wined3d: Get rid of some IWineD3D* references.

This commit is contained in:
Henri Verbeet 2011-07-03 22:27:21 +02:00 committed by Alexandre Julliard
parent 0c716b77e5
commit b1664a2c85
8 changed files with 14 additions and 29 deletions

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@ -119,7 +119,7 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This, const struc
{
GLenum error, gl_usage;
TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
This, debug_d3dusage(This->resource.usage));
ENTER_GL();
@ -131,12 +131,11 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This, const struc
*/
while (glGetError() != GL_NO_ERROR);
/* Basically the FVF parameter passed to CreateVertexBuffer is no good
* It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
* IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
* look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
* to check if the rhw and color values are in the correct format.
*/
/* Basically the FVF parameter passed to CreateVertexBuffer is no good.
* The vertex declaration from the device determines how the data in the
* buffer is interpreted. This means that on each draw call the buffer has
* to be verified to check if the rhw and color values are in the correct
* format. */
GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
error = glGetError();

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@ -1,5 +1,4 @@
/* IWineD3DClipper implementation
*
/*
* Copyright 2000 (c) Marcus Meissner
* Copyright 2000 (c) TransGaming Technologies Inc.
* Copyright 2006 (c) Stefan Dösinger

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@ -1,6 +1,4 @@
/*
* IWineD3DDevice implementation
*
* Copyright 2002 Lionel Ulmer
* Copyright 2002-2005 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
@ -4377,7 +4375,7 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
if (FAILED(hr))
{
WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
WARN("Failed to update surface, hr %#x.\n", hr);
return hr;
}
}
@ -4396,7 +4394,7 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
if (FAILED(hr))
{
WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
WARN("Failed to update surface, hr %#x.\n", hr);
return hr;
}
}

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@ -1,6 +1,4 @@
/*
* IWineD3D implementation
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
@ -412,10 +410,6 @@ ULONG CDECL wined3d_decref(struct wined3d *wined3d)
return refcount;
}
/**********************************************************
* IWineD3D parts follows
**********************************************************/
/* GL locking is done by the caller */
static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
{

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@ -1,6 +1,4 @@
/*
* IWineD3DQuery implementation
*
* Copyright 2005 Oliver Stieber
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
* Copyright 2009-2010 Henri Verbeet for CodeWeavers.

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@ -1,6 +1,4 @@
/*
* IWineD3DResource Implementation
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa

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@ -5281,8 +5281,8 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surfa
* This path will only be entered for d3d7 and ddraw apps, because d3d8/9 offer no way to blit TO the front buffer
*/
/* Check rects - IWineD3DDevice_Present doesn't handle them */
while(1)
/* Check rects - wined3d_swapchain_present() doesn't handle them. */
for (;;)
{
TRACE("Looking if a Present can be done...\n");
/* Source Rectangle must be full surface */

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@ -351,9 +351,8 @@ static void swapchain_blit(struct wined3d_swapchain *swapchain,
ENTER_GL();
context_bind_fbo(context2, GL_FRAMEBUFFER, NULL);
/* Set up the texture. The surface is not in a IWineD3D*Texture container,
* so there are no d3d texture settings to dirtify
*/
/* Set up the texture. The surface is not in a wined3d_texture
* container, so there are no D3D texture settings to dirtify. */
device->blitter->set_shader(device->blit_priv, context2->gl_info, backbuffer);
glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);
glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);
@ -693,7 +692,7 @@ void x11_copy_to_screen(struct wined3d_swapchain *swapchain, const RECT *rect)
if (front->clipper)
{
RECT xrc;
HWND hwnd = ((IWineD3DClipperImpl *)front->clipper)->hWnd;
HWND hwnd = front->clipper->hWnd;
if (hwnd && GetClientRect(hwnd,&xrc))
{
OffsetRect(&xrc, offset.x, offset.y);