Henri Verbeet : d3d8: Remove trailing spaces.

Alexandre Julliard julliard at winehq.org
Mon Aug 31 10:47:39 CDT 2009


Module: wine
Branch: master
Commit: fecbf7b416a931b2f0e12b686ed4110752059188
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=fecbf7b416a931b2f0e12b686ed4110752059188

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Mon Aug 31 09:57:52 2009 +0200

d3d8: Remove trailing spaces.

---

 dlls/d3d8/d3d8_main.c       |   10 +++++-----
 dlls/d3d8/d3d8_private.h    |    2 +-
 dlls/d3d8/device.c          |   24 +++++++++++++-----------
 dlls/d3d8/tests/d3d8_main.c |    2 +-
 dlls/d3d8/tests/device.c    |   10 +++++-----
 5 files changed, 25 insertions(+), 23 deletions(-)

diff --git a/dlls/d3d8/d3d8_main.c b/dlls/d3d8/d3d8_main.c
index 3a2eac2..6300371 100644
--- a/dlls/d3d8/d3d8_main.c
+++ b/dlls/d3d8/d3d8_main.c
@@ -73,11 +73,11 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
  *              ValidateVertexShader (D3D8.@)
  *
  * I've seen reserved1 and reserved2 always passed as 0's
- * bool seems always passed as 0 or 1, but other values work as well.... 
+ * bool seems always passed as 0 or 1, but other values work as well...
  * toto       result?
  */
 HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL bool, DWORD* toto)
-{ 
+{
   HRESULT ret;
   FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto);
 
@@ -89,7 +89,7 @@ HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD
 
   switch(*vertexshader) {
         case 0xFFFE0101:
-        case 0xFFFE0100: 
+        case 0xFFFE0100:
             ret=S_OK;
             break;
         default:
@@ -110,12 +110,12 @@ HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bo
 {
   HRESULT ret;
   FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
-  
+
   if (!pixelshader)
       return E_FAIL;
 
   if (reserved1)
-      return E_FAIL;   
+      return E_FAIL;
 
   switch(*pixelshader) {
         case 0xFFFF0100:
diff --git a/dlls/d3d8/d3d8_private.h b/dlls/d3d8/d3d8_private.h
index e916f14..52abb84 100644
--- a/dlls/d3d8/d3d8_private.h
+++ b/dlls/d3d8/d3d8_private.h
@@ -468,7 +468,7 @@ struct IDirect3DVolumeTexture8Impl
 
 /* TODO: Generate a valid GUIDs */
 /* {83B073CE-6F30-11d9-C687-00046142C14F} */
-DEFINE_GUID(IID_IDirect3DStateBlock8, 
+DEFINE_GUID(IID_IDirect3DStateBlock8,
 0x83b073ce, 0x6f30, 0x11d9, 0xc6, 0x87, 0x0, 0x4, 0x61, 0x42, 0xc1, 0x4f);
 
 DEFINE_GUID(IID_IDirect3DVertexDeclaration8,
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index a5658af..675eac1 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -680,7 +680,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface
     wined3d_mutex_unlock();
 
     if (FAILED(hrc)) {
-        /* free up object */ 
+        /* free up object */
         FIXME("(%p) call to IWineD3DDevice_CreateTexture failed\n", This);
         HeapFree(GetProcessHeap(), 0, object);
 /*      *ppTexture = NULL; */
@@ -694,10 +694,10 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface
    return hrc;
 }
 
-static HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8 iface, 
-                                                          UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, 
-                                                          D3DFORMAT Format, D3DPOOL Pool, IDirect3DVolumeTexture8** ppVolumeTexture) {
-
+static HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(IDirect3DDevice8 *iface,
+        UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, D3DFORMAT Format,
+        D3DPOOL Pool, IDirect3DVolumeTexture8 **ppVolumeTexture)
+{
     IDirect3DVolumeTexture8Impl *object;
     IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
     HRESULT hrc = D3D_OK;
@@ -736,9 +736,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(LPDIRECT3DDEVICE8
     return hrc;
 }
 
-static HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(LPDIRECT3DDEVICE8 iface, UINT EdgeLength, UINT Levels, DWORD Usage, 
-                                                        D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture8** ppCubeTexture) {
-
+static HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(IDirect3DDevice8 *iface, UINT EdgeLength,
+        UINT Levels, DWORD Usage, D3DFORMAT Format, D3DPOOL Pool, IDirect3DCubeTexture8 **ppCubeTexture)
+{
     IDirect3DCubeTexture8Impl *object;
     IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
     HRESULT hr = D3D_OK;
@@ -1238,7 +1238,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetLight(LPDIRECT3DDEVICE8 iface, DWO
     IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
     HRESULT hr;
     TRACE("(%p) Relay\n" , This);
- 
+
     /* Note: D3DLIGHT8 is compatible with WINED3DLIGHT */
     wined3d_mutex_lock();
     hr = IWineD3DDevice_SetLight(This->WineD3DDevice, Index, (const WINED3DLIGHT *)pLight);
@@ -1701,8 +1701,10 @@ static HRESULT  WINAPI  IDirect3DDevice8Impl_GetCurrentTexturePalette(LPDIRECT3D
     return hr;
 }
 
-static HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) {
-    IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; 
+static HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitive(IDirect3DDevice8 *iface, D3DPRIMITIVETYPE PrimitiveType,
+        UINT StartVertex, UINT PrimitiveCount)
+{
+    IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
     HRESULT hr;
     TRACE("(%p) Relay\n" , This);
 
diff --git a/dlls/d3d8/tests/d3d8_main.c b/dlls/d3d8/tests/d3d8_main.c
index aee7625..fb626f2 100644
--- a/dlls/d3d8/tests/d3d8_main.c
+++ b/dlls/d3d8/tests/d3d8_main.c
@@ -66,7 +66,7 @@ static void test_ValidateVertexShader(void)
 }
 
 static void test_ValidatePixelShader(void)
-{ 
+{
     HRESULT ret;
     static DWORD simple_ps[] = {0xFFFF0101,                                     /* ps_1_1                       */
         0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0  */
diff --git a/dlls/d3d8/tests/device.c b/dlls/d3d8/tests/device.c
index f635713..a869e79 100644
--- a/dlls/d3d8/tests/device.c
+++ b/dlls/d3d8/tests/device.c
@@ -96,13 +96,13 @@ static int get_refcount(IUnknown *object)
 static void check_mipmap_levels(IDirect3DDevice8 *device, UINT width, UINT height, UINT count)
 {
     IDirect3DBaseTexture8* texture = NULL;
-    HRESULT hr = IDirect3DDevice8_CreateTexture( device, width, height, 0, 0, 
-        D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, (IDirect3DTexture8**) &texture );
-       
+    HRESULT hr = IDirect3DDevice8_CreateTexture( device, width, height, 0, 0,
+            D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, (IDirect3DTexture8**) &texture );
+
     if (SUCCEEDED(hr)) {
         DWORD levels = IDirect3DBaseTexture8_GetLevelCount(texture);
         ok(levels == count, "Invalid level count. Expected %d got %u\n", count, levels);
-    } else 
+    } else
         trace("CreateTexture failed: %#08x\n", hr);
 
     if (texture) IUnknown_Release( texture );
@@ -118,7 +118,7 @@ static void test_mipmap_levels(void)
     IDirect3DDevice8      *pDevice = NULL;
     D3DPRESENT_PARAMETERS d3dpp;
     D3DDISPLAYMODE        d3ddm;
- 
+
     pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
     ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
     hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );




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