remove white space commit. for those file are 100% share with wine.

svn path=/trunk/; revision=30390
This commit is contained in:
Magnus Olsen 2007-11-12 14:14:14 +00:00
parent 28ad3034a2
commit 8807a0dd76
19 changed files with 183 additions and 183 deletions

View file

@ -41,10 +41,10 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
* ARB_[vertex/fragment]_program helper functions follow
********************************************************/
/**
/**
* Loads floating point constants into the currently set ARB_vertex/fragment_program.
* When constant_list == NULL, it will load all the constants.
*
*
* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
*/
@ -93,16 +93,16 @@ static void shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_
/**
* Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs.
*
* We only support float constants in ARB at the moment, so don't
*
* We only support float constants in ARB at the moment, so don't
* worry about the Integers or Booleans
*/
void shader_arb_load_constants(
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader) {
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
@ -124,7 +124,7 @@ void shader_arb_load_constants(
IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
/* Load DirectX 9 float constants for pixel shader */
shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
GL_LIMITS(pshader_constantsF),
stateBlock->pixelShaderConstantF,
&stateBlock->set_pconstantsF);
@ -150,7 +150,7 @@ void shader_generate_arb_declarations(
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
DWORD i;
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
unsigned max_constantsF = min(This->baseShader.limits.constant_float,
unsigned max_constantsF = min(This->baseShader.limits.constant_float,
(pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
/* Temporary Output register */

View file

@ -37,7 +37,7 @@ static inline BOOL shader_is_version_token(DWORD token) {
}
int shader_addline(
SHADER_BUFFER* buffer,
SHADER_BUFFER* buffer,
const char *format, ...) {
char* base = buffer->buffer + buffer->bsize;
@ -48,7 +48,7 @@ int shader_addline(
rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
va_end(args);
if (rc < 0 || /* C89 */
if (rc < 0 || /* C89 */
rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
ERR("The buffer allocated for the shader program string "
@ -90,7 +90,7 @@ const SHADER_OPCODE* shader_get_opcode(
}
++i;
}
FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
code, code, code & WINED3DSI_OPCODE_MASK, hex_version);
return NULL;
}
@ -133,10 +133,10 @@ static inline int shader_skip_opcode(
}
/* Read the parameters of an unrecognized opcode from the input stream
* Return the number of tokens read.
*
* Return the number of tokens read.
*
* Note: This function assumes source or destination token format.
* It will not work with specially-formatted tokens like DEF or DCL,
* It will not work with specially-formatted tokens like DEF or DCL,
* but hopefully those would be recognized */
int shader_skip_unrecognized(
@ -292,11 +292,11 @@ HRESULT shader_get_registers_used(
WINED3DSIO_REP == curOpcode->opcode) {
reg_maps->loop = 1;
pToken += curOpcode->num_params;
/* For subroutine prototypes */
} else if (WINED3DSIO_LABEL == curOpcode->opcode) {
DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
reg_maps->labels[snum] = 1;
pToken += curOpcode->num_params;
@ -313,7 +313,7 @@ HRESULT shader_get_registers_used(
int i, limit;
/* Declare 1.X samplers implicitly, based on the destination reg. number */
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1 &&
(WINED3DSIO_TEX == curOpcode->opcode ||
WINED3DSIO_TEXBEM == curOpcode->opcode ||
WINED3DSIO_TEXBEML == curOpcode->opcode ||
@ -364,10 +364,10 @@ HRESULT shader_get_registers_used(
}
/* This will loop over all the registers and try to
* make a bitmask of the ones we're interested in.
* make a bitmask of the ones we're interested in.
*
* Relative addressing tokens are ignored, but that's
* okay, since we'll catch any address registers when
* Relative addressing tokens are ignored, but that's
* okay, since we'll catch any address registers when
* they are initialized (required by spec) */
limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
@ -406,7 +406,7 @@ HRESULT shader_get_registers_used(
static void shader_dump_decl_usage(
IWineD3DBaseShaderImpl* This,
DWORD decl,
DWORD decl,
DWORD param) {
DWORD regtype = shader_get_regtype(param);
@ -420,10 +420,10 @@ static void shader_dump_decl_usage(
case WINED3DSTT_2D: TRACE("_2d"); break;
case WINED3DSTT_CUBE: TRACE("_cube"); break;
case WINED3DSTT_VOLUME: TRACE("_volume"); break;
default: TRACE("_unknown_ttype(%08x)", ttype);
default: TRACE("_unknown_ttype(%08x)", ttype);
}
} else {
} else {
DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
@ -513,7 +513,7 @@ static void shader_dump_arr_entry(
void shader_dump_param(
IWineD3DBaseShader *iface,
const DWORD param,
const DWORD param,
const DWORD addr_token,
int input) {
@ -549,7 +549,7 @@ void shader_dump_param(
else if (modifier == WINED3DSPSM_NOT)
TRACE("!");
if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
TRACE("abs(");
}
@ -570,7 +570,7 @@ void shader_dump_param(
break;
case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
TRACE("%c%u", (pshader? 't':'a'), reg);
break;
break;
case WINED3DSPR_RASTOUT:
TRACE("%s", rastout_reg_names[reg]);
break;
@ -583,7 +583,7 @@ void shader_dump_param(
case WINED3DSPR_ATTROUT:
TRACE("oD%u", reg);
break;
case WINED3DSPR_TEXCRDOUT:
case WINED3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0 use general purpose output registers
* (WINED3DSPR_OUTPUT), which can include an address token */
@ -592,7 +592,7 @@ void shader_dump_param(
TRACE("o");
shader_dump_arr_entry(iface, param, addr_token, reg, input);
}
else
else
TRACE("oT%u", reg);
break;
case WINED3DSPR_CONSTINT:
@ -745,7 +745,7 @@ void shader_generate_main(
/* Unknown opcode and its parameters */
if (NULL == curOpcode) {
FIXME("Unrecognized opcode: token=%08x\n", hw_arg.opcode_token);
pToken += shader_skip_unrecognized(iface, pToken);
pToken += shader_skip_unrecognized(iface, pToken);
/* Nothing to do */
} else if (WINED3DSIO_DCL == curOpcode->opcode ||
@ -773,13 +773,13 @@ void shader_generate_main(
}
/* Predication token */
if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
hw_arg.predicate = *pToken++;
/* Other source tokens */
for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
DWORD param, addr_token = 0;
DWORD param, addr_token = 0;
pToken += shader_get_param(iface, pToken, &param, &addr_token);
hw_arg.src[i] = param;
hw_arg.src_addr[i] = addr_token;

