ddraw: Remove trailing spaces.

This commit is contained in:
Henri Verbeet 2009-09-01 09:09:37 +02:00 committed by Alexandre Julliard
parent ab8523931a
commit ee60e5fd71
9 changed files with 64 additions and 70 deletions

View file

@ -816,7 +816,7 @@ IDirectDrawImpl_GetDisplayMode(IDirectDraw7 *iface,
EnterCriticalSection(&ddraw_cs);
/* This seems sane */
if(!DDSD)
if (!DDSD)
{
LeaveCriticalSection(&ddraw_cs);
return DDERR_INVALIDPARAMS;
@ -841,7 +841,7 @@ IDirectDrawImpl_GetDisplayMode(IDirectDraw7 *iface,
DDSD->dwSize = Size;
DDSD->dwFlags |= DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT | DDSD_PITCH | DDSD_REFRESHRATE;
DDSD->dwWidth = Mode.Width;
DDSD->dwHeight = Mode.Height;
DDSD->dwHeight = Mode.Height;
DDSD->u2.dwRefreshRate = 60;
DDSD->ddsCaps.dwCaps = 0;
DDSD->u4.ddpfPixelFormat.dwSize = sizeof(DDSD->u4.ddpfPixelFormat);
@ -1101,7 +1101,7 @@ IDirectDrawImpl_FlipToGDISurface(IDirectDraw7 *iface)
* Returns:
* Always returns DD_OK
*
*****************************************************************************/
*****************************************************************************/
static HRESULT WINAPI
IDirectDrawImpl_WaitForVerticalBlank(IDirectDraw7 *iface,
DWORD Flags,
@ -1135,7 +1135,7 @@ IDirectDrawImpl_WaitForVerticalBlank(IDirectDraw7 *iface,
* Returns:
* Always returns DD_OK
*
*****************************************************************************/
*****************************************************************************/
static HRESULT WINAPI IDirectDrawImpl_GetScanLine(IDirectDraw7 *iface, DWORD *Scanline)
{
IDirectDrawImpl *This = (IDirectDrawImpl *)iface;
@ -1155,7 +1155,7 @@ static HRESULT WINAPI IDirectDrawImpl_GetScanLine(IDirectDraw7 *iface, DWORD *Sc
&Mode);
/* Fake the line sweeping of the monitor */
/* FIXME: We should synchronize with a source to keep the refresh rate */
/* FIXME: We should synchronize with a source to keep the refresh rate */
*Scanline = This->cur_scanline++;
/* Assume 20 scan lines in the vertical blank */
if (This->cur_scanline >= Mode.Height + 20)
@ -1176,7 +1176,7 @@ static HRESULT WINAPI IDirectDrawImpl_GetScanLine(IDirectDraw7 *iface, DWORD *Sc
* DDERR_NOEXCLUSIVEMODE or DDERR_EXCLUSIVEMODEALREADYSET
* if the state is not correct(See below)
*
*****************************************************************************/
*****************************************************************************/
static HRESULT WINAPI
IDirectDrawImpl_TestCooperativeLevel(IDirectDraw7 *iface)
{
@ -1187,8 +1187,8 @@ IDirectDrawImpl_TestCooperativeLevel(IDirectDraw7 *iface)
EnterCriticalSection(&ddraw_cs);
/* Description from MSDN:
* For fullscreen apps return DDERR_NOEXCLUSIVEMODE if the user switched
* away from the app with e.g. alt-tab. Windowed apps receive
* DDERR_EXCLUSIVEMODEALREADYSET if another application created a
* away from the app with e.g. alt-tab. Windowed apps receive
* DDERR_EXCLUSIVEMODEALREADYSET if another application created a
* DirectDraw object in exclusive mode. DDERR_WRONGMODE is returned,
* when the video mode has changed
*/
@ -1243,7 +1243,7 @@ IDirectDrawImpl_TestCooperativeLevel(IDirectDraw7 *iface)
* DD_OK if the surface was found
* DDERR_NOTFOUND if the GDI surface wasn't found
*
*****************************************************************************/
*****************************************************************************/
static HRESULT WINAPI
IDirectDrawImpl_GetGDISurface(IDirectDraw7 *iface,
IDirectDrawSurface7 **GDISurface)
@ -1311,7 +1311,7 @@ IDirectDrawImpl_GetGDISurface(IDirectDraw7 *iface,
* DD_OK on success
* DDERR_INVALIDPARAMS if the callback wasn't set
*
*****************************************************************************/
*****************************************************************************/
static HRESULT WINAPI
IDirectDrawImpl_EnumDisplayModes(IDirectDraw7 *iface,
DWORD Flags,
@ -1886,8 +1886,9 @@ IDirectDrawImpl_CreateNewSurface(IDirectDrawImpl *This,
}
else
{
if((pDDSD->ddsCaps.dwCaps & DDSCAPS_3DDEVICE ) &&
(This->ImplType != SURFACE_OPENGL ) && DefaultSurfaceType == SURFACE_UNKNOWN)
if ((pDDSD->ddsCaps.dwCaps & DDSCAPS_3DDEVICE)
&& (This->ImplType != SURFACE_OPENGL)
&& DefaultSurfaceType == SURFACE_UNKNOWN)
{
/* We have to change to OpenGL,
* and re-create all WineD3DSurfaces

