[PATCH 5/5] ddraw: Remove trailing spaces.

Henri Verbeet hverbeet at codeweavers.com
Tue Sep 1 02:09:37 CDT 2009


---
 dlls/ddraw/ddraw.c            |   25 +++++++++++++------------
 dlls/ddraw/device.c           |    6 +++---
 dlls/ddraw/executebuffer.c    |   24 ++++++++++++------------
 dlls/ddraw/light.c            |   16 ++++++++--------
 dlls/ddraw/parent.c           |    3 +--
 dlls/ddraw/surface.c          |    5 +----
 dlls/ddraw/tests/ddrawmodes.c |   21 ++++++++++-----------
 dlls/ddraw/utils.c            |    2 +-
 dlls/ddraw/viewport.c         |   32 +++++++++++++++-----------------
 9 files changed, 64 insertions(+), 70 deletions(-)

diff --git a/dlls/ddraw/ddraw.c b/dlls/ddraw/ddraw.c
index bd96418..9f9a157 100644
--- a/dlls/ddraw/ddraw.c
+++ b/dlls/ddraw/ddraw.c
@@ -816,7 +816,7 @@ IDirectDrawImpl_GetDisplayMode(IDirectDraw7 *iface,
 
     EnterCriticalSection(&ddraw_cs);
     /* This seems sane */
-    if(!DDSD) 
+    if (!DDSD)
     {
         LeaveCriticalSection(&ddraw_cs);
         return DDERR_INVALIDPARAMS;
@@ -841,7 +841,7 @@ IDirectDrawImpl_GetDisplayMode(IDirectDraw7 *iface,
     DDSD->dwSize = Size;
     DDSD->dwFlags |= DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT | DDSD_PITCH | DDSD_REFRESHRATE;
     DDSD->dwWidth = Mode.Width;
-    DDSD->dwHeight = Mode.Height; 
+    DDSD->dwHeight = Mode.Height;
     DDSD->u2.dwRefreshRate = 60;
     DDSD->ddsCaps.dwCaps = 0;
     DDSD->u4.ddpfPixelFormat.dwSize = sizeof(DDSD->u4.ddpfPixelFormat);
@@ -1101,7 +1101,7 @@ IDirectDrawImpl_FlipToGDISurface(IDirectDraw7 *iface)
  * Returns:
  *  Always returns DD_OK
  *
- *****************************************************************************/ 
+ *****************************************************************************/
 static HRESULT WINAPI
 IDirectDrawImpl_WaitForVerticalBlank(IDirectDraw7 *iface,
                                      DWORD Flags,
@@ -1135,7 +1135,7 @@ IDirectDrawImpl_WaitForVerticalBlank(IDirectDraw7 *iface,
  * Returns:
  *  Always returns DD_OK
  *
- *****************************************************************************/ 
+ *****************************************************************************/
 static HRESULT WINAPI IDirectDrawImpl_GetScanLine(IDirectDraw7 *iface, DWORD *Scanline)
 {
     IDirectDrawImpl *This = (IDirectDrawImpl *)iface;
@@ -1155,7 +1155,7 @@ static HRESULT WINAPI IDirectDrawImpl_GetScanLine(IDirectDraw7 *iface, DWORD *Sc
                                   &Mode);
 