View file

@ -259,7 +259,7 @@ HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
}
} else { /* this only happened if we've run out of openGL textures */
WARN("This texture doesn't have an openGL texture assigned to it\n");
hr = WINED3DERR_INVALIDCALL;

View file

@ -227,8 +227,8 @@ static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeText
return GL_TEXTURE_CUBE_MAP_ARB;
}
static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
float matrix[16];

View file

@ -290,7 +290,7 @@ static void CreateVBO(IWineD3DVertexBufferImpl *object) {
return;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@ -331,7 +331,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
* more. In this call we can convert dx7 buffers too.
*/
conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) &&
if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) &&
(dxVersion > 7 || !conv) ) {
CreateVBO(object);
}
@ -388,7 +388,7 @@ out:
object->vbo = 0;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
HANDLE *sharedHandle, IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@ -406,7 +406,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface
CreateIndexBufferVBO(This, object);
}
TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
*ppIndexBuffer = (IWineD3DIndexBuffer *) object;
@ -434,7 +434,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
be freed due to circular dependencies */
return WINED3D_OK;
}
temp_result = allocate_shader_constants(object);
if (WINED3D_OK != temp_result)
return temp_result;
@ -625,24 +625,24 @@ MSDN:
[in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
Discard
[in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
[in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
******************************** */
static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
unsigned int Size = 1;
const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(Format, NULL, NULL);
TRACE("(%p) Create surface\n",This);
/** FIXME: Check ranges on the inputs are valid
/** FIXME: Check ranges on the inputs are valid
* MSDN
* MultisampleQuality
* [in] Quality level. The valid range is between zero and one less than the level
* returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
* returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
* Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
* values of paired render targets, depth stencil surfaces, and the MultiSample type
* must all match.
@ -813,7 +813,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, U
TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
/* TODO: It should only be possible to create textures for formats
/* TODO: It should only be possible to create textures for formats
that are reported as supported */
if (WINED3DFMT_UNKNOWN >= Format) {
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
@ -821,7 +821,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, U
}
D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
D3DINITIALIZEBASETEXTURE(object->baseTexture);
D3DINITIALIZEBASETEXTURE(object->baseTexture);
object->width = Width;
object->height = Height;
@ -899,7 +899,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa
UINT tmpH;
UINT tmpD;
/* TODO: It should only be possible to create textures for formats
/* TODO: It should only be possible to create textures for formats
that are reported as supported */
if (WINED3DFMT_UNKNOWN >= Format) {
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
@ -1008,7 +1008,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface
HRESULT hr;
unsigned int pow2EdgeLength = EdgeLength;
/* TODO: It should only be possible to create textures for formats
/* TODO: It should only be possible to create textures for formats
that are reported as supported */
if (WINED3DFMT_UNKNOWN >= Format) {
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
@ -1776,7 +1776,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DW
object->parent = Parent;
object->wineD3DDevice = This;
object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
if(!object->hpal) {
@ -3792,7 +3792,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
if( !doClip ||
( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
(x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
(x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
( rhw > eps ) ) ) {
/* "Normal" viewport transformation (not clipped)
@ -3887,7 +3887,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
}
if (DestFVF & WINED3DFVF_DIFFUSE) {
DWORD *color_d =
DWORD *color_d =
(DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
if(!color_d) {
static BOOL warned = FALSE;
@ -3916,9 +3916,9 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
}
}
if (DestFVF & WINED3DFVF_SPECULAR) {
if (DestFVF & WINED3DFVF_SPECULAR) {
/* What's the color value in the feedback buffer? */
DWORD *color_s =
DWORD *color_s =
(DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
if(!color_s) {
static BOOL warned = FALSE;
@ -3949,7 +3949,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
for (tex_index = 0; tex_index < numTextures; tex_index++) {
float *tex_coord =
(float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
(float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
i * lpStrideData->u.s.texCoords[tex_index].dwStride);
if(!tex_coord) {
ERR("No source texture, but destination requests one\n");
@ -4153,7 +4153,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD
oldTexture = This->updateStateBlock->textures[Stage];
if(pTexture != NULL) {
/* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
/* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
*/
if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
@ -4345,11 +4345,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface)
int i;
ERR("(%p)\n", This);
if (This->isRecordingState) {
return WINED3DERR_INVALIDCALL;
}
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
if (NULL == object ) {
FIXME("(%p)Error allocating memory for stateblock\n", This);
@ -6522,7 +6522,7 @@ static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWin
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
ResourceList* resourceList = NULL;
ResourceList* previousResourceList = NULL;
TRACE("(%p) : resource %p\n", This, resource);
resourceList = This->resources;

