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Fixed some issues found by winapi_check.
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caa74b66be
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@ -19,9 +19,12 @@
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*/
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#include "config.h"
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#include <sys/stat.h>
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#include "windef.h"
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#include "winbase.h"
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#include "sys/stat.h"
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#include "wine/debug.h"
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WINE_DEFAULT_DEBUG_CHANNEL(crtdll);
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@ -787,11 +787,17 @@ DWORD vshader_decl_parse(VERTEXSHADER8* vshader) {
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return len * sizeof(DWORD);
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}
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/***********************************************************************
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* ValidateVertexShader (D3D8.@)
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*/
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BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) {
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FIXME("(void): stub: %p\n", what);
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return TRUE;
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}
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/***********************************************************************
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* ValidatePixelShader (D3D8.@)
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*/
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BOOL WINAPI ValidatePixelShader(LPVOID what, LPVOID toto) {
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FIXME("(void): stub: %p\n", what);
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return TRUE;
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@ -34,7 +34,7 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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HRESULT D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer) {
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HRESULT WINAPI D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer) {
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ID3DXBufferImpl *object;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXBufferImpl));
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@ -55,17 +55,17 @@ HRESULT D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer) {
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return D3D_OK;
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}
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HRESULT D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont) {
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HRESULT WINAPI D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont) {
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FIXME("(void): stub\n");
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return D3D_OK;
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}
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UINT D3DXGetFVFVertexSize(DWORD FVF) {
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UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF) {
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FIXME("(void): stub\n");
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return 0;
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}
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HRESULT D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
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HRESULT WINAPI D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors) {
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@ -73,7 +73,7 @@ HRESULT D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
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return D3D_OK;
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}
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HRESULT D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
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HRESULT WINAPI D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors) {
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@ -81,7 +81,7 @@ HRESULT D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
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return D3D_OK;
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}
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HRESULT D3DXAssembleShaderFromFileW(LPSTR pSrcFile, DWORD Flags,
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HRESULT WINAPI D3DXAssembleShaderFromFileW(LPSTR pSrcFile, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors) {
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@ -327,7 +327,7 @@
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@ cdecl _lrotr(long long) _lrotr
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@ cdecl _lsearch(ptr ptr long long ptr) _lsearch
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@ cdecl _lseek(long long long) _lseek
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@ cdecl -ret64 _lseeki64(long long long) _lseeki64
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@ cdecl -ret64 _lseeki64(long long long long) _lseeki64
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@ forward _ltoa ntdll._ltoa
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@ cdecl _ltow(long ptr long) _ltow
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@ cdecl _makepath(str str str str str) _makepath
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@ -40,7 +40,9 @@
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <unistd.h>
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#ifdef HAVE_UNISTD_H
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# include <unistd.h>
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#endif
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#include <errno.h>
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#include <fcntl.h>
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#include "windef.h"
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@ -107,18 +107,18 @@ ICOM_DEFINE(ID3DXFont,IUnknown)
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/*************************************************************************************
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* Define entrypoints
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*/
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HRESULT D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer);
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HRESULT D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont);
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UINT D3DXGetFVFVertexSize(DWORD FVF);
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HRESULT D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
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HRESULT WINAPI D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer);
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HRESULT WINAPI D3DXCreateFont(LPDIRECT3DDEVICE8 pDevice, HFONT hFont, LPD3DXFONT* ppFont);
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UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF);
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HRESULT WINAPI D3DXAssembleShader(LPCVOID pSrcData, UINT SrcDataLen, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors);
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HRESULT D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
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HRESULT WINAPI D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors);
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HRESULT D3DXAssembleShaderFromFileW(LPSTR pSrcFile, DWORD Flags,
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HRESULT WINAPI D3DXAssembleShaderFromFileW(LPSTR pSrcFile, DWORD Flags,
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LPD3DXBUFFER* ppConstants,
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LPD3DXBUFFER* ppCompiledShader,
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LPD3DXBUFFER* ppCompilationErrors);
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