ddraw: Remove trailing spaces.

This commit is contained in:
Henri Verbeet 2009-09-01 09:09:37 +02:00 committed by Alexandre Julliard
parent ab8523931a
commit ee60e5fd71
9 changed files with 64 additions and 70 deletions

View File

@ -816,7 +816,7 @@ IDirectDrawImpl_GetDisplayMode(IDirectDraw7 *iface,
EnterCriticalSection(&ddraw_cs); EnterCriticalSection(&ddraw_cs);
/* This seems sane */ /* This seems sane */
if(!DDSD) if (!DDSD)
{ {
LeaveCriticalSection(&ddraw_cs); LeaveCriticalSection(&ddraw_cs);
return DDERR_INVALIDPARAMS; return DDERR_INVALIDPARAMS;
@ -841,7 +841,7 @@ IDirectDrawImpl_GetDisplayMode(IDirectDraw7 *iface,
DDSD->dwSize = Size; DDSD->dwSize = Size;
DDSD->dwFlags |= DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT | DDSD_PITCH | DDSD_REFRESHRATE; DDSD->dwFlags |= DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT | DDSD_PITCH | DDSD_REFRESHRATE;
DDSD->dwWidth = Mode.Width; DDSD->dwWidth = Mode.Width;
DDSD->dwHeight = Mode.Height; DDSD->dwHeight = Mode.Height;
DDSD->u2.dwRefreshRate = 60; DDSD->u2.dwRefreshRate = 60;
DDSD->ddsCaps.dwCaps = 0; DDSD->ddsCaps.dwCaps = 0;
DDSD->u4.ddpfPixelFormat.dwSize = sizeof(DDSD->u4.ddpfPixelFormat); DDSD->u4.ddpfPixelFormat.dwSize = sizeof(DDSD->u4.ddpfPixelFormat);
@ -1101,7 +1101,7 @@ IDirectDrawImpl_FlipToGDISurface(IDirectDraw7 *iface)
* Returns: * Returns:
* Always returns DD_OK * Always returns DD_OK
* *
*****************************************************************************/ *****************************************************************************/
static HRESULT WINAPI static HRESULT WINAPI
IDirectDrawImpl_WaitForVerticalBlank(IDirectDraw7 *iface, IDirectDrawImpl_WaitForVerticalBlank(IDirectDraw7 *iface,
DWORD Flags, DWORD Flags,
@ -1135,7 +1135,7 @@ IDirectDrawImpl_WaitForVerticalBlank(IDirectDraw7 *iface,
* Returns: * Returns:
* Always returns DD_OK * Always returns DD_OK
* *
*****************************************************************************/ *****************************************************************************/
static HRESULT WINAPI IDirectDrawImpl_GetScanLine(IDirectDraw7 *iface, DWORD *Scanline) static HRESULT WINAPI IDirectDrawImpl_GetScanLine(IDirectDraw7 *iface, DWORD *Scanline)
{ {
IDirectDrawImpl *This = (IDirectDrawImpl *)iface; IDirectDrawImpl *This = (IDirectDrawImpl *)iface;
@ -1155,7 +1155,7 @@ static HRESULT WINAPI IDirectDrawImpl_GetScanLine(IDirectDraw7 *iface, DWORD *Sc
&Mode); &Mode);
/* Fake the line sweeping of the monitor */ /* Fake the line sweeping of the monitor */
/* FIXME: We should synchronize with a source to keep the refresh rate */ /* FIXME: We should synchronize with a source to keep the refresh rate */
*Scanline = This->cur_scanline++; *Scanline = This->cur_scanline++;
/* Assume 20 scan lines in the vertical blank */ /* Assume 20 scan lines in the vertical blank */
if (This->cur_scanline >= Mode.Height + 20) if (This->cur_scanline >= Mode.Height + 20)
@ -1176,7 +1176,7 @@ static HRESULT WINAPI IDirectDrawImpl_GetScanLine(IDirectDraw7 *iface, DWORD *Sc
* DDERR_NOEXCLUSIVEMODE or DDERR_EXCLUSIVEMODEALREADYSET * DDERR_NOEXCLUSIVEMODE or DDERR_EXCLUSIVEMODEALREADYSET
* if the state is not correct(See below) * if the state is not correct(See below)
* *
*****************************************************************************/ *****************************************************************************/
static HRESULT WINAPI static HRESULT WINAPI
IDirectDrawImpl_TestCooperativeLevel(IDirectDraw7 *iface) IDirectDrawImpl_TestCooperativeLevel(IDirectDraw7 *iface)
{ {
@ -1187,8 +1187,8 @@ IDirectDrawImpl_TestCooperativeLevel(IDirectDraw7 *iface)