View file

@ -94,7 +94,7 @@ static inline WORD d3d_fpu_setup(void)
}
/*****************************************************************************
* IUnknown Methods. Common for Version 1, 2, 3 and 7
* IUnknown Methods. Common for Version 1, 2, 3 and 7
*****************************************************************************/
/*****************************************************************************
@ -4502,7 +4502,7 @@ IDirect3DDeviceImpl_7_GetTexture(IDirect3DDevice7 *iface,
EnterCriticalSection(&ddraw_cs);
hr = IWineD3DDevice_GetTexture(This->wineD3DDevice, Stage, &Surf);
if( (hr != D3D_OK) || (!Surf) )
if( (hr != D3D_OK) || (!Surf) )
{
*Texture = NULL;
LeaveCriticalSection(&ddraw_cs);
@ -5302,7 +5302,7 @@ IDirect3DDeviceImpl_7_GetMaterial(IDirect3DDevice7 *iface,
TRACE("(%p)->(%p): Relay!\n", This, Mat);
EnterCriticalSection(&ddraw_cs);
/* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */
/* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */
hr = IWineD3DDevice_GetMaterial(This->wineD3DDevice,
(WINED3DMATERIAL*) Mat);
LeaveCriticalSection(&ddraw_cs);

View file

@ -317,7 +317,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
instr += size;
@ -369,33 +369,33 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
TRACE("UPDATEEXTENTS ");
TRACE("\n");
}
/* This is where doing Direct3D on top on OpenGL is quite difficult.
This method transforms a set of vertices using the CURRENT state
(lighting, projection, ...) but does not rasterize them.
They will only be put on screen later (with the POINT / LINE and
TRIANGLE op-codes). The problem is that you can have a triangle
with each point having been transformed using another state...
In this implementation, I will emulate only ONE thing : each
vertex can have its own "WORLD" transformation (this is used in the
TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
execute buffer use the same state.
If I find applications that change other states, I will try to do a
more 'fine-tuned' state emulation (but I may become quite tricky if
it changes a light position in the middle of a triangle).
In this case, a 'direct' approach (i.e. without using OpenGL, but
writing our own 3D rasterizer) would be easier. */
/* The current method (with the hypothesis that only the WORLD matrix
will change between two points) is like this :
- I transform 'manually' all the vertices with the current WORLD
matrix and store them in the vertex buffer
- during the rasterization phase, the WORLD matrix will be set to
the Identity matrix */
/* Enough for the moment */
if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
unsigned int nb;
@ -439,7 +439,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
src++;
dst++;
}
} else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
unsigned int nb;
@ -465,7 +465,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
dst->u6.specular = src->u5.specular;
dst->u7.tu = src->u6.tu;
dst->u8.tv = src->u7.tv;
/* Now, the matrix multiplication */
dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
@ -551,7 +551,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
for (i = 0; i < count; i++) {
LPD3DSTATUS ci = (LPD3DSTATUS) instr;
This->data.dsStatus = *ci;
instr += size;
@ -705,7 +705,7 @@ IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface,
dwSize = lpDesc->dwSize;
memset(lpDesc, 0, dwSize);
memcpy(lpDesc, &This->desc, dwSize);
if (TRACE_ON(d3d7)) {
TRACE(" Returning description :\n");
_dump_D3DEXECUTEBUFFERDESC(lpDesc);
@ -756,7 +756,7 @@ IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface,
/* Get the number of vertices in the execute buffer */
nbvert = This->data.dwVertexCount;
/* Prepares the transformed vertex buffer */
HeapFree(GetProcessHeap(), 0, This->vertex_data);
This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));

