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d3d8: Remove trailing spaces.
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parent
89b469cb2f
commit
fecbf7b416
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@ -73,11 +73,11 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
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* ValidateVertexShader (D3D8.@)
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*
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* I've seen reserved1 and reserved2 always passed as 0's
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* bool seems always passed as 0 or 1, but other values work as well....
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* bool seems always passed as 0 or 1, but other values work as well...
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* toto result?
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*/
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HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL bool, DWORD* toto)
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{
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{
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HRESULT ret;
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FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto);
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@ -89,7 +89,7 @@ HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD
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switch(*vertexshader) {
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case 0xFFFE0101:
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case 0xFFFE0100:
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case 0xFFFE0100:
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ret=S_OK;
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break;
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default:
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@ -110,12 +110,12 @@ HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bo
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{
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HRESULT ret;
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FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
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if (!pixelshader)
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return E_FAIL;
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if (reserved1)
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return E_FAIL;
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return E_FAIL;
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switch(*pixelshader) {
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case 0xFFFF0100:
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@ -468,7 +468,7 @@ struct IDirect3DVolumeTexture8Impl
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/* TODO: Generate a valid GUIDs */
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/* {83B073CE-6F30-11d9-C687-00046142C14F} */
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DEFINE_GUID(IID_IDirect3DStateBlock8,
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DEFINE_GUID(IID_IDirect3DStateBlock8,
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0x83b073ce, 0x6f30, 0x11d9, 0xc6, 0x87, 0x0, 0x4, 0x61, 0x42, 0xc1, 0x4f);
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DEFINE_GUID(IID_IDirect3DVertexDeclaration8,
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@ -680,7 +680,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface
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wined3d_mutex_unlock();
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if (FAILED(hrc)) {
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/* free up object */
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/* free up object */
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FIXME("(%p) call to IWineD3DDevice_CreateTexture failed\n", This);
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HeapFree(GetProcessHeap(), 0, object);
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/* *ppTexture = NULL; */
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@ -694,10 +694,10 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface
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return hrc;
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}
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static HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8 iface,
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UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage,
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D3DFORMAT Format, D3DPOOL Pool, IDirect3DVolumeTexture8** ppVolumeTexture) {
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static HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(IDirect3DDevice8 *iface,
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UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, D3DFORMAT Format,
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D3DPOOL Pool, IDirect3DVolumeTexture8 **ppVolumeTexture)
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{
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IDirect3DVolumeTexture8Impl *object;
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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HRESULT hrc = D3D_OK;
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@ -736,9 +736,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8
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return hrc;
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}
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static HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(LPDIRECT3DDEVICE8 iface, UINT EdgeLength, UINT Levels, DWORD Usage,
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D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture8** ppCubeTexture) {
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static HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(IDirect3DDevice8 *iface, UINT EdgeLength,
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UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture8 **ppCubeTexture)
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{
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IDirect3DCubeTexture8Impl *object;
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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HRESULT hr = D3D_OK;
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@ -1238,7 +1238,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWO
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n" , This);
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/* Note: D3DLIGHT8 is compatible with WINED3DLIGHT */
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wined3d_mutex_lock();
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hr = IWineD3DDevice_SetLight(This->WineD3DDevice, Index, (const WINED3DLIGHT *)pLight);
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@ -1701,8 +1701,10 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetCurrentTexturePalette(LPDIRECT3D
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return hr;
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}
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static HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) {
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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static HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitive(IDirect3DDevice8 *iface, D3DPRIMITIVETYPE PrimitiveType,
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UINT StartVertex, UINT PrimitiveCount)
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{
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n" , This);
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@ -66,7 +66,7 @@ static void test_ValidateVertexShader(void)
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}
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static void test_ValidatePixelShader(void)
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{
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{
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HRESULT ret;
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static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
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0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
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@ -96,13 +96,13 @@ static int get_refcount(IUnknown *object)
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static void check_mipmap_levels(IDirect3DDevice8 *device, UINT width, UINT height, UINT count)
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{
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IDirect3DBaseTexture8* texture = NULL;
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HRESULT hr = IDirect3DDevice8_CreateTexture( device, width, height, 0, 0,
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D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, (IDirect3DTexture8**) &texture );
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HRESULT hr = IDirect3DDevice8_CreateTexture( device, width, height, 0, 0,
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D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, (IDirect3DTexture8**) &texture );
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if (SUCCEEDED(hr)) {
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DWORD levels = IDirect3DBaseTexture8_GetLevelCount(texture);
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ok(levels == count, "Invalid level count. Expected %d got %u\n", count, levels);
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} else
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} else
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trace("CreateTexture failed: %#08x\n", hr);
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if (texture) IUnknown_Release( texture );
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@ -118,7 +118,7 @@ static void test_mipmap_levels(void)
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IDirect3DDevice8 *pDevice = NULL;
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D3DPRESENT_PARAMETERS d3dpp;
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D3DDISPLAYMODE d3ddm;
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pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
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ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
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hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
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