wined3d: Remove some comments.
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17b94f6034
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@ -576,17 +576,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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return WINED3D_OK;
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return WINED3D_OK;
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}
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}
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/* ************************************
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MSDN:
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[in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
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Discard
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[in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
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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.
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******************************** */
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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) {
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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) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
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IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
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@ -598,28 +587,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, U
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TRACE("(%p) Create surface\n",This);
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TRACE("(%p) Create surface\n",This);
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/** FIXME: Check ranges on the inputs are valid
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* MSDN
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* MultisampleQuality
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* [in] Quality level. The valid range is between zero and one less than the level
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* returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
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* Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
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* values of paired render targets, depth stencil surfaces, and the MultiSample type
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* must all match.
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*******************************/
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/**
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* TODO: Discard MSDN
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* [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
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*
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* If this flag is set, the contents of the depth stencil buffer will be
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* invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
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* with a different depth surface.
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*
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*This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
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***************************/
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if(MultisampleQuality > 0) {
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if(MultisampleQuality > 0) {
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FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
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FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
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MultisampleQuality=0;
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MultisampleQuality=0;
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@ -1605,11 +1572,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice* iface,
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object->orig_fmt = Mode.Format;
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object->orig_fmt = Mode.Format;
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formatDesc = getFormatDescEntry(Mode.Format, NULL, NULL);
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formatDesc = getFormatDescEntry(Mode.Format, NULL, NULL);
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/** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
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* then the corresponding dimension of the client area of the hDeviceWindow
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* (or the focus window, if hDeviceWindow is NULL) is taken.
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**********************/
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if (pPresentationParameters->Windowed &&
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if (pPresentationParameters->Windowed &&
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((pPresentationParameters->BackBufferWidth == 0) ||
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((pPresentationParameters->BackBufferWidth == 0) ||
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(pPresentationParameters->BackBufferHeight == 0) ||
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(pPresentationParameters->BackBufferHeight == 0) ||
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@ -2767,10 +2729,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface,
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return WINED3D_OK;
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return WINED3D_OK;
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}
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}
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/* Need to do a getParent and pass the references up */
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/* MSDN says ..... When an application no longer holds a reference to this interface, the interface will automatically be freed.
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which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
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so for now, just count internally */
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if (pStreamData != NULL) {
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if (pStreamData != NULL) {
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IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
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IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
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InterlockedIncrement(&vbImpl->bindCount);
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InterlockedIncrement(&vbImpl->bindCount);
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@ -7499,7 +7457,6 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
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/* TODO: nothing really? */
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/* TODO: nothing really? */
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break;
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break;
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case WINED3DRTYPE_VERTEXBUFFER:
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case WINED3DRTYPE_VERTEXBUFFER:
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/* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
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{
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{
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int streamNumber;
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int streamNumber;
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TRACE("Cleaning up stream pointers\n");
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TRACE("Cleaning up stream pointers\n");
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@ -7525,7 +7482,6 @@ static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IW
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}
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}
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break;
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break;
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case WINED3DRTYPE_INDEXBUFFER:
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case WINED3DRTYPE_INDEXBUFFER:
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/* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
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if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
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if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
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if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
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if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
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This->updateStateBlock->pIndexData = NULL;
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This->updateStateBlock->pIndexData = NULL;
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@ -1867,10 +1867,6 @@ static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTE
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op = WINED3DTOP_SELECTARG1;
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op = WINED3DTOP_SELECTARG1;
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}
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}
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/* From MSDN (WINED3DTSS_ALPHAARG1) :
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The default argument is WINED3DTA_TEXTURE. If no texture is set for this stage,
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then the default argument is WINED3DTA_DIFFUSE.
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FIXME? If texture added/removed, may need to reset back as well? */
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if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
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if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
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get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
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get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
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} else {
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} else {
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@ -3114,9 +3110,7 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
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/* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
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/* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
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*
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*
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* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
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* FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
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* one flag, you can still specify an index value, which the system uses to
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* determine the texture wrapping mode.
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* eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
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* eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
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* means use the vertex position (camera-space) as the input texture coordinates
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* means use the vertex position (camera-space) as the input texture coordinates
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* for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
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* 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
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ERR("Called without a valid ppContainer.\n");
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ERR("Called without a valid ppContainer.\n");
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}
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}
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/** From MSDN:
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/* Standalone surfaces return the device as container. */
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* If the surface is created using CreateImageSurface/CreateOffscreenPlainSurface, CreateRenderTarget,
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* or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
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* GetContainer will return the Direct3D device used to create the surface.
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*/
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if (This->container) {
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if (This->container) {
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container = This->container;
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container = This->container;
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} else {
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} else {
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