wined3d: Remove superfluous pointer casts.

This commit is contained in:
Michael Stefaniuc 2009-02-03 09:36:07 +01:00 committed by Alexandre Julliard
parent cc6b283d3a
commit 118c75a8c7
9 changed files with 39 additions and 39 deletions

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@ -1741,7 +1741,7 @@ static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, en
static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
struct shader_arb_priv *priv = This->shader_priv;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
if (useVS) {
@ -1794,7 +1794,7 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
struct shader_arb_priv *priv = This->shader_priv;
GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
@ -1809,7 +1809,7 @@ static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types te
static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
struct shader_arb_priv *priv = This->shader_priv;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
if (priv->current_vprogram_id) {
@ -1879,7 +1879,7 @@ static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
static void shader_arb_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
struct shader_arb_priv *priv = This->shader_priv;
int i;
if(priv->depth_blt_vprogram_id) {
@ -2295,7 +2295,7 @@ static HRESULT arbfp_alloc(IWineD3DDevice *iface) {
This->fragment_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_arb_priv));
if(!This->fragment_priv) return E_OUTOFMEMORY;
}
priv = (struct shader_arb_priv *) This->fragment_priv;
priv = This->fragment_priv;
priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
priv->use_arbfp_fixed_func = TRUE;
return WINED3D_OK;
@ -2314,7 +2314,7 @@ static void arbfp_free_ffpshader(void *value, void *gli) {
static void arbfp_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->fragment_priv;
struct shader_arb_priv *priv = This->fragment_priv;
hash_table_destroy(priv->fragment_shaders, arbfp_free_ffpshader, &This->adapter->gl_info);
priv->use_arbfp_fixed_func = FALSE;
@ -2953,7 +2953,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
struct shader_arb_priv *priv = (struct shader_arb_priv *) device->fragment_priv;
struct shader_arb_priv *priv = device->fragment_priv;
BOOL use_pshader = use_ps(stateblock);
BOOL use_vshader = use_vs(stateblock);
struct ffp_frag_settings settings;
@ -3259,7 +3259,7 @@ static HRESULT arbfp_blit_alloc(IWineD3DDevice *iface) {
}
static void arbfp_blit_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
struct arbfp_blit_priv *priv = device->blit_priv;
ENTER_GL();
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yuy2_rect_shader));
@ -3510,7 +3510,7 @@ static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixu
GLenum shader;
SHADER_BUFFER buffer;
char luminance_component;
struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
struct arbfp_blit_priv *priv = device->blit_priv;
/* Shader header */
shader_buffer_init(&buffer);
@ -3645,7 +3645,7 @@ static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum t
GLenum shader;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
float size[4] = {width, height, 1, 1};
struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
struct arbfp_blit_priv *priv = device->blit_priv;
const struct GlPixelFormatDesc *glDesc;
enum yuv_fixup yuv_fixup;

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@ -803,7 +803,7 @@ static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, Wi
IWineD3DDeviceImpl *This = stateblock->wineD3DDevice;
const struct atifs_ffp_desc *desc;
struct ffp_frag_settings settings;
struct atifs_private_data *priv = (struct atifs_private_data *) This->fragment_priv;
struct atifs_private_data *priv = This->fragment_priv;
DWORD mapped_stage;
unsigned int i;
@ -1107,7 +1107,7 @@ static HRESULT atifs_alloc(IWineD3DDevice *iface) {
ERR("Out of memory\n");
return E_OUTOFMEMORY;
}
priv = (struct atifs_private_data *) This->fragment_priv;
priv = This->fragment_priv;
priv->fragment_shaders = hash_table_create(ffp_frag_program_key_hash, ffp_frag_program_key_compare);
return WINED3D_OK;
}
@ -1126,7 +1126,7 @@ static void atifs_free_ffpshader(void *value, void *device) {
static void atifs_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
struct atifs_private_data *priv = (struct atifs_private_data *) This->fragment_priv;
struct atifs_private_data *priv = This->fragment_priv;
hash_table_destroy(priv->fragment_shaders, atifs_free_ffpshader, This);

