forked from Mirrors/wine-wine
d3d8: Remove stray tabs.
parent
839658848c
commit
4d1379f6a9
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@ -77,7 +77,7 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
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}
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/***********************************************************************
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* ValidateVertexShader (D3D8.@)
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* ValidateVertexShader (D3D8.@)
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*
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* I've seen reserved1 and reserved2 always passed as 0's
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* bool seems always passed as 0 or 1, but other values work as well....
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@ -108,7 +108,7 @@ HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD
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}
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/***********************************************************************
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* ValidatePixelShader (D3D8.@)
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* ValidatePixelShader (D3D8.@)
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*
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* PARAMS
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* toto result?
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@ -221,9 +221,9 @@ static HRESULT WINAPI IDirect3D8Impl_CheckDeviceFormat (LPDIRECT3D8 i
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return hr;
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}
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static HRESULT WINAPI IDirect3D8Impl_CheckDeviceMultiSampleType(LPDIRECT3D8 iface,
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UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat,
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BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType) {
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static HRESULT WINAPI IDirect3D8Impl_CheckDeviceMultiSampleType(IDirect3D8 *iface, UINT Adapter,
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D3DDEVTYPE DeviceType, D3DFORMAT SurfaceFormat, BOOL Windowed, D3DMULTISAMPLE_TYPE MultiSampleType)
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{
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IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
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HRESULT hr;
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TRACE("(%p)-<(%d, %d, %d, %s, %d)\n", This, Adapter, DeviceType, SurfaceFormat, Windowed ? "true" : "false", MultiSampleType);
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@ -235,9 +235,9 @@ static HRESULT WINAPI IDirect3D8Impl_CheckDeviceMultiSampleType(LPDIRECT3D8 if
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return hr;
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}
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static HRESULT WINAPI IDirect3D8Impl_CheckDepthStencilMatch(LPDIRECT3D8 iface,
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UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat,
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D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat) {
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static HRESULT WINAPI IDirect3D8Impl_CheckDepthStencilMatch(IDirect3D8 *iface, UINT Adapter, D3DDEVTYPE DeviceType,
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D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat)
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{
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IDirect3D8Impl *This = (IDirect3D8Impl *)iface;
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HRESULT hr;
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TRACE("(%p)-<(%d, %d, %d, %d, %d)\n", This, Adapter, DeviceType, AdapterFormat, RenderTargetFormat, DepthStencilFormat);
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@ -310,7 +310,7 @@ static void test_refcount(void)
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D3DVSD_STREAM(0),
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D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
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D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR), /* D3DVSDE_DIFFUSE, Register v5 */
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D3DVSD_END()
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D3DVSD_END()
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};
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pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
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