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git://source.winehq.org/git/wine.git
synced 2024-11-05 18:01:34 +00:00
wined3d: Fix some more misspellings of "device".
This commit is contained in:
parent
db4babfbbc
commit
dc67164d0d
4 changed files with 41 additions and 42 deletions
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@ -326,9 +326,9 @@ fail:
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}
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/* Adjust the amount of used texture memory */
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long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
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long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, long glram)
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{
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struct wined3d_adapter *adapter = D3DDevice->adapter;
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struct wined3d_adapter *adapter = device->adapter;
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adapter->UsedTextureRam += glram;
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TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
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@ -866,7 +866,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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return WINED3D_OK;
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}
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static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *This)
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static void apply_lights(IWineD3DDevice *device, const IWineD3DStateBlockImpl *This)
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{
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UINT i;
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for(i = 0; i < LIGHTMAP_SIZE; i++) {
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@ -876,8 +876,8 @@ static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *
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{
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const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
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IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
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IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
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IWineD3DDevice_SetLight(device, light->OriginalIndex, &light->OriginalParms);
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IWineD3DDevice_SetLightEnable(device, light->OriginalIndex, light->glIndex != -1);
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}
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}
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}
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@ -885,58 +885,58 @@ static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *
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static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
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{
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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IWineD3DDevice *pDevice = (IWineD3DDevice *)This->device;
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IWineD3DDevice *device = (IWineD3DDevice *)This->device;
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unsigned int i;
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DWORD map;
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TRACE("(%p) : Applying state block %p ------------------v\n", This, pDevice);
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TRACE("(%p) : Applying state block %p ------------------v\n", This, device);
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TRACE("Blocktype: %d\n", This->blockType);
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if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(pDevice, This->vertexShader);
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if (This->changed.vertexShader) IWineD3DDevice_SetVertexShader(device, This->vertexShader);
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/* Vertex Shader Constants */
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for (i = 0; i < This->num_contained_vs_consts_f; ++i)
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{
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IWineD3DDevice_SetVertexShaderConstantF(pDevice, This->contained_vs_consts_f[i],
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IWineD3DDevice_SetVertexShaderConstantF(device, This->contained_vs_consts_f[i],
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This->vertexShaderConstantF + This->contained_vs_consts_f[i] * 4, 1);
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}
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for (i = 0; i < This->num_contained_vs_consts_i; ++i)
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{
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IWineD3DDevice_SetVertexShaderConstantI(pDevice, This->contained_vs_consts_i[i],
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IWineD3DDevice_SetVertexShaderConstantI(device, This->contained_vs_consts_i[i],
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This->vertexShaderConstantI + This->contained_vs_consts_i[i] * 4, 1);
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}
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for (i = 0; i < This->num_contained_vs_consts_b; ++i)
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{
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IWineD3DDevice_SetVertexShaderConstantB(pDevice, This->contained_vs_consts_b[i],
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IWineD3DDevice_SetVertexShaderConstantB(device, This->contained_vs_consts_b[i],
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This->vertexShaderConstantB + This->contained_vs_consts_b[i], 1);
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}
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apply_lights(pDevice, This);
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apply_lights(device, This);
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if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(pDevice, This->pixelShader);
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if (This->changed.pixelShader) IWineD3DDevice_SetPixelShader(device, This->pixelShader);
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/* Pixel Shader Constants */
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for (i = 0; i < This->num_contained_ps_consts_f; ++i)
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{
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IWineD3DDevice_SetPixelShaderConstantF(pDevice, This->contained_ps_consts_f[i],
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IWineD3DDevice_SetPixelShaderConstantF(device, This->contained_ps_consts_f[i],
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This->pixelShaderConstantF + This->contained_ps_consts_f[i] * 4, 1);
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}
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for (i = 0; i < This->num_contained_ps_consts_i; ++i)
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{