EnterCriticalSection(&ddraw_cs); EnterCriticalSection(&ddraw_cs);
/* Description from MSDN: /* Description from MSDN:
* For fullscreen apps return DDERR_NOEXCLUSIVEMODE if the user switched * For fullscreen apps return DDERR_NOEXCLUSIVEMODE if the user switched
* away from the app with e.g. alt-tab. Windowed apps receive * away from the app with e.g. alt-tab. Windowed apps receive
* DDERR_EXCLUSIVEMODEALREADYSET if another application created a * DDERR_EXCLUSIVEMODEALREADYSET if another application created a
* DirectDraw object in exclusive mode. DDERR_WRONGMODE is returned, * DirectDraw object in exclusive mode. DDERR_WRONGMODE is returned,
* when the video mode has changed * when the video mode has changed
*/ */
@ -1243,7 +1243,7 @@ IDirectDrawImpl_TestCooperativeLevel(IDirectDraw7 *iface)
* DD_OK if the surface was found * DD_OK if the surface was found
* DDERR_NOTFOUND if the GDI surface wasn't found * DDERR_NOTFOUND if the GDI surface wasn't found
* *
*****************************************************************************/ *****************************************************************************/
static HRESULT WINAPI static HRESULT WINAPI
IDirectDrawImpl_GetGDISurface(IDirectDraw7 *iface, IDirectDrawImpl_GetGDISurface(IDirectDraw7 *iface,
IDirectDrawSurface7 **GDISurface) IDirectDrawSurface7 **GDISurface)
@ -1311,7 +1311,7 @@ IDirectDrawImpl_GetGDISurface(IDirectDraw7 *iface,
* DD_OK on success * DD_OK on success
* DDERR_INVALIDPARAMS if the callback wasn't set * DDERR_INVALIDPARAMS if the callback wasn't set
* *
*****************************************************************************/ *****************************************************************************/
static HRESULT WINAPI static HRESULT WINAPI
IDirectDrawImpl_EnumDisplayModes(IDirectDraw7 *iface, IDirectDrawImpl_EnumDisplayModes(IDirectDraw7 *iface,
DWORD Flags, DWORD Flags,
@ -1886,8 +1886,9 @@ IDirectDrawImpl_CreateNewSurface(IDirectDrawImpl *This,
} }
else else
{ {
if((pDDSD->ddsCaps.dwCaps & DDSCAPS_3DDEVICE ) && if ((pDDSD->ddsCaps.dwCaps & DDSCAPS_3DDEVICE)
(This->ImplType != SURFACE_OPENGL ) && DefaultSurfaceType == SURFACE_UNKNOWN) && (This->ImplType != SURFACE_OPENGL)
&& DefaultSurfaceType == SURFACE_UNKNOWN)
{ {
/* We have to change to OpenGL, /* We have to change to OpenGL,
* and re-create all WineD3DSurfaces * and re-create all WineD3DSurfaces

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@ -94,7 +94,7 @@ static inline WORD d3d_fpu_setup(void)
} }
/***************************************************************************** /*****************************************************************************
* IUnknown Methods. Common for Version 1, 2, 3 and 7 * IUnknown Methods. Common for Version 1, 2, 3 and 7
*****************************************************************************/ *****************************************************************************/
/***************************************************************************** /*****************************************************************************
@ -4502,7 +4502,7 @@ IDirect3DDeviceImpl_7_GetTexture(IDirect3DDevice7 *iface,
EnterCriticalSection(&ddraw_cs); EnterCriticalSection(&ddraw_cs);
hr = IWineD3DDevice_GetTexture(This->wineD3DDevice, Stage, &Surf); hr = IWineD3DDevice_GetTexture(This->wineD3DDevice, Stage, &Surf);
if( (hr != D3D_OK) || (!Surf) ) if( (hr != D3D_OK) || (!Surf) )
{ {
*Texture = NULL; *Texture = NULL;
LeaveCriticalSection(&ddraw_cs); LeaveCriticalSection(&ddraw_cs);
@ -5302,7 +5302,7 @@ IDirect3DDeviceImpl_7_GetMaterial(IDirect3DDevice7 *iface,
TRACE("(%p)->(%p): Relay!\n", This, Mat); TRACE("(%p)->(%p): Relay!\n", This, Mat);
