Hi,
+void primitiveDeclarationConvertToStridedData(
- IWineD3DDevice *iface,
- BOOL useVertexShaderFunction,
- Direct3DVertexStridedData *strided,
- LONG BaseVertexIndex,
- DWORD *fvf,
- BOOL storeOrder,
- INT arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE]) {
I personally dislike that. In my opinion it's better this way:
void primitiveDeclarationConvertToStridedData(IWineD3DDevice *iface, BOOL useVertexShaderFunction, ... ) { code; }
Well, primitiveDeclarationConvertToStridedData is a bit of a bad example, because the function name isn't that short and INT arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE] is long too. However, it makes much more sense for the usual COM functions IMO:
/*************************************************************** * IWineD3DDevice::SetTexture * * Some comments don't hurt. That's the usual style I have * found in other places, I think we should consistently * write what each function does for WineD3D, as is is a Wine- * specific dll and doesn't have MSDN documentation * * Params: * stage: What's this? * Texture: What's this? * * Returns: * What should the return value be? * ***************************************************************/ HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD stage, IWineD3DBaseTexture *Texture) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; IWineD3DBaseTextureImpl *TexImpl = (IWineD3DBaseTextureImpl *) Texture; HRESULT hr;
foo(); bar();
/* Do a function call: */ hr = IWineD3DDevice_FunkyCall(iface, Param1, Param2); if(hr != D3D_OK) { /* What went wrong? */ return WINED3DERR_VERYBADERROR; } return WINED3D_OK; }
Just my 2 cent. I know this is all a matter of taste. I plan making up the WineD3D code this way when AJ is back and patches go in again.
Stefan