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IWineD3DDevice_SetPixelShaderConstantI(pDevice, This->contained_ps_consts_i[i],
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IWineD3DDevice_SetPixelShaderConstantI(device, This->contained_ps_consts_i[i],
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This->pixelShaderConstantI + This->contained_ps_consts_i[i] * 4, 1);
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}
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for (i = 0; i < This->num_contained_ps_consts_b; ++i)
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{
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IWineD3DDevice_SetPixelShaderConstantB(pDevice, This->contained_ps_consts_b[i],
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IWineD3DDevice_SetPixelShaderConstantB(device, This->contained_ps_consts_b[i],
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This->pixelShaderConstantB + This->contained_ps_consts_b[i], 1);
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}
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/* Render */
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for (i = 0; i < This->num_contained_render_states; ++i)
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{
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IWineD3DDevice_SetRenderState(pDevice, This->contained_render_states[i],
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IWineD3DDevice_SetRenderState(device, This->contained_render_states[i],
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This->renderState[This->contained_render_states[i]]);
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}
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@ -946,7 +946,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
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DWORD stage = This->contained_tss_states[i].stage;
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DWORD state = This->contained_tss_states[i].state;
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IWineD3DDevice_SetTextureStageState(pDevice, stage, state, This->textureState[stage][state]);
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IWineD3DDevice_SetTextureStageState(device, stage, state, This->textureState[stage][state]);
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}
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/* Sampler states */
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@ -957,12 +957,12 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
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DWORD value = This->samplerState[stage][state];
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if (stage >= MAX_FRAGMENT_SAMPLERS) stage += WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS;
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IWineD3DDevice_SetSamplerState(pDevice, stage, state, value);
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IWineD3DDevice_SetSamplerState(device, stage, state, value);
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}
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for (i = 0; i < This->num_contained_transform_states; ++i)
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{
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IWineD3DDevice_SetTransform(pDevice, This->contained_transform_states[i],
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IWineD3DDevice_SetTransform(device, This->contained_transform_states[i],
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&This->transforms[This->contained_transform_states[i]]);
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}
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@ -974,40 +974,40 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
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if (This->changed.indices)
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{
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IWineD3DDevice_SetIndexBuffer(pDevice, This->pIndexData, This->IndexFmt);
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IWineD3DDevice_SetBaseVertexIndex(pDevice, This->baseVertexIndex);
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IWineD3DDevice_SetIndexBuffer(device, This->pIndexData, This->IndexFmt);
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IWineD3DDevice_SetBaseVertexIndex(device, This->baseVertexIndex);
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}
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if (This->changed.vertexDecl && This->vertexDecl)
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{
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IWineD3DDevice_SetVertexDeclaration(pDevice, This->vertexDecl);
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IWineD3DDevice_SetVertexDeclaration(device, This->vertexDecl);
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}
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if (This->changed.material)
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{
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IWineD3DDevice_SetMaterial(pDevice, &This->material);
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IWineD3DDevice_SetMaterial(device, &This->material);
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}
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if (This->changed.viewport)
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{
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IWineD3DDevice_SetViewport(pDevice, &This->viewport);
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IWineD3DDevice_SetViewport(device, &This->viewport);
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}
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if (This->changed.scissorRect)
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{
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IWineD3DDevice_SetScissorRect(pDevice, &This->scissorRect);
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IWineD3DDevice_SetScissorRect(device, &This->scissorRect);
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}
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map = This->changed.streamSource;
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for (i = 0; map; map >>= 1, ++i)
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{
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if (map & 1) IWineD3DDevice_SetStreamSource(pDevice, i, This->streamSource[i], 0, This->streamStride[i]);
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if (map & 1) IWineD3DDevice_SetStreamSource(device, i, This->streamSource[i], 0, This->streamStride[i]);
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}
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map = This->changed.streamFreq;
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for (i = 0; map; map >>= 1, ++i)
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{
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if (map & 1) IWineD3DDevice_SetStreamSourceFreq(pDevice, i, This->streamFreq[i] | This->streamFlags[i]);
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if (map & 1) IWineD3DDevice_SetStreamSourceFreq(device, i, This->streamFreq[i] | This->streamFlags[i]);
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}
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map = This->changed.textures;
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@ -1018,7 +1018,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