EnterCriticalSection(&ddraw_cs); EnterCriticalSection(&ddraw_cs);
/* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */ /* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */
hr = IWineD3DDevice_GetMaterial(This->wineD3DDevice, hr = IWineD3DDevice_GetMaterial(This->wineD3DDevice,
(WINED3DMATERIAL*) Mat); (WINED3DMATERIAL*) Mat);
LeaveCriticalSection(&ddraw_cs); LeaveCriticalSection(&ddraw_cs);

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@ -317,7 +317,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
for (i = 0; i < count; i++) { for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr; LPD3DSTATE ci = (LPD3DSTATE) instr;
IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]); IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
instr += size; instr += size;
@ -369,33 +369,33 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
TRACE("UPDATEEXTENTS "); TRACE("UPDATEEXTENTS ");
TRACE("\n"); TRACE("\n");
} }
/* This is where doing Direct3D on top on OpenGL is quite difficult. /* This is where doing Direct3D on top on OpenGL is quite difficult.
This method transforms a set of vertices using the CURRENT state This method transforms a set of vertices using the CURRENT state
(lighting, projection, ...) but does not rasterize them. (lighting, projection, ...) but does not rasterize them.
They will only be put on screen later (with the POINT / LINE and They will only be put on screen later (with the POINT / LINE and
TRIANGLE op-codes). The problem is that you can have a triangle TRIANGLE op-codes). The problem is that you can have a triangle
with each point having been transformed using another state... with each point having been transformed using another state...
In this implementation, I will emulate only ONE thing : each In this implementation, I will emulate only ONE thing : each
vertex can have its own "WORLD" transformation (this is used in the vertex can have its own "WORLD" transformation (this is used in the
TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
execute buffer use the same state. execute buffer use the same state.
If I find applications that change other states, I will try to do a If I find applications that change other states, I will try to do a
more 'fine-tuned' state emulation (but I may become quite tricky if more 'fine-tuned' state emulation (but I may become quite tricky if
it changes a light position in the middle of a triangle). it changes a light position in the middle of a triangle).
In this case, a 'direct' approach (i.e. without using OpenGL, but In this case, a 'direct' approach (i.e. without using OpenGL, but
writing our own 3D rasterizer) would be easier. */ writing our own 3D rasterizer) would be easier. */
/* The current method (with the hypothesis that only the WORLD matrix /* The current method (with the hypothesis that only the WORLD matrix
will change between two points) is like this : will change between two points) is like this :
- I transform 'manually' all the vertices with the current WORLD - I transform 'manually' all the vertices with the current WORLD
matrix and store them in the vertex buffer matrix and store them in the vertex buffer
- during the rasterization phase, the WORLD matrix will be set to - during the rasterization phase, the WORLD matrix will be set to
the Identity matrix */ the Identity matrix */
/* Enough for the moment */ /* Enough for the moment */
if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) { if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
unsigned int nb; unsigned int nb;
@ -439,7 +439,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
src++; src++;
dst++; dst++;
} }
