wined3d: Reduce usage of long integral types in include/wined3d.h.

Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
This commit is contained in:
Eric Pouech 2022-12-07 10:38:34 +01:00 committed by Alexandre Julliard
parent 36717714c9
commit 68811881e6
2 changed files with 7 additions and 7 deletions

View file

@ -3754,7 +3754,7 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO
HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
const struct wined3d_vertex_declaration *declaration, uint32_t flags, DWORD dst_fvf)
const struct wined3d_vertex_declaration *declaration, uint32_t flags, uint32_t dst_fvf)
{
struct wined3d_state *state = device->cs->c.state;
struct wined3d_stream_info stream_info;
@ -4342,8 +4342,8 @@ HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
return WINED3D_OK;
}
HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
const RECT *rects, uint32_t flags, const struct wined3d_color *color, float depth, DWORD stencil)
HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, unsigned int rect_count,
const RECT *rects, uint32_t flags, const struct wined3d_color *color, float depth, unsigned int stencil)
{
struct wined3d_fb_state *fb = &device->cs->c.state->fb;

View file

@ -2169,7 +2169,7 @@ struct wined3d_stateblock_state
struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
DWORD rs[WINEHIGHEST_RENDER_STATE + 1];
unsigned int rs[WINEHIGHEST_RENDER_STATE + 1];
BOOL alpha_to_coverage;
struct wined3d_texture *textures[WINED3D_MAX_COMBINED_SAMPLERS];
@ -2358,8 +2358,8 @@ ULONG __cdecl wined3d_depth_stencil_state_incref(struct wined3d_depth_stencil_st
HRESULT __cdecl wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window);
void __cdecl wined3d_device_apply_stateblock(struct wined3d_device *device, struct wined3d_stateblock *stateblock);
HRESULT __cdecl wined3d_device_begin_scene(struct wined3d_device *device);
HRESULT __cdecl wined3d_device_clear(struct wined3d_device *device, DWORD rect_count, const RECT *rects,
uint32_t flags, const struct wined3d_color *color, float z, DWORD stencil);
HRESULT __cdecl wined3d_device_clear(struct wined3d_device *device, unsigned int rect_count, const RECT *rects,
uint32_t flags, const struct wined3d_color *color, float z, unsigned int stencil);
HRESULT __cdecl wined3d_device_create(struct wined3d *wined3d, struct wined3d_adapter *adapter,
enum wined3d_device_type device_type, HWND focus_window, unsigned int behaviour_flags, BYTE surface_alignment,
const enum wined3d_feature_level *feature_levels, unsigned int feature_level_count,
@ -2391,7 +2391,7 @@ struct wined3d * __cdecl wined3d_device_get_wined3d(const struct wined3d_device
ULONG __cdecl wined3d_device_incref(struct wined3d_device *device);
HRESULT __cdecl wined3d_device_process_vertices(struct wined3d_device *device,
UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
const struct wined3d_vertex_declaration *declaration, uint32_t flags, DWORD dst_fvf);
const struct wined3d_vertex_declaration *declaration, uint32_t flags, uint32_t dst_fvf);
void __cdecl wined3d_device_release_focus_window(struct wined3d_device *device);
HRESULT __cdecl wined3d_device_reset(struct wined3d_device *device,
const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,