Ivan Gyurdiev : wined3d: Trivial cleanups

Alexandre Julliard julliard at wine.codeweavers.com
Tue Jun 13 05:58:54 CDT 2006


Module: wine
Branch: refs/heads/master
Commit: 1a3003338f2f216c82df19a832297e17f0f5f318
URL:    http://source.winehq.org/git/?p=wine.git;a=commit;h=1a3003338f2f216c82df19a832297e17f0f5f318

Author: Ivan Gyurdiev <ivg231 at gmail.com>
Date:   Mon Jun 12 02:56:13 2006 -0400

wined3d: Trivial cleanups

- compiler warnings and errors should be FIXME
- remove obsolete comment, and change variable type.

---

 dlls/wined3d/glsl_shader.c |    4 ++--
 dlls/wined3d/pixelshader.c |    6 ------
 2 files changed, 2 insertions(+), 8 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index afcec1c..9cc3f2b 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -42,7 +42,7 @@ void print_glsl_info_log(WineD3D_GL_Info
     {
         infoLog = (char *)HeapAlloc(GetProcessHeap(), 0, infologLength);
         GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
-        TRACE("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
+        FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
         HeapFree(GetProcessHeap(), 0, infoLog);
     }
 }
@@ -166,7 +166,7 @@ static void shader_glsl_get_register_nam
     DWORD reg = param & D3DSP_REGNUM_MASK;
     DWORD regtype = shader_get_regtype(param);
     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
-    BOOL pshader = shader_is_pshader_version(This->baseShader.hex_version);
+    char pshader = shader_is_pshader_version(This->baseShader.hex_version);
     char tmpStr[50];
 
     *is_color = FALSE;   
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 7312811..cf01e50 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -83,12 +83,6 @@ static ULONG  WINAPI IWineD3DPixelShader
     return ref;
 }
 
-/* TODO: At the momeny the function parser is single pass, it achievs this 
-   by passing constants to a couple of functions where they are then modified.
-   At some point the parser need to be made two pass (So that GLSL can be used if it's required by the shader)
-   when happens constants should be worked out in the first pass to tidy up the second pass a bit.
-*/
-
 /* *******************************************
    IWineD3DPixelShader IWineD3DPixelShader parts follow
    ******************************************* */




More information about the wine-cvs mailing list