Renamed IDirect3DResource8_ into D3DResource_

This commit is contained in:
PatrickvL 2017-01-20 14:53:50 +01:00
parent 442bce3785
commit 393a251403
3 changed files with 16 additions and 16 deletions

View File

@ -1088,7 +1088,7 @@ static void EmuVerifyResourceIsRegistered(XTL::X_D3DResource *pResource)
} }
} }
XTL::EMUPATCH(IDirect3DResource8_Register)(pResource, 0/*(PVOID)pResource->Data*/); XTL::EMUPATCH(D3DResource_Register)(pResource, 0/*(PVOID)pResource->Data*/);
if(pResource->Lock != X_D3DRESOURCE_LOCK_FLAG_NOSIZE) if(pResource->Lock != X_D3DRESOURCE_LOCK_FLAG_NOSIZE)
@ -4310,7 +4310,7 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_Swap)
// ****************************************************************** // ******************************************************************
// * func: EmuIDirect3DResource8_Register // * func: EmuIDirect3DResource8_Register
// ****************************************************************** // ******************************************************************
HRESULT WINAPI XTL::EMUPATCH(IDirect3DResource8_Register) HRESULT WINAPI XTL::EMUPATCH(D3DResource_Register)
( (
X_D3DResource *pThis, X_D3DResource *pThis,
PVOID pBase PVOID pBase
@ -5004,7 +5004,7 @@ HRESULT WINAPI XTL::EMUPATCH(IDirect3DResource8_Register)
// ****************************************************************** // ******************************************************************
// * func: EmuIDirect3DResource8_AddRef // * func: EmuIDirect3DResource8_AddRef
// ****************************************************************** // ******************************************************************
ULONG WINAPI XTL::EMUPATCH(IDirect3DResource8_AddRef) ULONG WINAPI XTL::EMUPATCH(D3DResource_AddRef)
( (
X_D3DResource *pThis X_D3DResource *pThis
) )
@ -5055,7 +5055,7 @@ ULONG WINAPI XTL::EMUPATCH(IDirect3DResource8_AddRef)
// ****************************************************************** // ******************************************************************
// * func: EmuIDirect3DResource8_Release // * func: EmuIDirect3DResource8_Release
// ****************************************************************** // ******************************************************************
ULONG WINAPI XTL::EMUPATCH(IDirect3DResource8_Release) ULONG WINAPI XTL::EMUPATCH(D3DResource_Release)
( (
X_D3DResource *pThis X_D3DResource *pThis
) )
@ -5159,7 +5159,7 @@ ULONG WINAPI XTL::EMUPATCH(IDirect3DResource8_Release)
// ****************************************************************** // ******************************************************************
// * func: EmuIDirect3DResource8_IsBusy // * func: EmuIDirect3DResource8_IsBusy
// ****************************************************************** // ******************************************************************
BOOL WINAPI XTL::EMUPATCH(IDirect3DResource8_IsBusy) BOOL WINAPI XTL::EMUPATCH(D3DResource_IsBusy)
( (
X_D3DResource *pThis X_D3DResource *pThis
) )
@ -5184,7 +5184,7 @@ BOOL WINAPI XTL::EMUPATCH(IDirect3DResource8_IsBusy)
// ****************************************************************** // ******************************************************************
// * func: EmuIDirect3DResource8_GetType // * func: EmuIDirect3DResource8_GetType
// ****************************************************************** // ******************************************************************
XTL::X_D3DRESOURCETYPE WINAPI XTL::EMUPATCH(IDirect3DResource8_GetType) XTL::X_D3DRESOURCETYPE WINAPI XTL::EMUPATCH(D3DResource_GetType)
( (
X_D3DResource *pThis X_D3DResource *pThis
) )
@ -8351,7 +8351,7 @@ XTL::D3DCOLOR * WINAPI XTL::EMUPATCH(IDirect3DPalette8_Lock2)
// If X_D3DLOCK_READONLY and X_D3DLOCK_NOOVERWRITE bitflags not set // If X_D3DLOCK_READONLY and X_D3DLOCK_NOOVERWRITE bitflags not set
if( !(Flags & (X_D3DLOCK_READONLY | X_D3DLOCK_NOOVERWRITE)) ) if( !(Flags & (X_D3DLOCK_READONLY | X_D3DLOCK_NOOVERWRITE)) )
{ {
EMUPATCH(IDirect3DResource8_BlockUntilNotBusy)(pThis); EMUPATCH(D3DResource_BlockUntilNotBusy)(pThis);
} }
D3DCOLOR *pColors = (D3DCOLOR*)pThis->Data; D3DCOLOR *pColors = (D3DCOLOR*)pThis->Data;
@ -9118,7 +9118,7 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_BlockOnFence)
// ****************************************************************** // ******************************************************************
// * func: EmuIDirect3DResource8_BlockUntilNotBusy // * func: EmuIDirect3DResource8_BlockUntilNotBusy
// ****************************************************************** // ******************************************************************
VOID WINAPI XTL::EMUPATCH(IDirect3DResource8_BlockUntilNotBusy) VOID WINAPI XTL::EMUPATCH(D3DResource_BlockUntilNotBusy)
( (
X_D3DResource *pThis X_D3DResource *pThis
) )

