Author: greatlrd
Date: Mon Nov 12 17:14:14 2007
New Revision: 30390
URL:
http://svn.reactos.org/svn/reactos?rev=30390&view=rev
Log:
remove white space commit. for those file are 100% share with wine.
Modified:
trunk/reactos/dll/directx/wine/wined3d/arb_program_shader.c
trunk/reactos/dll/directx/wine/wined3d/baseshader.c
trunk/reactos/dll/directx/wine/wined3d/basetexture.c
trunk/reactos/dll/directx/wine/wined3d/cubetexture.c
trunk/reactos/dll/directx/wine/wined3d/device.c
trunk/reactos/dll/directx/wine/wined3d/directx.c
trunk/reactos/dll/directx/wine/wined3d/drawprim.c
trunk/reactos/dll/directx/wine/wined3d/glsl_shader.c
trunk/reactos/dll/directx/wine/wined3d/pixelshader.c
trunk/reactos/dll/directx/wine/wined3d/resource.c
trunk/reactos/dll/directx/wine/wined3d/state.c
trunk/reactos/dll/directx/wine/wined3d/stateblock.c
trunk/reactos/dll/directx/wine/wined3d/surface.c
trunk/reactos/dll/directx/wine/wined3d/surface_gdi.c
trunk/reactos/dll/directx/wine/wined3d/vertexshader.c
trunk/reactos/dll/directx/wine/wined3d/wined3d.rbuild
trunk/reactos/dll/directx/wine/wined3d/wined3d_main.c
trunk/reactos/dll/directx/wine/wined3d/wined3d_private.h
trunk/reactos/dll/directx/wine/wined3d/wined3d_private_types.h
Modified: trunk/reactos/dll/directx/wine/wined3d/arb_program_shader.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/a…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/arb_program_shader.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/arb_program_shader.c Mon Nov 12 17:14:14 2007
@@ -41,10 +41,10 @@
* ARB_[vertex/fragment]_program helper functions follow
********************************************************/
-/**
+/**
* Loads floating point constants into the currently set ARB_vertex/fragment_program.
* When constant_list == NULL, it will load all the constants.
- *
+ *
* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
*/
@@ -93,16 +93,16 @@
/**
* Loads the app-supplied constants into the currently set
ARB_[vertex/fragment]_programs.
- *
- * We only support float constants in ARB at the moment, so don't
+ *
+ * We only support float constants in ARB at the moment, so don't
* worry about the Integers or Booleans
*/
void shader_arb_load_constants(
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader) {
-
- IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
+
+ IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
@@ -124,7 +124,7 @@
IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*)
stateBlock->pixelShader;
/* Load DirectX 9 float constants for pixel shader */
- shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
+ shader_arb_load_constantsF(pshader, gl_info, GL_FRAGMENT_PROGRAM_ARB,
GL_LIMITS(pshader_constantsF),
stateBlock->pixelShaderConstantF,
&stateBlock->set_pconstantsF);
@@ -150,7 +150,7 @@
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
DWORD i;
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
- unsigned max_constantsF = min(This->baseShader.limits.constant_float,
+ unsigned max_constantsF = min(This->baseShader.limits.constant_float,
(pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
/* Temporary Output register */
Modified: trunk/reactos/dll/directx/wine/wined3d/baseshader.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/b…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/baseshader.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/baseshader.c Mon Nov 12 17:14:14 2007
@@ -37,7 +37,7 @@
}
int shader_addline(
- SHADER_BUFFER* buffer,
+ SHADER_BUFFER* buffer,
const char *format, ...) {
char* base = buffer->buffer + buffer->bsize;
@@ -48,7 +48,7 @@
rc = vsnprintf(base, SHADER_PGMSIZE - 1 - buffer->bsize, format, args);
va_end(args);
- if (rc < 0 || /* C89 */
+ if (rc < 0 || /* C89 */
rc > SHADER_PGMSIZE - 1 - buffer->bsize) { /* C99 */
ERR("The buffer allocated for the shader program string "
@@ -90,7 +90,7 @@
}
++i;
}
- FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
+ FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
code, code, code & WINED3DSI_OPCODE_MASK, hex_version);
return NULL;
}
@@ -133,10 +133,10 @@
}
/* Read the parameters of an unrecognized opcode from the input stream
- * Return the number of tokens read.
- *
+ * Return the number of tokens read.
+ *
* Note: This function assumes source or destination token format.
- * It will not work with specially-formatted tokens like DEF or DCL,
+ * It will not work with specially-formatted tokens like DEF or DCL,
* but hopefully those would be recognized */
int shader_skip_unrecognized(
@@ -292,11 +292,11 @@
WINED3DSIO_REP == curOpcode->opcode) {
reg_maps->loop = 1;
pToken += curOpcode->num_params;
-
+
/* For subroutine prototypes */
} else if (WINED3DSIO_LABEL == curOpcode->opcode) {
- DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
+ DWORD snum = *pToken & WINED3DSP_REGNUM_MASK;
reg_maps->labels[snum] = 1;
pToken += curOpcode->num_params;
@@ -313,7 +313,7 @@
int i, limit;
/* Declare 1.X samplers implicitly, based on the destination reg. number */
- if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1
&&
+ if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1
&&
(WINED3DSIO_TEX == curOpcode->opcode ||
WINED3DSIO_TEXBEM == curOpcode->opcode ||
WINED3DSIO_TEXBEML == curOpcode->opcode ||
@@ -364,10 +364,10 @@
}
/* This will loop over all the registers and try to
- * make a bitmask of the ones we're interested in.
+ * make a bitmask of the ones we're interested in.
*
- * Relative addressing tokens are ignored, but that's
- * okay, since we'll catch any address registers when
+ * Relative addressing tokens are ignored, but that's
+ * okay, since we'll catch any address registers when
* they are initialized (required by spec) */
limit = (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)?
