Hi again Oliver,
this should be better.
Yeah, but this function is still borked, I think:
+HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, D3DQUERYTYPE Type, IWineD3DQuery** ppQuery){ + IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; + + if(NULL == ppQuery){ + /*Just a check to see if we support this type of query*/ + HRESULT hr = D3DERR_NOTAVAILABLE; + /*Lie and say everything is good (we can return ok fake data from a stub)*/ + switch(Type){ + case WINED3DQUERYTYPE_VCACHE: + hr = D3D_OK; + case WINED3DQUERYTYPE_RESOURCEMANAGER: + hr = D3D_OK; (a bunch more) + default: + FIXME("(%p) Unhandled query type %d\n",This , Type); + } Do you mean to print a fixme for every one? If so, why not just do it once before or after the switch? Or if you don't, something like this would be better:
+ switch(Type){ + case WINED3DQUERYTYPE_VCACHE: + case WINED3DQUERYTYPE_RESOURCEMANAGER: (all the other supported ones) + hr = D3D_OK; + break; + default: + FIXME("(%p) Unhandled query type %d\n",This , Type); + }
Notice the added break. Also, for conciseness, I wouldn't duplicate the hr = D3D_OK assignment for each supported type; I'd just let all the supported ones fall through to one assignment statement, like I show here.
--Juan
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