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.
The scrapland demo can be used to test that d3d8 is correct. (http://www.download.com/Scrapland-demo/3000-7563_4-10325931.html)
--- James Hawkins truiken@gmail.com wrote:
Hi,
Changelog
- Correct number of params for ValidateVertexShader.
-- James Hawkins
Index: dlls/d3d9/d3d9.spec
===================================================================
RCS file: /home/wine/wine/dlls/d3d9/d3d9.spec,v retrieving revision 1.1 diff -p -U3 -r1.1 d3d9.spec --- dlls/d3d9/d3d9.spec 1 Jul 2003 01:09:17 -0000 1.1 +++ dlls/d3d9/d3d9.spec 28 Jun 2005 05:35:43 -0000 @@ -1,5 +1,5 @@ @ stdcall D3D9GetSWInfo() @ stdcall DebugSetMute() @ stdcall Direct3DCreate9(long) -@ stdcall ValidatePixelShader(ptr ptr) +@ stdcall ValidatePixelShader(ptr ptr ptr ptr ptr) @ stdcall ValidateVertexShader(ptr ptr) Index: dlls/d3d9/d3d9_main.c
==================================================================
RCS file: /home/wine/wine/dlls/d3d9/d3d9_main.c,v retrieving revision 1.7 diff -p -U3 -r1.7 d3d9_main.c --- dlls/d3d9/d3d9_main.c 6 May 2005 19:38:50 -0000 1.7 +++ dlls/d3d9/d3d9_main.c 28 Jun 2005 05:35:43 -0000 @@ -72,9 +72,9 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL,
/***********************************************************************
ValidateVertexShader (D3D9.@)
*/ -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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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;
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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