View file

@ -453,7 +453,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
gl_info->gl_vendor = VENDOR_NVIDIA;
} else if (strstr(gl_string, "ATI")) {
gl_info->gl_vendor = VENDOR_ATI;
} else if (strstr(gl_string, "Intel(R)") ||
} else if (strstr(gl_string, "Intel(R)") ||
strstr(gl_info->gl_renderer, "Intel(R)")) {
gl_info->gl_vendor = VENDOR_INTEL;
} else if (strstr(gl_string, "Mesa")) {
@ -842,7 +842,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
* without a full database we can return a card with similar features. Second the size of the database
* can be made quite small because when you know what type of 3d functionality a card has, you know to which
* GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
* to distinguishes between different models from that family.
* to distinguishes between different models from that family.
*/
switch (gl_info->gl_vendor) {
case VENDOR_NVIDIA:
@ -914,7 +914,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
strstr(gl_info->gl_renderer, "X1300") ||
strstr(gl_info->gl_renderer, "X1400"))
gl_info->gl_card = CARD_ATI_RADEON_X700;
/* Radeon R3xx */
/* Radeon R3xx */
else
gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
} else if(WINE_D3D8_CAPABLE(gl_info)) {
@ -942,7 +942,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
case VENDOR_MESA:
case VENDOR_WINE:
default:
/* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
/* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
* for Nvidia was because the hardware and drivers they make are of good quality. This makes
* them a good generic choice.
*/
@ -950,7 +950,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
if(WINE_D3D9_CAPABLE(gl_info))
gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
else if(WINE_D3D8_CAPABLE(gl_info))
gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
else if(WINE_D3D7_CAPABLE(gl_info))
gl_info->gl_card = CARD_NVIDIA_GEFORCE;
else if(WINE_D3D6_CAPABLE(gl_info))
@ -1403,7 +1403,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT
return WINED3DERR_NOTAVAILABLE;
}
static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
WINED3DFORMAT SurfaceFormat,
BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
@ -1477,7 +1477,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter
}
#define GLINFO_LOCATION Adapters[Adapter].gl_info
static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
@ -2189,7 +2189,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
WINED3DVTXPCAPS_LOCALVIEWER |
WINED3DVTXPCAPS_VERTEXFOG |
WINED3DVTXPCAPS_TEXGEN;
/* FIXME: Add
/* FIXME: Add
D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
*pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
@ -2271,13 +2271,13 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
*pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MAGFLINEAR;
*pCaps->VertexTextureFilterCaps = 0;
if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
/* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
@ -2292,7 +2292,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*pCaps->VS20Caps.Caps = 0;
*pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
*pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
*pCaps->VS20Caps.StaticFlowControlDepth = 1;
*pCaps->VS20Caps.StaticFlowControlDepth = 1;
*pCaps->MaxVShaderInstructionsExecuted = 65535;
*pCaps->MaxVertexShader30InstructionSlots = 0;
@ -2300,16 +2300,16 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
*pCaps->VS20Caps.Caps = 0;
*pCaps->VS20Caps.DynamicFlowControlDepth = 0;
*pCaps->VS20Caps.NumTemps = 0;
*pCaps->VS20Caps.StaticFlowControlDepth = 0;
*pCaps->VS20Caps.StaticFlowControlDepth = 0;
*pCaps->MaxVShaderInstructionsExecuted = 0;
*pCaps->MaxVertexShader30InstructionSlots = 0;
*pCaps->MaxVertexShader30InstructionSlots = 0;
}
if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
/* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
/* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
*pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |

View file

@ -493,7 +493,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
D3DCOLOR_B_G(diffuseColor),
D3DCOLOR_B_B(diffuseColor),
D3DCOLOR_B_A(diffuseColor));
VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
D3DCOLOR_B_R(diffuseColor),
D3DCOLOR_B_G(diffuseColor),
D3DCOLOR_B_B(diffuseColor),
@ -535,9 +535,9 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
}
}
VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
D3DCOLOR_B_R(specularColor),
D3DCOLOR_B_G(specularColor),
VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
D3DCOLOR_B_R(specularColor),
D3DCOLOR_B_G(specularColor),
D3DCOLOR_B_B(specularColor)));
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
GL_EXTCALL(glSecondaryColor3ubEXT)(
@ -1110,7 +1110,7 @@ if(stridedlcl.u.s.type.VBO) { \
#ifdef SHOW_FRAME_MAKEUP
{
static long int primCounter = 0;
/* NOTE: set primCounter to the value reported by drawprim
/* NOTE: set primCounter to the value reported by drawprim
before you want to to write frame makeup to /tmp */
if (primCounter >= 0) {
WINED3DLOCKED_RECT r;

View file

@ -1,7 +1,7 @@
/*
* GLSL pixel and vertex shader implementation
*
* Copyright 2006 Jason Green
* Copyright 2006 Jason Green
* Copyright 2006-2007 Henri Verbeet
*
* This library is free software; you can redistribute it and/or
@ -53,7 +53,7 @@ typedef struct {
/** Prints the GLSL info log which will contain error messages if they exist */
void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
int infologLength = 0;
char *infoLog;
@ -124,7 +124,7 @@ static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBl
}
}
/**
/**
* Loads floating point constants (aka uniforms) into the currently set GLSL program.
* When constant_list == NULL, it will load all the constants.
*/
@ -187,7 +187,7 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL
checkGLcall("glUniform4fvARB()");
}
/**
/**
* Loads integer constants (aka uniforms) into the currently set GLSL program.
* When @constants_set == NULL, it will load all the constants.
*/
@ -198,7 +198,7 @@ static void shader_glsl_load_constantsI(
unsigned max_constants,
int* constants,
BOOL* constants_set) {
GLhandleARB tmp_loc;
int i;
char tmp_name[8];
@ -212,7 +212,7 @@ static void shader_glsl_load_constantsI(
TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
/* TODO: Benchmark and see if it would be beneficial to store the
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
_snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
@ -245,7 +245,7 @@ static void shader_glsl_load_constantsI(
}
}
/**
/**
* Loads boolean constants (aka uniforms) into the currently set GLSL program.
* When @constants_set == NULL, it will load all the constants.
*/
@ -256,7 +256,7 @@ static void shader_glsl_load_constantsB(
unsigned max_constants,
BOOL* constants,
BOOL* constants_set) {
GLhandleARB tmp_loc;
int i;
char tmp_name[8];
@ -269,7 +269,7 @@ static void shader_glsl_load_constantsB(
TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i*4]);
/* TODO: Benchmark and see if it would be beneficial to store the
/* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
_snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
@ -310,7 +310,7 @@ void shader_glsl_load_constants(
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader) {
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
@ -373,12 +373,12 @@ void shader_glsl_load_constants(
/* Load DirectX 9 integer constants/uniforms for pixel shader */
shader_glsl_load_constantsI(pshader, gl_info, programId, MAX_CONST_I,
stateBlock->pixelShaderConstantI,
stateBlock->pixelShaderConstantI,
stateBlock->changed.pixelShaderConstantsI);
/* Load DirectX 9 boolean constants/uniforms for pixel shader */
shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
stateBlock->pixelShaderConstantB,
stateBlock->pixelShaderConstantB,
stateBlock->changed.pixelShaderConstantsB);
/* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
@ -416,7 +416,7 @@ void shader_generate_glsl_declarations(
/* Declare the constants (aka uniforms) */
if (This->baseShader.limits.constant_float > 0) {
unsigned max_constantsF = min(This->baseShader.limits.constant_float,
unsigned max_constantsF = min(This->baseShader.limits.constant_float,
(pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix, max_constantsF);
}
@ -432,7 +432,7 @@ void shader_generate_glsl_declarations(
else if(reg_maps->bumpmat != -1)
shader_addline(buffer, "uniform mat2 bumpenvmat;\n");
/* Declare texture samplers */
/* Declare texture samplers */
for (i = 0; i < This->baseShader.limits.sampler; i++) {
if (reg_maps->samplers[i]) {
@ -458,7 +458,7 @@ void shader_generate_glsl_declarations(
}
}
}
/* Declare address variables */
for (i = 0; i < This->baseShader.limits.address; i++) {
if (reg_maps->address[i])
@ -467,7 +467,7 @@ void shader_generate_glsl_declarations(
/* Declare texture coordinate temporaries and initialize them */
for (i = 0; i < This->baseShader.limits.texcoord; i++) {
if (reg_maps->texcoord[i])
if (reg_maps->texcoord[i])
shader_addline(buffer, "vec4 T%lu = gl_TexCoord[%lu];\n", i, i);
}
@ -500,7 +500,7 @@ void shader_generate_glsl_declarations(
shader_addline(buffer, "int aL;\n");
shader_addline(buffer, "int tmpInt;\n");
}
/* Temporary variables for matrix operations */
shader_addline(buffer, "vec4 tmp0;\n");