     /* Fake the line sweeping of the monitor */
-    /* FIXME: We should synchronize with a source to keep the refresh rate */ 
+    /* FIXME: We should synchronize with a source to keep the refresh rate */
     *Scanline = This->cur_scanline++;
     /* Assume 20 scan lines in the vertical blank */
     if (This->cur_scanline >= Mode.Height + 20)
@@ -1176,7 +1176,7 @@ static HRESULT WINAPI IDirectDrawImpl_GetScanLine(IDirectDraw7 *iface, DWORD *Sc
  *  DDERR_NOEXCLUSIVEMODE or DDERR_EXCLUSIVEMODEALREADYSET
  *  if the state is not correct(See below)
  *
- *****************************************************************************/ 
+ *****************************************************************************/
 static HRESULT WINAPI
 IDirectDrawImpl_TestCooperativeLevel(IDirectDraw7 *iface)
 {
@@ -1187,8 +1187,8 @@ IDirectDrawImpl_TestCooperativeLevel(IDirectDraw7 *iface)
     EnterCriticalSection(&ddraw_cs);
     /* Description from MSDN:
      * For fullscreen apps return DDERR_NOEXCLUSIVEMODE if the user switched
-     * away from the app with e.g. alt-tab. Windowed apps receive 
-     * DDERR_EXCLUSIVEMODEALREADYSET if another application created a 
+     * away from the app with e.g. alt-tab. Windowed apps receive
+     * DDERR_EXCLUSIVEMODEALREADYSET if another application created a
      * DirectDraw object in exclusive mode. DDERR_WRONGMODE is returned,
      * when the video mode has changed
      */
@@ -1243,7 +1243,7 @@ IDirectDrawImpl_TestCooperativeLevel(IDirectDraw7 *iface)
  *  DD_OK if the surface was found
  *  DDERR_NOTFOUND if the GDI surface wasn't found
  *
- *****************************************************************************/ 
+ *****************************************************************************/
 static HRESULT WINAPI
 IDirectDrawImpl_GetGDISurface(IDirectDraw7 *iface,
                               IDirectDrawSurface7 **GDISurface)
@@ -1311,7 +1311,7 @@ IDirectDrawImpl_GetGDISurface(IDirectDraw7 *iface,
  *  DD_OK on success
  *  DDERR_INVALIDPARAMS if the callback wasn't set
  *
- *****************************************************************************/ 
+ *****************************************************************************/
 static HRESULT WINAPI
 IDirectDrawImpl_EnumDisplayModes(IDirectDraw7 *iface,
                                  DWORD Flags,
@@ -1886,8 +1886,9 @@ IDirectDrawImpl_CreateNewSurface(IDirectDrawImpl *This,
     }
     else
     {
-         if((pDDSD->ddsCaps.dwCaps & DDSCAPS_3DDEVICE ) && 
-            (This->ImplType != SURFACE_OPENGL ) && DefaultSurfaceType == SURFACE_UNKNOWN)
+        if ((pDDSD->ddsCaps.dwCaps & DDSCAPS_3DDEVICE)
+                && (This->ImplType != SURFACE_OPENGL)
+                && DefaultSurfaceType == SURFACE_UNKNOWN)
         {
             /* We have to change to OpenGL,
              * and re-create all WineD3DSurfaces
diff --git a/dlls/ddraw/device.c b/dlls/ddraw/device.c
index 44bfe31..1457bb6 100644
--- a/dlls/ddraw/device.c
+++ b/dlls/ddraw/device.c
@@ -94,7 +94,7 @@ static inline WORD d3d_fpu_setup(void)
 }
 
 /*****************************************************************************
- * IUnknown Methods. Common for Version 1, 2, 3 and 7 
+ * IUnknown Methods. Common for Version 1, 2, 3 and 7
  *****************************************************************************/
 
 /*****************************************************************************
@@ -4502,7 +4502,7 @@ IDirect3DDeviceImpl_7_GetTexture(IDirect3DDevice7 *iface,
 
     EnterCriticalSection(&ddraw_cs);
     hr = IWineD3DDevice_GetTexture(This->wineD3DDevice, Stage, &Surf);
-    if( (hr != D3D_OK) || (!Surf) ) 
+    if( (hr != D3D_OK) || (!Surf) )
     {
         *Texture = NULL;
         LeaveCriticalSection(&ddraw_cs);
@@ -5302,7 +5302,7 @@ IDirect3DDeviceImpl_7_GetMaterial(IDirect3DDevice7 *iface,
     TRACE("(%p)->(%p): Relay!\n", This, Mat);
 