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@ -2104,7 +2104,7 @@ static void IWineD3DDeviceImpl_LoadLogo(IWineD3DDeviceImpl *This, const char *fi
HDC dcb = NULL, dcs = NULL;
WINEDDCOLORKEY colorkey;
hbm = (HBITMAP) LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
if(hbm)
{
GetObjectA(hbm, sizeof(BITMAP), &bm);
@ -6765,7 +6765,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
{
const struct GlPixelFormatDesc *glDesc;
const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &GLINFO_LOCATION, &glDesc);
char *mem, *bits = (char *)rect.pBits;
char *mem, *bits = rect.pBits;
GLint intfmt = glDesc->glInternal;
GLint format = glDesc->glFormat;
GLint type = glDesc->glType;

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@ -964,7 +964,7 @@ void drawPrimitive(IWineD3DDevice *iface, int PrimitiveType, long NumPrimitives,
sprintf(buffer, "/tmp/texture_%p_%ld_%d.tga", This->stateBlock->textures[textureNo], primCounter, textureNo);
TRACE("Saving texture %s\n", buffer);
if (IWineD3DBaseTexture_GetType(This->stateBlock->textures[textureNo]) == WINED3DRTYPE_TEXTURE) {
IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)This->stateBlock->textures[textureNo], 0, &pSur);
IWineD3DTexture_GetSurfaceLevel(This->stateBlock->textures[textureNo], 0, &pSur);
IWineD3DSurface_SaveSnapshot(pSur, buffer);
IWineD3DSurface_Release(pSur);
} else {

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@ -484,7 +484,7 @@ static void shader_glsl_load_constants(
char useVertexShader) {
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
struct shader_glsl_priv *priv = deviceImpl->shader_priv;
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
@ -621,7 +621,7 @@ static inline void update_heap_entry(struct constant_heap *heap, unsigned int id
static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UINT start, UINT count)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
struct shader_glsl_priv *priv = This->shader_priv;
struct constant_heap *heap = &priv->vconst_heap;
UINT i;
@ -637,7 +637,7 @@ static void shader_glsl_update_float_vertex_constants(IWineD3DDevice *iface, UIN
static void shader_glsl_update_float_pixel_constants(IWineD3DDevice *iface, UINT start, UINT count)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
struct shader_glsl_priv *priv = This->shader_priv;
struct constant_heap *heap = &priv->pconst_heap;
UINT i;
@ -2931,7 +2931,7 @@ static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_p
key.pshader = pshader;
key.ps_args = *ps_args;
return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key);
return hash_table_get(priv->glsl_program_lookup, &key);
}
static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
@ -3248,7 +3248,7 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
ret = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
GL_EXTCALL(glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL));
checkGLcall("glShaderSourceARB(ret, 1, (const char**)&buffer.buffer, NULL)");
checkGLcall("glShaderSourceARB(ret, 1, &buffer.buffer, NULL)");
GL_EXTCALL(glCompileShaderARB(ret));
checkGLcall("glCompileShaderARB(ret)");
@ -3283,7 +3283,7 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD
*/
static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
struct shader_glsl_priv *priv = This->shader_priv;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
@ -3543,7 +3543,7 @@ static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum t
static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
struct shader_glsl_priv *priv = This->shader_priv;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
GLhandleARB program_id = 0;
GLenum old_vertex_color_clamp, current_vertex_color_clamp;
@ -3573,7 +3573,7 @@ static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
struct shader_glsl_priv *priv = This->shader_priv;
GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
if (!*blt_program) {
@ -3590,7 +3590,7 @@ static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types t
static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
struct shader_glsl_priv *priv = This->shader_priv;
GLhandleARB program_id;
program_id = priv->glsl_program ? priv->glsl_program->programId : 0;
@ -3604,7 +3604,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
const struct list *linked_programs;
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv;
struct shader_glsl_priv *priv = device->shader_priv;
const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
IWineD3DPixelShaderImpl *ps = NULL;
IWineD3DVertexShaderImpl *vs = NULL;
@ -3753,7 +3753,7 @@ static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
static void shader_glsl_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
struct shader_glsl_priv *priv = This->shader_priv;
int i;
for (i = 0; i < tex_type_count; ++i)

