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




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