- 15 Mar, 2010 40 commits
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Paul Chitescu authored
qedit: In SampleGrabber ReceiveConnection check early the format type, return VFW_E_INVALIDMEDIATYPE like native.
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Juan Lang authored
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Juan Lang authored
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Juan Lang authored
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Vincent Povirk authored
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Vincent Povirk authored
We can't determine the correct block size until we read the header, and we can't create the BigBlockFile until we know the correct block size. To solve this dilemma, have StorageImpl calculate the file size it needs instead of asking the BigBlockFile to "ensure a big block exists".
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Vincent Povirk authored
This should always be calculated based on the big block size.
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Vincent Povirk authored
Big block sizes can be 512 or 4096, so we define arrays that are large enough in either case.
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Vincent Povirk authored
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Vincent Povirk authored
Use the actual big block size from the open storage file. Also, remove a special case that was only used for reading/writing the header.
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Vincent Povirk authored
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Vincent Povirk authored
The header is always 512 bytes, regardless of the big block size.
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Andrew Nguyen authored
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Yann Droneaud authored
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Yann Droneaud authored
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Gerald Pfeifer authored
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Gerald Pfeifer authored
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Gerald Pfeifer authored
comdlg32: Removed unused parameters from FILEDLG95_OnWMSize, FILEDLG95_OnWMCommand, and FD32_WMMeasureItem.
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Gerald Pfeifer authored
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Juan Lang authored
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Paul Vriens authored
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André Hentschel authored
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Huw Davies authored
wineps.drv: Retrieve the full printer name to avoid truncation when the name is 32 characters or longer.
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Roderick Colenbrander authored
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Roderick Colenbrander authored
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Dmitry Timoshkov authored
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Maarten Lankhorst authored
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Michael Stefaniuc authored
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André Hentschel authored
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Nicolas Le Cam authored
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Vincent Povirk authored
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Vincent Povirk authored
Since we return success, we should at least make sure the result is not uninitialized memory.
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Vincent Povirk authored
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Vincent Povirk authored
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Paul Vriens authored
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Paul Vriens authored
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Christian Costa authored
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Christian Costa authored
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Christian Costa authored
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Christian Costa authored
d3dx9_36: Rename variables in D3DXGetShaderConstantTable(Ex) to match naming convention used in the file.
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