     EnterCriticalSection(&ddraw_cs);
-    /* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */ 
+    /* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */
     hr = IWineD3DDevice_GetMaterial(This->wineD3DDevice,
                                     (WINED3DMATERIAL*) Mat);
     LeaveCriticalSection(&ddraw_cs);
diff --git a/dlls/ddraw/executebuffer.c b/dlls/ddraw/executebuffer.c
index 6d6d304..996c558 100644
--- a/dlls/ddraw/executebuffer.c
+++ b/dlls/ddraw/executebuffer.c
@@ -317,7 +317,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
 
 		for (i = 0; i < count; i++) {
 		    LPD3DSTATE ci = (LPD3DSTATE) instr;
-		    
+
                     IDirect3DDevice2_SetRenderState(d3d_device2, ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
 
 		    instr += size;
@@ -369,33 +369,33 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
 			    TRACE("UPDATEEXTENTS ");
 			TRACE("\n");
 		    }
-		    
+
 		    /* This is where doing Direct3D on top on OpenGL is quite difficult.
 		       This method transforms a set of vertices using the CURRENT state
 		       (lighting, projection, ...) but does not rasterize them.
 		       They will only be put on screen later (with the POINT / LINE and
 		       TRIANGLE op-codes). The problem is that you can have a triangle
 		       with each point having been transformed using another state...
-		       
+
 		       In this implementation, I will emulate only ONE thing : each
 		       vertex can have its own "WORLD" transformation (this is used in the
 		       TWIST.EXE demo of the 5.2 SDK). I suppose that all vertices of the
 		       execute buffer use the same state.
-		       
+
 		       If I find applications that change other states, I will try to do a
 		       more 'fine-tuned' state emulation (but I may become quite tricky if
 		       it changes a light position in the middle of a triangle).
-		       
+
 		       In this case, a 'direct' approach (i.e. without using OpenGL, but
 		       writing our own 3D rasterizer) would be easier. */
-		    
+
 		    /* The current method (with the hypothesis that only the WORLD matrix
 		       will change between two points) is like this :
 		       - I transform 'manually' all the vertices with the current WORLD
 		         matrix and store them in the vertex buffer
 		       - during the rasterization phase, the WORLD matrix will be set to
 		         the Identity matrix */
-		    
+
 		    /* Enough for the moment */
 		    if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORMLIGHT) {
 		        unsigned int nb;
@@ -439,7 +439,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
 
 			    src++;
 			    dst++;
-			    
+
 			}
 		    } else if (ci->dwFlags == D3DPROCESSVERTICES_TRANSFORM) {
 		        unsigned int nb;
@@ -465,7 +465,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
 			    dst->u6.specular = src->u5.specular;
 			    dst->u7.tu = src->u6.tu;
 			    dst->u8.tv = src->u7.tv;
-			    
+
 			    /* Now, the matrix multiplication */
 			    dst->u1.sx = (src->u1.x * mat._11) + (src->u2.y * mat._21) + (src->u3.z * mat._31) + (1.0 * mat._41);
 			    dst->u2.sy = (src->u1.x * mat._12) + (src->u2.y * mat._22) + (src->u3.z * mat._32) + (1.0 * mat._42);
@@ -551,7 +551,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
 
 		for (i = 0; i < count; i++) {
 		    LPD3DSTATUS ci = (LPD3DSTATUS) instr;
-		    
+
 		    This->data.dsStatus = *ci;
 
 		    instr += size;
@@ -705,7 +705,7 @@ IDirect3DExecuteBufferImpl_Lock(IDirect3DExecuteBuffer *iface,
     dwSize = lpDesc->dwSize;
     memset(lpDesc, 0, dwSize);
     memcpy(lpDesc, &This->desc, dwSize);
-    
+
     if (TRACE_ON(d3d7)) {
         TRACE("  Returning description :\n");
 	_dump_D3DEXECUTEBUFFERDESC(lpDesc);
@@ -756,7 +756,7 @@ IDirect3DExecuteBufferImpl_SetExecuteData(IDirect3DExecuteBuffer *iface,
 
     /* Get the number of vertices in the execute buffer */
     nbvert = This->data.dwVertexCount;
-    
+
     /* Prepares the transformed vertex buffer */
     HeapFree(GetProcessHeap(), 0, This->vertex_data);
     This->vertex_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nbvert * sizeof(D3DTLVERTEX));
diff --git a/dlls/ddraw/light.c b/dlls/ddraw/light.c
index 4a759eb..030dcf0 100644
--- a/dlls/ddraw/light.c
+++ b/dlls/ddraw/light.c
@@ -179,17 +179,17 @@ IDirect3DLightImpl_SetLight(IDirect3DLight *iface,
 
