WineD3D: Add WINED3DUSAGE_OVERLAY
Francois Gouget
fgouget at free.fr
Fri Oct 6 09:21:49 CDT 2006
On Thu, 5 Oct 2006, Vitaliy Margolen wrote:
[...]
> > @@ -274,7 +274,7 @@ static HRESULT WINAPI IDirect3DDevice9I
> >
> > TRACE("(%p) : w(%d) h(%d) fmt(%d) surf@%p\n", This, Width, Height, Format, *ppSurface);
> >
> > - hrc = IWineD3DDevice_CreateSurface(This->WineD3DDevice, Width, Height, Format, Lockable, Discard, Level, &object->wineD3DSurface, Type, Usage, (WINED3DPOOL) Pool,MultiSample,MultisampleQuality,pSharedHandle,SURFACE_OPENGL,(IUnknown *)object);
> > + hrc = IWineD3DDevice_CreateSurface(This->WineD3DDevice, Width, Height, Format, Lockable, Discard, Level, &object->wineD3DSurface, Type, Usage & WINED3DUSAGE_MASK, (WINED3DPOOL) Pool,MultiSample,MultisampleQuality,pSharedHandle,SURFACE_OPENGL,(IUnknown *)object);
> >
> Should we split lines like this? It's doesn't fit even on my 1600x1200
> display.
I too have noticed that the Direct3D code has a lot of very very long
lines. There are two issues with this:
* ugly line wraps, especially for people using laptops where low
resolutions tend to still be the norm
* it makes it harder to see what changed in a line when you have to
scan through 200 characters
With the ban on gratuitous reformating existing code will have to remain
as is. But for new code, sticking to 80 character lines would be nice.
That's nothing more than my 0.02 cents, of course.
--
Francois Gouget <fgouget at free.fr> http://fgouget.free.fr/
Linux: the choice of a GNU generation
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