Renamed IDirect3DResource8_ into D3DResource_
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442bce3785
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393a251403
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@ -1088,7 +1088,7 @@ static void EmuVerifyResourceIsRegistered(XTL::X_D3DResource *pResource)
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}
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}
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}
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}
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XTL::EMUPATCH(IDirect3DResource8_Register)(pResource, 0/*(PVOID)pResource->Data*/);
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XTL::EMUPATCH(D3DResource_Register)(pResource, 0/*(PVOID)pResource->Data*/);
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if(pResource->Lock != X_D3DRESOURCE_LOCK_FLAG_NOSIZE)
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if(pResource->Lock != X_D3DRESOURCE_LOCK_FLAG_NOSIZE)
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@ -4310,7 +4310,7 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_Swap)
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// ******************************************************************
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// ******************************************************************
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// * func: EmuIDirect3DResource8_Register
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// * func: EmuIDirect3DResource8_Register
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// ******************************************************************
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// ******************************************************************
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HRESULT WINAPI XTL::EMUPATCH(IDirect3DResource8_Register)
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HRESULT WINAPI XTL::EMUPATCH(D3DResource_Register)
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(
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(
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X_D3DResource *pThis,
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X_D3DResource *pThis,
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PVOID pBase
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PVOID pBase
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@ -5004,7 +5004,7 @@ HRESULT WINAPI XTL::EMUPATCH(IDirect3DResource8_Register)
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// ******************************************************************
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// ******************************************************************
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// * func: EmuIDirect3DResource8_AddRef
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// * func: EmuIDirect3DResource8_AddRef
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// ******************************************************************
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// ******************************************************************
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ULONG WINAPI XTL::EMUPATCH(IDirect3DResource8_AddRef)
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ULONG WINAPI XTL::EMUPATCH(D3DResource_AddRef)
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(
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(
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X_D3DResource *pThis
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X_D3DResource *pThis
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)
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)
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@ -5055,7 +5055,7 @@ ULONG WINAPI XTL::EMUPATCH(IDirect3DResource8_AddRef)
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// ******************************************************************
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// ******************************************************************
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// * func: EmuIDirect3DResource8_Release
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// * func: EmuIDirect3DResource8_Release
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// ******************************************************************
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// ******************************************************************
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ULONG WINAPI XTL::EMUPATCH(IDirect3DResource8_Release)
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ULONG WINAPI XTL::EMUPATCH(D3DResource_Release)
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(
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(
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X_D3DResource *pThis
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X_D3DResource *pThis
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)
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)
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@ -5159,7 +5159,7 @@ ULONG WINAPI XTL::EMUPATCH(IDirect3DResource8_Release)
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// ******************************************************************
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// ******************************************************************
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// * func: EmuIDirect3DResource8_IsBusy
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// * func: EmuIDirect3DResource8_IsBusy
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// ******************************************************************
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// ******************************************************************
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BOOL WINAPI XTL::EMUPATCH(IDirect3DResource8_IsBusy)
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BOOL WINAPI XTL::EMUPATCH(D3DResource_IsBusy)
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(
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(
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X_D3DResource *pThis
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X_D3DResource *pThis
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)
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)
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@ -5184,7 +5184,7 @@ BOOL WINAPI XTL::EMUPATCH(IDirect3DResource8_IsBusy)
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// ******************************************************************
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// ******************************************************************
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// * func: EmuIDirect3DResource8_GetType
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// * func: EmuIDirect3DResource8_GetType
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// ******************************************************************
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// ******************************************************************
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XTL::X_D3DRESOURCETYPE WINAPI XTL::EMUPATCH(IDirect3DResource8_GetType)
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XTL::X_D3DRESOURCETYPE WINAPI XTL::EMUPATCH(D3DResource_GetType)
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(
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(
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X_D3DResource *pThis
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X_D3DResource *pThis
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)
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)
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@ -8351,7 +8351,7 @@ XTL::D3DCOLOR * WINAPI XTL::EMUPATCH(IDirect3DPalette8_Lock2)
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// If X_D3DLOCK_READONLY and X_D3DLOCK_NOOVERWRITE bitflags not set
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// If X_D3DLOCK_READONLY and X_D3DLOCK_NOOVERWRITE bitflags not set
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if( !(Flags & (X_D3DLOCK_READONLY | X_D3DLOCK_NOOVERWRITE)) )
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if( !(Flags & (X_D3DLOCK_READONLY | X_D3DLOCK_NOOVERWRITE)) )
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{
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{
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EMUPATCH(IDirect3DResource8_BlockUntilNotBusy)(pThis);
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EMUPATCH(D3DResource_BlockUntilNotBusy)(pThis);
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}
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}
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D3DCOLOR *pColors = (D3DCOLOR*)pThis->Data;
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D3DCOLOR *pColors = (D3DCOLOR*)pThis->Data;
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@ -9118,7 +9118,7 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_BlockOnFence)
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// ******************************************************************
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// ******************************************************************
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// * func: EmuIDirect3DResource8_BlockUntilNotBusy
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// * func: EmuIDirect3DResource8_BlockUntilNotBusy
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// ******************************************************************
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// ******************************************************************
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VOID WINAPI XTL::EMUPATCH(IDirect3DResource8_BlockUntilNotBusy)
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VOID WINAPI XTL::EMUPATCH(D3DResource_BlockUntilNotBusy)
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(
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(
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X_D3DResource *pThis
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X_D3DResource *pThis
