ddraw: Implement ddraw7_GetMonitorFrequency() on top of wined3d_get_adapter_display_mode().
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@ -1568,28 +1568,25 @@ static HRESULT WINAPI ddraw1_GetFourCCCodes(IDirectDraw *iface, DWORD *codes_cou
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return ddraw7_GetFourCCCodes(&ddraw->IDirectDraw7_iface, codes_count, codes);
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}
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/*****************************************************************************
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* IDirectDraw7::GetMonitorFrequency
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*
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* Returns the monitor's frequency
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*
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* Exists in Version 1, 2, 4 and 7
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*
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* Params:
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* Freq: Pointer to a DWORD to write the frequency to
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*
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* Returns
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* Always returns DD_OK
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*
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*****************************************************************************/
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static HRESULT WINAPI ddraw7_GetMonitorFrequency(IDirectDraw7 *iface, DWORD *Freq)
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static HRESULT WINAPI ddraw7_GetMonitorFrequency(IDirectDraw7 *iface, DWORD *frequency)
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{
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FIXME("iface %p, frequency %p stub!\n", iface, Freq);
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struct ddraw *ddraw = impl_from_IDirectDraw7(iface);
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struct wined3d_display_mode mode;
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HRESULT hr;
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TRACE("iface %p, frequency %p.\n", iface, frequency);
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wined3d_mutex_lock();
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hr = wined3d_get_adapter_display_mode(ddraw->wined3d, WINED3DADAPTER_DEFAULT, &mode, NULL);
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wined3d_mutex_unlock();
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if (FAILED(hr))
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{
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WARN("Failed to get display mode, hr %#x.\n", hr);
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return hr;
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}
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*frequency = mode.refresh_rate;
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/* Ideally this should be in WineD3D, as it concerns the screen setup,
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* but for now this should make the games happy
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*/
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*Freq = 60;
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return DD_OK;
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}
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