@@ -406,7 +406,7 @@
static void shader_dump_decl_usage(
IWineD3DBaseShaderImpl* This,
- DWORD decl,
+ DWORD decl,
DWORD param) {
DWORD regtype = shader_get_regtype(param);
@@ -420,10 +420,10 @@
case WINED3DSTT_2D: TRACE("_2d"); break;
case WINED3DSTT_CUBE: TRACE("_cube"); break;
case WINED3DSTT_VOLUME: TRACE("_volume"); break;
- default: TRACE("_unknown_ttype(%08x)", ttype);
+ default: TRACE("_unknown_ttype(%08x)", ttype);
}
- } else {
+ } else {
DWORD usage = decl & WINED3DSP_DCL_USAGE_MASK;
DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >>
WINED3DSP_DCL_USAGEINDEX_SHIFT;
@@ -513,7 +513,7 @@
void shader_dump_param(
IWineD3DBaseShader *iface,
- const DWORD param,
+ const DWORD param,
const DWORD addr_token,
int input) {
@@ -549,7 +549,7 @@
else if (modifier == WINED3DSPSM_NOT)
TRACE("!");
- if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
+ if (modifier == WINED3DSPSM_ABS || modifier == WINED3DSPSM_ABSNEG)
TRACE("abs(");
}
@@ -570,7 +570,7 @@
break;
case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
TRACE("%c%u", (pshader? 't':'a'), reg);
- break;
+ break;
case WINED3DSPR_RASTOUT:
TRACE("%s", rastout_reg_names[reg]);
break;
@@ -583,7 +583,7 @@
case WINED3DSPR_ATTROUT:
TRACE("oD%u", reg);
break;
- case WINED3DSPR_TEXCRDOUT:
+ case WINED3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0 use general purpose output registers
* (WINED3DSPR_OUTPUT), which can include an address token */
@@ -592,7 +592,7 @@
TRACE("o");
shader_dump_arr_entry(iface, param, addr_token, reg, input);
}
- else
+ else
TRACE("oT%u", reg);
break;
case WINED3DSPR_CONSTINT:
@@ -745,7 +745,7 @@
/* Unknown opcode and its parameters */
if (NULL == curOpcode) {
FIXME("Unrecognized opcode: token=%08x\n",
hw_arg.opcode_token);
- pToken += shader_skip_unrecognized(iface, pToken);
+ pToken += shader_skip_unrecognized(iface, pToken);
/* Nothing to do */
} else if (WINED3DSIO_DCL == curOpcode->opcode ||
@@ -773,13 +773,13 @@
}
/* Predication token */
- if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
+ if (hw_arg.opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
hw_arg.predicate = *pToken++;
/* Other source tokens */
for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token);
i++) {
- DWORD param, addr_token = 0;
+ DWORD param, addr_token = 0;
pToken += shader_get_param(iface, pToken, ¶m,
&addr_token);
hw_arg.src[i] = param;
hw_arg.src_addr[i] = addr_token;
Modified: trunk/reactos/dll/directx/wine/wined3d/basetexture.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/b…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/basetexture.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/basetexture.c Mon Nov 12 17:14:14 2007
@@ -259,7 +259,7 @@
glTexParameteri(textureDimensions, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
}
-
+
} else { /* this only happened if we've run out of openGL textures */
WARN("This texture doesn't have an openGL texture assigned to
it\n");
hr = WINED3DERR_INVALIDCALL;
Modified: trunk/reactos/dll/directx/wine/wined3d/cubetexture.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/c…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/cubetexture.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/cubetexture.c Mon Nov 12 17:14:14 2007
@@ -227,8 +227,8 @@
return GL_TEXTURE_CUBE_MAP_ARB;
}
-static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
- const DWORD
textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
+static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
+ const DWORD
textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD
samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
float matrix[16];
Modified: trunk/reactos/dll/directx/wine/wined3d/device.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/d…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/device.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/device.c Mon Nov 12 17:14:14 2007
@@ -290,7 +290,7 @@
return;
}
-static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT
Size, DWORD Usage,
+static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT
Size, DWORD Usage,
DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer**
ppVertexBuffer, HANDLE *sharedHandle,
IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@@ -331,7 +331,7 @@
* more. In this call we can convert dx7 buffers too.
*/
conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF &
(WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
- if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM
&& !(Usage & WINED3DUSAGE_DYNAMIC) &&
+ if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM
&& !(Usage & WINED3DUSAGE_DYNAMIC) &&
(dxVersion > 7 || !conv) ) {
CreateVBO(object);
}
@@ -388,7 +388,7 @@
object->vbo = 0;
}
-static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT
Length, DWORD Usage,
+static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT
Length, DWORD Usage,
WINED3DFORMAT Format, WINED3DPOOL
Pool, IWineD3DIndexBuffer** ppIndexBuffer,
HANDLE *sharedHandle, IUnknown
*parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@@ -406,7 +406,7 @@
CreateIndexBufferVBO(This, object);
}
- TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p,
Iface@%p\n", This, Length, Usage, Format,
+ TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p,
Iface@%p\n", This, Length, Usage, Format,
debug_d3dformat(Format), Pool, object,
object->resource.allocatedMemory);
*ppIndexBuffer = (IWineD3DIndexBuffer *) object;
@@ -434,7 +434,7 @@
be freed due to circular dependencies */
return WINED3D_OK;
}
-
+
temp_result = allocate_shader_constants(object);
if (WINED3D_OK != temp_result)
return temp_result;
@@ -625,24 +625,24 @@
[in] Render targets are not lockable unless the application specifies TRUE for Lockable.
Note that lockable render targets reduce performance on some graphics hardware.
Discard
- [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
+ [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
If this flag is set, the contents of the depth stencil buffer will be invalid after
calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with
a different depth surface.
******************************** */
-
+
static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT
Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level,
IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool,
WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle,
WINED3DSURFTYPE Impl, IUnknown *parent) {
- IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function
*/
unsigned int Size = 1;
const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(Format, NULL, NULL);
TRACE("(%p) Create surface\n",This);
-
- /** FIXME: Check ranges on the inputs are valid
+
+ /** FIXME: Check ranges on the inputs are valid
* MSDN
* MultisampleQuality
* [in] Quality level. The valid range is between zero and one less than the
level
- * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
+ * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
* Passing a larger value returns the error WINED3DERR_INVALIDCALL. The
MultisampleQuality
* values of paired render targets, depth stencil surfaces, and the MultiSample
type
* must all match.