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@ -133,7 +133,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
case WINED3DQUERYTYPE_VCACHE:
{
WINED3DDEVINFO_VCACHE *data = (WINED3DDEVINFO_VCACHE *)pData;
WINED3DDEVINFO_VCACHE *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_VCACHE\n", This);
if(pData == NULL || dwSize == 0) break;
data->Pattern = WINEMAKEFOURCC('C','A','C','H');
@ -145,7 +145,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break;
case WINED3DQUERYTYPE_RESOURCEMANAGER:
{
WINED3DDEVINFO_RESOURCEMANAGER *data = (WINED3DDEVINFO_RESOURCEMANAGER *)pData;
WINED3DDEVINFO_RESOURCEMANAGER *data = pData;
int i;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_RESOURCEMANAGER\n", This);
if(pData == NULL || dwSize == 0) break;
@ -169,7 +169,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break;
case WINED3DQUERYTYPE_VERTEXSTATS:
{
WINED3DDEVINFO_VERTEXSTATS *data = (WINED3DDEVINFO_VERTEXSTATS *)pData;
WINED3DDEVINFO_VERTEXSTATS *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_VERTEXSTATS\n", This);
if(pData == NULL || dwSize == 0) break;
data->NumRenderedTriangles = 1;
@ -203,7 +203,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break;
case WINED3DQUERYTYPE_PIPELINETIMINGS:
{
WINED3DDEVINFO_PIPELINETIMINGS *data = (WINED3DDEVINFO_PIPELINETIMINGS *)pData;
WINED3DDEVINFO_PIPELINETIMINGS *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_PIPELINETIMINGS\n", This);
if(pData == NULL || dwSize == 0) break;
@ -215,7 +215,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break;
case WINED3DQUERYTYPE_INTERFACETIMINGS:
{
WINED3DDEVINFO_INTERFACETIMINGS *data = (WINED3DDEVINFO_INTERFACETIMINGS *)pData;
WINED3DDEVINFO_INTERFACETIMINGS *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_INTERFACETIMINGS\n", This);
if(pData == NULL || dwSize == 0) break;
@ -229,7 +229,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break;
case WINED3DQUERYTYPE_VERTEXTIMINGS:
{
WINED3DDEVINFO_STAGETIMINGS *data = (WINED3DDEVINFO_STAGETIMINGS *)pData;
WINED3DDEVINFO_STAGETIMINGS *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_VERTEXTIMINGS\n", This);
if(pData == NULL || dwSize == 0) break;
@ -240,7 +240,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break;
case WINED3DQUERYTYPE_PIXELTIMINGS:
{
WINED3DDEVINFO_STAGETIMINGS *data = (WINED3DDEVINFO_STAGETIMINGS *)pData;
WINED3DDEVINFO_STAGETIMINGS *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_PIXELTIMINGS\n", This);
if(pData == NULL || dwSize == 0) break;
@ -250,7 +250,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break;
case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
{
WINED3DDEVINFO_BANDWIDTHTIMINGS *data = (WINED3DDEVINFO_BANDWIDTHTIMINGS *)pData;
WINED3DDEVINFO_BANDWIDTHTIMINGS *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_BANDWIDTHTIMINGS\n", This);
if(pData == NULL || dwSize == 0) break;
@ -263,7 +263,7 @@ static HRESULT WINAPI IWineD3DQueryImpl_GetData(IWineD3DQuery* iface, void* pDa
break;
case WINED3DQUERYTYPE_CACHEUTILIZATION:
{
WINED3DDEVINFO_CACHEUTILIZATION *data = (WINED3DDEVINFO_CACHEUTILIZATION *)pData;
WINED3DDEVINFO_CACHEUTILIZATION *data = pData;
FIXME("(%p): Unimplemented query WINED3DQUERYTYPE_CACHEUTILIZATION\n", This);
if(pData == NULL || dwSize == 0) break;

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@ -2228,7 +2228,7 @@ static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES conve
glEnable(GL_FRAGMENT_PROGRAM_ARB);
GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), (const GLbyte *)fragment_palette_conversion));
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(fragment_palette_conversion), fragment_palette_conversion));
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}

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@ -1144,7 +1144,7 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *D
assert(width <= dlock.Pitch);
if (DestRect && Src != This)
dbuf = (BYTE*)dlock.pBits;
dbuf = dlock.pBits;
else
dbuf = (BYTE*)dlock.pBits+(xdst.top*dlock.Pitch)+(xdst.left*bpp);

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@ -2132,7 +2132,7 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
const struct ffp_frag_settings *settings)
{
return (const struct ffp_frag_desc *)hash_table_get(fragment_shaders, settings);
return hash_table_get(fragment_shaders, settings);
}
void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc) {