janitorial: Remove links to any microsoft site.
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@ -226,11 +226,6 @@ static HRESULT WINAPI IDirectMusicPerformance8Impl_Init (LPDIRECTMUSICPERFORMANC
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hr = DirectSoundCreate8(NULL, (LPDIRECTSOUND8*) &This->pDirectSound, NULL);
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if (!This->pDirectSound) return DSERR_NODRIVER;
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/**
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* as seen in msdn
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*
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directX/htm/idirectmusicperformance8initaudio.asp
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*/
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if (NULL != hWnd) {
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IDirectSound8_SetCooperativeLevel(This->pDirectSound, hWnd, DSSCL_PRIORITY);
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} else {
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@ -772,10 +767,7 @@ static HRESULT WINAPI IDirectMusicPerformance8Impl_InitAudio (LPDIRECTMUSICPERFO
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if (NULL != pParams) {
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This->pParams = *pParams;
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} else {
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/**
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* TODO, how can i fill the struct
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* as seen at http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directX/htm/dmusaudioparams.asp
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*/
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/* TODO, how can i fill the struct as seen on msdn */
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memset(&This->pParams, 0, sizeof(DMUS_AUDIOPARAMS));
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This->pParams.dwSize = sizeof(DMUS_AUDIOPARAMS);
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This->pParams.fInitNow = FALSE;
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@ -834,9 +826,6 @@ static HRESULT WINAPI IDirectMusicPerformance8Impl_CreateAudioPath (LPDIRECTMUSI
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return IDirectMusicAudioPath_Activate(*ppNewPath, fActivate);
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}
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/**
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* see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directX/htm/standardaudiopaths.asp
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*/
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static HRESULT WINAPI IDirectMusicPerformance8Impl_CreateStandardAudioPath (LPDIRECTMUSICPERFORMANCE8 iface, DWORD dwType, DWORD dwPChannelCount, BOOL fActivate, IDirectMusicAudioPath** ppNewPath) {
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IDirectMusicAudioPathImpl *default_path;
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IDirectMusicAudioPath *pPath;
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@ -1043,9 +1032,6 @@ HRESULT WINAPI DMUSIC_CreateDirectMusicPerformanceImpl (LPCGUID lpcGUID, LPVOID
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InitializeCriticalSection(&obj->safe);
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obj->safe.DebugInfo->Spare[0] = (DWORD_PTR)(__FILE__ ": IDirectMusicPerformance8Impl*->safe");
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/**
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* @see http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/htm/latencyandbumpertime.asp
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*/
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obj->rtLatencyTime = 100; /* 100ms TO FIX */
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obj->dwBumperLength = 50; /* 50ms default */
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obj->dwPrepareTime = 1000; /* 1000ms default */
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@ -310,7 +310,6 @@ static HRESULT WINAPI IDirectMusicSegment8Impl_IDirectMusicSegment8_GetGraph (LP
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}
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/**
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* should return This, as seen in msdn
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* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/htm/idirectmusicsegment8getgraph.asp
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* "...The segment object implements IDirectMusicGraph directly..."
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*/
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*ppGraph = This->pGraph;
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@ -787,8 +787,7 @@ void shader_dump_param(
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/** Shared code in order to generate the bulk of the shader string.
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Use the shader_header_fct & shader_footer_fct to add strings
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that are specific to pixel or vertex functions
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NOTE: A description of how to parse tokens can be found at:
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http://msdn.microsoft.com/library/default.asp?url=/library/en-us/graphics/hh/graphics/usermodedisplaydriver_shader_cc8e4e05-f5c3-4ec0-8853-8ce07c1551b2.xml.asp */
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NOTE: A description of how to parse tokens can be found on msdn */
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void shader_generate_main(
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IWineD3DBaseShader *iface,
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SHADER_BUFFER* buffer,
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@ -1784,7 +1784,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3D
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return WINED3D_OK;
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}
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/* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
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static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, IWineD3DVertexDeclaration *vertex_declaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
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@ -4008,8 +4007,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
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* against d3d8 or d3d9!
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*/
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/* Clipping conditions: From
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* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
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/* Clipping conditions: From msdn
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*
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* A vertex is clipped if it does not match the following requirements
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* -rhw < x <= rhw
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@ -5734,7 +5732,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UI
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return WINED3D_OK;
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}
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/* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
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static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
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@ -6427,9 +6424,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
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/* MSDN says that null disables the render target
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but a device must always be associated with a render target
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nope MSDN says that we return invalid call to a null rendertarget with an index of 0
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see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
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for more details
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*/
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if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
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FIXME("Trying to set render target 0 to NULL\n");
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@ -1887,9 +1887,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
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break;
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}
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}
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/* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants
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* See http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/IDirect3D9__CheckDeviceFormat.asp
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* and http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/D3DUSAGE_QUERY.asp */
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/* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants */
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if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
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if (!GL_LIMITS(vertex_samplers)) {
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TRACE_(d3d_caps)("[FAILED]\n");
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@ -25,8 +25,6 @@
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#include "wined3d_private.h"
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/*
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/Queries.asp
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*
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* Occlusion Queries:
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* http://www.gris.uni-tuebingen.de/~bartz/Publications/paper/hww98.pdf
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* http://oss.sgi.com/projects/ogl-sample/registry/ARB/occlusion_query.txt
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@ -1430,8 +1430,6 @@ static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3
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* POINTSCALEENABLE controls how point size value is treated. If set to
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* true, the point size is scaled with respect to height of viewport.
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* When set to false point size is in pixels.
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*
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* http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
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*/
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/* Default values */
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@ -1564,7 +1562,6 @@ static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, W
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static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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/**
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http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
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http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
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http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
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Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
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http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
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@ -44,30 +44,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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#endif
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/**
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* DirectX9 SDK download
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* http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp
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*
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* Exploring D3DX
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx07162002.asp
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*
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* Using Vertex Shaders
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dndrive/html/directx02192001.asp
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*
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* Dx9 New
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/whatsnew.asp
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*
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* Dx9 Shaders
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/VertexShader2_0.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader2_0/Instructions/Instructions.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexDeclaration/VertexDeclaration.asp
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/Shaders/VertexShader3_0/VertexShader3_0.asp
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*
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* Dx9 D3DX
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* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/VertexPipe/matrixstack/matrixstack.asp
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*
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* FVF
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* http://msdn.microsoft.com/library/en-us/directx9_c/directx/graphics/programmingguide/GettingStarted/VertexFormats/vformats.asp
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*
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* NVIDIA: DX8 Vertex Shader to NV Vertex Program
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* http://developer.nvidia.com/view.asp?IO=vstovp
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*
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