@@ -813,7 +813,7 @@
TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent
%p\n",
Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
- /* TODO: It should only be possible to create textures for formats
+ /* TODO: It should only be possible to create textures for formats
that are reported as supported */
if (WINED3DFMT_UNKNOWN >= Format) {
WARN("(%p) : Texture cannot be created with a format of
WINED3DFMT_UNKNOWN\n", This);
@@ -821,7 +821,7 @@
}
D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
- D3DINITIALIZEBASETEXTURE(object->baseTexture);
+ D3DINITIALIZEBASETEXTURE(object->baseTexture);
object->width = Width;
object->height = Height;
@@ -899,7 +899,7 @@
UINT tmpH;
UINT tmpD;
- /* TODO: It should only be possible to create textures for formats
+ /* TODO: It should only be possible to create textures for formats
that are reported as supported */
if (WINED3DFMT_UNKNOWN >= Format) {
WARN("(%p) : Texture cannot be created with a format of
WINED3DFMT_UNKNOWN\n", This);
@@ -1008,7 +1008,7 @@
HRESULT hr;
unsigned int pow2EdgeLength = EdgeLength;
- /* TODO: It should only be possible to create textures for formats
+ /* TODO: It should only be possible to create textures for formats
that are reported as supported */
if (WINED3DFMT_UNKNOWN >= Format) {
WARN("(%p) : Texture cannot be created with a format of
WINED3DFMT_UNKNOWN\n", This);
@@ -1776,7 +1776,7 @@
object->parent = Parent;
object->wineD3DDevice = This;
object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
-
+
object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
if(!object->hpal) {
@@ -3792,7 +3792,7 @@
if( !doClip ||
( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps <
z) &&
- (x <= rhw + eps) && (y <= rhw + eps ) && (z <=
rhw + eps) &&
+ (x <= rhw + eps) && (y <= rhw + eps ) && (z <=
rhw + eps) &&
( rhw > eps ) ) ) {
/* "Normal" viewport transformation (not clipped)
@@ -3887,7 +3887,7 @@
}
if (DestFVF & WINED3DFVF_DIFFUSE) {
- DWORD *color_d =
+ DWORD *color_d =
(DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i *
lpStrideData->u.s.diffuse.dwStride);
if(!color_d) {
static BOOL warned = FALSE;
@@ -3916,9 +3916,9 @@
}
}
- if (DestFVF & WINED3DFVF_SPECULAR) {
+ if (DestFVF & WINED3DFVF_SPECULAR) {
/* What's the color value in the feedback buffer? */
- DWORD *color_s =
+ DWORD *color_s =
(DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i *
lpStrideData->u.s.specular.dwStride);
if(!color_s) {
static BOOL warned = FALSE;
@@ -3949,7 +3949,7 @@
for (tex_index = 0; tex_index < numTextures; tex_index++) {
float *tex_coord =
- (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
+ (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
i * lpStrideData->u.s.texCoords[tex_index].dwStride);
if(!tex_coord) {
ERR("No source texture, but destination requests one\n");
@@ -4153,7 +4153,7 @@
oldTexture = This->updateStateBlock->textures[Stage];
if(pTexture != NULL) {
- /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
+ /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
*/
if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
@@ -4345,11 +4345,11 @@
int i;
ERR("(%p)\n", This);
-
+
if (This->isRecordingState) {
return WINED3DERR_INVALIDCALL;
}
-
+
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(IWineD3DStateBlockImpl));
if (NULL == object ) {
FIXME("(%p)Error allocating memory for stateblock\n", This);
@@ -6522,7 +6522,7 @@
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
ResourceList* resourceList = NULL;
ResourceList* previousResourceList = NULL;
-
+
TRACE("(%p) : resource %p\n", This, resource);
resourceList = This->resources;
Modified: trunk/reactos/dll/directx/wine/wined3d/directx.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/d…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/directx.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/directx.c Mon Nov 12 17:14:14 2007
@@ -453,7 +453,7 @@
gl_info->gl_vendor = VENDOR_NVIDIA;
} else if (strstr(gl_string, "ATI")) {
gl_info->gl_vendor = VENDOR_ATI;
- } else if (strstr(gl_string, "Intel(R)") ||
+ } else if (strstr(gl_string, "Intel(R)") ||
strstr(gl_info->gl_renderer, "Intel(R)")) {
gl_info->gl_vendor = VENDOR_INTEL;
} else if (strstr(gl_string, "Mesa")) {
@@ -842,7 +842,7 @@
* without a full database we can return a card with similar features. Second the
size of the database
* can be made quite small because when you know what type of 3d functionality a card
has, you know to which
* GPU family the GPU must belong. Because of this you only have to check a small
part of the renderer string
- * to distinguishes between different models from that family.
+ * to distinguishes between different models from that family.
*/
switch (gl_info->gl_vendor) {
case VENDOR_NVIDIA:
@@ -914,7 +914,7 @@
strstr(gl_info->gl_renderer, "X1300") ||
strstr(gl_info->gl_renderer, "X1400"))
gl_info->gl_card = CARD_ATI_RADEON_X700;
- /* Radeon R3xx */
+ /* Radeon R3xx */
else
gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon
9500/9550/9600/9700/9800/X300/X550/X600 */
} else if(WINE_D3D8_CAPABLE(gl_info)) {
@@ -942,7 +942,7 @@
case VENDOR_MESA:
case VENDOR_WINE:
default:
- /* Default to generic Nvidia hardware based on the supported OpenGL
extensions. The choice
+ /* Default to generic Nvidia hardware based on the supported OpenGL
extensions. The choice
* for Nvidia was because the hardware and drivers they make are of good
quality. This makes
* them a good generic choice.