shader_addline(buffer, "vec4 tmp1;\n");
@ -521,22 +521,22 @@ static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
/** Used for opcode modifiers - They multiply the result by the specified amount */
static const char * const shift_glsl_tab[] = {
"", /* 0 (none) */
"2.0 * ", /* 1 (x2) */
"4.0 * ", /* 2 (x4) */
"8.0 * ", /* 3 (x8) */
"16.0 * ", /* 4 (x16) */
"32.0 * ", /* 5 (x32) */
"", /* 6 (x64) */
"", /* 7 (x128) */
"", /* 8 (d256) */
"", /* 9 (d128) */
"", /* 10 (d64) */
"", /* 11 (d32) */
"0.0625 * ", /* 12 (d16) */
"0.125 * ", /* 13 (d8) */
"0.25 * ", /* 14 (d4) */
"0.5 * " /* 15 (d2) */
"", /* 0 (none) */
"2.0 * ", /* 1 (x2) */
"4.0 * ", /* 2 (x4) */
"8.0 * ", /* 3 (x8) */
"16.0 * ", /* 4 (x16) */
"32.0 * ", /* 5 (x32) */
"", /* 6 (x64) */
"", /* 7 (x128) */
"", /* 8 (d256) */
"", /* 9 (d128) */
"", /* 10 (d64) */
"", /* 11 (d32) */
"0.0625 * ", /* 12 (d16) */
"0.125 * ", /* 13 (d8) */
"0.25 * ", /* 14 (d4) */
"0.5 * " /* 15 (d2) */
};
/* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
@ -547,7 +547,7 @@ static void shader_glsl_gen_modifier (
char *out_str) {
out_str[0] = 0;
if (instr == WINED3DSIO_TEXKILL)
return;
@ -617,8 +617,8 @@ static void shader_glsl_get_register_name(
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
char tmpStr[50];
*is_color = FALSE;
*is_color = FALSE;
switch (regtype) {
case WINED3DSPR_TEMP:
sprintf(tmpStr, "R%u", reg);
@ -638,7 +638,7 @@ static void shader_glsl_get_register_name(
if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
*is_color = TRUE;
sprintf(tmpStr, "attrib%u", reg);
}
}
break;
case WINED3DSPR_CONST:
{
@ -647,7 +647,7 @@ static void shader_glsl_get_register_name(
/* Relative addressing */
if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
/* Relative addressing on shaders 2.0+ have a relative address token,
/* Relative addressing on shaders 2.0+ have a relative address token,
* prior to that, it was hard-coded as "A0.x" because there's only 1 register */
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
glsl_src_param_t rel_param;
@ -846,9 +846,9 @@ static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *ar
/** Process GLSL instruction modifiers */
void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
if (arg->opcode->dst_token && mask != 0) {
glsl_dst_param_t dst_param;
@ -913,9 +913,9 @@ static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected,
/*****************************************************************************
*
*
* Begin processing individual instruction opcodes
*
*
****************************************************************************/
/* Generate GLSL arithmetic functions (dst = src1 + src2) */
@ -1286,13 +1286,13 @@ void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
src0_param.param_str, src1_param.param_str, src2_param.param_str);
}
/** Handles transforming all WINED3DSIO_M?x? opcodes for
/** Handles transforming all WINED3DSIO_M?x? opcodes for
Vertex shaders to GLSL codes */
void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
int i;
int nComponents = 0;
SHADER_OPCODE_ARG tmpArg;
memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
/* Set constants for the temporary argument */
@ -1301,8 +1301,8 @@ void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
tmpArg.src[0] = arg->src[0];
tmpArg.src_addr[0] = arg->src_addr[0];
tmpArg.src_addr[1] = arg->src_addr[1];
tmpArg.reg_maps = arg->reg_maps;
tmpArg.reg_maps = arg->reg_maps;
switch(arg->opcode->opcode) {
case WINED3DSIO_M4x4:
nComponents = 4;
@ -1336,7 +1336,7 @@ void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
}
/**
The LRP instruction performs a component-wise linear interpolation
The LRP instruction performs a component-wise linear interpolation
between the second and third operands using the first operand as the
blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
This is equivalent to mix(src2, src1, src0);
@ -1408,7 +1408,7 @@ void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
/** Process the WINED3DSIO_SINCOS instruction in GLSL:
* VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
* can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
*
*
* dst.x = cos(src0.?)
* dst.y = sin(src0.?)
* dst.z = dst.z
@ -1450,7 +1450,7 @@ void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
glsl_src_param_t src1_param;
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
shader_addline(arg->buffer, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x; tmpInt++, aL += %s.z) {\n",
src1_param.reg_name, src1_param.reg_name, src1_param.reg_name);
}
@ -1643,7 +1643,7 @@ void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
/* FIXME: Make this work for more than just 2D textures */
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
SHADER_BUFFER* buffer = arg->buffer;
DWORD hex_version = This->baseShader.hex_version;
@ -1841,7 +1841,7 @@ void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
current_state->current_row = 0;
}
/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
* Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
@ -1876,7 +1876,7 @@ void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
current_state->current_row = 0;
}
/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
* Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {

