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wine
wine-cw
Commits
5abdd7a1
Commit
5abdd7a1
authored
Sep 26, 2006
by
H. Verbeet
Committed by
Alexandre Julliard
Sep 27, 2006
Browse files
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Plain Diff
wined3d: Comparing BOOLs against FALSE is redundant.
parent
1d839e42
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Showing
8 changed files
with
20 additions
and
20 deletions
+20
-20
cubetexture.c
dlls/wined3d/cubetexture.c
+1
-1
device.c
dlls/wined3d/device.c
+11
-11
directx.c
dlls/wined3d/directx.c
+2
-2
drawprim.c
dlls/wined3d/drawprim.c
+2
-2
texture.c
dlls/wined3d/texture.c
+1
-1
utils.c
dlls/wined3d/utils.c
+1
-1
volume.c
dlls/wined3d/volume.c
+1
-1
volumetexture.c
dlls/wined3d/volumetexture.c
+1
-1
No files found.
dlls/wined3d/cubetexture.c
View file @
5abdd7a1
...
...
@@ -143,7 +143,7 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
ENTER_GL
();
/* If were dirty then reload the surfaces */
if
(
This
->
baseTexture
.
dirty
!=
FALSE
)
{
if
(
This
->
baseTexture
.
dirty
)
{
for
(
i
=
0
;
i
<
This
->
baseTexture
.
levels
;
i
++
)
{
for
(
j
=
D3DCUBEMAP_FACE_POSITIVE_X
;
j
<=
D3DCUBEMAP_FACE_NEGATIVE_Z
;
j
++
)
{
if
(
setGlTextureDesc
)
...
...
dlls/wined3d/device.c
View file @
5abdd7a1
...
...
@@ -500,7 +500,7 @@ static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface,
/* TODO: NV_POINT_SPRITE */
if
(
GL_SUPPORT
(
ARB_POINT_SPRITE
))
{
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_POINTSPRITEENABLE
]
!=
FALSE
)
{
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_POINTSPRITEENABLE
])
{
/* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */
glDisable
(
GL_POINT_SMOOTH
);
...
...
@@ -1059,13 +1059,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, U
* ****************************************/
switch
(
Pool
)
{
case
WINED3DPOOL_SCRATCH
:
if
(
Lockable
==
FALSE
)
if
(
!
Lockable
)
FIXME
(
"Create suface called with a pool of SCRATCH and a Lockable of FALSE \
which are mutually exclusive, setting lockable to true
\n
"
);
Lockable
=
TRUE
;
break
;
case
WINED3DPOOL_SYSTEMMEM
:
if
(
Lockable
==
FALSE
)
FIXME
(
"Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
if
(
!
Lockable
)
FIXME
(
"Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
this is acceptable but unexpected (I can't know how the surface can be usable!)
\n
"
);
case
WINED3DPOOL_MANAGED
:
if
(
Usage
==
WINED3DUSAGE_DYNAMIC
)
FIXME
(
"Create surface called with a pool of MANAGED and a \
...
...
@@ -2859,7 +2859,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, D
}
/* OK, we now have a light... */
if
(
Enable
==
FALSE
)
{
if
(
!
Enable
)
{
/* If we are disabling it, check it was enabled, and
still only do something if it has assigned a glIndex (which it should have!) */
...
...
@@ -2901,7 +2901,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, D
while
(
pos
!=
NULL
&&
pos
->
glIndex
!=
-
1
&&
Index
<
This
->
maxConcurrentLights
)
{
/* Try to remember which index can be replaced if necessary */
if
(
bsf
==
NULL
&&
pos
->
lightEnabled
==
FALSE
)
{
if
(
bsf
==
NULL
&&
!
pos
->
lightEnabled
)
{
/* Found a light we can replace, save as best replacement */
bsf
=
pos
;
}
...
...
@@ -5224,7 +5224,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
*
*/
if
(
doClip
==
FALSE
||
if
(
!
doClip
||
(
(
-
rhw
-
eps
<
x
)
&&
(
-
rhw
-
eps
<
y
)
&&
(
-
eps
<
z
)
&&
(
x
<=
rhw
+
eps
)
&&
(
y
<=
rhw
+
eps
)
&&
(
z
<=
rhw
+
eps
)
&&
(
rhw
>
eps
)
)
)
{
...
...
@@ -5326,7 +5326,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
if
(
!
color_d
)
{
static
BOOL
warned
=
FALSE
;
if
(
warned
==
FALSE
)
{
if
(
!
warned
)
{
ERR
(
"No diffuse color in source, but destination has one
\n
"
);
warned
=
TRUE
;
}
...
...
@@ -5357,7 +5357,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
if
(
!
color_s
)
{
static
BOOL
warned
=
FALSE
;
if
(
warned
==
FALSE
)
{
if
(
!
warned
)
{
ERR
(
"No specular color in source, but destination has one
\n
"
);
warned
=
TRUE
;
}
...
...
@@ -7149,7 +7149,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface,
}
else
{
/* Otherwise, set the render target up */
if
(
FALSE
==
This
->
sceneEnded
)
{
if
(
!
This
->
sceneEnded
)
{
IWineD3DDevice_EndScene
(
iface
);
}
TRACE
(
"clearing renderer
\n
"
);
...
...
@@ -7252,7 +7252,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IW
ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
the pSurface can be set to 0 allowing it to be reused from cache **/
if
(
This
->
contextCache
[
i
].
Width
==
width
&&
This
->
contextCache
[
i
].
