Commit a03eeb5c authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Get rid of the WINED3DFILLMODE typedef.

parent 16e9d728
...@@ -49,24 +49,24 @@ static void state_nop(struct wined3d_context *context, const struct wined3d_stat ...@@ -49,24 +49,24 @@ static void state_nop(struct wined3d_context *context, const struct wined3d_stat
static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{ {
WINED3DFILLMODE mode = state->render_states[WINED3D_RS_FILLMODE]; enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
switch (mode) switch (mode)
{ {
case WINED3DFILL_POINT: case WINED3D_FILL_POINT:
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)"); checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
break; break;
case WINED3DFILL_WIREFRAME: case WINED3D_FILL_WIREFRAME:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)"); checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
break; break;
case WINED3DFILL_SOLID: case WINED3D_FILL_SOLID:
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)"); checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
break; break;
default: default:
FIXME("Unrecognized WINED3D_RS_FILLMODE %d.\n", mode); FIXME("Unrecognized fill mode %#x.\n", mode);
} }
} }
......
...@@ -1123,7 +1123,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock) ...@@ -1123,7 +1123,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE; state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
else else
state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_FALSE; state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_FALSE;
state->render_states[WINED3D_RS_FILLMODE] = WINED3DFILL_SOLID; state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD; state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
lp.lp.repeat_factor = 0; lp.lp.repeat_factor = 0;
lp.lp.line_pattern = 0; lp.lp.line_pattern = 0;
......
...@@ -455,13 +455,12 @@ enum wined3d_shade_mode ...@@ -455,13 +455,12 @@ enum wined3d_shade_mode
WINED3D_SHADE_PHONG = 3, WINED3D_SHADE_PHONG = 3,
}; };
typedef enum _WINED3DFILLMODE enum wined3d_fill_mode
{ {
WINED3DFILL_POINT = 1, WINED3D_FILL_POINT = 1,
WINED3DFILL_WIREFRAME = 2, WINED3D_FILL_WIREFRAME = 2,
WINED3DFILL_SOLID = 3, WINED3D_FILL_SOLID = 3,
WINED3DFILL_FORCE_DWORD = 0x7fffffff };
} WINED3DFILLMODE;
typedef enum _WINED3DCULL typedef enum _WINED3DCULL
{ {
......
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