d3dx8: Implementation of WINAPI D3DXAssembleShaderFromFileA
Michael Stefaniuc
mstefani at redhat.com
Tue Nov 27 02:28:11 CST 2007
luis.busquets at ns1.ilidium.com wrote:
> I say that it is more readable because I understood you wanted the return
> code as soon as possible, but, anyway, what would you propose as code for
> this function?
>
> Would the following work for you?
Just go for
if ( !pSrcFile )
return D3DXERR_INVALIDDATA;
LPWSTR pSrcFileW = NULL;
DWORD len;
HRESULT ret;
...
Like Dimitry said the "else" is not needed at all.
bye
michael
> +
> + if ( !pSrcFile )
> + return D3DXERR_INVALIDDATA;
> + else
> + {
> + LPWSTR pSrcFileW = NULL;
> + DWORD len;
> + HRESULT ret;
> + len = MultiByteToWideChar( CP_ACP, 0, pSrcFile, -1, NULL, 0 );
> + pSrcFileW = HeapAlloc( GetProcessHeap(), 0, len * sizeof(WCHAR) );
> + MultiByteToWideChar( CP_ACP, 0, pSrcFile, -1, pSrcFileW, len );
> + ret=D3DXAssembleShaderFromFileW(pSrcFileW, Flags, ppConstants,
> ppCompiledShader, ppCompilationErrors);
> + HeapFree( GetProcessHeap(), 0, pSrcFileW );
> + return ret;
> + }
> }
>
>
>> This is not more readable than a previous version. There is no need
>> for 'else {}' construct and therefore for additional indentation level
>> at all.
>>
>> --
>> Dmitry.
>>
>>
>
>
>
>
--
Michael Stefaniuc Tel.: +49-711-96437-199
Sr. Network Engineer Fax.: +49-711-96437-111
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