     if ( (lpLight->dltType == 0) || (lpLight->dltType > D3DLIGHT_PARALLELPOINT) )
          return DDERR_INVALIDPARAMS;
-    
+
     if ( lpLight->dltType == D3DLIGHT_PARALLELPOINT )
-	 FIXME("D3DLIGHT_PARALLELPOINT no supported\n");
-    
+        FIXME("D3DLIGHT_PARALLELPOINT no supported\n");
+
     /* Translate D3DLIGH2 structure to D3DLIGHT7 */
     light7->dltType        = lpLight->dltType;
     light7->dcvDiffuse     = lpLight->dcvColor;
-    if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0)	    
+    if ((((LPD3DLIGHT2)lpLight)->dwFlags & D3DLIGHT_NO_SPECULAR) != 0)
       light7->dcvSpecular    = lpLight->dcvColor;
     else
-      light7->dcvSpecular    = *(const D3DCOLORVALUE*)zero_value;	    
+      light7->dcvSpecular    = *(const D3DCOLORVALUE*)zero_value;
     light7->dcvAmbient     = lpLight->dcvColor;
     light7->dvPosition     = lpLight->dvPosition;
     light7->dvDirection    = lpLight->dvDirection;
@@ -204,7 +204,7 @@ IDirect3DLightImpl_SetLight(IDirect3DLight *iface,
     EnterCriticalSection(&ddraw_cs);
     memcpy(&This->light, lpLight, lpLight->dwSize);
     if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
-        This->update(This);        
+        This->update(This);
     }
     LeaveCriticalSection(&ddraw_cs);
     return D3D_OK;
@@ -274,7 +274,7 @@ void light_activate(IDirect3DLightImpl* This)
     if (!This->active_viewport || !This->active_viewport->active_device)
         return;
     device =  This->active_viewport->active_device;
-    
+
     light_update(This);
     /* If was not active, activate it */
     if ((This->light.dwFlags & D3DLIGHT_ACTIVE) == 0) {
@@ -299,7 +299,7 @@ void light_desactivate(IDirect3DLightImpl* This)
     if (!This->active_viewport || !This->active_viewport->active_device)
         return;
     device =  This->active_viewport->active_device;
-    
+
     /* If was not active, activate it */
     if ((This->light.dwFlags & D3DLIGHT_ACTIVE) != 0) {
         IDirect3DDevice7_LightEnable((IDirect3DDevice7 *)device, This->dwLightIndex, FALSE);
diff --git a/dlls/ddraw/parent.c b/dlls/ddraw/parent.c
index ec4cfde..473152e 100644
--- a/dlls/ddraw/parent.c
+++ b/dlls/ddraw/parent.c
@@ -117,8 +117,7 @@ IParentImpl_AddRef(IParent *iface)
  *  The new refcount
  *
  *****************************************************************************/
-static ULONG WINAPI 
-IParentImpl_Release(IParent *iface)
+static ULONG WINAPI IParentImpl_Release(IParent *iface)
 {
     IParentImpl *This = (IParentImpl *)iface;
     ULONG ref = InterlockedDecrement(&This->ref);
diff --git a/dlls/ddraw/surface.c b/dlls/ddraw/surface.c
index bde2234..25ee1df 100644
--- a/dlls/ddraw/surface.c
+++ b/dlls/ddraw/surface.c
@@ -920,9 +920,6 @@ IDirectDrawSurfaceImpl_AddAttachedSurface(IDirectDrawSurfaceImpl *This,
         IDirect3DDeviceImpl_UpdateDepthStencil(This->ddraw->d3ddevice);
     }
 
-    /* MSDN: 
-     * "This method increments the reference count of the surface being attached."
-     */
     IDirectDrawSurface7_AddRef((IDirectDrawSurface7 *)Surf);
     LeaveCriticalSection(&ddraw_cs);
     return DD_OK;
@@ -1033,7 +1030,7 @@ IDirectDrawSurfaceImpl_AddOverlayDirtyRect(IDirectDrawSurface7 *iface,
     IDirectDrawSurfaceImpl *This = (IDirectDrawSurfaceImpl *)iface;
     TRACE("(%p)->(%p)\n",This,Rect);
 
