Commit 6800d3db authored by Alexandre Julliard's avatar Alexandre Julliard

wined3d: Fix some macros definitions to make them proper C statements.

parent afce6158
...@@ -3627,12 +3627,12 @@ static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, W ...@@ -3627,12 +3627,12 @@ static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, W
*/ */
if(stateblock->wineD3DDevice->view_ident) { if(stateblock->wineD3DDevice->view_ident) {
glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]); glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
checkGLcall("glLoadMatrixf") checkGLcall("glLoadMatrixf");
} else { } else {
glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]); glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
checkGLcall("glLoadMatrixf") checkGLcall("glLoadMatrixf");
glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]); glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
checkGLcall("glMultMatrixf") checkGLcall("glMultMatrixf");
} }
} }
......
...@@ -402,11 +402,12 @@ extern int num_lock; ...@@ -402,11 +402,12 @@ extern int num_lock;
#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f) #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f) #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
#define D3DCOLORTOGLFLOAT4(dw, vec) \ #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
(vec)[0] = D3DCOLOR_R(dw); \ (vec)[0] = D3DCOLOR_R(dw); \
(vec)[1] = D3DCOLOR_G(dw); \ (vec)[1] = D3DCOLOR_G(dw); \
(vec)[2] = D3DCOLOR_B(dw); \ (vec)[2] = D3DCOLOR_B(dw); \
(vec)[3] = D3DCOLOR_A(dw); (vec)[3] = D3DCOLOR_A(dw); \
} while(0)
/* DirectX Device Limits */ /* DirectX Device Limits */
/* --------------------- */ /* --------------------- */
...@@ -422,7 +423,7 @@ extern int num_lock; ...@@ -422,7 +423,7 @@ extern int num_lock;
/* --------------------- */ /* --------------------- */
#ifndef WINE_NO_DEBUG_MSGS #ifndef WINE_NO_DEBUG_MSGS
#define checkGLcall(A) \ #define checkGLcall(A) \
{ \ do { \
GLint err = glGetError(); \ GLint err = glGetError(); \
if (err == GL_NO_ERROR) { \ if (err == GL_NO_ERROR) { \
TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \ TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
...@@ -432,9 +433,9 @@ extern int num_lock; ...@@ -432,9 +433,9 @@ extern int num_lock;
debug_glerror(err), err, A, __FILE__, __LINE__); \ debug_glerror(err), err, A, __FILE__, __LINE__); \
err = glGetError(); \ err = glGetError(); \
} while (err != GL_NO_ERROR); \ } while (err != GL_NO_ERROR); \
} } while(0)
#else #else
#define checkGLcall(A) do {} while(0); #define checkGLcall(A) do {} while(0)
#endif #endif
/* Trace routines / diagnostics */ /* Trace routines / diagnostics */
...@@ -452,13 +453,13 @@ do { ...@@ -452,13 +453,13 @@ do {
/* Macro to dump out the current state of the light chain */ /* Macro to dump out the current state of the light chain */
#define DUMP_LIGHT_CHAIN() \ #define DUMP_LIGHT_CHAIN() \
{ \ do { \
PLIGHTINFOEL *el = This->stateBlock->lights;\ PLIGHTINFOEL *el = This->stateBlock->lights;\
while (el) { \ while (el) { \
TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\ TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
el = el->next; \ el = el->next; \
} \ } \
} } while(0)
/* Trace vector and strided data information */ /* Trace vector and strided data information */
#define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w); #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
...@@ -494,7 +495,7 @@ extern const float identity[16]; ...@@ -494,7 +495,7 @@ extern const float identity[16];
/* Checking of per-vertex related GL calls */ /* Checking of per-vertex related GL calls */
/* --------------------- */ /* --------------------- */
#define vcheckGLcall(A) \ #define vcheckGLcall(A) \
{ \ do { \
GLint err = glGetError(); \ GLint err = glGetError(); \
if (err == GL_NO_ERROR) { \ if (err == GL_NO_ERROR) { \
VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \ VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
...@@ -504,7 +505,7 @@ extern const float identity[16]; ...@@ -504,7 +505,7 @@ extern const float identity[16];
debug_glerror(err), err, A, __FILE__, __LINE__); \ debug_glerror(err), err, A, __FILE__, __LINE__); \
err = glGetError(); \ err = glGetError(); \
} while (err != GL_NO_ERROR); \ } while (err != GL_NO_ERROR); \
} } while(0)
/* TODO: Confirm each of these works when wined3d move completed */ /* TODO: Confirm each of these works when wined3d move completed */
#if 0 /* NOTE: Must be 0 in cvs */ #if 0 /* NOTE: Must be 0 in cvs */
......
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