*/
@@ -950,7 +950,7 @@
if(WINE_D3D9_CAPABLE(gl_info))
gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
else if(WINE_D3D8_CAPABLE(gl_info))
- gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
+ gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
else if(WINE_D3D7_CAPABLE(gl_info))
gl_info->gl_card = CARD_NVIDIA_GEFORCE;
else if(WINE_D3D6_CAPABLE(gl_info))
@@ -1403,7 +1403,7 @@
return WINED3DERR_NOTAVAILABLE;
}
-static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT
Adapter, WINED3DDEVTYPE DeviceType,
+static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT
Adapter, WINED3DDEVTYPE DeviceType,
WINED3DFORMAT SurfaceFormat,
BOOL Windowed,
WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
@@ -1477,7 +1477,7 @@
}
#define GLINFO_LOCATION Adapters[Adapter].gl_info
-static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter,
WINED3DDEVTYPE DeviceType,
+static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter,
WINED3DDEVTYPE DeviceType,
WINED3DFORMAT AdapterFormat, DWORD Usage,
WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s),
Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
@@ -2189,7 +2189,7 @@
WINED3DVTXPCAPS_LOCALVIEWER |
WINED3DVTXPCAPS_VERTEXFOG |
WINED3DVTXPCAPS_TEXGEN;
- /* FIXME: Add
+ /* FIXME: Add
D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP
*/
*pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most
>=Geforce3/Radeon8500 cards */
@@ -2271,13 +2271,13 @@
*pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
-
+
*pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
WINED3DPTFILTERCAPS_MAGFPOINT |
WINED3DPTFILTERCAPS_MINFLINEAR |
WINED3DPTFILTERCAPS_MAGFLINEAR;
*pCaps->VertexTextureFilterCaps = 0;
-
+
if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
/* Where possible set the caps based on OpenGL extensions and if they
aren't set (in case of software rendering)
use the VS 3.0 from MSDN or else if there's OpenGL spec use a
hardcoded value minimum VS3.0 value. */
@@ -2292,7 +2292,7 @@
*pCaps->VS20Caps.Caps = 0;
*pCaps->VS20Caps.DynamicFlowControlDepth =
WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
*pCaps->VS20Caps.NumTemps = max(12,
GLINFO_LOCATION.vs_arb_max_temps);
- *pCaps->VS20Caps.StaticFlowControlDepth = 1;
+ *pCaps->VS20Caps.StaticFlowControlDepth = 1;
*pCaps->MaxVShaderInstructionsExecuted = 65535;
*pCaps->MaxVertexShader30InstructionSlots = 0;
@@ -2300,16 +2300,16 @@
*pCaps->VS20Caps.Caps = 0;
*pCaps->VS20Caps.DynamicFlowControlDepth = 0;
*pCaps->VS20Caps.NumTemps = 0;
- *pCaps->VS20Caps.StaticFlowControlDepth = 0;
+ *pCaps->VS20Caps.StaticFlowControlDepth = 0;
*pCaps->MaxVShaderInstructionsExecuted = 0;
- *pCaps->MaxVertexShader30InstructionSlots = 0;
+ *pCaps->MaxVertexShader30InstructionSlots = 0;
}
if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
/* Where possible set the caps based on OpenGL extensions and if they
aren't set (in case of software rendering)
use the PS 3.0 from MSDN or else if there's OpenGL spec use a
hardcoded value minimum PS 3.0 value. */
-
+
/* Caps is more or less undocumented on MSDN but it appears to be used for
PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
*pCaps->PS20Caps.Caps =
WINED3DPS20CAPS_ARBITRARYSWIZZLE |
WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
Modified: trunk/reactos/dll/directx/wine/wined3d/drawprim.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/d…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/drawprim.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/drawprim.c Mon Nov 12 17:14:14 2007
@@ -493,7 +493,7 @@
D3DCOLOR_B_G(diffuseColor),
D3DCOLOR_B_B(diffuseColor),
D3DCOLOR_B_A(diffuseColor));
- VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
+ VTRACE(("glColor4ub: r,g,b,a=%lu,%lu,%lu,%lu\n",
D3DCOLOR_B_R(diffuseColor),
D3DCOLOR_B_G(diffuseColor),
D3DCOLOR_B_B(diffuseColor),
@@ -535,9 +535,9 @@
}
}
- VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
- D3DCOLOR_B_R(specularColor),
- D3DCOLOR_B_G(specularColor),
+ VTRACE(("glSecondaryColor4ub: r,g,b=%lu,%lu,%lu\n",
+ D3DCOLOR_B_R(specularColor),
+ D3DCOLOR_B_G(specularColor),
D3DCOLOR_B_B(specularColor)));
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
GL_EXTCALL(glSecondaryColor3ubEXT)(
@@ -1110,7 +1110,7 @@
#ifdef SHOW_FRAME_MAKEUP
{
static long int primCounter = 0;
- /* NOTE: set primCounter to the value reported by drawprim
+ /* NOTE: set primCounter to the value reported by drawprim
before you want to to write frame makeup to /tmp */
if (primCounter >= 0) {
WINED3DLOCKED_RECT r;
Modified: trunk/reactos/dll/directx/wine/wined3d/glsl_shader.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/g…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/glsl_shader.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/glsl_shader.c Mon Nov 12 17:14:14 2007
@@ -1,7 +1,7 @@
/*
* GLSL pixel and vertex shader implementation
*
- * Copyright 2006 Jason Green
+ * Copyright 2006 Jason Green
* Copyright 2006-2007 Henri Verbeet
*
* This library is free software; you can redistribute it and/or
@@ -53,7 +53,7 @@
/** Prints the GLSL info log which will contain error messages if they exist */
void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
-
+
int infologLength = 0;
char *infoLog;
@@ -124,7 +124,7 @@
}
}
-/**
+/**
* Loads floating point constants (aka uniforms) into the currently set GLSL program.
* When constant_list == NULL, it will load all the constants.
*/
@@ -187,7 +187,7 @@
checkGLcall("glUniform4fvARB()");
}
-/**
+/**
* Loads integer constants (aka uniforms) into the currently set GLSL program.
* When @constants_set == NULL, it will load all the constants.
*/
@@ -198,7 +198,7 @@
unsigned max_constants,
int* constants,
BOOL* constants_set) {
-
+
GLhandleARB tmp_loc;
int i;
char tmp_name[8];
@@ -212,7 +212,7 @@
TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
i, constants[i*4], constants[i*4+1], constants[i*4+2],
constants[i*4+3]);
- /* TODO: Benchmark and see if it would be beneficial to store the
+ /* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
_snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
@@ -245,7 +245,7 @@
}
}
-/**
+/**
* Loads boolean constants (aka uniforms) into the currently set GLSL program.
