wined3d: Remove some comments.

This commit is contained in:
Henri Verbeet 2009-01-15 09:58:45 +01:00 committed by Alexandre Julliard
parent 17b94f6034
commit 44240eff27
3 changed files with 2 additions and 56 deletions

View File

@ -576,17 +576,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
return WINED3D_OK;
}
/* ************************************
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.
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;
IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
@ -597,28 +586,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, U
HRESULT hr;
TRACE("(%p) Create surface\n",This);
/** 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.
* 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.
*******************************/
/**
* TODO: Discard MSDN
* [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.
*
*This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
***************************/
if(MultisampleQuality > 0) {
FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
@ -1605,11 +1572,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice* iface,
object->orig_fmt = Mode.Format;
formatDesc = getFormatDescEntry(Mode.Format, NULL, NULL);
/** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
* then the corresponding dimension of the client area of the hDeviceWindow
* (or the focus window, if hDeviceWindow is NULL) is taken.
**********************/
if (pPresentationParameters->Windowed &&
((pPresentationParameters->BackBufferWidth == 0) ||
(pPresentationParameters->BackBufferHeight == 0) ||
@ -2767,10 +2729,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface,
return WINED3D_OK;
}
/* Need to do a getParent and pass the references up */
/* MSDN says ..... When an application no longer holds a reference to this interface, the interface will automatically be freed.
which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
so for now, just count internally */
if (pStreamData != NULL) {
IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
InterlockedIncrement(&vbImpl->bindCount);
@ -7499,7 +7457,6 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
/* TODO: nothing really? */
break;
case WINED3DRTYPE_VERTEXBUFFER:
/* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
{
int streamNumber;
TRACE("Cleaning up stream pointers\n");
@ -7525,7 +7482,6 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
}
break;
case WINED3DRTYPE_INDEXBUFFER:
/* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
This->updateStateBlock->pIndexData = NULL;

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@ -1867,10 +1867,6 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
op = WINED3DTOP_SELECTARG1;
}
/* From MSDN (WINED3DTSS_ALPHAARG1) :
The default argument is WINED3DTA_TEXTURE. If no texture is set for this stage,
then the default argument is WINED3DTA_DIFFUSE.
FIXME? If texture added/removed, may need to reset back as well? */
if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
} else {
@ -3114,9 +3110,7 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
/* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
*
* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
* one flag, you can still specify an index value, which the system uses to
* determine the texture wrapping mode.
* FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
* eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
* means use the vertex position (camera-space) as the input texture coordinates
* for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render

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@ -166,11 +166,7 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFI
ERR("Called without a valid ppContainer.\n");
}
/** From MSDN:
* If the surface is created using CreateImageSurface/CreateOffscreenPlainSurface, CreateRenderTarget,
* or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
* GetContainer will return the Direct3D device used to create the surface.
*/
/* Standalone surfaces return the device as container. */
if (This->container) {
container = This->container;
} else {