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if (!(map & 1)) continue;
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stage = i < MAX_FRAGMENT_SAMPLERS ? i : WINED3DVERTEXTEXTURESAMPLER0 + i - MAX_FRAGMENT_SAMPLERS;
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IWineD3DDevice_SetTexture(pDevice, stage, This->textures[i]);
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IWineD3DDevice_SetTexture(device, stage, This->textures[i]);
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}
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map = This->changed.clipplane;
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@ -1032,7 +1032,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
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clip[1] = This->clipplane[i][1];
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clip[2] = This->clipplane[i][2];
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clip[3] = This->clipplane[i][3];
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IWineD3DDevice_SetClipPlane(pDevice, i, clip);
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IWineD3DDevice_SetClipPlane(device, i, clip);
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}
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This->device->stateBlock->lowest_disabled_stage = MAX_TEXTURES - 1;
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@ -1044,7 +1044,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
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break;
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}
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}
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TRACE("(%p) : Applied state block %p ------------------^\n", This, pDevice);
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TRACE("(%p) : Applied state block %p ------------------^\n", This, device);
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return WINED3D_OK;
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}
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@ -1052,8 +1052,8 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
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static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStateBlock* iface) {
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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IWineD3DDevice *device = (IWineD3DDevice *)This->device;
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IWineD3DDeviceImpl *ThisDevice = (IWineD3DDeviceImpl *)device;
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const struct wined3d_gl_info *gl_info = &ThisDevice->adapter->gl_info;
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IWineD3DDeviceImpl *device_impl = (IWineD3DDeviceImpl *)device;
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const struct wined3d_gl_info *gl_info = &device_impl->adapter->gl_info;
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union {
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WINED3DLINEPATTERN lp;
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DWORD d;
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@ -1070,7 +1070,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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/* Note this may have a large overhead but it should only be executed
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once, in order to initialize the complete state of the device and
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all opengl equivalents */
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TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, ThisDevice);
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TRACE("(%p) -----------------------> Setting up device defaults... %p\n", This, device);
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/* TODO: make a special stateblock type for the primary stateblock (it never gets applied so it doesn't need a real type) */
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This->blockType = WINED3DSBT_INIT;
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@ -1083,7 +1083,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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TRACE("Render states\n");
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/* Render states: */
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if (ThisDevice->auto_depth_stencil)
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if (device_impl->auto_depth_stencil)
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IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_TRUE);
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else
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IWineD3DDevice_SetRenderState(device, WINED3DRS_ZENABLE, WINED3DZB_FALSE);
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@ -145,15 +145,14 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface
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return hr;
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}
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HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice) {
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HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice **device)
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{
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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*ppDevice = (IWineD3DDevice *)This->device;
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*device = (IWineD3DDevice *)This->device;
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IWineD3DDevice_AddRef(*device);
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/* Note Calling this method will increase the internal reference count
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on the IDirect3DDevice9 interface. */
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IWineD3DDevice_AddRef(*ppDevice);
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TRACE("(%p) : returning %p\n", This, *ppDevice);
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TRACE("(%p) : returning %p\n", This, *device);
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return WINED3D_OK;
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}
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@ -2602,7 +2602,7 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *ifac
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HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface,
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WINED3DDISPLAYMODE *pMode) DECLSPEC_HIDDEN;
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HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface,
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IWineD3DDevice **ppDevice) DECLSPEC_HIDDEN;
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IWineD3DDevice **device) DECLSPEC_HIDDEN;
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HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface,
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WINED3DPRESENT_PARAMETERS *pPresentationParameters) DECLSPEC_HIDDEN;
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HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface,
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