* When @constants_set == NULL, it will load all the constants.
*/
@@ -256,7 +256,7 @@
unsigned max_constants,
BOOL* constants,
BOOL* constants_set) {
-
+
GLhandleARB tmp_loc;
int i;
char tmp_name[8];
@@ -269,7 +269,7 @@
TRACE_(d3d_constants)("Loading constants %i: %i;\n", i,
constants[i*4]);
- /* TODO: Benchmark and see if it would be beneficial to store the
+ /* TODO: Benchmark and see if it would be beneficial to store the
* locations of the constants to avoid looking up each time */
_snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
@@ -310,7 +310,7 @@
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader) {
-
+
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
@@ -373,12 +373,12 @@
/* Load DirectX 9 integer constants/uniforms for pixel shader */
shader_glsl_load_constantsI(pshader, gl_info, programId, MAX_CONST_I,
- stateBlock->pixelShaderConstantI,
+ stateBlock->pixelShaderConstantI,
stateBlock->changed.pixelShaderConstantsI);
/* Load DirectX 9 boolean constants/uniforms for pixel shader */
shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
- stateBlock->pixelShaderConstantB,
+ stateBlock->pixelShaderConstantB,
stateBlock->changed.pixelShaderConstantsB);
/* Upload the environment bump map matrix if needed. The needsbumpmat member
specifies the texture stage to load the matrix from.
@@ -416,7 +416,7 @@
/* Declare the constants (aka uniforms) */
if (This->baseShader.limits.constant_float > 0) {
- unsigned max_constantsF = min(This->baseShader.limits.constant_float,
+ unsigned max_constantsF = min(This->baseShader.limits.constant_float,
(pshader ? GL_LIMITS(pshader_constantsF) :
GL_LIMITS(vshader_constantsF)));
shader_addline(buffer, "uniform vec4 %cC[%u];\n", prefix,
max_constantsF);
}
@@ -432,7 +432,7 @@
else if(reg_maps->bumpmat != -1)
shader_addline(buffer, "uniform mat2 bumpenvmat;\n");
- /* Declare texture samplers */
+ /* Declare texture samplers */
for (i = 0; i < This->baseShader.limits.sampler; i++) {
if (reg_maps->samplers[i]) {
@@ -458,7 +458,7 @@
}
}
}
-
+
/* Declare address variables */
for (i = 0; i < This->baseShader.limits.address; i++) {
if (reg_maps->address[i])
@@ -467,7 +467,7 @@
/* Declare texture coordinate temporaries and initialize them */
for (i = 0; i < This->baseShader.limits.texcoord; i++) {
- if (reg_maps->texcoord[i])
+ if (reg_maps->texcoord[i])
shader_addline(buffer, "vec4 T%lu = gl_TexCoord[%lu];\n", i, i);
}
@@ -500,7 +500,7 @@
shader_addline(buffer, "int aL;\n");
shader_addline(buffer, "int tmpInt;\n");
}
-
+
/* Temporary variables for matrix operations */
shader_addline(buffer, "vec4 tmp0;\n");
shader_addline(buffer, "vec4 tmp1;\n");
@@ -521,22 +521,22 @@
/** Used for opcode modifiers - They multiply the result by the specified amount */
static const char * const shift_glsl_tab[] = {
- "", /* 0 (none) */
- "2.0 * ", /* 1 (x2) */
- "4.0 * ", /* 2 (x4) */
- "8.0 * ", /* 3 (x8) */
- "16.0 * ", /* 4 (x16) */
- "32.0 * ", /* 5 (x32) */
- "", /* 6 (x64) */
- "", /* 7 (x128) */
- "", /* 8 (d256) */
- "", /* 9 (d128) */
- "", /* 10 (d64) */
- "", /* 11 (d32) */
- "0.0625 * ", /* 12 (d16) */
- "0.125 * ", /* 13 (d8) */
- "0.25 * ", /* 14 (d4) */
- "0.5 * " /* 15 (d2) */
+ "", /* 0 (none) */
+ "2.0 * ", /* 1 (x2) */
+ "4.0 * ", /* 2 (x4) */
+ "8.0 * ", /* 3 (x8) */
+ "16.0 * ", /* 4 (x16) */
+ "32.0 * ", /* 5 (x32) */
+ "", /* 6 (x64) */
+ "", /* 7 (x128) */
+ "", /* 8 (d256) */
+ "", /* 9 (d128) */
+ "", /* 10 (d64) */
+ "", /* 11 (d32) */
+ "0.0625 * ", /* 12 (d16) */
+ "0.125 * ", /* 13 (d8) */
+ "0.25 * ", /* 14 (d4) */
+ "0.5 * " /* 15 (d2) */
};
/* Generate a GLSL parameter that does the input modifier computation and return the
input register/mask to use */
@@ -547,7 +547,7 @@
char *out_str) {
out_str[0] = 0;
-
+
if (instr == WINED3DSIO_TEXKILL)
return;
@@ -617,8 +617,8 @@
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
char tmpStr[50];
- *is_color = FALSE;
-
+ *is_color = FALSE;
+
switch (regtype) {
case WINED3DSPR_TEMP:
sprintf(tmpStr, "R%u", reg);
@@ -638,7 +638,7 @@
if (vshader_input_is_color((IWineD3DVertexShader*) This, reg))
*is_color = TRUE;
sprintf(tmpStr, "attrib%u", reg);
- }
+ }
break;
case WINED3DSPR_CONST:
{
@@ -647,7 +647,7 @@
/* Relative addressing */
if (param & WINED3DSHADER_ADDRMODE_RELATIVE) {
- /* Relative addressing on shaders 2.0+ have a relative address token,
+ /* Relative addressing on shaders 2.0+ have a relative address token,
* prior to that, it was hard-coded as "A0.x" because there's
only 1 register */
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2) {
glsl_src_param_t rel_param;
@@ -846,9 +846,9 @@
/** Process GLSL instruction modifiers */
void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
-
+
DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
-
+
if (arg->opcode->dst_token && mask != 0) {
glsl_dst_param_t dst_param;
@@ -913,9 +913,9 @@
/*****************************************************************************
- *
+ *
* Begin processing individual instruction opcodes
- *
+ *
****************************************************************************/
/* Generate GLSL arithmetic functions (dst = src1 + src2) */
@@ -1286,13 +1286,13 @@
src0_param.param_str, src1_param.param_str, src2_param.param_str);
}
-/** Handles transforming all WINED3DSIO_M?x? opcodes for
+/** Handles transforming all WINED3DSIO_M?x? opcodes for
Vertex shaders to GLSL codes */
void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
int i;
int nComponents = 0;
SHADER_OPCODE_ARG tmpArg;
-
+
memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
/* Set constants for the temporary argument */
@@ -1301,8 +1301,8 @@
tmpArg.src[0] = arg->src[0];
tmpArg.src_addr[0] = arg->src_addr[0];
tmpArg.src_addr[1] = arg->src_addr[1];
- tmpArg.reg_maps = arg->reg_maps;
-
+ tmpArg.reg_maps = arg->reg_maps;
+
switch(arg->opcode->opcode) {
case WINED3DSIO_M4x4:
nComponents = 4;
@@ -1336,7 +1336,7 @@
}
/**
- The LRP instruction performs a component-wise linear interpolation
+ The LRP instruction performs a component-wise linear interpolation
between the second and third operands using the first operand as the
blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
This is equivalent to mix(src2, src1, src0);
@@ -1408,7 +1408,7 @@
/** Process the WINED3DSIO_SINCOS instruction in GLSL:
* VS 2.0 requires that specific cosine and sine constants be passed to this instruction
so the hardware
* can handle it. But, these functions are built-in for GLSL, so we can just ignore the
last 2 params.
