wined3d: Trivial cleanups

- compiler warnings and errors should be FIXME
- remove obsolete comment, and change variable type.
This commit is contained in:
Ivan Gyurdiev 2006-06-12 02:56:13 -04:00 committed by Alexandre Julliard
parent a42925ee09
commit 1a3003338f
2 changed files with 2 additions and 8 deletions

View File

@ -42,7 +42,7 @@ void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
{
infoLog = (char *)HeapAlloc(GetProcessHeap(), 0, infologLength);
GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
TRACE("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
FIXME("Error received from GLSL shader #%u: %s\n", obj, debugstr_a(infoLog));
HeapFree(GetProcessHeap(), 0, infoLog);
}
}
@ -166,7 +166,7 @@ static void shader_glsl_get_register_name(
DWORD reg = param & D3DSP_REGNUM_MASK;
DWORD regtype = shader_get_regtype(param);
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
BOOL pshader = shader_is_pshader_version(This->baseShader.hex_version);
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
char tmpStr[50];
*is_color = FALSE;

View File

@ -83,12 +83,6 @@ static ULONG WINAPI IWineD3DPixelShaderImpl_Release(IWineD3DPixelShader *iface)
return ref;
}
/* TODO: At the momeny the function parser is single pass, it achievs this
by passing constants to a couple of functions where they are then modified.
At some point the parser need to be made two pass (So that GLSL can be used if it's required by the shader)
when happens constants should be worked out in the first pass to tidy up the second pass a bit.
*/
/* *******************************************
IWineD3DPixelShader IWineD3DPixelShader parts follow
******************************************* */