d3d8: Better match the PSDK types and fix the winapi_check warnings.
Francois Gouget
fgouget at free.fr
Thu Aug 2 17:47:02 CDT 2007
---
While I did not find the ValidateVertexShader() prototype in the DirectX
SDK, but since the 'bool' parameter is a ostensibly a boolean, it might
as well be typed as 'BOOL'. which is a type the d3d8 is already known to
use, rather than 'int' which d3d8 does not use (AFAIK).
dlls/d3d8/d3d8_main.c | 4 ++--
tools/winapi/win32.api | 2 +-
2 files changed, 3 insertions(+), 3 deletions(-)
diff --git a/dlls/d3d8/d3d8_main.c b/dlls/d3d8/d3d8_main.c
index 4922b10..63cb472 100644
--- a/dlls/d3d8/d3d8_main.c
+++ b/dlls/d3d8/d3d8_main.c
@@ -78,7 +78,7 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv)
* 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, int bool, DWORD* toto)
+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);
@@ -108,7 +108,7 @@ HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD
* PARAMS
* toto result?
*/
-HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, int bool, DWORD* toto)
+HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto)
{
HRESULT ret;
FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
diff --git a/tools/winapi/win32.api b/tools/winapi/win32.api
index e46fa1b..9b07f94 100644
--- a/tools/winapi/win32.api
+++ b/tools/winapi/win32.api
@@ -822,8 +822,8 @@ UINT
%ptr
+DWORD *
IDirect3D8 *
-LPVOID
%void
--
1.4.4.4
More information about the wine-patches
mailing list