[PATCH 5/5] d3d8: Remove trailing spaces.
Henri Verbeet
hverbeet at codeweavers.com
Mon Aug 31 02:57:52 CDT 2009
---
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 );
--
1.6.0.6
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