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
fecbf7b4
Commit
fecbf7b4
authored
Aug 31, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Aug 31, 2009
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
d3d8: Remove trailing spaces.
parent
89b469cb
Hide whitespace changes
Inline
Side-by-side
Showing
5 changed files
with
25 additions
and
23 deletions
+25
-23
d3d8_main.c
dlls/d3d8/d3d8_main.c
+5
-5
d3d8_private.h
dlls/d3d8/d3d8_private.h
+1
-1
device.c
dlls/d3d8/device.c
+13
-11
d3d8_main.c
dlls/d3d8/tests/d3d8_main.c
+1
-1
device.c
dlls/d3d8/tests/device.c
+5
-5
No files found.
dlls/d3d8/d3d8_main.c
View file @
fecbf7b4
...
...
@@ -73,11 +73,11 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
* ValidateVertexShader (D3D8.@)
*
* I've seen reserved1 and reserved2 always passed as 0's
* bool seems always passed as 0 or 1, but other values work as well...
.
* bool seems always passed as 0 or 1, but other values work as well...
* toto result?
*/
HRESULT
WINAPI
ValidateVertexShader
(
DWORD
*
vertexshader
,
DWORD
*
reserved1
,
DWORD
*
reserved2
,
BOOL
bool
,
DWORD
*
toto
)
{
{
HRESULT
ret
;
FIXME
(
"(%p %p %p %d %p): stub
\n
"
,
vertexshader
,
reserved1
,
reserved2
,
bool
,
toto
);
...
...
@@ -89,7 +89,7 @@ HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD
switch
(
*
vertexshader
)
{
case
0xFFFE0101
:
case
0xFFFE0100
:
case
0xFFFE0100
:
ret
=
S_OK
;
break
;
default:
...
...
@@ -110,12 +110,12 @@ HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bo
{
HRESULT
ret
;
FIXME
(
"(%p %p %d %p): stub
\n
"
,
pixelshader
,
reserved1
,
bool
,
toto
);
if
(
!
pixelshader
)
return
E_FAIL
;
if
(
reserved1
)
return
E_FAIL
;
return
E_FAIL
;
switch
(
*
pixelshader
)
{
case
0xFFFF0100
:
...
...
dlls/d3d8/d3d8_private.h
View file @
fecbf7b4
...
...
@@ -468,7 +468,7 @@ struct IDirect3DVolumeTexture8Impl
/* TODO: Generate a valid GUIDs */
/* {83B073CE-6F30-11d9-C687-00046142C14F} */
DEFINE_GUID
(
IID_IDirect3DStateBlock8
,
DEFINE_GUID
(
IID_IDirect3DStateBlock8
,
0x83b073ce
,
0x6f30
,
0x11d9
,
0xc6
,
0x87
,
0x0
,
0x4
,
0x61
,
0x42
,
0xc1
,
0x4f
);
DEFINE_GUID
(
IID_IDirect3DVertexDeclaration8
,
...
...
dlls/d3d8/device.c
View file @
fecbf7b4
...
...
@@ -680,7 +680,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface
wined3d_mutex_unlock
();
if
(
FAILED
(
hrc
))
{
/* free up object */
/* free up object */
FIXME
(
"(%p) call to IWineD3DDevice_CreateTexture failed
\n
"
,
This
);
HeapFree
(
GetProcessHeap
(),
0
,
object
);
/* *ppTexture = NULL; */
...
...
@@ -694,10 +694,10 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface
return
hrc
;
}
static
HRESULT
WINAPI
IDirect3DDevice8Impl_CreateVolumeTexture
(
LPDIRECT3DDEVICE8
iface
,
UINT
Width
,
UINT
Height
,
UINT
Depth
,
UINT
Levels
,
DWORD
Usage
,
D3DFORMAT
Format
,
D3DPOOL
Pool
,
IDirect3DVolumeTexture8
**
ppVolumeTexture
)
{
static
HRESULT
WINAPI
IDirect3DDevice8Impl_CreateVolumeTexture
(
IDirect3DDevice8
*
iface
,
UINT
Width
,
UINT
Height
,
UINT
Depth
,
UINT
Levels
,
DWORD
Usage
,
D3DFORMAT
Format
,
D3DPOOL
Pool
,
IDirect3DVolumeTexture8
**
ppVolumeTexture
)
{
IDirect3DVolumeTexture8Impl
*
object
;
IDirect3DDevice8Impl
*
This
=
(
IDirect3DDevice8Impl
*
)
iface
;
HRESULT
hrc
=
D3D_OK
;
...
...