View File

@ -655,7 +655,7 @@ HRESULT WINAPI EMUPATCH(D3DDevice_Swap)
// ****************************************************************** // ******************************************************************
// * func: EmuIDirect3DResource8_Register // * func: EmuIDirect3DResource8_Register
// ****************************************************************** // ******************************************************************
HRESULT WINAPI EMUPATCH(IDirect3DResource8_Register) HRESULT WINAPI EMUPATCH(D3DResource_Register)
( (
X_D3DResource *pThis, X_D3DResource *pThis,
PVOID pBase PVOID pBase
@ -664,7 +664,7 @@ HRESULT WINAPI EMUPATCH(IDirect3DResource8_Register)
// ****************************************************************** // ******************************************************************
// * func: EmuIDirect3DResource8_Release // * func: EmuIDirect3DResource8_Release
// ****************************************************************** // ******************************************************************
ULONG WINAPI EMUPATCH(IDirect3DResource8_Release) ULONG WINAPI EMUPATCH(D3DResource_Release)
( (
X_D3DResource *pThis X_D3DResource *pThis
); );
@ -672,7 +672,7 @@ ULONG WINAPI EMUPATCH(IDirect3DResource8_Release)
// ****************************************************************** // ******************************************************************
// * func: EmuIDirect3DResource8_GetType // * func: EmuIDirect3DResource8_GetType
// ****************************************************************** // ******************************************************************
X_D3DRESOURCETYPE WINAPI EMUPATCH(IDirect3DResource8_GetType) X_D3DRESOURCETYPE WINAPI EMUPATCH(D3DResource_GetType)
( (
X_D3DResource *pThis X_D3DResource *pThis
); );
@ -680,7 +680,7 @@ X_D3DRESOURCETYPE WINAPI EMUPATCH(IDirect3DResource8_GetType)
// ****************************************************************** // ******************************************************************
// * func: EmuIDirect3DResource8_AddRef // * func: EmuIDirect3DResource8_AddRef
// ****************************************************************** // ******************************************************************
ULONG WINAPI EMUPATCH(IDirect3DResource8_AddRef) ULONG WINAPI EMUPATCH(D3DResource_AddRef)
( (
X_D3DResource *pThis X_D3DResource *pThis
); );
@ -688,7 +688,7 @@ ULONG WINAPI EMUPATCH(IDirect3DResource8_AddRef)
// ****************************************************************** // ******************************************************************
// * func: EmuIDirect3DResource8_IsBusy // * func: EmuIDirect3DResource8_IsBusy
// ****************************************************************** // ******************************************************************
BOOL WINAPI EMUPATCH(IDirect3DResource8_IsBusy) BOOL WINAPI EMUPATCH(D3DResource_IsBusy)
( (
X_D3DResource *pThis X_D3DResource *pThis
); );
@ -1579,7 +1579,7 @@ VOID WINAPI EMUPATCH(D3DDevice_BlockOnFence)
// ****************************************************************** // ******************************************************************
// * func: EmuIDirect3DResource8_BlockUntilNotBusy // * func: EmuIDirect3DResource8_BlockUntilNotBusy
// ****************************************************************** // ******************************************************************
VOID WINAPI EMUPATCH(IDirect3DResource8_BlockUntilNotBusy) VOID WINAPI EMUPATCH(D3DResource_BlockUntilNotBusy)
( (
X_D3DResource *pThis X_D3DResource *pThis
); );
@ -1628,7 +1628,7 @@ VOID WINAPI EMUPATCH(D3DDevice_BlockOnFence)
// ****************************************************************** // ******************************************************************
// * func: EmuIDirect3DResource8_BlockUntilNotBusy // * func: EmuIDirect3DResource8_BlockUntilNotBusy
// ****************************************************************** // ******************************************************************
VOID WINAPI EMUPATCH(IDirect3DResource8_BlockUntilNotBusy) VOID WINAPI EMUPATCH(D3DResource_BlockUntilNotBusy)
( (
X_D3DResource *pThis X_D3DResource *pThis
); );

View File

@ -278,7 +278,7 @@ VOID WINAPI XTL::EMUPATCH(XGSetTextureHeader)
pTexture->Size = pTempTexture->Size; pTexture->Size = pTempTexture->Size;
XTL::EMUPATCH(IDirect3DResource8_Release)(pTempTexture); XTL::EMUPATCH(D3DResource_Release)(pTempTexture);
// Manually fill in Format parameters // Manually fill in Format parameters