View file

@ -179,17 +179,17 @@ IDirect3DLightImpl_SetLight(IDirect3DLight *iface,
if ( (lpLight->dltType == 0) || (lpLight->dltType > D3DLIGHT_PARALLELPOINT) )
return DDERR_INVALIDPARAMS;
if ( lpLight->dltType == D3DLIGHT_PARALLELPOINT )
FIXME("D3DLIGHT_PARALLELPOINT no supported\n");
FIXME("D3DLIGHT_PARALLELPOINT no supported\n");
/* Translate D3DLIGH2 structure to D3DLIGHT7 */
light7->dltType = lpLight->dltType;
light7->dcvDiffuse = lpLight->dcvColor;
if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0)
if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0)
light7->dcvSpecular = lpLight->dcvColor;
else
light7->dcvSpecular = *(const D3DCOLORVALUE*)zero_value;
light7->dcvSpecular = *(const D3DCOLORVALUE*)zero_value;
light7->dcvAmbient = lpLight->dcvColor;
light7->dvPosition = lpLight->dvPosition;
light7->dvDirection = lpLight->dvDirection;
@ -204,7 +204,7 @@ IDirect3DLightImpl_SetLight(IDirect3DLight *iface,
EnterCriticalSection(&ddraw_cs);
memcpy(&This->light, lpLight, lpLight->dwSize);
if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
This->update(This);
This->update(This);
}
LeaveCriticalSection(&ddraw_cs);
return D3D_OK;
@ -274,7 +274,7 @@ void light_activate(IDirect3DLightImpl* This)
if (!This->active_viewport || !This->active_viewport->active_device)
return;
device = This->active_viewport->active_device;
light_update(This);
/* If was not active, activate it */
if ((This->light.dwFlags & D3DLIGHT_ACTIVE) == 0) {
@ -299,7 +299,7 @@ void light_desactivate(IDirect3DLightImpl* This)
if (!This->active_viewport || !This->active_viewport->active_device)
return;
device = This->active_viewport->active_device;
/* If was not active, activate it */
if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
IDirect3DDevice7_LightEnable((IDirect3DDevice7 *)device, This->dwLightIndex, FALSE);

View file

@ -117,8 +117,7 @@ IParentImpl_AddRef(IParent *iface)
* The new refcount
*
*****************************************************************************/
static ULONG WINAPI
IParentImpl_Release(IParent *iface)
static ULONG WINAPI IParentImpl_Release(IParent *iface)
{
IParentImpl *This = (IParentImpl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);

View file

@ -920,9 +920,6 @@ IDirectDrawSurfaceImpl_AddAttachedSurface(IDirectDrawSurfaceImpl *This,
IDirect3DDeviceImpl_UpdateDepthStencil(This->ddraw->d3ddevice);
}
/* MSDN:
* "This method increments the reference count of the surface being attached."
*/
IDirectDrawSurface7_AddRef((IDirectDrawSurface7 *)Surf);
LeaveCriticalSection(&ddraw_cs);
return DD_OK;
@ -1033,7 +1030,7 @@ IDirectDrawSurfaceImpl_AddOverlayDirtyRect(IDirectDrawSurface7 *iface,
IDirectDrawSurfaceImpl *This = (IDirectDrawSurfaceImpl *)iface;
TRACE("(%p)->(%p)\n",This,Rect);
/* MSDN says it's not implemented. I could forward it to WineD3D,
/* MSDN says it's not implemented. I could forward it to WineD3D,
* then we'd implement it, but I don't think that's a good idea
* (Stefan Dösinger)
*/

View file

@ -52,18 +52,17 @@ static void createwindow(void)
wc.lpszClassName = "TestWindowClass";
if(!RegisterClassA(&wc))
assert(0);
hwnd = CreateWindowExA(0, "TestWindowClass", "TestWindowClass",
WS_POPUP, 0, 0,
GetSystemMetrics(SM_CXSCREEN),
GetSystemMetrics(SM_CYSCREEN),
NULL, NULL, GetModuleHandleA(0), NULL);
assert(hwnd != NULL);
ShowWindow(hwnd, SW_HIDE);
UpdateWindow(hwnd);
SetFocus(hwnd);
}
static BOOL createdirectdraw(void)
@ -91,10 +90,10 @@ static void releasedirectdraw(void)
static void adddisplaymode(LPDDSURFACEDESC lpddsd)
{
if (!modes)
modes = HeapAlloc(GetProcessHeap(), 0, (modes_size = 2) * sizeof(DDSURFACEDESC));
if (modes_cnt == modes_size)
modes = HeapReAlloc(GetProcessHeap(), 0, modes, (modes_size *= 2) * sizeof(DDSURFACEDESC));
if (!modes)
modes = HeapAlloc(GetProcessHeap(), 0, (modes_size = 2) * sizeof(DDSURFACEDESC));
if (modes_cnt == modes_size)
modes = HeapReAlloc(GetProcessHeap(), 0, modes, (modes_size *= 2) * sizeof(DDSURFACEDESC));
assert(modes);
modes[modes_cnt++] = *lpddsd;
}
@ -196,7 +195,7 @@ static void createsurface(void)
DDSURFACEDESC ddsd;
DDSCAPS ddscaps;
HRESULT rc;
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
@ -224,7 +223,7 @@ static void testsurface(void)
const char* testMsg = "ddraw device context test";
HDC hdc;
HRESULT rc;
rc = IDirectDrawSurface_GetDC(lpDDSBack, &hdc);
ok(rc==DD_OK, "IDirectDrawSurface_GetDC returned: %x\n",rc);
SetBkColor(hdc, RGB(0, 0, 255));
@ -232,7 +231,7 @@ static void testsurface(void)
TextOut(hdc, 0, 0, testMsg, lstrlen(testMsg));
IDirectDrawSurface_ReleaseDC(lpDDSBack, hdc);
ok(rc==DD_OK, "IDirectDrawSurface_ReleaseDC returned: %x\n",rc);
while (1)
{
rc = IDirectDrawSurface_Flip(lpDDSPrimary, NULL, DDFLIP_WAIT);
@ -353,7 +352,7 @@ static void testcooperativelevels_normal(void)
rc = IDirectDraw_SetCooperativeLevel(lpDD,
hwnd, DDSCL_NORMAL | DDSCL_SETDEVICEWINDOW);
ok(rc==DD_OK,"SetCooperativeLevel(DDSCL_NORMAL | DDSCL_SETDEVICEWINDOW) returned: %x\n",rc);
/* Also set the focus window. Should give an error */
rc = IDirectDraw_SetCooperativeLevel(lpDD,
hwnd, DDSCL_ALLOWMODEX | DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_SETDEVICEWINDOW | DDSCL_SETFOCUSWINDOW);