@@ -736,9 +736,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8
return
hrc
;
}
static
HRESULT
WINAPI
IDirect3DDevice8Impl_CreateCubeTexture
(
LPDIRECT3DDEVICE8
iface
,
UINT
EdgeLength
,
UINT
Levels
,
DWORD
Usage
,
D3DFORMAT
Format
,
D3DPOOL
Pool
,
IDirect3DCubeTexture8
**
ppCubeTexture
)
{
static
HRESULT
WINAPI
IDirect3DDevice8Impl_CreateCubeTexture
(
IDirect3DDevice8
*
iface
,
UINT
EdgeLength
,
UINT
Levels
,
DWORD
Usage
,
D3DFORMAT
Format
,
D3DPOOL
Pool
,
IDirect3DCubeTexture8
**
ppCubeTexture
)
{
IDirect3DCubeTexture8Impl
*
object
;
IDirect3DDevice8Impl
*
This
=
(
IDirect3DDevice8Impl
*
)
iface
;
HRESULT
hr
=
D3D_OK
;
...
...
@@ -1238,7 +1238,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWO
IDirect3DDevice8Impl
*
This
=
(
IDirect3DDevice8Impl
*
)
iface
;
HRESULT
hr
;
TRACE
(
"(%p) Relay
\n
"
,
This
);
/* Note: D3DLIGHT8 is compatible with WINED3DLIGHT */
wined3d_mutex_lock
();
hr
=
IWineD3DDevice_SetLight
(
This
->
WineD3DDevice
,
Index
,
(
const
WINED3DLIGHT
*
)
pLight
);
...
...
@@ -1701,8 +1701,10 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetCurrentTexturePalette(LPDIRECT3D
return
hr
;
}
static
HRESULT
WINAPI
IDirect3DDevice8Impl_DrawPrimitive
(
LPDIRECT3DDEVICE8
iface
,
D3DPRIMITIVETYPE
PrimitiveType
,
UINT
StartVertex
,
UINT
PrimitiveCount
)
{
IDirect3DDevice8Impl
*
This
=
(
IDirect3DDevice8Impl
*
)
iface
;
static
HRESULT
WINAPI
IDirect3DDevice8Impl_DrawPrimitive
(
IDirect3DDevice8
*
iface
,
D3DPRIMITIVETYPE
PrimitiveType
,
UINT
StartVertex
,
UINT
PrimitiveCount
)
{
IDirect3DDevice8Impl
*
This
=
(
IDirect3DDevice8Impl
*
)
iface
;
HRESULT
hr
;
TRACE
(
"(%p) Relay
\n
"
,
This
);
...
...
dlls/d3d8/tests/d3d8_main.c
View file @
fecbf7b4
...
...
@@ -66,7 +66,7 @@ static void test_ValidateVertexShader(void)
}
static
void
test_ValidatePixelShader
(
void
)
{
{
HRESULT
ret
;
static
DWORD
simple_ps
[]
=
{
0xFFFF0101
,
/* ps_1_1 */
0x00000051
,
0xA00F0001
,
0x3F800000
,
0x00000000
,
0x00000000
,
0x00000000
,
/* def c1 = 1.0, 0.0, 0.0, 0.0 */
...
...
dlls/d3d8/tests/device.c
View file @
fecbf7b4
...
...
@@ -96,13 +96,13 @@ static int get_refcount(IUnknown *object)
static
void
check_mipmap_levels
(
IDirect3DDevice8
*
device
,
UINT
width
,
UINT
height
,
UINT
count
)
{
IDirect3DBaseTexture8
*
texture
=
NULL
;
HRESULT
hr
=
IDirect3DDevice8_CreateTexture
(
device
,
width
,
height
,
0
,
0
,
D3DFMT_X8R8G8B8
,
D3DPOOL_DEFAULT
,
(
IDirect3DTexture8
**
)
&
texture
);
HRESULT
hr
=
IDirect3DDevice8_CreateTexture
(
device
,
width
,
height
,
0
,
0
,
D3DFMT_X8R8G8B8
,
D3DPOOL_DEFAULT
,
(
IDirect3DTexture8
**
)
&
texture
);
if
(
SUCCEEDED
(
hr
))
{
DWORD
levels
=
IDirect3DBaseTexture8_GetLevelCount
(
texture
);
ok
(
levels
==
count
,
"Invalid level count. Expected %d got %u
\n
"
,
count
,
levels
);
}
else
}
else
trace
(
"CreateTexture failed: %#08x
\n
"
,
hr
);
if
(
texture
)
IUnknown_Release
(
texture
);
...
...
@@ -118,7 +118,7 @@ static void test_mipmap_levels(void)
IDirect3DDevice8
*
pDevice
=
NULL
;
D3DPRESENT_PARAMETERS
d3dpp
;
D3DDISPLAYMODE
d3ddm
;
pD3d
=
pDirect3DCreate8
(
D3D_SDK_VERSION
);
ok
(
pD3d
!=
NULL
,
"Failed to create IDirect3D8 object
\n
"
);
hwnd
=
CreateWindow
(
"static"
,
"d3d8_test"
,
WS_OVERLAPPEDWINDOW
,
100
,
100
,
160
,
160
,
NULL
,
NULL
,
NULL
,
NULL
);
...
...
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