[PATCH] d3d8: Fix building on Mac.
bool is a reserved word in c99. After b51bc84338455dca41c6704e3fee4cbda6b440e7, bool will be expanded to _Bool with Xcode headers. Signed-off-by: Zhiyi Zhang <zzhang(a)codeweavers.com> --- dlls/d3d8/d3d8_main.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/dlls/d3d8/d3d8_main.c b/dlls/d3d8/d3d8_main.c index a6c67008ed..5fbd165285 100644 --- a/dlls/d3d8/d3d8_main.c +++ b/dlls/d3d8/d3d8_main.c @@ -61,16 +61,16 @@ IDirect3D8 * WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT sdk_version) * 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... + * boolean 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 WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL boolean, DWORD* toto) { HRESULT ret; static BOOL warned; if (TRACE_ON(d3d8) || !warned) { - FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto); + FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, boolean, toto); warned = TRUE; } @@ -99,13 +99,13 @@ HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD * PARAMS * toto result? */ -HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto) +HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL boolean, DWORD* toto) { HRESULT ret; static BOOL warned; if (TRACE_ON(d3d8) || !warned) { - FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto); + FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, boolean, toto); warned = TRUE; } -- 2.15.2 (Apple Git-101.1)
Hi, While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check? Full results can be found at: https://testbot.winehq.org/JobDetails.pl?Key=46970 Your paranoid android. === debian9 (build log) === X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 140 (RANDR) Minor opcode of failed request: 21 (RRSetCrtcConfig) X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 140 (RANDR) Minor opcode of failed request: 21 (RRSetCrtcConfig) === debian9 (build log) === X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 140 (RANDR) Minor opcode of failed request: 21 (RRSetCrtcConfig) X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 140 (RANDR) Minor opcode of failed request: 21 (RRSetCrtcConfig)
I can confirm the build breakage and that this fixes it. Signed-off-by: Ken Thomases <ken(a)codeweavers.com>
On Jan 30, 2019, at 8:25 AM, Zhiyi Zhang <zzhang(a)codeweavers.com> wrote:
bool is a reserved word in c99. After b51bc84338455dca41c6704e3fee4cbda6b440e7, bool will be expanded to _Bool with Xcode headers.
Signed-off-by: Zhiyi Zhang <zzhang(a)codeweavers.com> --- dlls/d3d8/d3d8_main.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-)
diff --git a/dlls/d3d8/d3d8_main.c b/dlls/d3d8/d3d8_main.c index a6c67008ed..5fbd165285 100644 --- a/dlls/d3d8/d3d8_main.c +++ b/dlls/d3d8/d3d8_main.c @@ -61,16 +61,16 @@ IDirect3D8 * WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT sdk_version) * 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... + * boolean 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 WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL boolean, DWORD* toto) { HRESULT ret; static BOOL warned;
if (TRACE_ON(d3d8) || !warned) { - FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto); + FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, boolean, toto); warned = TRUE; }
@@ -99,13 +99,13 @@ HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD * PARAMS * toto result? */ -HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto) +HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL boolean, DWORD* toto) { HRESULT ret; static BOOL warned;
if (TRACE_ON(d3d8) || !warned) { - FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto); + FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, boolean, toto); warned = TRUE; }
-- 2.15.2 (Apple Git-101.1)
On Fri, 1 Feb 2019 at 02:49, Ken Thomases <ken(a)codeweavers.com> wrote:
I can confirm the build breakage and that this fixes it.
Yeah, but https://source.winehq.org/patches/data/157188 will also make it go away. Turns out "reserved1" and "reserved2" are the vertex declaration and device caps to validate against. I'll send in a patch for that, but it'll probably end up being after FOSDEM. ValidatePixelShader() is similar.
participants (4)
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Henri Verbeet -
Ken Thomases -
Marvin -
Zhiyi Zhang