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wined3d: Enable long types in context_gl.c.

This commit is contained in:
Eric Pouech 2022-12-06 14:12:20 +01:00 committed by Alexandre Julliard
parent ac85d65237
commit d77b31e728

View File

@ -23,7 +23,6 @@
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#define WINE_NO_LONG_TYPES /* temporary */
#include "wined3d_private.h"
@ -1240,7 +1239,7 @@ static BOOL wined3d_context_gl_set_pixel_format(struct wined3d_context_gl *conte
else if (!SetPixelFormat(dc, format, NULL))
{
/* This may also happen if the dc belongs to a destroyed window. */
WARN("Failed to set pixel format %d on device context %p, last error %#x.\n",
WARN("Failed to set pixel format %d on device context %p, last error %#lx.\n",
format, dc, GetLastError());
return FALSE;
}
@ -1273,7 +1272,7 @@ static BOOL wined3d_context_gl_set_gl_context(struct wined3d_context_gl *context
if (backup || !wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
{
WARN("Failed to make GL context %p current on device context %p, last error %#x.\n",
WARN("Failed to make GL context %p current on device context %p, last error %#lx.\n",
context_gl->gl_ctx, context_gl->dc, GetLastError());
context_gl->valid = 0;
WARN("Trying fallback to the backup window.\n");
@ -1305,7 +1304,7 @@ static BOOL wined3d_context_gl_set_gl_context(struct wined3d_context_gl *context
if (!wglMakeCurrent(context_gl->dc, context_gl->gl_ctx))
{
ERR("Fallback to backup window (dc %p) failed too, last error %#x.\n",
ERR("Fallback to backup window (dc %p) failed too, last error %#lx.\n",
context_gl->dc, GetLastError());
wined3d_context_gl_set_current(NULL);
return FALSE;
@ -1322,7 +1321,7 @@ static void context_restore_gl_context(const struct wined3d_gl_info *gl_info, HD
{
if (!wglMakeCurrent(dc, gl_ctx))
{
ERR("Failed to restore GL context %p on device context %p, last error %#x.\n",
ERR("Failed to restore GL context %p on device context %p, last error %#lx.\n",
gl_ctx, dc, GetLastError());
wined3d_context_gl_set_current(NULL);
}
@ -1910,7 +1909,7 @@ HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc,
ctx_attribs[ctx_attrib_idx] = 0;
}
if (!(ctx = gl_info->p_wglCreateContextAttribsARB(hdc, share_ctx, ctx_attribs)))
WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#x.\n",
WARN("Failed to create a WGL context with wglCreateContextAttribsARB, last error %#lx.\n",
GetLastError());
}
}
@ -2065,10 +2064,10 @@ static BOOL wined3d_context_gl_create_wgl_ctx(struct wined3d_context_gl *context
if (share_ctx && !wglShareLists(share_ctx, ctx))
{
ERR("wglShareLists(%p, %p) failed, last error %#x.\n", share_ctx, ctx, GetLastError());
ERR("wglShareLists(%p, %p) failed, last error %#lx.\n", share_ctx, ctx, GetLastError());
context_release(context);
if (!wglDeleteContext(ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx, GetLastError());
ERR("wglDeleteContext(%p) failed, last error %#lx.\n", ctx, GetLastError());
return FALSE;
}
}
@ -2179,7 +2178,7 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wi
ERR("Cannot activate context to set up defaults.\n");
context_release(context);
if (!wglDeleteContext(context_gl->gl_ctx))
ERR("wglDeleteContext(%p) failed, last error %#x.\n", context_gl->gl_ctx, GetLastError());
ERR("wglDeleteContext(%p) failed, last error %#lx.\n", context_gl->gl_ctx, GetLastError());
goto fail;
}
@ -2707,7 +2706,7 @@ void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl *context_
f = &context_gl->submitted.fences[context_gl->submitted.fence_count++];
f->id = device_gl->current_fence_id;
if (FAILED(hr = wined3d_fence_create(&device_gl->d, &f->fence)))
ERR("Failed to create fence, hr %#x.\n", hr);
ERR("Failed to create fence, hr %#lx.\n", hr);
wined3d_fence_issue(f->fence, &device_gl->d);
/* We don't expect this to ever happen, but handle it anyway. */