} else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) { } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
unsigned int nb; unsigned int nb;
@ -465,7 +465,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
dst->u6.specular = src->u5.specular; dst->u6.specular = src->u5.specular;
dst->u7.tu = src->u6.tu; dst->u7.tu = src->u6.tu;
dst->u8.tv = src->u7.tv; dst->u8.tv = src->u7.tv;
/* Now, the matrix multiplication */ /* Now, the matrix multiplication */
dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41); dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42); dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
@ -551,7 +551,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
for (i = 0; i < count; i++) { for (i = 0; i < count; i++) {
LPD3DSTATUS ci = (LPD3DSTATUS) instr; LPD3DSTATUS ci = (LPD3DSTATUS) instr;
This->data.dsStatus = *ci; This->data.dsStatus = *ci;
instr += size; instr += size;
@ -705,7 +705,7 @@ IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface,
dwSize = lpDesc->dwSize; dwSize = lpDesc->dwSize;
memset(lpDesc, 0, dwSize); memset(lpDesc, 0, dwSize);
memcpy(lpDesc, &This->desc, dwSize); memcpy(lpDesc, &This->desc, dwSize);
if (TRACE_ON(d3d7)) { if (TRACE_ON(d3d7)) {
TRACE(" Returning description :\n"); TRACE(" Returning description :\n");
_dump_D3DEXECUTEBUFFERDESC(lpDesc); _dump_D3DEXECUTEBUFFERDESC(lpDesc);
@ -756,7 +756,7 @@ IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface,
/* Get the number of vertices in the execute buffer */ /* Get the number of vertices in the execute buffer */
nbvert = This->data.dwVertexCount; nbvert = This->data.dwVertexCount;
/* Prepares the transformed vertex buffer */ /* Prepares the transformed vertex buffer */
HeapFree(GetProcessHeap(), 0, This->vertex_data); HeapFree(GetProcessHeap(), 0, This->vertex_data);
This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX)); This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));

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@ -179,17 +179,17 @@ IDirect3DLightImpl_SetLight(IDirect3DLight *iface,
if ( (lpLight->dltType == 0) || (lpLight->dltType > D3DLIGHT_PARALLELPOINT) ) if ( (lpLight->dltType == 0) || (lpLight->dltType > D3DLIGHT_PARALLELPOINT) )
return DDERR_INVALIDPARAMS; return DDERR_INVALIDPARAMS;
if ( lpLight->dltType == D3DLIGHT_PARALLELPOINT ) if ( lpLight->dltType == D3DLIGHT_PARALLELPOINT )
FIXME("D3DLIGHT_PARALLELPOINT no supported\n"); FIXME("D3DLIGHT_PARALLELPOINT no supported\n");
/* Translate D3DLIGH2 structure to D3DLIGHT7 */ /* Translate D3DLIGH2 structure to D3DLIGHT7 */
light7->dltType = lpLight->dltType; light7->dltType = lpLight->dltType;
light7->dcvDiffuse = lpLight->dcvColor; light7->dcvDiffuse = lpLight->dcvColor;
if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0) if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0)
light7->dcvSpecular = lpLight->dcvColor; light7->dcvSpecular = lpLight->dcvColor;
else else
light7->dcvSpecular = *(const D3DCOLORVALUE*)zero_value; light7->dcvSpecular = *(const D3DCOLORVALUE*)zero_value;
light7->dcvAmbient = lpLight->dcvColor; light7->dcvAmbient = lpLight->dcvColor;
light7->dvPosition = lpLight->dvPosition; light7->dvPosition = lpLight->dvPosition;
light7->dvDirection = lpLight->dvDirection; light7->dvDirection = lpLight->dvDirection;
@ -204,7 +204,7 @@ IDirect3DLightImpl_SetLight(IDirect3DLight *iface,
EnterCriticalSection(&ddraw_cs); EnterCriticalSection(&ddraw_cs);
memcpy(&This->light, lpLight, lpLight->dwSize); memcpy(&This->light, lpLight, lpLight->dwSize);
if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) { if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
This->update(This); This->update(This);
} }
