d3d9: Correct number of params for ValidateVertexShader

Oliver Stieber oliver_stieber at yahoo.co.uk
Tue Jun 28 08:19:49 CDT 2005


I've changed both to match in my tree, since pixel and
vertex shaders are more-or-less identical. I haven't
validated this against windows yet.

--- Ivan Gyurdiev <ivg2 at cornell.edu> wrote:

> On Tue, 2005-06-28 at 13:37 +0100, Oliver Stieber
> wrote:
> > 
> > 
> > The first parameter can be named (it's pFunction,
> a
> > pointer to the shader function to be validated),
> and
> > d3d8 also needs to be patched.
> 
> So... I'm not involved with development, but
> it seems to me that it would help if the declaration
> in the spec file matched the one in the c file, as
> opposed to one saying PixelShader, and the other
> VertexShader...
> 
> I could be wrong though...
> 
> > > -@ stdcall ValidatePixelShader(ptr ptr)
> > > +@ stdcall ValidatePixelShader(ptr ptr ptr ptr
> ptr)
> > >  @ stdcall ValidateVertexShader(ptr ptr)
> 
> 
> > > -BOOL WINAPI ValidateVertexShader(LPVOID what,
> > > LPVOID toto) {
> > > -  FIXME("(void): stub: %p %p\n", what, toto);
> > > -  return TRUE;
> > > +BOOL WINAPI ValidateVertexShader(LPVOID x1,
> LPVOID
> > > x2, LPVOID x3, LPVOID x4, LPVOID x5) {
> > > +    FIXME("(%p,%p,%p,%p,%p) stub\n", x1, x2,
> x3,
> > > x4, x5);
> > > +    return TRUE;
> 
> 
> 
> 



	
	
		
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