Ivan Gyurdiev : wined3d:
Use D3DCUBEMAP_FACES consistently in the WINED3D namespace.
Alexandre Julliard
julliard at wine.codeweavers.com
Tue Oct 31 05:43:15 CST 2006
Module: wine
Branch: master
Commit: 8d7a01963e1cd1e0a0af7e07794d6efc2c1b24ab
URL: http://source.winehq.org/git/wine.git/?a=commit;h=8d7a01963e1cd1e0a0af7e07794d6efc2c1b24ab
Author: Ivan Gyurdiev <ivg231 at gmail.com>
Date: Tue Oct 31 03:20:12 2006 -0500
wined3d: Use D3DCUBEMAP_FACES consistently in the WINED3D namespace.
---
dlls/wined3d/cubetexture.c | 10 +++++-----
dlls/wined3d/device.c | 2 +-
2 files changed, 6 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/cubetexture.c b/dlls/wined3d/cubetexture.c
index 6250975..c16740a 100644
--- a/dlls/wined3d/cubetexture.c
+++ b/dlls/wined3d/cubetexture.c
@@ -145,7 +145,7 @@ static void WINAPI IWineD3DCubeTextureIm
/* If were dirty then reload the surfaces */
if (This->baseTexture.dirty) {
for (i = 0; i < This->baseTexture.levels; i++) {
- for (j = D3DCUBEMAP_FACE_POSITIVE_X; j <= D3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
+ for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
if(setGlTextureDesc)
IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
IWineD3DSurface_LoadTexture(This->surfaces[j][i]);
@@ -280,7 +280,7 @@ static HRESULT WINAPI IWineD3DCubeTextur
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
HRESULT hr = WINED3DERR_INVALIDCALL;
- if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
+ if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
*ppCubeMapSurface = This->surfaces[FaceType][Level];
IWineD3DSurface_AddRef(*ppCubeMapSurface);
@@ -299,7 +299,7 @@ static HRESULT WINAPI IWineD3DCubeTextur
HRESULT hr = WINED3DERR_INVALIDCALL;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
- if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
+ if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
}
@@ -316,7 +316,7 @@ static HRESULT WINAPI IWineD3DCubeTextur
HRESULT hr = WINED3DERR_INVALIDCALL;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
- if (Level < This->baseTexture.levels && FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
+ if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
}
@@ -333,7 +333,7 @@ static HRESULT WINAPI IWineD3DCubeTextu
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
This->baseTexture.dirty = TRUE;
TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
- if (FaceType >= D3DCUBEMAP_FACE_POSITIVE_X && FaceType <= D3DCUBEMAP_FACE_NEGATIVE_Z) {
+ if (FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
} else {
WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 31644b2..0ee1045 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -6343,7 +6343,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl
for (i = 0 ; i < levels ; ++i) {
/* Update each cube face */
- for (faceType = D3DCUBEMAP_FACE_POSITIVE_X; faceType <= D3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
+ for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
if (WINED3D_OK != hr) {
FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
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