LeaveCriticalSection(&ddraw_cs); LeaveCriticalSection(&ddraw_cs);
return D3D_OK; return D3D_OK;
@ -274,7 +274,7 @@ void light_activate(IDirect3DLightImpl* This)
if (!This->active_viewport || !This->active_viewport->active_device) if (!This->active_viewport || !This->active_viewport->active_device)
return; return;
device = This->active_viewport->active_device; device = This->active_viewport->active_device;
light_update(This); light_update(This);
/* If was not active, activate it */ /* If was not active, activate it */
if ((This->light.dwFlags & D3DLIGHT_ACTIVE) == 0) { if ((This->light.dwFlags & D3DLIGHT_ACTIVE) == 0) {
@ -299,7 +299,7 @@ void light_desactivate(IDirect3DLightImpl* This)
if (!This->active_viewport || !This->active_viewport->active_device) if (!This->active_viewport || !This->active_viewport->active_device)
return; return;
device = This->active_viewport->active_device; device = This->active_viewport->active_device;
/* If was not active, activate it */ /* If was not active, activate it */
if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) { if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
IDirect3DDevice7_LightEnable((IDirect3DDevice7 *)device, This->dwLightIndex, FALSE); IDirect3DDevice7_LightEnable((IDirect3DDevice7 *)device, This->dwLightIndex, FALSE);

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@ -117,8 +117,7 @@ IParentImpl_AddRef(IParent *iface)
* The new refcount * The new refcount
* *
*****************************************************************************/ *****************************************************************************/
static ULONG WINAPI static ULONG WINAPI IParentImpl_Release(IParent *iface)
IParentImpl_Release(IParent *iface)
{ {
IParentImpl *This = (IParentImpl *)iface; IParentImpl *This = (IParentImpl *)iface;
ULONG ref = InterlockedDecrement(&This->ref); ULONG ref = InterlockedDecrement(&This->ref);

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@ -920,9 +920,6 @@ IDirectDrawSurfaceImpl_AddAttachedSurface(IDirectDrawSurfaceImpl *This,
IDirect3DDeviceImpl_UpdateDepthStencil(This->ddraw->d3ddevice); IDirect3DDeviceImpl_UpdateDepthStencil(This->ddraw->d3ddevice);
} }
/* MSDN:
* "This method increments the reference count of the surface being attached."
*/
IDirectDrawSurface7_AddRef((IDirectDrawSurface7 *)Surf); IDirectDrawSurface7_AddRef((IDirectDrawSurface7 *)Surf);
LeaveCriticalSection(&ddraw_cs); LeaveCriticalSection(&ddraw_cs);
return DD_OK; return DD_OK;
@ -1033,7 +1030,7 @@ IDirectDrawSurfaceImpl_AddOverlayDirtyRect(IDirectDrawSurface7 *iface,
IDirectDrawSurfaceImpl *This = (IDirectDrawSurfaceImpl *)iface; IDirectDrawSurfaceImpl *This = (IDirectDrawSurfaceImpl *)iface;
TRACE("(%p)->(%p)\n",This,Rect); TRACE("(%p)->(%p)\n",This,Rect);
/* MSDN says it's not implemented. I could forward it to WineD3D, /* MSDN says it's not implemented. I could forward it to WineD3D,
* then we'd implement it, but I don't think that's a good idea * then we'd implement it, but I don't think that's a good idea
* (Stefan Dösinger) * (Stefan Dösinger)
*/ */

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@ -52,18 +52,17 @@ static void createwindow(void)
wc.lpszClassName = "TestWindowClass"; wc.lpszClassName = "TestWindowClass";
if(!RegisterClassA(&wc)) if(!RegisterClassA(&wc))
assert(0); assert(0);
hwnd = CreateWindowExA(0, "TestWindowClass", "TestWindowClass", hwnd = CreateWindowExA(0, "TestWindowClass", "TestWindowClass",
WS_POPUP, 0, 0, WS_POPUP, 0, 0,
GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CXSCREEN),
GetSystemMetrics(SM_CYSCREEN), GetSystemMetrics(SM_CYSCREEN),
NULL, NULL, GetModuleHandleA(0), NULL); NULL, NULL, GetModuleHandleA(0), NULL);
