wined3d: Use D3DCUBEMAP_FACES consistently in the WINED3D namespace.

This commit is contained in:
Ivan Gyurdiev 2006-10-31 03:20:12 -05:00 committed by Alexandre Julliard
parent aa164647e6
commit 8d7a01963e
2 changed files with 6 additions and 6 deletions

View File

@ -145,7 +145,7 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
/* If were dirty then reload the surfaces */
if (This->baseTexture.dirty) {
for (i = 0; i < This->baseTexture.levels; i++) {
for (j = D3DCUBEMAP_FACE_POSITIVE_X; j <= D3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
if(setGlTextureDesc)
IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
IWineD3DSurface_LoadTexture(This->surfaces[j][i]);
@ -280,7 +280,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeText
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
HRESULT hr = WINED3DERR_INVALIDCALL;
if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
*ppCubeMapSurface = This->surfaces[FaceType][Level];
IWineD3DSurface_AddRef(*ppCubeMapSurface);
@ -299,7 +299,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *ifac
HRESULT hr = WINED3DERR_INVALIDCALL;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
}
@ -316,7 +316,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *if
HRESULT hr = WINED3DERR_INVALIDCALL;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
}
@ -333,7 +333,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
if (FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
if (FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
} else {
WARN("(%p) overflow FaceType(%d)\n", This, FaceType);

View File

@ -6343,7 +6343,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, I
for (i = 0 ; i < levels ; ++i) {
/* Update each cube face */
for (faceType = D3DCUBEMAP_FACE_POSITIVE_X; faceType <= D3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
if (WINED3D_OK != hr) {
FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);