- *
+ *
* dst.x = cos(src0.?)
* dst.y = sin(src0.?)
* dst.z = dst.z
@@ -1450,7 +1450,7 @@
glsl_src_param_t src1_param;
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1],
WINED3DSP_WRITEMASK_ALL, &src1_param);
-
+
shader_addline(arg->buffer, "for (tmpInt = 0, aL = %s.y; tmpInt < %s.x;
tmpInt++, aL += %s.z) {\n",
src1_param.reg_name, src1_param.reg_name, src1_param.reg_name);
}
@@ -1643,7 +1643,7 @@
void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
/* FIXME: Make this work for more than just 2D textures */
-
+
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
SHADER_BUFFER* buffer = arg->buffer;
DWORD hex_version = This->baseShader.hex_version;
@@ -1841,7 +1841,7 @@
current_state->current_row = 0;
}
-/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
+/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
* Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
@@ -1876,7 +1876,7 @@
current_state->current_row = 0;
}
-/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
+/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
* Peform the final texture lookup based on the previous 2 3x3 matrix multiplies */
void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
Modified: trunk/reactos/dll/directx/wine/wined3d/pixelshader.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/p…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/pixelshader.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/pixelshader.c Mon Nov 12 17:14:14 2007
@@ -262,7 +262,7 @@
};
static void pshader_set_limits(
- IWineD3DPixelShaderImpl *This) {
+ IWineD3DPixelShaderImpl *This) {
This->baseShader.limits.attributes = 0;
This->baseShader.limits.address = 0;
@@ -272,7 +272,7 @@
case WINED3DPS_VERSION(1,0):
case WINED3DPS_VERSION(1,1):
case WINED3DPS_VERSION(1,2):
- case WINED3DPS_VERSION(1,3):
+ case WINED3DPS_VERSION(1,3):
This->baseShader.limits.temporary = 2;
This->baseShader.limits.constant_float = 8;
This->baseShader.limits.constant_int = 0;
@@ -293,8 +293,8 @@
This->baseShader.limits.packed_input = 0;
This->baseShader.limits.label = 0;
break;
-
- /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
+
+ /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
case WINED3DPS_VERSION(2,0):
This->baseShader.limits.temporary = 32;
This->baseShader.limits.constant_float = 32;
@@ -335,7 +335,7 @@
This->baseShader.limits.sampler = 16;
This->baseShader.limits.packed_input = 0;
This->baseShader.limits.label = 0;
- FIXME("Unrecognized pixel shader version %#x\n",
+ FIXME("Unrecognized pixel shader version %#x\n",
This->baseShader.hex_version);
}
}
@@ -360,7 +360,7 @@
}
buffer.buffer = This->device->fixupVertexBuffer;
#else
- buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
+ buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
#endif
buffer.bsize = 0;
buffer.lineNo = 0;
@@ -456,7 +456,7 @@
shader_addline(&buffer, "MOV result.color.a, TMP_COLOR.a;\n");
}
- shader_addline(&buffer, "END\n");
+ shader_addline(&buffer, "END\n");
/* TODO: change to resource.glObjectHandle or something like that */
GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
Modified: trunk/reactos/dll/directx/wine/wined3d/resource.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/r…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/resource.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/resource.c Mon Nov 12 17:14:14 2007
@@ -47,7 +47,7 @@
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
ULONG ref = InterlockedIncrement(&This->resource.ref);
TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
- return ref;
+ return ref;
}
ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface) {
Modified: trunk/reactos/dll/directx/wine/wined3d/state.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/s…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/state.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/state.c Mon Nov 12 17:14:14 2007
@@ -2216,7 +2216,7 @@
isStateDirty(context, STATE_PIXELSHADER)) {
return;
}
-
+
device->shader_backend->shader_load_constants((IWineD3DDevice *) device,
use_ps(device), use_vs(device));
}
Modified: trunk/reactos/dll/directx/wine/wined3d/stateblock.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/s…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/stateblock.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/stateblock.c Mon Nov 12 17:14:14 2007
@@ -30,11 +30,11 @@
* Stateblock helper functions follow
**************************************/
-/** Allocates the correct amount of space for pixel and vertex shader constants,
+/** Allocates the correct amount of space for pixel and vertex shader constants,
* along with their set/changed flags on the given stateblock object
*/
HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
-
+
IWineD3DStateBlockImpl *This = object;
#define WINED3D_MEMCHECK(_object) if (NULL == _object) { FIXME("Out of
memory!\n"); return E_OUTOFMEMORY; }
@@ -66,7 +66,7 @@
IWineD3DStateBlock* iface,
SAVEDSTATES* dest,
SAVEDSTATES* source) {
-
+
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
unsigned bsize = sizeof(BOOL);
@@ -104,7 +104,7 @@
IWineD3DStateBlock* iface,
SAVEDSTATES* states,
BOOL value) {
-
+
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
unsigned bsize = sizeof(BOOL);
@@ -196,7 +196,7 @@
memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) *
MAX_CONST_I * 4);
memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) *
MAX_CONST_B);
memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) *
MAX_CONST_I * 4);
-
+
memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS);
memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DVertexBuffer*) *
MAX_STREAMS);
Modified: trunk/reactos/dll/directx/wine/wined3d/surface.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/s…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/surface.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/surface.c Mon Nov 12 17:14:14 2007
@@ -988,7 +988,7 @@
case WINED3DFMT_X8R8G8B8:
{
- /* make sure the X byte is set to alpha on, since it
+ /* make sure the X byte is set to alpha on, since it
could be any random value. This fixes the intro movie in Pirates! */
int size;
unsigned int *data;
@@ -2444,7 +2444,7 @@