Height
==
height
&&
(
pbuffer_per_surface
==
FALSE
||
This
->
contextCache
[
i
].
pSurface
==
pSurface
||
This
->
contextCache
[
i
].
pSurface
==
NULL
))
{
&&
(
!
pbuffer_per_surface
||
This
->
contextCache
[
i
].
pSurface
==
pSurface
||
This
->
contextCache
[
i
].
pSurface
==
NULL
))
{
*
context
=
&
This
->
contextCache
[
i
];
break
;
}
...
...
@@ -7762,7 +7762,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRE
static
HRESULT
WINAPI
IWineD3DDeviceImpl_SetDialogBoxMode
(
IWineD3DDevice
*
iface
,
BOOL
bEnableDialogs
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
/** FIXME: always true at the moment **/
if
(
bEnableDialogs
==
FALSE
)
{
if
(
!
bEnableDialogs
)
{
FIXME
(
"(%p) Dialogs cannot be disabled yet
\n
"
,
This
);
}
return
WINED3D_OK
;
...
...
dlls/wined3d/directx.c
View file @
5abdd7a1
...
...
@@ -1272,7 +1272,7 @@ static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Ad
/* FillGLCaps updates gl_info, but we only want to store and
reuse the values once we have a context which is valid. Values from
a temporary context may differ from the final ones */
if
(
isGLInfoValid
==
FALSE
)
{
if
(
!
isGLInfoValid
)
{
WineD3D_Context
*
fake_ctx
=
NULL
;
if
(
glXGetCurrentContext
()
==
NULL
)
fake_ctx
=
WineD3D_CreateFakeGLContext
();
/* If we don't know the device settings, go query them now */
...
...
@@ -1816,7 +1816,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
/* FIXME: both the gl_info and the shader_mode should be made per adapter */
/* If we don't know the device settings, go query them now */
if
(
This
->
isGLInfoValid
==
FALSE
)
{
if
(
!
This
->
isGLInfoValid
)
{
/* use the desktop window to fill gl caps */
BOOL
rc
=
IWineD3DImpl_FillGLCaps
(
iface
,
IWineD3DImpl_GetAdapterDisplay
(
iface
,
Adapter
));
...
...
dlls/wined3d/drawprim.c
View file @
5abdd7a1
...
...
@@ -109,8 +109,8 @@ static void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) {
This
->
tracking_color
=
IS_TRACKING
;
requires_material_reset
=
TRUE
;
/* Restore material settings as will be used */
}
else
if
((
This
->
tracking_color
==
IS_TRACKING
&&
isDiffuseSupplied
==
FALSE
)
||
(
This
->
tracking_color
==
NEEDS_TRACKING
&&
isDiffuseSupplied
==
FALSE
))
{
}
else
if
((
This
->
tracking_color
==
IS_TRACKING
&&
!
isDiffuseSupplied
)
||
(
This
->
tracking_color
==
NEEDS_TRACKING
&&
!
isDiffuseSupplied
))
{
/* If we are tracking the current color but one isn't supplied, don't! */
glDisable
(
GL_COLOR_MATERIAL
);
checkGLcall
(
"glDisable GL_COLOR_MATERIAL"
);
...
...
dlls/wined3d/texture.c
View file @
5abdd7a1
...
...
@@ -124,7 +124,7 @@ static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
IWineD3DTexture_BindTexture
(
iface
);
ENTER_GL
();
/* If were dirty then reload the surfaces */
if
(
This
->
baseTexture
.
dirty
!=
FALSE
)
{
if
(
This
->
baseTexture
.
dirty
)
{
for
(
i
=
0
;
i
<
This
->
baseTexture
.
levels
;
i
++
)
{
if
(
setGlTextureDesc
)
...
...
dlls/wined3d/utils.c
View file @
5abdd7a1
...
...
@@ -1663,7 +1663,7 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op,
/*FIXME("Stage %d matrix is (%.2f,%.2f),(%.2f,%.2f)\n", Stage, m[0][0], m[0][1], m[1][0], m[1][0]);*/
if
(
FALSE
==
This
->
texture_shader_active
)
{
if
(
!
This
->
texture_shader_active
)
{
This
->
texture_shader_active
=
TRUE
;
glEnable
(
GL_TEXTURE_SHADER_NV
);
}
...
...
dlls/wined3d/volume.c
View file @
5abdd7a1
...
...
@@ -223,7 +223,7 @@ static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DL
static
HRESULT
WINAPI
IWineD3DVolumeImpl_UnlockBox
(
IWineD3DVolume
*
iface
)
{
IWineD3DVolumeImpl
*
This
=
(
IWineD3DVolumeImpl
*
)
iface
;
if
(
FALSE
==
This
->
locked
)
{
if
(
!
This
->
locked
)
{
ERR
(
"trying to lock unlocked volume@%p
\n
"
,
This
);
return
WINED3DERR_INVALIDCALL
;
}
...
...
dlls/wined3d/volumetexture.c
View file @
5abdd7a1
...
...
@@ -120,7 +120,7 @@ static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *ifac
ENTER_GL
();
/* If were dirty then reload the volumes */
if
(
This
->
baseTexture
.
dirty
!=
FALSE
)
{
if
(
This
->
baseTexture
.
dirty
)
{
for
(
i
=
0
;
i
<
This
->
baseTexture
.
levels
;
i
++
)
{
IWineD3DVolume_LoadTexture
(
This
->
volumes
[
i
],
i
);
}
...
...
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