I've changed both to match in my tree, since pixel and vertex shaders are more-or-less identical. I haven't validated this against windows yet.
--- Ivan Gyurdiev ivg2@cornell.edu wrote:
On Tue, 2005-06-28 at 13:37 +0100, Oliver Stieber wrote:
The first parameter can be named (it's pFunction,
a
pointer to the shader function to be validated),
and
d3d8 also needs to be patched.
So... I'm not involved with development, but it seems to me that it would help if the declaration in the spec file matched the one in the c file, as opposed to one saying PixelShader, and the other VertexShader...
I could be wrong though...
-@ stdcall ValidatePixelShader(ptr ptr) +@ stdcall ValidatePixelShader(ptr ptr ptr ptr
ptr)
@ stdcall ValidateVertexShader(ptr ptr)
-BOOL WINAPI ValidateVertexShader(LPVOID what, LPVOID toto) {
- FIXME("(void): stub: %p %p\n", what, toto);
- return TRUE;
+BOOL WINAPI ValidateVertexShader(LPVOID x1,
LPVOID
x2, LPVOID x3, LPVOID x4, LPVOID x5) {
- FIXME("(%p,%p,%p,%p,%p) stub\n", x1, x2,
x3,
x4, x5);
- return TRUE;
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