-    /* MSDN says it's not implemented. I could forward it to WineD3D, 
+    /* MSDN says it's not implemented. I could forward it to WineD3D,
      * then we'd implement it, but I don't think that's a good idea
      * (Stefan Dösinger)
      */
diff --git a/dlls/ddraw/tests/ddrawmodes.c b/dlls/ddraw/tests/ddrawmodes.c
index 03ac673..f5245d0 100644
--- a/dlls/ddraw/tests/ddrawmodes.c
+++ b/dlls/ddraw/tests/ddrawmodes.c
@@ -52,18 +52,17 @@ static void createwindow(void)
     wc.lpszClassName = "TestWindowClass";
     if(!RegisterClassA(&wc))
         assert(0);
-    
+
     hwnd = CreateWindowExA(0, "TestWindowClass", "TestWindowClass",
         WS_POPUP, 0, 0,
         GetSystemMetrics(SM_CXSCREEN),
         GetSystemMetrics(SM_CYSCREEN),
         NULL, NULL, GetModuleHandleA(0), NULL);
     assert(hwnd != NULL);
-    
+
     ShowWindow(hwnd, SW_HIDE);
     UpdateWindow(hwnd);
     SetFocus(hwnd);
-    
 }
 
 static BOOL createdirectdraw(void)
@@ -91,10 +90,10 @@ static void releasedirectdraw(void)
 
 static void adddisplaymode(LPDDSURFACEDESC lpddsd)
 {
-    if (!modes) 
-	modes = HeapAlloc(GetProcessHeap(), 0, (modes_size = 2) * sizeof(DDSURFACEDESC));
-    if (modes_cnt == modes_size) 
-	    modes = HeapReAlloc(GetProcessHeap(), 0, modes, (modes_size *= 2) * sizeof(DDSURFACEDESC));
+    if (!modes)
+        modes = HeapAlloc(GetProcessHeap(), 0, (modes_size = 2) * sizeof(DDSURFACEDESC));
+    if (modes_cnt == modes_size)
+        modes = HeapReAlloc(GetProcessHeap(), 0, modes, (modes_size *= 2) * sizeof(DDSURFACEDESC));
     assert(modes);
     modes[modes_cnt++] = *lpddsd;
 }
@@ -196,7 +195,7 @@ static void createsurface(void)
     DDSURFACEDESC ddsd;
     DDSCAPS ddscaps;
     HRESULT rc;
-    
+
     ddsd.dwSize = sizeof(ddsd);
     ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
     ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
@@ -224,7 +223,7 @@ static void testsurface(void)
     const char* testMsg = "ddraw device context test";
     HDC hdc;
     HRESULT rc;
-    
+
     rc = IDirectDrawSurface_GetDC(lpDDSBack, &hdc);
     ok(rc==DD_OK, "IDirectDrawSurface_GetDC returned: %x\n",rc);
     SetBkColor(hdc, RGB(0, 0, 255));
@@ -232,7 +231,7 @@ static void testsurface(void)
     TextOut(hdc, 0, 0, testMsg, lstrlen(testMsg));
     IDirectDrawSurface_ReleaseDC(lpDDSBack, hdc);
     ok(rc==DD_OK, "IDirectDrawSurface_ReleaseDC returned: %x\n",rc);
-    
+
     while (1)
     {
         rc = IDirectDrawSurface_Flip(lpDDSPrimary, NULL, DDFLIP_WAIT);
@@ -353,7 +352,7 @@ static void testcooperativelevels_normal(void)
     rc = IDirectDraw_SetCooperativeLevel(lpDD,
         hwnd, DDSCL_NORMAL | DDSCL_SETDEVICEWINDOW);
     ok(rc==DD_OK,"SetCooperativeLevel(DDSCL_NORMAL | DDSCL_SETDEVICEWINDOW) returned: %x\n",rc);
- 
+
     /* Also set the focus window. Should give an error */
     rc = IDirectDraw_SetCooperativeLevel(lpDD,
         hwnd, DDSCL_ALLOWMODEX | DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_SETDEVICEWINDOW | DDSCL_SETFOCUSWINDOW);
diff --git a/dlls/ddraw/utils.c b/dlls/ddraw/utils.c
index a7cef33..618dba4 100644
--- a/dlls/ddraw/utils.c
+++ b/dlls/ddraw/utils.c
@@ -349,7 +349,7 @@ PixelFormat_WineD3DtoDD(DDPIXELFORMAT *DDPixelFormat,
 WINED3DFORMAT
 PixelFormat_DD2WineD3D(const DDPIXELFORMAT *DDPixelFormat)
 {
-    TRACE("Convert a DirectDraw Pixelformat to a WineD3D Pixelformat\n");    
+    TRACE("Convert a DirectDraw Pixelformat to a WineD3D Pixelformat\n");
