINEPATTERN
lp
;
WINED3DLINEPATTERN
lp
;
DWORD
d
;
DWORD
d
;
...
@@ -1070,7 +1070,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
...
@@ -1070,7 +1070,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
/* Note this may have a large overhead but it should only be executed
/* 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
once, in order to initialize the complete state of the device and
all opengl equivalents */
all opengl equivalents */
TRACE
(
"(%p) -----------------------> Setting up device defaults... %p
\n
"
,
This
,
ThisD
evice
);
TRACE
(
"(%p) -----------------------> Setting up device defaults... %p
\n
"
,
This
,
d
evice
);
/* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
/* 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
;
This
->
blockType
=
WINED3DSBT_INIT
;
...
@@ -1083,7 +1083,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
...
@@ -1083,7 +1083,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
TRACE
(
"Render states
\n
"
);
TRACE
(
"Render states
\n
"
);
/* Render states: */
/* Render states: */
if
(
ThisDevice
->
auto_depth_stencil
)
if
(
device_impl
->
auto_depth_stencil
)
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_ZENABLE
,
WINED3DZB_TRUE
);
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_ZENABLE
,
WINED3DZB_TRUE
);
else
else
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_ZENABLE
,
WINED3DZB_FALSE
);
IWineD3DDevice_SetRenderState
(
device
,
WINED3DRS_ZENABLE
,
WINED3DZB_FALSE
);
...
...
dlls/wined3d/swapchain_base.c
View file @
dc67164d
...
@@ -145,15 +145,14 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface
...
@@ -145,15 +145,14 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface
return
hr
;
return
hr
;
}
}
HRESULT
WINAPI
IWineD3DBaseSwapChainImpl_GetDevice
(
IWineD3DSwapChain
*
iface
,
IWineD3DDevice
**
ppDevice
)
{
HRESULT
WINAPI
IWineD3DBaseSwapChainImpl_GetDevice
(
IWineD3DSwapChain
*
iface
,
IWineD3DDevice
**
device
)
{
IWineD3DSwapChainImpl
*
This
=
(
IWineD3DSwapChainImpl
*
)
iface
;
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
TRACE
(
"(%p) : returning %p
\n
"
,
This
,
*
device
);
on the IDirect3DDevice9 interface. */
IWineD3DDevice_AddRef
(
*
ppDevice
);
TRACE
(
"(%p) : returning %p
\n
"
,
This
,
*
ppDevice
);
return
WINED3D_OK
;
return
WINED3D_OK
;
}
}
...
...
dlls/wined3d/wined3d_private.h
View file @
dc67164d
...
@@ -2602,7 +2602,7 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *ifac
...
@@ -2602,7 +2602,7 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *ifac
HRESULT
WINAPI
IWineD3DBaseSwapChainImpl_GetDisplayMode
(
IWineD3DSwapChain
*
iface
,
HRESULT
WINAPI
IWineD3DBaseSwapChainImpl_GetDisplayMode
(
IWineD3DSwapChain
*
iface
,
WINED3DDISPLAYMODE
*
pMode
)
DECLSPEC_HIDDEN
;
WINED3DDISPLAYMODE
*
pMode
)
DECLSPEC_HIDDEN
;
HRESULT
WINAPI
IWineD3DBaseSwapChainImpl_GetDevice
(
IWineD3DSwapChain
*
iface
,
HRESULT
WINAPI
IWineD3DBaseSwapChainImpl_GetDevice
(
IWineD3DSwapChain
*
iface
,
IWineD3DDevice
**
ppD
evice
)
DECLSPEC_HIDDEN
;
IWineD3DDevice
**
d
evice
)
DECLSPEC_HIDDEN
;
HRESULT
WINAPI
IWineD3DBaseSwapChainImpl_GetPresentParameters
(
IWineD3DSwapChain
*
iface
,
HRESULT
WINAPI
IWineD3DBaseSwapChainImpl_GetPresentParameters
(
IWineD3DSwapChain
*
iface
,
WINED3DPRESENT_PARAMETERS
*
pPresentationParameters
)
DECLSPEC_HIDDEN
;
WINED3DPRESENT_PARAMETERS
*
pPresentationParameters
)
DECLSPEC_HIDDEN
;
HRESULT
WINAPI
IWineD3DBaseSwapChainImpl_SetGammaRamp
(
IWineD3DSwapChain
*
iface
,
HRESULT
WINAPI
IWineD3DBaseSwapChainImpl_SetGammaRamp
(
IWineD3DSwapChain
*
iface
,
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment