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wined3d: Trivial cleanups
- compiler warnings and errors should be FIXME - remove obsolete comment, and change variable type.
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@ -42,7 +42,7 @@ void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
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{
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infoLog = (char *)HeapAlloc(GetProcessHeap(), 0, infologLength);
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GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
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TRACE("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
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FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
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HeapFree(GetProcessHeap(), 0, infoLog);
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}
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}
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@ -166,7 +166,7 @@ static void shader_glsl_get_register_name(
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DWORD reg = param & D3DSP_REGNUM_MASK;
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DWORD regtype = shader_get_regtype(param);
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
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BOOL pshader = shader_is_pshader_version(This->baseShader.hex_version);
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char pshader = shader_is_pshader_version(This->baseShader.hex_version);
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char tmpStr[50];
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*is_color = FALSE;
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@ -83,12 +83,6 @@ static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface)
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return ref;
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}
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/* TODO: At the momeny the function parser is single pass, it achievs this
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by passing constants to a couple of functions where they are then modified.
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At some point the parser need to be made two pass (So that GLSL can be used if it's required by the shader)
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when happens constants should be worked out in the first pass to tidy up the second pass a bit.
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*/
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/* *******************************************
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IWineD3DPixelShader IWineD3DPixelShader parts follow
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******************************************* */
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