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:
parent
bf4d2d87f8
commit
95e166772f
|
@ -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
|
||||
)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue