Commit 2cf00836 authored by Andrew Talbot's avatar Andrew Talbot Committed by Alexandre Julliard

d3dx9_36: Avoid signed-unsigned integer comparisons.

parent fc5a2aa0
......@@ -686,7 +686,6 @@ static HRESULT WINAPI ID3DXMeshImpl_CloneMesh(struct ID3DXMesh *iface, DWORD opt
void *data_in, *data_out;
DWORD vertex_size;
HRESULT hr;
int i;
BOOL same_declaration;
TRACE("(%p)->(%x,%p,%p,%p)\n", This, options, declaration, device, clone_mesh_out);
......@@ -738,6 +737,7 @@ static HRESULT WINAPI ID3DXMeshImpl_CloneMesh(struct ID3DXMesh *iface, DWORD opt
goto error;
}
if ((options ^ This->options) & D3DXMESH_32BIT) {
DWORD i;
if (options & D3DXMESH_32BIT) {
for (i = 0; i < This->numfaces * 3; i++)
((DWORD*)data_out)[i] = ((WORD*)data_in)[i];
......@@ -1230,7 +1230,7 @@ static HRESULT WINAPI ID3DXMeshImpl_GenerateAdjacency(ID3DXMesh *iface, FLOAT ep
* that adjacency checks can be limited to faces sharing a vertex */
DWORD *shared_indices = NULL;
const FLOAT epsilon_sq = epsilon * epsilon;
int i;
DWORD i;
TRACE("(%p)->(%f,%p)\n", This, epsilon, adjacency);
......@@ -1279,7 +1279,7 @@ static HRESULT WINAPI ID3DXMeshImpl_GenerateAdjacency(ID3DXMesh *iface, FLOAT ep
DWORD shared_index_a = sorted_vertex_a->first_shared_index;
while (shared_index_a != -1) {
int j = i;
DWORD j = i;
DWORD shared_index_b = shared_indices[shared_index_a];
struct vertex_metadata *sorted_vertex_b = sorted_vertex_a;
......@@ -2763,7 +2763,7 @@ static HRESULT parse_material(IDirectXFileData *filedata, D3DXMATERIAL *material
static void destroy_materials(struct mesh_data *mesh)
{
int i;
DWORD i;
for (i = 0; i < mesh->num_materials; i++)
HeapFree(GetProcessHeap(), 0, mesh->materials[i].pTextureFilename);
HeapFree(GetProcessHeap(), 0, mesh->materials);
......@@ -2781,7 +2781,7 @@ static HRESULT parse_material_list(IDirectXFileData *filedata, struct mesh_data
const GUID *type;
IDirectXFileData *child;
DWORD num_materials;
int i;
DWORD i;
destroy_materials(mesh);
......@@ -2902,7 +2902,7 @@ static HRESULT parse_vertex_colors(IDirectXFileData *filedata, struct mesh_data
DWORD data_size;
BYTE *data;
DWORD num_colors;
int i;
DWORD i;
HeapFree(GetProcessHeap(), 0, mesh->vertex_colors);
mesh->vertex_colors = NULL;
......@@ -2969,7 +2969,7 @@ static HRESULT parse_normals(IDirectXFileData *filedata, struct mesh_data *mesh)
DWORD data_size;
BYTE *data;
DWORD *index_out_ptr;
int i;
DWORD i;
DWORD num_face_indices = mesh->num_poly_faces * 2 + mesh->num_tri_faces;
HeapFree(GetProcessHeap(), 0, mesh->normals);
......@@ -3065,7 +3065,7 @@ static HRESULT parse_mesh(IDirectXFileData *filedata, struct mesh_data *mesh_dat
DWORD *index_out_ptr;
const GUID *type;
IDirectXFileData *child;
int i;
DWORD i;
/*
* template Mesh {
......@@ -3201,7 +3201,7 @@ static HRESULT generate_effects(ID3DXBuffer *materials, DWORD num_materials,
};
static const char texture_paramname[] = "Texture0@Name";
DWORD buffer_size;
int i;
DWORD i;
/* effects buffer layout:
*
......@@ -3238,7 +3238,7 @@ static HRESULT generate_effects(ID3DXBuffer *materials, DWORD num_materials,
for (i = 0; i < num_materials; i++)
{
int j;
DWORD j;
D3DXEFFECTDEFAULT *defaults = (D3DXEFFECTDEFAULT*)out_ptr;
effect_ptr->pDefaults = defaults;
......@@ -3292,7 +3292,7 @@ static HRESULT load_skin_mesh_from_xof(struct IDirectXFileData *filedata, DWORD
DWORD normal_index;
struct list entry;
} *duplications = NULL;
int i;
DWORD i;
void *vertices = NULL;
void *indices = NULL;
BYTE *out_ptr;
......@@ -3983,7 +3983,6 @@ HRESULT WINAPI D3DXLoadMeshFromXInMemory(const void *memory, DWORD memory_size,
DWORD num_materials;
DWORD num_faces, num_vertices;
D3DXMATRIX identity;
int i;
DWORD provide_flags = 0;
DWORD fvf;
ID3DXMesh *concat_mesh = NULL;
......@@ -4087,6 +4086,7 @@ HRESULT WINAPI D3DXLoadMeshFromXInMemory(const void *memory, DWORD memory_size,
DWORD num_mesh_vertices = mesh->lpVtbl->GetNumVertices(mesh);
DWORD mesh_vertex_size;
const BYTE *mesh_vertices;
DWORD i;
hr = mesh->lpVtbl->GetDeclaration(mesh, mesh_decl);
