wined3d: Use D3DCUBEMAP_FACES consistently in the WINED3D namespace.
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@ -145,7 +145,7 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
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/* If were dirty then reload the surfaces */
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if (This->baseTexture.dirty) {
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for (i = 0; i < This->baseTexture.levels; i++) {
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for (j = D3DCUBEMAP_FACE_POSITIVE_X; j <= D3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
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for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
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if(setGlTextureDesc)
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IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
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IWineD3DSurface_LoadTexture(This->surfaces[j][i]);
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@ -280,7 +280,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeText
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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HRESULT hr = WINED3DERR_INVALIDCALL;
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if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
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if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
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*ppCubeMapSurface = This->surfaces[FaceType][Level];
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IWineD3DSurface_AddRef(*ppCubeMapSurface);
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@ -299,7 +299,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *ifac
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HRESULT hr = WINED3DERR_INVALIDCALL;
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
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if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
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hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
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}
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@ -316,7 +316,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *if
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HRESULT hr = WINED3DERR_INVALIDCALL;
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
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if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
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hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
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}
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@ -333,7 +333,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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This->baseTexture.dirty = TRUE;
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TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
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if (FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
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if (FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
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hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
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} else {
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WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
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@ -6343,7 +6343,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, I
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for (i = 0 ; i < levels ; ++i) {
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/* Update each cube face */
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for (faceType = D3DCUBEMAP_FACE_POSITIVE_X; faceType <= D3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
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for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
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hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
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if (WINED3D_OK != hr) {
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FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
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