Zhiyi Zhang : d3d8: Fix building on Mac.
Alexandre Julliard
julliard at winehq.org
Wed May 15 14:32:22 CDT 2019
Module: wine
Branch: stable
Commit: d76718e438760a6f7bd7d56ca374b3fb89505ef6
URL: https://source.winehq.org/git/wine.git/?a=commit;h=d76718e438760a6f7bd7d56ca374b3fb89505ef6
Author: Zhiyi Zhang <zzhang at codeweavers.com>
Date: Wed Jan 30 22:25:07 2019 +0800
d3d8: Fix building on Mac.
bool is a reserved word in c99.
Signed-off-by: Zhiyi Zhang <zzhang at codeweavers.com>
Signed-off-by: Ken Thomases <ken at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
(cherry picked from commit 13cca44d20239612a23fa9b3fe51e072a2073a60)
Signed-off-by: Michael Stefaniuc <mstefani at winehq.org>
---
dlls/d3d8/d3d8_main.c | 10 +++++-----
1 file changed, 5 insertions(+), 5 deletions(-)
diff --git a/dlls/d3d8/d3d8_main.c b/dlls/d3d8/d3d8_main.c
index 92c5032..6165971 100644
--- a/dlls/d3d8/d3d8_main.c
+++ b/dlls/d3d8/d3d8_main.c
@@ -60,16 +60,16 @@ IDirect3D8 * WINAPI DECLSPEC_HOTPATCH Direct3DCreate8(UINT sdk_version)
* ValidateVertexShader (D3D8.@)
*
* I've seen reserved1 and reserved2 always passed as 0's
- * bool seems always passed as 0 or 1, but other values work as well...
+ * boolean seems always passed as 0 or 1, but other values work as well...
* toto result?
*/
-HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL bool, DWORD* toto)
+HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD* reserved2, BOOL boolean, DWORD* toto)
{
HRESULT ret;
static BOOL warned;
if (TRACE_ON(d3d8) || !warned) {
- FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, bool, toto);
+ FIXME("(%p %p %p %d %p): stub\n", vertexshader, reserved1, reserved2, boolean, toto);
warned = TRUE;
}
@@ -98,13 +98,13 @@ HRESULT WINAPI ValidateVertexShader(DWORD* vertexshader, DWORD* reserved1, DWORD
* PARAMS
* toto result?
*/
-HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL bool, DWORD* toto)
+HRESULT WINAPI ValidatePixelShader(DWORD* pixelshader, DWORD* reserved1, BOOL boolean, DWORD* toto)
{
HRESULT ret;
static BOOL warned;
if (TRACE_ON(d3d8) || !warned) {
- FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, bool, toto);
+ FIXME("(%p %p %d %p): stub\n", pixelshader, reserved1, boolean, toto);
warned = TRUE;
}
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