[WINED3D] Use shorter lines in drawprim.c (whitespace)

Stefan Dösinger stefandoesinger at gmx.at
Mon Apr 24 16:31:20 CDT 2006


Hi,
> +void primitiveDeclarationConvertToStridedData(
> +    IWineD3DDevice *iface,
> +    BOOL useVertexShaderFunction,
> +    Direct3DVertexStridedData *strided,
> +    LONG BaseVertexIndex,
> +    DWORD *fvf,
> +    BOOL storeOrder,
> +    INT arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE]) {
I personally dislike that. In my opinion it's better this way:

void
primitiveDeclarationConvertToStridedData(IWineD3DDevice *iface,
                                         BOOL useVertexShaderFunction,
                                         ... )
{
    code;
}

Well, primitiveDeclarationConvertToStridedData is a bit of a bad example, 
because the function name isn't that short and INT 
arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE] is long too. However, it 
makes much more sense for the usual COM functions IMO:

/***************************************************************
 * IWineD3DDevice::SetTexture
 *
 * Some comments don't hurt. That's the usual style I have
 * found in other places, I think we should consistently
 * write what each function does for WineD3D, as is is a Wine-
 * specific dll and doesn't have MSDN documentation
 *
 * Params:
 *  stage: What's this?
 *  Texture: What's this?
 *
 * Returns:
 *  What should the return value be?
 *
 ***************************************************************/
HRESULT WINAPI
IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
                              DWORD stage,
                              IWineD3DBaseTexture *Texture)
{
    IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
    IWineD3DBaseTextureImpl *TexImpl = (IWineD3DBaseTextureImpl *) Texture;
    HRESULT hr;

    foo();
    bar();

    /* Do a function call: */
    hr = IWineD3DDevice_FunkyCall(iface,
                                  Param1,
                                  Param2);
    if(hr != D3D_OK)
    {
        /* What went wrong? */
        return WINED3DERR_VERYBADERROR;
    }
    return WINED3D_OK;
}

Just my 2 cent. I know this is all a matter of taste. I plan making up the 
WineD3D code this way when AJ is back and patches go in again.

Stefan

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