     if(TRACE_ON(ddraw))
     {
         DDRAW_dump_pixelformat(DDPixelFormat);
diff --git a/dlls/ddraw/viewport.c b/dlls/ddraw/viewport.c
index c6e346e..9b06989 100644
--- a/dlls/ddraw/viewport.c
+++ b/dlls/ddraw/viewport.c
@@ -84,7 +84,7 @@ void viewport_activate(IDirect3DViewportImpl* This, BOOL ignore_lights) {
 	vp.dvMinZ = This->viewports.vp1.dvMinZ;
 	vp.dvMaxZ = This->viewports.vp1.dvMaxZ;
     }
-    
+
     /* And also set the viewport */
     IDirect3DDevice7_SetViewport((IDirect3DDevice7 *)This->active_device, &vp);
 }
@@ -657,11 +657,8 @@ IDirect3DViewportImpl_GetBackgroundDepth(IDirect3DViewport3 *iface,
  *  The return value of IDirect3DDevice7::Clear
  *
  *****************************************************************************/
-static HRESULT WINAPI
-IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
-                            DWORD dwCount, 
-                            D3DRECT *lpRects,
-                            DWORD dwFlags)
+static HRESULT WINAPI IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
+        DWORD dwCount, D3DRECT *lpRects, DWORD dwFlags)
 {
     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
     DWORD color = 0x00000000;
@@ -679,14 +676,15 @@ IDirect3DViewportImpl_Clear(IDirect3DViewport3 *iface,
     EnterCriticalSection(&ddraw_cs);
     if (dwFlags & D3DCLEAR_TARGET) {
         if (This->background == NULL) {
-	    ERR(" Trying to clear the color buffer without background material !\n");
-	} else {
-	    color = 
-	      ((int) ((This->background->mat.u.diffuse.u1.r) * 255) << 16) |
-	      ((int) ((This->background->mat.u.diffuse.u2.g) * 255) <<  8) |
-	      ((int) ((This->background->mat.u.diffuse.u3.b) * 255) <<  0) |
-	      ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
-	}
+            ERR(" Trying to clear the color buffer without background material !\n");
+        }
+        else
+        {
+            color = ((int)((This->background->mat.u.diffuse.u1.r) * 255) << 16)
+                    | ((int) ((This->background->mat.u.diffuse.u2.g) * 255) <<  8)
+                    | ((int) ((This->background->mat.u.diffuse.u3.b) * 255) <<  0)
+                    | ((int) ((This->background->mat.u.diffuse.u4.a) * 255) << 24);
+        }
     }
 
     /* Need to temporarily activate viewport to clear it. Previously active one will be restored
@@ -729,7 +727,7 @@ IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
     IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
     DWORD i = 0;
     DWORD map = This->map_lights;
-    
+
     TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
 
     EnterCriticalSection(&ddraw_cs);
@@ -755,7 +753,7 @@ IDirect3DViewportImpl_AddLight(IDirect3DViewport3 *iface,
 
     /* Attach the light to the viewport */
     lpDirect3DLightImpl->active_viewport = This;
-    
+
     /* If active, activate the light */
     if (This->active_device != NULL) {
         lpDirect3DLightImpl->activate(lpDirect3DLightImpl);
@@ -785,7 +783,7 @@ IDirect3DViewportImpl_DeleteLight(IDirect3DViewport3 *iface,
     IDirect3DViewportImpl *This = (IDirect3DViewportImpl *)iface;
     IDirect3DLightImpl *lpDirect3DLightImpl = (IDirect3DLightImpl *)lpDirect3DLight;
     IDirect3DLightImpl *cur_light, *prev_light = NULL;
-    
+
     TRACE("(%p)->(%p)\n", This, lpDirect3DLight);
 
     EnterCriticalSection(&ddraw_cs);
-- 
1.6.0.6




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