if (FAILED(hr)) goto cleanup;
......@@ -4139,7 +4139,7 @@ HRESULT WINAPI D3DXLoadMeshFromXInMemory(const void *memory, DWORD memory_size,
ID3DXMesh *mesh = container_ptr->mesh;
const void *mesh_indices;
DWORD num_mesh_faces = mesh->lpVtbl->GetNumFaces(mesh);
int i;
DWORD i;
hr = mesh->lpVtbl->LockIndexBuffer(mesh, D3DLOCK_READONLY, (void**)&mesh_indices);
if (FAILED(hr)) goto cleanup;
......@@ -4215,6 +4215,7 @@ HRESULT WINAPI D3DXLoadMeshFromXInMemory(const void *memory, DWORD memory_size,
LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
{
if (container_ptr->materials) {
DWORD i;
const D3DXMATERIAL *in_ptr = ID3DXBuffer_GetBufferPointer(container_ptr->materials);
for (i = 0; i < container_ptr->num_materials; i++)
{
......@@ -4233,6 +4234,7 @@ HRESULT WINAPI D3DXLoadMeshFromXInMemory(const void *memory, DWORD memory_size,
LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
{
if (container_ptr->materials) {
DWORD i;
const D3DXMATERIAL *in_ptr = ID3DXBuffer_GetBufferPointer(container_ptr->materials);
for (i = 0; i < container_ptr->num_materials; i++)
{
......@@ -4275,8 +4277,9 @@ HRESULT WINAPI D3DXLoadMeshFromXInMemory(const void *memory, DWORD memory_size,
out_ptr = ID3DXBuffer_GetBufferPointer(adjacency);
LIST_FOR_EACH_ENTRY(container_ptr, &container_list, struct mesh_container, entry)
{
DWORD i;
DWORD count = 3 * container_ptr->mesh->lpVtbl->GetNumFaces(container_ptr->mesh);
DWORD *in_ptr = ID3DXBuffer_GetBufferPointer(container_ptr->adjacency);
int count = 3 * container_ptr->mesh->lpVtbl->GetNumFaces(container_ptr->mesh);
for (i = 0; i < count; i++)
*out_ptr++ = offset + *in_ptr++;
......@@ -4389,8 +4392,7 @@ HRESULT WINAPI D3DXCreateSphere(struct IDirect3DDevice9 *device, float radius, U
float phi_step, phi_start;
struct sincos_table phi;
float theta_step, theta, sin_theta, cos_theta;
DWORD vertex, face;
int slice, stack;
DWORD vertex, face, stack, slice;
TRACE("(%p, %f, %u, %u, %p, %p)\n", device, radius, slices, stacks, mesh, adjacency);
......@@ -4561,8 +4563,7 @@ HRESULT WINAPI D3DXCreateCylinder(struct IDirect3DDevice9 *device, float radius1
struct sincos_table theta;
float delta_radius, radius, radius_step;
float z, z_step, z_normal;
DWORD vertex, face;
int slice, stack;
DWORD vertex, face, slice, stack;
TRACE("(%p, %f, %f, %f, %u, %u, %p, %p)\n", device, radius1, radius2, length, slices, stacks, mesh, adjacency);
......@@ -5060,6 +5061,7 @@ static HRESULT create_outline(struct glyphinfo *glyph, void *raw_outline, int da
{
D3DXVECTOR2 bezier_start = outline->items[outline->count - 1].pos;
BOOL to_curve = curve->wType != TT_PRIM_LINE && curve->cpfx > 1;
unsigned int j2 = 0;
if (!curve->cpfx) {
curve = (TTPOLYCURVE *)&curve->apfx[curve->cpfx];
......@@ -5074,37 +5076,36 @@ static HRESULT create_outline(struct glyphinfo *glyph, void *raw_outline, int da
{
HRESULT hr;
int count = curve->cpfx;
j = 0;
while (count > 2)
{
D3DXVECTOR2 bezier_end;
D3DXVec2Scale(&bezier_end, D3DXVec2Add(&bezier_end, &pt_flt[j], &pt_flt[j+1]), 0.5f);
hr = add_bezier_points(outline, &bezier_start, &pt_flt[j], &bezier_end, max_deviation_sq);
D3DXVec2Scale(&bezier_end, D3DXVec2Add(&bezier_end, &pt_flt[j2], &pt_flt[j2+1]), 0.5f);
hr = add_bezier_points(outline, &bezier_start, &pt_flt[j2], &bezier_end, max_deviation_sq);
if (hr != S_OK)
return hr;
bezier_start = bezier_end;
count--;
j++;
j2++;
}
hr = add_bezier_points(outline, &bezier_start, &pt_flt[j], &pt_flt[j+1], max_deviation_sq);
hr = add_bezier_points(outline, &bezier_start, &pt_flt[j2], &pt_flt[j2+1], max_deviation_sq);
if (hr != S_OK)
return hr;
pt = add_points(outline, 1);
if (!pt)
return E_OUTOFMEMORY;
j++;
pt->pos = pt_flt[j];
j2++;
pt->pos = pt_flt[j2];
pt->corner = POINTTYPE_CURVE_END;
} else {
pt = add_points(outline, curve->cpfx);
if (!pt)
return E_OUTOFMEMORY;
for (j = 0; j < curve->cpfx; j++)
for (j2 = 0; j2 < curve->cpfx; j2++)
{
pt->pos = pt_flt[j];
pt->pos = pt_flt[j2];
pt->corner = POINTTYPE_CORNER;
pt++;
}
......
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