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wined3d: Get rid of some IWineD3D* references.
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parent
0c716b77e5
commit
b1664a2c85
8 changed files with 14 additions and 29 deletions
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@ -119,7 +119,7 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This, const struc
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{
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GLenum error, gl_usage;
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TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
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TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
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This, debug_d3dusage(This->resource.usage));
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ENTER_GL();
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@ -131,12 +131,11 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This, const struc
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*/
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while (glGetError() != GL_NO_ERROR);
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/* Basically the FVF parameter passed to CreateVertexBuffer is no good
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* It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
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* IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
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* look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
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* to check if the rhw and color values are in the correct format.
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*/
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/* Basically the FVF parameter passed to CreateVertexBuffer is no good.
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* The vertex declaration from the device determines how the data in the
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* buffer is interpreted. This means that on each draw call the buffer has
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* to be verified to check if the rhw and color values are in the correct
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* format. */
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GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
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error = glGetError();
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@ -1,5 +1,4 @@
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/* IWineD3DClipper implementation
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*
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/*
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* Copyright 2000 (c) Marcus Meissner
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* Copyright 2000 (c) TransGaming Technologies Inc.
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* Copyright 2006 (c) Stefan Dösinger
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@ -1,6 +1,4 @@
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/*
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* IWineD3DDevice implementation
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*
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* Copyright 2002 Lionel Ulmer
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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@ -4377,7 +4375,7 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
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hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
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if (FAILED(hr))
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{
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WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
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WARN("Failed to update surface, hr %#x.\n", hr);
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return hr;
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}
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}
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@ -4396,7 +4394,7 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
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hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
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if (FAILED(hr))
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{
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WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
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WARN("Failed to update surface, hr %#x.\n", hr);
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return hr;
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}
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}
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@ -1,6 +1,4 @@
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/*
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* IWineD3D implementation
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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@ -412,10 +410,6 @@ ULONG CDECL wined3d_decref(struct wined3d *wined3d)
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return refcount;
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}
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/**********************************************************
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* IWineD3D parts follows
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**********************************************************/
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/* GL locking is done by the caller */
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static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
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{
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@ -1,6 +1,4 @@
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/*
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* IWineD3DQuery implementation
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*
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* Copyright 2005 Oliver Stieber
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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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* Copyright 2009-2010 Henri Verbeet for CodeWeavers.
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@ -1,6 +1,4 @@
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/*
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* IWineD3DResource Implementation
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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@ -5281,8 +5281,8 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surfa
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* This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
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*/
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/* Check rects - IWineD3DDevice_Present doesn't handle them */
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while(1)
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/* Check rects - wined3d_swapchain_present() doesn't handle them. */
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for (;;)
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{
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TRACE("Looking if a Present can be done...\n");
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/* Source Rectangle must be full surface */
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@ -351,9 +351,8 @@ static void swapchain_blit(struct wined3d_swapchain *swapchain,
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ENTER_GL();
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context_bind_fbo(context2, GL_FRAMEBUFFER, NULL);
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/* Set up the texture. The surface is not in a IWineD3D*Texture container,
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* so there are no d3d texture settings to dirtify
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*/
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/* Set up the texture. The surface is not in a wined3d_texture
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* container, so there are no D3D texture settings to dirtify. */
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device->blitter->set_shader(device->blit_priv, context2->gl_info, backbuffer);
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glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
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glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
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@ -693,7 +692,7 @@ void x11_copy_to_screen(struct wined3d_swapchain *swapchain, const RECT *rect)
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if (front->clipper)
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{
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RECT xrc;
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HWND hwnd = ((IWineD3DClipperImpl *)front->clipper)->hWnd;
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HWND hwnd = front->clipper->hWnd;
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if (hwnd && GetClientRect(hwnd,&xrc))
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{
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OffsetRect(&xrc, offset.x, offset.y);
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