if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return
WINEDDERR_NOTFLIPPABLE;
if(override) {
- /* DDraw sets this for the X11 surfaces, so don't confuse the user
+ /* DDraw sets this for the X11 surfaces, so don't confuse the user
* FIXME("(%p) Target override is not supported by now\n", This);
* Additionally, it isn't really possible to support triple-buffering
* properly on opengl at all
@@ -3428,7 +3428,7 @@
IWineD3DPaletteImpl *PalImpl = (IWineD3DPaletteImpl *) Pal;
TRACE("(%p)->(%p)\n", This, Pal);
- if(This->palette != NULL)
+ if(This->palette != NULL)
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
This->palette->Flags &= ~WINEDDPCAPS_PRIMARYSURFACE;
Modified: trunk/reactos/dll/directx/wine/wined3d/surface_gdi.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/s…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/surface_gdi.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/surface_gdi.c Mon Nov 12 17:14:14 2007
@@ -1465,7 +1465,7 @@
for (y = 0; y < This->pow2Height; y++) {
unsigned char *src = (unsigned char *) This->resource.allocatedMemory + (y
* 1 * IWineD3DSurface_GetPitch(iface));
- for (x = 0; x < This->pow2Width; x++) {
+ for (x = 0; x < This->pow2Width; x++) {
unsigned int color;
unsigned int comp;
int i;
Modified: trunk/reactos/dll/directx/wine/wined3d/vertexshader.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/v…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/vertexshader.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/vertexshader.c Mon Nov 12 17:14:14 2007
@@ -181,7 +181,7 @@
This->baseShader.limits.sampler = 0;
This->baseShader.limits.label = 0;
break;
-
+
case WINED3DVS_VERSION(2,0):
case WINED3DVS_VERSION(2,1):
This->baseShader.limits.temporary = 12;
@@ -315,7 +315,7 @@
}
buffer.buffer = This->device->fixupVertexBuffer;
#else
- buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
+ buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
#endif
buffer.bsize = 0;
buffer.lineNo = 0;
@@ -339,7 +339,7 @@
/* If this shader doesn't use fog copy the z coord to the fog coord so that
we can use table fog */
if (!reg_maps->fog)
shader_addline(&buffer, "gl_FogFragCoord = gl_Position.z;\n");
-
+
/* Write the final position.
*
* OpenGL coordinates specify the center of the pixel while d3d coords specify
@@ -371,7 +371,7 @@
/* Mesa supports only 95 constants */
if (GL_VEND(MESA) || GL_VEND(WINE))
- This->baseShader.limits.constant_float =
+ This->baseShader.limits.constant_float =
min(95, This->baseShader.limits.constant_float);
/* Base Declarations */
@@ -401,8 +401,8 @@
shader_addline(&buffer, "MUL TMP_OUT.y, TMP_OUT.y,
posFixup.y;\n");
shader_addline(&buffer, "MOV result.position, TMP_OUT;\n");
-
- shader_addline(&buffer, "END\n");
+
+ shader_addline(&buffer, "END\n");
/* TODO: change to resource.glObjectHandle or something like that */
GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
@@ -436,7 +436,7 @@
{
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
- if (IsEqualGUID(riid, &IID_IUnknown)
+ if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IWineD3DBaseShader)
|| IsEqualGUID(riid, &IID_IWineD3DVertexShader)) {
@@ -495,7 +495,7 @@
static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface,
IUnknown** parent){
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
-
+
*parent = This->parent;
IUnknown_AddRef(*parent);
TRACE("(%p) : returning %p\n", This, *parent);
Modified: trunk/reactos/dll/directx/wine/wined3d/wined3d.rbuild
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/w…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/wined3d.rbuild (original)
+++ trunk/reactos/dll/directx/wine/wined3d/wined3d.rbuild Mon Nov 12 17:14:14 2007
@@ -1,6 +1,6 @@
<?xml version="1.0"?>
<!DOCTYPE module SYSTEM "../../../../tools/rbuild/project.dtd">
-<module name="wined3d" type="win32dll"
installbase="system32" installname="wined3d.dll" allowwarnings
="true">
+<module name="wined3d" type="win32dll"
installbase="system32" installname="wined3d.dll" allowwarnings
="true">
<importlibrary definition="wined3d.def" />
<include base="wined3d">.</include>
<include base="ReactOS">include/reactos/wine</include>
Modified: trunk/reactos/dll/directx/wine/wined3d/wined3d_main.c
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/w…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/wined3d_main.c (original)
+++ trunk/reactos/dll/directx/wine/wined3d/wined3d_main.c Mon Nov 12 17:14:14 2007
@@ -34,7 +34,7 @@
/* When updating default value here, make sure to update winecfg as well,
* where appropriate. */
-wined3d_settings_t wined3d_settings =
+wined3d_settings_t wined3d_settings =
{
VS_HW, /* Hardware by default */
PS_HW, /* Hardware by default */
Modified: trunk/reactos/dll/directx/wine/wined3d/wined3d_private.h
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/w…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/wined3d_private.h (original)
+++ trunk/reactos/dll/directx/wine/wined3d/wined3d_private.h Mon Nov 12 17:14:14 2007
@@ -158,7 +158,7 @@
#define WINED3D_ATR_TYPESIZE(type) glTypeLookup[type].typesize
/**
- * Settings
+ * Settings
*/
#define VS_NONE 0
#define VS_HW 1
@@ -270,7 +270,7 @@
#define MAX_STREAMS 16 /* Maximum possible streams - used for fixed size arrays
See MaxStreams in MSDN under GetDeviceCaps */
/* Maximum number of constants provided to the shaders */
-#define HIGHEST_TRANSFORMSTATE 512
+#define HIGHEST_TRANSFORMSTATE 512
/* Highest value in WINED3DTRANSFORMSTATETYPE */
#define MAX_PALETTES 256
@@ -287,7 +287,7 @@
debug_glerror(err), err, A, __FILE__, __LINE__); \
err = glGetError(); \
} while (err != GL_NO_ERROR); \
-}
+}
/* Trace routines / diagnostics */
/* ---------------------------- */
@@ -356,8 +356,8 @@
/* Trace information per-vertex: (extremely high amount of trace) */
#if 0 /* NOTE: Must be 0 in cvs */
# define VTRACE(A) TRACE A
-#else
-# define VTRACE(A)
+#else
+# define VTRACE(A)
#endif
/* Checking of per-vertex related GL calls */
@@ -385,21 +385,21 @@
the file is deleted
*/
# if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program
start */
# define SINGLE_FRAME_DEBUGGING
-# endif
+# endif
/* The following, when enabled, lets you see the makeup of the frame, by drawprimitive
calls.