assert(hwnd != NULL); assert(hwnd != NULL);
ShowWindow(hwnd, SW_HIDE); ShowWindow(hwnd, SW_HIDE);
UpdateWindow(hwnd); UpdateWindow(hwnd);
SetFocus(hwnd); SetFocus(hwnd);
} }
static BOOL createdirectdraw(void) static BOOL createdirectdraw(void)
@ -91,10 +90,10 @@ static void releasedirectdraw(void)
static void adddisplaymode(LPDDSURFACEDESC lpddsd) static void adddisplaymode(LPDDSURFACEDESC lpddsd)
{ {
if (!modes) if (!modes)
modes = HeapAlloc(GetProcessHeap(), 0, (modes_size = 2) * sizeof(DDSURFACEDESC)); modes = HeapAlloc(GetProcessHeap(), 0, (modes_size = 2) * sizeof(DDSURFACEDESC));
if (modes_cnt == modes_size) if (modes_cnt == modes_size)
modes = HeapReAlloc(GetProcessHeap(), 0, modes, (modes_size *= 2) * sizeof(DDSURFACEDESC)); modes = HeapReAlloc(GetProcessHeap(), 0, modes, (modes_size *= 2) * sizeof(DDSURFACEDESC));
assert(modes); assert(modes);
modes[modes_cnt++] = *lpddsd; modes[modes_cnt++] = *lpddsd;
} }
@ -196,7 +195,7 @@ static void createsurface(void)
DDSURFACEDESC ddsd; DDSURFACEDESC ddsd;
DDSCAPS ddscaps; DDSCAPS ddscaps;
HRESULT rc; HRESULT rc;
ddsd.dwSize = sizeof(ddsd); ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
@ -224,7 +223,7 @@ static void testsurface(void)
const char* testMsg = "ddraw device context test"; const char* testMsg = "ddraw device context test";
HDC hdc; HDC hdc;
HRESULT rc; HRESULT rc;
rc = IDirectDrawSurface_GetDC(lpDDSBack, &hdc); rc = IDirectDrawSurface_GetDC(lpDDSBack, &hdc);
ok(rc==DD_OK, "IDirectDrawSurface_GetDC returned: %x\n",rc); ok(rc==DD_OK, "IDirectDrawSurface_GetDC returned: %x\n",rc);
SetBkColor(hdc, RGB(0, 0, 255)); SetBkColor(hdc, RGB(0, 0, 255));
@ -232,7 +231,7 @@ static void testsurface(void)
TextOut(hdc, 0, 0, testMsg, lstrlen(testMsg)); TextOut(hdc, 0, 0, testMsg, lstrlen(testMsg));
IDirectDrawSurface_ReleaseDC(lpDDSBack, hdc); IDirectDrawSurface_ReleaseDC(lpDDSBack, hdc);
ok(rc==DD_OK, "IDirectDrawSurface_ReleaseDC returned: %x\n",rc); ok(rc==DD_OK, "IDirectDrawSurface_ReleaseDC returned: %x\n",rc);
while (1) while (1)
{ {
rc = IDirectDrawSurface_Flip(lpDDSPrimary, NULL, DDFLIP_WAIT); rc = IDirectDrawSurface_Flip(lpDDSPrimary, NULL, DDFLIP_WAIT);
@ -353,7 +352,7 @@ static void testcooperativelevels_normal(void)
rc = IDirectDraw_SetCooperativeLevel(lpDD, rc = IDirectDraw_SetCooperativeLevel(lpDD,
hwnd, DDSCL_NORMAL | DDSCL_SETDEVICEWINDOW); hwnd, DDSCL_NORMAL | DDSCL_SETDEVICEWINDOW);
ok(rc==DD_OK,"SetCooperativeLevel(DDSCL_NORMAL | DDSCL_SETDEVICEWINDOW) returned: %x\n",rc); ok(rc==DD_OK,"SetCooperativeLevel(DDSCL_NORMAL | DDSCL_SETDEVICEWINDOW) returned: %x\n",rc);
/* Also set the focus window. Should give an error */ /* Also set the focus window. Should give an error */
rc = IDirectDraw_SetCooperativeLevel(lpDD, rc = IDirectDraw_SetCooperativeLevel(lpDD,
hwnd, DDSCL_ALLOWMODEX | DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_SETDEVICEWINDOW | DDSCL_SETFOCUSWINDOW); hwnd, DDSCL_ALLOWMODEX | DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_SETDEVICEWINDOW | DDSCL_SETFOCUSWINDOW);

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@ -349,7 +349,7 @@ PixelFormat_WineD3DtoDD(DDPIXELFORMAT *DDPixelFormat,
WINED3DFORMAT WINED3DFORMAT
PixelFormat_DD2WineD3D(const DDPIXELFORMAT *DDPixelFormat) PixelFormat_DD2WineD3D(const DDPIXELFORMAT *DDPixelFormat)
{ {
TRACE("Convert a DirectDraw Pixelformat to a WineD3D Pixelformat\n"); TRACE("Convert a DirectDraw Pixelformat to a WineD3D Pixelformat\n");
if(TRACE_ON(ddraw)) if(TRACE_ON(ddraw))
{ {
DDRAW_dump_pixelformat(DDPixelFormat); DDRAW_dump_pixelformat(DDPixelFormat);

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@ -84,7 +84,7 @@ void viewport_activate(IDirect3DViewportImpl* This, BOOL ignore_lights) {