View file

@ -262,7 +262,7 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
};
static void pshader_set_limits(
IWineD3DPixelShaderImpl *This) {
IWineD3DPixelShaderImpl *This) {
This->baseShader.limits.attributes = 0;
This->baseShader.limits.address = 0;
@ -272,7 +272,7 @@ static void pshader_set_limits(
case WINED3DPS_VERSION(1,0):
case WINED3DPS_VERSION(1,1):
case WINED3DPS_VERSION(1,2):
case WINED3DPS_VERSION(1,3):
case WINED3DPS_VERSION(1,3):
This->baseShader.limits.temporary = 2;
This->baseShader.limits.constant_float = 8;
This->baseShader.limits.constant_int = 0;
@ -293,8 +293,8 @@ static void pshader_set_limits(
This->baseShader.limits.packed_input = 0;
This->baseShader.limits.label = 0;
break;
/* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
/* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
case WINED3DPS_VERSION(2,0):
This->baseShader.limits.temporary = 32;
This->baseShader.limits.constant_float = 32;
@ -335,7 +335,7 @@ static void pshader_set_limits(
This->baseShader.limits.sampler = 16;
This->baseShader.limits.packed_input = 0;
This->baseShader.limits.label = 0;
FIXME("Unrecognized pixel shader version %#x\n",
FIXME("Unrecognized pixel shader version %#x\n",
This->baseShader.hex_version);
}
}
@ -360,7 +360,7 @@ static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
}
buffer.buffer = This->device->fixupVertexBuffer;
#else
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
#endif
buffer.bsize = 0;
buffer.lineNo = 0;
@ -456,7 +456,7 @@ static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
shader_addline(&buffer, "MOV result.color.a, TMP_COLOR.a;\n");
}
shader_addline(&buffer, "END\n");
shader_addline(&buffer, "END\n");
/* TODO: change to resource.glObjectHandle or something like that */
GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));

View file

@ -47,7 +47,7 @@ ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface) {
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
ULONG ref = InterlockedIncrement(&This->resource.ref);
TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
return ref;
return ref;
}
ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface) {

View file

@ -2216,7 +2216,7 @@ static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
isStateDirty(context, STATE_PIXELSHADER)) {
return;
}
device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
}

View file

@ -30,11 +30,11 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
* Stateblock helper functions follow
**************************************/
/** Allocates the correct amount of space for pixel and vertex shader constants,
/** Allocates the correct amount of space for pixel and vertex shader constants,
* along with their set/changed flags on the given stateblock object
*/
HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
IWineD3DStateBlockImpl *This = object;
#define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of memory!\n"); return E_OUTOFMEMORY; }
@ -66,7 +66,7 @@ void stateblock_savedstates_copy(
IWineD3DStateBlock* iface,
SAVEDSTATES* dest,
SAVEDSTATES* source) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
unsigned bsize = sizeof(BOOL);
@ -104,7 +104,7 @@ void stateblock_savedstates_set(
IWineD3DStateBlock* iface,
SAVEDSTATES* states,
BOOL value) {
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
unsigned bsize = sizeof(BOOL);
@ -196,7 +196,7 @@ void stateblock_copy(
memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B);
memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4);
memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) * MAX_STREAMS);