- It can only be enabled when FRAME_DEBUGGING is also enabled
- The contents of the back buffer are written into /tmp/backbuffer_* after each
primitive
+ It can only be enabled when FRAME_DEBUGGING is also enabled
+ The contents of the back buffer are written into /tmp/backbuffer_* after each
primitive
array is drawn.
*/
-# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
+# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_FRAME_MAKEUP 1
-# endif
+# endif
/* The following, when enabled, lets you see the makeup of the all the textures used
during each
of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also
enabled.
- The contents of the textures assigned to each stage are written into
+ The contents of the textures assigned to each stage are written into
/tmp/texture_*_<Stage>.ppm after each primitive array is drawn.
*/
# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
# define SHOW_TEXTURE_MAKEUP 0
-# endif
+# endif
extern BOOL isOn;
extern BOOL isDumpingFrames;
extern LONG primCounter;
@@ -954,7 +954,7 @@
/* IWineD3DTexture */
IWineD3DSurface *surfaces[MAX_LEVELS];
-
+
UINT width;
UINT height;
float pow2scalingFactorX;
@@ -1443,7 +1443,7 @@
{
const IWineD3DQueryVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
-
+
IUnknown *parent;
/*TODO: replace with iface usage */
#if 0
@@ -1456,8 +1456,8 @@
WINED3DQUERYTYPE type;
/* TODO: Think about using a IUnknown instead of a void* */
void *extendedData;
-
-
+
+
} IWineD3DQueryImpl;
extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
@@ -1506,7 +1506,7 @@
WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
/*****************************************************************************
- * Utility function prototypes
+ * Utility function prototypes
*/
/* Trace routines */
@@ -1547,9 +1547,9 @@
void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX
*src2);
/*****************************************************************************
- * To enable calling of inherited functions, requires prototypes
+ * To enable calling of inherited functions, requires prototypes
*
- * Note: Only require classes which are subclassed, ie resource, basetexture,
+ * Note: Only require classes which are subclassed, ie resource, basetexture,
*/
/*** IUnknown methods ***/
extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface,
REFIID riid, void** ppvObject);
@@ -1656,7 +1656,7 @@
char attributes[MAX_ATTRIBS]; /* vertex */
char labels[MAX_LABELS]; /* pixel, vertex */
- /* Sampler usage tokens
+ /* Sampler usage tokens
* Use 0 as default (bit 31 is always 1 on a valid token) */
DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
char bumpmat;
@@ -1729,21 +1729,21 @@
unsigned int label;
} SHADER_LIMITS;
-/** Keeps track of details for TEX_M#x# shader opcodes which need to
+/** Keeps track of details for TEX_M#x# shader opcodes which need to
maintain state information between multiple codes */
typedef struct SHADER_PARSE_STATE {
unsigned int current_row;
DWORD texcoord_w[2];
} SHADER_PARSE_STATE;
-/* Base Shader utility functions.
+/* Base Shader utility functions.
* (may move callers into the same file in the future) */
extern int shader_addline(
SHADER_BUFFER* buffer,
const char* fmt, ...);
extern const SHADER_OPCODE* shader_get_opcode(
- IWineD3DBaseShader *iface,
+ IWineD3DBaseShader *iface,
const DWORD code);
extern void shader_delete_constant_list(
@@ -2012,7 +2012,7 @@
* IDirect3DVertexShader implementation structure
*/
typedef struct IWineD3DVertexShaderImpl {
- /* IUnknown parts*/
+ /* IUnknown parts*/
const IWineD3DVertexShaderVtbl *lpVtbl;
LONG ref; /* Note: Ref counting not required */
Modified: trunk/reactos/dll/directx/wine/wined3d/wined3d_private_types.h
URL:
http://svn.reactos.org/svn/reactos/trunk/reactos/dll/directx/wine/wined3d/w…
==============================================================================
--- trunk/reactos/dll/directx/wine/wined3d/wined3d_private_types.h (original)
+++ trunk/reactos/dll/directx/wine/wined3d/wined3d_private_types.h Mon Nov 12 17:14:14
2007
@@ -61,7 +61,7 @@
/** Register types **/
typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE {
- WINED3DSPR_TEMP = 0,
+ WINED3DSPR_TEMP = 0,
WINED3DSPR_INPUT = 1,
WINED3DSPR_CONST = 2,
WINED3DSPR_ADDR = 3,