vp.dvMinZ = This->viewports.vp1.dvMinZ; vp.dvMinZ = This->viewports.vp1.dvMinZ;
vp.dvMaxZ = This->viewports.vp1.dvMaxZ; vp.dvMaxZ = This->viewports.vp1.dvMaxZ;
} }
/* And also set the viewport */ /* And also set the viewport */
IDirect3DDevice7_SetViewport((IDirect3DDevice7 *)This->active_device, &vp); IDirect3DDevice7_SetViewport((IDirect3DDevice7 *)This->active_device, &vp);
} }
@ -657,11 +657,8 @@ IDirect3DViewportImpl_GetBackgroundDepth(IDirect3DViewport3 *iface,
* The return value of IDirect3DDevice7::Clear * The return value of IDirect3DDevice7::Clear
* *
*****************************************************************************/ *****************************************************************************/
static HRESULT WINAPI static HRESULT WINAPI IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface, DWORD dwCount, D3DRECT *lpRects, DWORD dwFlags)
DWORD dwCount,
D3DRECT *lpRects,
DWORD dwFlags)
{ {
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface; IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
DWORD color = 0x00000000; DWORD color = 0x00000000;
@ -679,14 +676,15 @@ IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
EnterCriticalSection(&ddraw_cs); EnterCriticalSection(&ddraw_cs);
if (dwFlags & D3DCLEAR_TARGET) { if (dwFlags & D3DCLEAR_TARGET) {
if (This->background == NULL) { if (This->background == NULL) {
ERR(" Trying to clear the color buffer without background material !\n"); ERR(" Trying to clear the color buffer without background material !\n");
} else { }
color = else
((int) ((This->background->mat.u.diffuse.u1.r) * 255) << 16) | {
((int) ((This->background->mat.u.diffuse.u2.g) * 255) << 8) | color = ((int)((This->background->mat.u.diffuse.u1.r) * 255) << 16)
((int) ((This->background->mat.u.diffuse.u3.b) * 255) << 0) | | ((int) ((This->background->mat.u.diffuse.u2.g) * 255) << 8)
((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24); | ((int) ((This->background->mat.u.diffuse.u3.b) * 255) << 0)
} | ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
}
} }
/* Need to temporarily activate viewport to clear it. Previously active one will be restored /* Need to temporarily activate viewport to clear it. Previously active one will be restored
@ -729,7 +727,7 @@ IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight; IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
DWORD i = 0; DWORD i = 0;
DWORD map = This->map_lights; DWORD map = This->map_lights;
TRACE("(%p)->(%p)\n", This, lpDirect3DLight); TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
EnterCriticalSection(&ddraw_cs); EnterCriticalSection(&ddraw_cs);
@ -755,7 +753,7 @@ IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
/* Attach the light to the viewport */ /* Attach the light to the viewport */
lpDirect3DLightImpl->active_viewport = This; lpDirect3DLightImpl->active_viewport = This;
/* If active, activate the light */ /* If active, activate the light */
if (This->active_device != NULL) { if (This->active_device != NULL) {
lpDirect3DLightImpl->activate(lpDirect3DLightImpl); lpDirect3DLightImpl->activate(lpDirect3DLightImpl);
@ -785,7 +783,7 @@ IDirect3DViewportImpl_DeleteLight(IDirect3DViewport3 *iface,
IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface; IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight; IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
IDirect3DLightImpl *cur_light, *prev_light = NULL; IDirect3DLightImpl *cur_light, *prev_light = NULL;
TRACE("(%p)->(%p)\n", This, lpDirect3DLight); TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
EnterCriticalSection(&ddraw_cs); EnterCriticalSection(&ddraw_cs);