View file

@ -349,7 +349,7 @@ PixelFormat_WineD3DtoDD(DDPIXELFORMAT *DDPixelFormat,
WINED3DFORMAT
PixelFormat_DD2WineD3D(const DDPIXELFORMAT *DDPixelFormat)
{
TRACE("Convert a DirectDraw Pixelformat to a WineD3D Pixelformat\n");
TRACE("Convert a DirectDraw Pixelformat to a WineD3D Pixelformat\n");
if(TRACE_ON(ddraw))
{
DDRAW_dump_pixelformat(DDPixelFormat);

View file

@ -84,7 +84,7 @@ void viewport_activate(IDirect3DViewportImpl* This, BOOL ignore_lights) {
vp.dvMinZ = This->viewports.vp1.dvMinZ;
vp.dvMaxZ = This->viewports.vp1.dvMaxZ;
}
/* And also set the viewport */
IDirect3DDevice7_SetViewport((IDirect3DDevice7 *)This->active_device, &vp);
}
@ -657,11 +657,8 @@ IDirect3DViewportImpl_GetBackgroundDepth(IDirect3DViewport3 *iface,
* The return value of IDirect3DDevice7::Clear
*
*****************************************************************************/
static HRESULT WINAPI
IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
DWORD dwCount,
D3DRECT *lpRects,
DWORD dwFlags)
static HRESULT WINAPI IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
DWORD dwCount, D3DRECT *lpRects, DWORD dwFlags)
{
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
DWORD color = 0x00000000;
@ -679,14 +676,15 @@ IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
EnterCriticalSection(&ddraw_cs);
if (dwFlags & D3DCLEAR_TARGET) {
if (This->background == NULL) {
ERR(" Trying to clear the color buffer without background material !\n");
} else {
color =
((int) ((This->background->mat.u.diffuse.u1.r) * 255) << 16) |
((int) ((This->background->mat.u.diffuse.u2.g) * 255) << 8) |
((int) ((This->background->mat.u.diffuse.u3.b) * 255) << 0) |
((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
}
ERR(" Trying to clear the color buffer without background material !\n");
}
else
{
color = ((int)((This->background->mat.u.diffuse.u1.r) * 255) << 16)
| ((int) ((This->background->mat.u.diffuse.u2.g) * 255) << 8)
| ((int) ((This->background->mat.u.diffuse.u3.b) * 255) << 0)
| ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
}
}
/* Need to temporarily activate viewport to clear it. Previously active one will be restored
@ -729,7 +727,7 @@ IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
DWORD i = 0;
DWORD map = This->map_lights;
TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
EnterCriticalSection(&ddraw_cs);
@ -755,7 +753,7 @@ IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
/* Attach the light to the viewport */
lpDirect3DLightImpl->active_viewport = This;
/* If active, activate the light */
if (This->active_device != NULL) {
lpDirect3DLightImpl->activate(lpDirect3DLightImpl);
@ -785,7 +783,7 @@ IDirect3DViewportImpl_DeleteLight(IDirect3DViewport3 *iface,
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
IDirect3DLightImpl *cur_light, *prev_light = NULL;
TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
EnterCriticalSection(&ddraw_cs);