d2d1/effect: Use known names for automatically added properties.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2022-06-27 00:33:40 +03:00 committed by Alexandre Julliard
parent e2908463b9
commit cda5f68a64

View file

@ -1175,9 +1175,9 @@ HRESULT d2d_effect_create(struct d2d_device_context *context, const CLSID *effec
{
WCHAR max_inputs[32];
swprintf(max_inputs, ARRAY_SIZE(max_inputs), L"%lu", builtin->max_inputs);
d2d_effect_properties_add(&object->properties, L"", D2D1_PROPERTY_MIN_INPUTS,
d2d_effect_properties_add(&object->properties, L"MinInputs", D2D1_PROPERTY_MIN_INPUTS,
D2D1_PROPERTY_TYPE_UINT32, L"1");
d2d_effect_properties_add(&object->properties, L"", D2D1_PROPERTY_MAX_INPUTS,
d2d_effect_properties_add(&object->properties, L"MaxInputs", D2D1_PROPERTY_MAX_INPUTS,
D2D1_PROPERTY_TYPE_UINT32, max_inputs);
d2d_effect_SetInputCount(&object->ID2D1Effect_iface, builtin->default_input_count);
@ -1187,9 +1187,9 @@ HRESULT d2d_effect_create(struct d2d_device_context *context, const CLSID *effec
else
{
d2d_effect_duplicate_properties(&object->properties, &reg->properties);
d2d_effect_properties_add(&object->properties, L"", D2D1_PROPERTY_MIN_INPUTS,
d2d_effect_properties_add(&object->properties, L"MinInputs", D2D1_PROPERTY_MIN_INPUTS,
D2D1_PROPERTY_TYPE_UINT32, L"1");
d2d_effect_properties_add(&object->properties, L"", D2D1_PROPERTY_MAX_INPUTS,
d2d_effect_properties_add(&object->properties, L"MaxInputs", D2D1_PROPERTY_MAX_INPUTS,
D2D1_PROPERTY_TYPE_UINT32, L"1" /* FIXME */);
d2d_effect_SetInputCount(&object->ID2D1Effect_iface, 1);
@ -1197,7 +1197,7 @@ HRESULT d2d_effect_create(struct d2d_device_context *context, const CLSID *effec
factory = reg->factory;
}
d2d_effect_properties_add(&object->properties, L"", D2D1_PROPERTY_CLSID, D2D1_PROPERTY_TYPE_CLSID, clsidW);
d2d_effect_properties_add(&object->properties, L"CLSID", D2D1_PROPERTY_CLSID, D2D1_PROPERTY_TYPE_CLSID, clsidW);
d2d_effect_properties_add(&object->properties, L"Cached", D2D1_PROPERTY_CACHED, D2D1_PROPERTY_TYPE_BOOL, L"false");
if (FAILED(hr = factory((IUnknown **)&object->impl)))