View file

@ -988,7 +988,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
case WINED3DFMT_X8R8G8B8:
{
/* make sure the X byte is set to alpha on, since it
/* make sure the X byte is set to alpha on, since it
could be any random value. This fixes the intro movie in Pirates! */
int size;
unsigned int *data;
@ -2444,7 +2444,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DS
if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return WINEDDERR_NOTFLIPPABLE;
if(override) {
/* DDraw sets this for the X11 surfaces, so don't confuse the user
/* DDraw sets this for the X11 surfaces, so don't confuse the user
* FIXME("(%p) Target override is not supported by now\n", This);
* Additionally, it isn't really possible to support triple-buffering
* properly on opengl at all
@ -3428,7 +3428,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPa
IWineD3DPaletteImpl *PalImpl = (IWineD3DPaletteImpl *) Pal;
TRACE("(%p)->(%p)\n", This, Pal);
if(This->palette != NULL)
if(This->palette != NULL)
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
This->palette->Flags &= ~WINEDDPCAPS_PRIMARYSURFACE;

View file

@ -1465,7 +1465,7 @@ const char* filename)
for (y = 0; y < This->pow2Height; y++) {
unsigned char *src = (unsigned char *) This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
for (x = 0; x < This->pow2Width; x++) {
for (x = 0; x < This->pow2Width; x++) {
unsigned int color;
unsigned int comp;
int i;

View file

@ -181,7 +181,7 @@ static void vshader_set_limits(
This->baseShader.limits.sampler = 0;
This->baseShader.limits.label = 0;
break;
case WINED3DVS_VERSION(2,0):
case WINED3DVS_VERSION(2,1):
This->baseShader.limits.temporary = 12;
@ -315,7 +315,7 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
}
buffer.buffer = This->device->fixupVertexBuffer;
#else
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
#endif
buffer.bsize = 0;
buffer.lineNo = 0;
@ -339,7 +339,7 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
/* If this shader doesn't use fog copy the z coord to the fog coord so that we can use table fog */
if (!reg_maps->fog)
shader_addline(&buffer, "gl_FogFragCoord = gl_Position.z;\n");
/* Write the final position.
*
* OpenGL coordinates specify the center of the pixel while d3d coords specify
@ -371,7 +371,7 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
/* Mesa supports only 95 constants */
if (GL_VEND(MESA) || GL_VEND(WINE))
This->baseShader.limits.constant_float =
This->baseShader.limits.constant_float =
min(95, This->baseShader.limits.constant_float);
/* Base Declarations */
@ -401,8 +401,8 @@ static VOID IWineD3DVertexShaderImpl_GenerateShader(
shader_addline(&buffer, "MUL TMP_OUT.y, TMP_OUT.y, posFixup.y;\n");
shader_addline(&buffer, "MOV result.position, TMP_OUT;\n");
shader_addline(&buffer, "END\n");
shader_addline(&buffer, "END\n");
/* TODO: change to resource.glObjectHandle or something like that */
GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
@ -436,7 +436,7 @@ static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShad
{
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
|| IsEqualGUID(riid, &IID_IWineD3DVertexShader)) {
@ -495,7 +495,7 @@ static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface
static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
*parent = This->parent;
IUnknown_AddRef(*parent);
TRACE("(%p) : returning %p\n", This, *parent);

View file

@ -1,6 +1,6 @@
<?xml version="1.0"?>
<!DOCTYPE module SYSTEM "../../../../tools/rbuild/project.dtd">
<module name="wined3d" type="win32dll" installbase="system32" installname="wined3d.dll" allowwarnings ="true">
<module name="wined3d" type="win32dll" installbase="system32" installname="wined3d.dll" allowwarnings ="true">
<importlibrary definition="wined3d.def" />
<include base="wined3d">.</include>
<include base="ReactOS">include/reactos/wine</include>

View file

@ -34,7 +34,7 @@ void (*wine_tsx11_unlock_ptr)(void) = NULL;
/* When updating default value here, make sure to update winecfg as well,
* where appropriate. */
wined3d_settings_t wined3d_settings =
wined3d_settings_t wined3d_settings =
{
VS_HW, /* Hardware by default */
PS_HW, /* Hardware by default */

