v2.: [IWineD3d + d3d9] bogus query implemetation
Juan Lang
juan_lang at yahoo.com
Fri Jan 28 15:43:38 CST 2005
Hi again Oliver,
> this should be better.
Yeah, but this function is still borked, I think:
+HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface,
D3DQUERYTYPE Type, IWineD3DQuery** ppQuery){
+ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
+
+ if(NULL == ppQuery){
+ /*Just a check to see if we support this type of query*/
+ HRESULT hr = D3DERR_NOTAVAILABLE;
+ /*Lie and say everything is good (we can return ok fake data from
a stub)*/
+ switch(Type){
+ case WINED3DQUERYTYPE_VCACHE:
+ hr = D3D_OK;
+ case WINED3DQUERYTYPE_RESOURCEMANAGER:
+ hr = D3D_OK;
(a bunch more)
+ default:
+ FIXME("(%p) Unhandled query type %d\n",This , Type);
+ }
Do you mean to print a fixme for every one? If so, why not just do it
once before or after the switch? Or if you don't, something like this
would be better:
+ switch(Type){
+ case WINED3DQUERYTYPE_VCACHE:
+ case WINED3DQUERYTYPE_RESOURCEMANAGER:
(all the other supported ones)
+ hr = D3D_OK;
+ break;
+ default:
+ FIXME("(%p) Unhandled query type %d\n",This , Type);
+ }
Notice the added break. Also, for conciseness, I wouldn't duplicate the
hr = D3D_OK assignment for each supported type; I'd just let all the
supported ones fall through to one assignment statement, like I show here.
--Juan
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