Apply X_RECT in disabled code, just to conform it to most current X_ prefixed type declarations, similar to other types.

This commit is contained in:
PatrickvL 2022-12-14 22:58:55 +01:00
parent bf4d2d87f8
commit 95e166772f
1 changed files with 8 additions and 8 deletions

View File

@ -183,7 +183,7 @@ ULONG WINAPI XTL::EMUPATCH(D3DDevice_AddRef)()
VOID WINAPI XTL::EMUPATCH(D3DDevice_CopyRects)
(
X_D3DSurface *pSourceSurface,
CONST RECT *pSourceRectsArray,
CONST X_RECT *pSourceRectsArray,
UINT cRects,
X_D3DSurface *pDestinationSurface,
CONST POINT *pDestPointsArray
@ -876,7 +876,7 @@ VOID WINAPI XTL::EMUPATCH(Lock2DSurface)
D3DCUBEMAP_FACES FaceType,
UINT Level,
X_D3DLOCKED_RECT *pLockedRect,
RECT *pRect,
X_RECT *pRect,
DWORD Flags
)
{
@ -895,7 +895,7 @@ VOID WINAPI XTL::EMUPATCH(Lock2DSurface)
// If this is a YUV surface, just use the Xbox implementation of this function
// as we don't store a host counterpart.
if (IsYuvSurfaceOrTexture(pPixelContainer)) {
typedef VOID(__stdcall *XB_Lock2DSurface_t)(X_D3DPixelContainer*, D3DCUBEMAP_FACES, UINT, D3DLOCKED_RECT*, RECT*, DWORD);
typedef VOID(__stdcall *XB_Lock2DSurface_t)(X_D3DPixelContainer*, D3DCUBEMAP_FACES, UINT, X_D3DLOCKED_RECT*, X_RECT*, DWORD);
static XB_Lock2DSurface_t XB_Lock2DSurface = (XB_Lock2DSurface_t)GetXboxFunctionPointer("Lock2DSurface");
// No need to check for success here, as we are calling Lock2DSurface from Lock2DSurface, if this address wasn't found
@ -1059,7 +1059,7 @@ VOID WINAPI XTL::EMUPATCH(D3DSurface_LockRect)
(
X_D3DResource *pThis,
X_D3DLOCKED_RECT *pLockedRect,
CONST RECT *pRect,
CONST X_RECT *pRect,
DWORD Flags
)
{
@ -1077,7 +1077,7 @@ VOID WINAPI XTL::EMUPATCH(D3DSurface_LockRect)
// If this is a YUV surface, just use the Xbox implementation of this function
// as we don't store a host counterpart.
if (IsYuvSurfaceOrTexture(pThis)) {
typedef VOID(__stdcall *XB_D3DSurface_LockRect_t)(X_D3DResource*, D3DLOCKED_RECT*, CONST RECT*, DWORD);
typedef VOID(__stdcall *XB_D3DSurface_LockRect_t)(X_D3DResource*, X_D3DLOCKED_RECT*, CONST X_RECT*, DWORD);
static XB_D3DSurface_LockRect_t XB_D3DSurface_LockRect = (XB_D3DSurface_LockRect_t)GetXboxFunctionPointer("D3DSurface_LockRect");
// No need to check for success here, as we are calling LockRect from LockRect, if this address wasn't found
@ -1222,7 +1222,7 @@ VOID WINAPI XTL::EMUPATCH(D3DTexture_LockRect)
X_D3DTexture *pThis,
UINT Level,
X_D3DLOCKED_RECT *pLockedRect,
CONST RECT *pRect,
CONST X_RECT *pRect,
DWORD Flags
)
{
@ -1241,7 +1241,7 @@ VOID WINAPI XTL::EMUPATCH(D3DTexture_LockRect)
// If this is a YUV surface, just use the Xbox implementation of this function
// as we don't store a host counterpart.
if (IsYuvSurfaceOrTexture(pThis)) {
typedef VOID(__stdcall *XB_D3DTexture_LockRect_t)(X_D3DResource*, UINT, D3DLOCKED_RECT*, CONST RECT*, DWORD);
typedef VOID(__stdcall *XB_D3DTexture_LockRect_t)(X_D3DResource*, UINT, X_D3DLOCKED_RECT*, CONST X_RECT*, DWORD);
static XB_D3DTexture_LockRect_t XB_D3DTexture_LockRect = (XB_D3DTexture_LockRect_t)GetXboxFunctionPointer("D3DTexture_LockRect");
// No need to check for success here, as we are calling LockRect from LockRect, if this address wasn't found
@ -1335,7 +1335,7 @@ VOID WINAPI XTL::EMUPATCH(D3DCubeTexture_LockRect)
D3DCUBEMAP_FACES FaceType,
UINT Level,
X_D3DLOCKED_RECT *pLockedBox,
CONST RECT *pRect,
CONST X_RECT *pRect,
DWORD Flags
)
{