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)
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)
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@ -655,7 +655,7 @@ HRESULT WINAPI EMUPATCH(D3DDevice_Swap)
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// ******************************************************************
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// ******************************************************************
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// * func: EmuIDirect3DResource8_Register
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// * func: EmuIDirect3DResource8_Register
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// ******************************************************************
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// ******************************************************************
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HRESULT WINAPI EMUPATCH(IDirect3DResource8_Register)
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HRESULT WINAPI EMUPATCH(D3DResource_Register)
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(
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(
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X_D3DResource *pThis,
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X_D3DResource *pThis,
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PVOID pBase
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PVOID pBase
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@ -664,7 +664,7 @@ HRESULT WINAPI EMUPATCH(IDirect3DResource8_Register)
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// ******************************************************************
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// ******************************************************************
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// * func: EmuIDirect3DResource8_Release
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// * func: EmuIDirect3DResource8_Release
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// ******************************************************************
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// ******************************************************************
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ULONG WINAPI EMUPATCH(IDirect3DResource8_Release)
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ULONG WINAPI EMUPATCH(D3DResource_Release)
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(
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(
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X_D3DResource *pThis
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X_D3DResource *pThis
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);
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);
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@ -672,7 +672,7 @@ ULONG WINAPI EMUPATCH(IDirect3DResource8_Release)
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// ******************************************************************
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// ******************************************************************
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// * func: EmuIDirect3DResource8_GetType
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// * func: EmuIDirect3DResource8_GetType
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// ******************************************************************
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// ******************************************************************
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X_D3DRESOURCETYPE WINAPI EMUPATCH(IDirect3DResource8_GetType)
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X_D3DRESOURCETYPE WINAPI EMUPATCH(D3DResource_GetType)
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(
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(
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X_D3DResource *pThis
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X_D3DResource *pThis
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);
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);
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@ -680,7 +680,7 @@ X_D3DRESOURCETYPE WINAPI EMUPATCH(IDirect3DResource8_GetType)
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// ******************************************************************
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// ******************************************************************
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// * func: EmuIDirect3DResource8_AddRef
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// * func: EmuIDirect3DResource8_AddRef
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// ******************************************************************
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// ******************************************************************
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ULONG WINAPI EMUPATCH(IDirect3DResource8_AddRef)
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ULONG WINAPI EMUPATCH(D3DResource_AddRef)
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(
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(
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X_D3DResource *pThis
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X_D3DResource *pThis
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);
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);
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@ -688,7 +688,7 @@ ULONG WINAPI EMUPATCH(IDirect3DResource8_AddRef)
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// ******************************************************************
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// ******************************************************************
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// * func: EmuIDirect3DResource8_IsBusy
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// * func: EmuIDirect3DResource8_IsBusy
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// ******************************************************************
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// ******************************************************************
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BOOL WINAPI EMUPATCH(IDirect3DResource8_IsBusy)
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BOOL WINAPI EMUPATCH(D3DResource_IsBusy)
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(
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(
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X_D3DResource *pThis
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X_D3DResource *pThis
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);
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);
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@ -1579,7 +1579,7 @@ VOID WINAPI EMUPATCH(D3DDevice_BlockOnFence)
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// ******************************************************************
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// ******************************************************************
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// * func: EmuIDirect3DResource8_BlockUntilNotBusy
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// * func: EmuIDirect3DResource8_BlockUntilNotBusy
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// ******************************************************************
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// ******************************************************************
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VOID WINAPI EMUPATCH(IDirect3DResource8_BlockUntilNotBusy)
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VOID WINAPI EMUPATCH(D3DResource_BlockUntilNotBusy)
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(
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(
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X_D3DResource *pThis
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X_D3DResource *pThis
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);
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);
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@ -1628,7 +1628,7 @@ VOID WINAPI EMUPATCH(D3DDevice_BlockOnFence)
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// ******************************************************************
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// ******************************************************************
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// * func: EmuIDirect3DResource8_BlockUntilNotBusy
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// * func: EmuIDirect3DResource8_BlockUntilNotBusy
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// ******************************************************************
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// ******************************************************************
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VOID WINAPI EMUPATCH(IDirect3DResource8_BlockUntilNotBusy)
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VOID WINAPI EMUPATCH(D3DResource_BlockUntilNotBusy)
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(
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(
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X_D3DResource *pThis
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X_D3DResource *pThis
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);
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);
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@ -278,7 +278,7 @@ VOID WINAPI XTL::EMUPATCH(XGSetTextureHeader)
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pTexture->Size = pTempTexture->Size;
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pTexture->Size = pTempTexture->Size;
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XTL::EMUPATCH(IDirect3DResource8_Release)(pTempTexture);
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XTL::EMUPATCH(D3DResource_Release)(pTempTexture);
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// Manually fill in Format parameters
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// Manually fill in Format parameters
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