View file

@ -158,7 +158,7 @@ static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
#define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
/**
* Settings
* Settings
*/
#define VS_NONE 0
#define VS_HW 1
@ -270,7 +270,7 @@ extern int num_lock;
#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
See MaxStreams in MSDN under GetDeviceCaps */
/* Maximum number of constants provided to the shaders */
#define HIGHEST_TRANSFORMSTATE 512
#define HIGHEST_TRANSFORMSTATE 512
/* Highest value in WINED3DTRANSFORMSTATETYPE */
#define MAX_PALETTES 256
@ -287,7 +287,7 @@ extern int num_lock;
debug_glerror(err), err, A, __FILE__, __LINE__); \
err = glGetError(); \
} while (err != GL_NO_ERROR); \
}
}
/* Trace routines / diagnostics */
/* ---------------------------- */
@ -356,8 +356,8 @@ extern const float identity[16];
/* Trace information per-vertex: (extremely high amount of trace) */
#if 0 /* NOTE: Must be 0 in cvs */
# define VTRACE(A) TRACE A
#else
# define VTRACE(A)
#else
# define VTRACE(A)
#endif
/* Checking of per-vertex related GL calls */
@ -385,21 +385,21 @@ extern const float identity[16];
the file is deleted */
# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
# define SINGLE_FRAME_DEBUGGING
# endif
# endif
/* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
It can only be enabled when FRAME_DEBUGGING is also enabled
The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
It can only be enabled when FRAME_DEBUGGING is also enabled
The contents of the back buffer are written into /tmp/backbuffer_* after each primitive
array is drawn. */
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_FRAME_MAKEUP 1
# endif
# endif
/* The following, when enabled, lets you see the makeup of the all the textures used during each
of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
The contents of the textures assigned to each stage are written into
The contents of the textures assigned to each stage are written into
/tmp/texture_*_<Stage>.ppm after each primitive array is drawn. */
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_TEXTURE_MAKEUP 0
# endif
# endif
extern BOOL isOn;
extern BOOL isDumpingFrames;
extern LONG primCounter;
@ -954,7 +954,7 @@ typedef struct IWineD3DTextureImpl
/* IWineD3DTexture */
IWineD3DSurface *surfaces[MAX_LEVELS];
UINT width;
UINT height;
float pow2scalingFactorX;
@ -1443,7 +1443,7 @@ typedef struct IWineD3DQueryImpl
{
const IWineD3DQueryVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
IUnknown *parent;
/*TODO: replace with iface usage */
#if 0
@ -1456,8 +1456,8 @@ typedef struct IWineD3DQueryImpl
WINED3DQUERYTYPE type;
/* TODO: Think about using a IUnknown instead of a void* */
void *extendedData;
} IWineD3DQueryImpl;
extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
@ -1506,7 +1506,7 @@ extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
/*****************************************************************************
* Utility function prototypes
* Utility function prototypes
*/
/* Trace routines */
@ -1547,9 +1547,9 @@ BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize
void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
/*****************************************************************************
* To enable calling of inherited functions, requires prototypes
* To enable calling of inherited functions, requires prototypes
*
* Note: Only require classes which are subclassed, ie resource, basetexture,
* Note: Only require classes which are subclassed, ie resource, basetexture,
*/
/*** IUnknown methods ***/
extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
@ -1656,7 +1656,7 @@ typedef struct shader_reg_maps {
char attributes[MAX_ATTRIBS]; /* vertex */
char labels[MAX_LABELS]; /* pixel, vertex */
/* Sampler usage tokens
/* Sampler usage tokens
* Use 0 as default (bit 31 is always 1 on a valid token) */
DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
char bumpmat;
@ -1729,21 +1729,21 @@ typedef struct SHADER_LIMITS {
unsigned int label;
} SHADER_LIMITS;
/** Keeps track of details for TEX_M#x# shader opcodes which need to
/** Keeps track of details for TEX_M#x# shader opcodes which need to
maintain state information between multiple codes */
typedef struct SHADER_PARSE_STATE {
unsigned int current_row;
DWORD texcoord_w[2];
} SHADER_PARSE_STATE;
/* Base Shader utility functions.
/* Base Shader utility functions.
* (may move callers into the same file in the future) */
extern int shader_addline(
SHADER_BUFFER* buffer,
const char* fmt, ...);
extern const SHADER_OPCODE* shader_get_opcode(
IWineD3DBaseShader *iface,
IWineD3DBaseShader *iface,
const DWORD code);
extern void shader_delete_constant_list(
@ -2012,7 +2012,7 @@ static inline BOOL shader_is_scalar(DWORD param) {
* IDirect3DVertexShader implementation structure
*/
typedef struct IWineD3DVertexShaderImpl {
/* IUnknown parts*/
/* IUnknown parts*/
const IWineD3DVertexShaderVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */

View file

@ -61,7 +61,7 @@ typedef enum _WINED3DSAMPLER_TEXTURE_TYPE {
/** Register types **/
typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE {
WINED3DSPR_TEMP = 0,
WINED3DSPR_TEMP = 0,
WINED3DSPR_INPUT = 1,
WINED3DSPR_CONST = 2,
WINED3DSPR_ADDR = 3,