diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index cdc5b10e399..9443fb459a9 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -300,20 +300,20 @@ static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, con dirty_consts[i] = 0; j = 4 * i; - if(constants[j + 0] > 1.0) lcl_const[0] = 1.0; - else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0; + if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f; + else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f; else lcl_const[0] = constants[j + 0]; - if(constants[j + 1] > 1.0) lcl_const[1] = 1.0; - else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0; + if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f; + else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f; else lcl_const[1] = constants[j + 1]; - if(constants[j + 2] > 1.0) lcl_const[2] = 1.0; - else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0; + if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f; + else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f; else lcl_const[2] = constants[j + 2]; - if(constants[j + 3] > 1.0) lcl_const[3] = 1.0; - else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0; + if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f; + else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f; else lcl_const[3] = constants[j + 3]; GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const)); @@ -459,10 +459,10 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl) * ycorrection.w: 0.0 */ float val[4]; - val[0] = deviceImpl->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height; - val[1] = deviceImpl->render_offscreen ? 1.0 : -1.0; - val[2] = 1.0; - val[3] = 0.0; + val[0] = deviceImpl->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height; + val[1] = deviceImpl->render_offscreen ? 1.0f : -1.0f; + val[2] = 1.0f; + val[3] = 0.0f; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val)); checkGLcall("y correction loading\n"); } @@ -477,7 +477,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl) val[0] = stateBlock->pixelShaderConstantI[4 * i]; val[1] = stateBlock->pixelShaderConstantI[4 * i + 1]; val[2] = stateBlock->pixelShaderConstantI[4 * i + 2]; - val[3] = -1.0; + val[3] = -1.0f; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val)); } @@ -509,7 +509,7 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl) val[0] = stateBlock->vertexShaderConstantI[4 * i]; val[1] = stateBlock->vertexShaderConstantI[4 * i + 1]; val[2] = stateBlock->vertexShaderConstantI[4 * i + 2]; - val[3] = -1.0; + val[3] = -1.0f; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val)); } @@ -4492,7 +4492,7 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *g pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4); TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n"); } - pCaps->PixelShader1xMaxValue = 8.0; + pCaps->PixelShader1xMaxValue = 8.0f; pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF); } @@ -5182,11 +5182,11 @@ static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateb if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) { /* The specular color has no alpha */ - col[0] = 1.0; col[1] = 1.0; - col[2] = 1.0; col[3] = 0.0; + col[0] = 1.0f; col[1] = 1.0f; + col[2] = 1.0f; col[3] = 0.0f; } else { - col[0] = 0.0; col[1] = 0.0; - col[2] = 0.0; col[3] = 0.0; + col[0] = 0.0f; col[1] = 0.0f; + col[2] = 0.0f; col[3] = 0.0f; } GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)); checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)"); @@ -5255,8 +5255,8 @@ static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]); param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]); - param[2] = 0.0; - param[3] = 0.0; + param[2] = 0.0f; + param[3] = 0.0f; GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)); checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)"); @@ -6196,7 +6196,7 @@ static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height */ shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n", - 2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0); + 2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f); shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n"); /* the chroma planes have only half the width */ diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c index e652fb4774f..283e37d235b 100644 --- a/dlls/wined3d/ati_fragment_shader.c +++ b/dlls/wined3d/ati_fragment_shader.c @@ -864,10 +864,10 @@ static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D * shader(it is free). This might potentially reduce precision. However, if the hardware does * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway */ - mat[0][0] = (mat[0][0] + 1.0) * 0.5; - mat[1][0] = (mat[1][0] + 1.0) * 0.5; - mat[0][1] = (mat[0][1] + 1.0) * 0.5; - mat[1][1] = (mat[1][1] + 1.0) * 0.5; + mat[0][0] = (mat[0][0] + 1.0f) * 0.5f; + mat[1][0] = (mat[1][0] + 1.0f) * 0.5f; + mat[0][1] = (mat[0][1] + 1.0f) * 0.5f; + mat[1][1] = (mat[1][1] + 1.0f) * 0.5f; GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat)); checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)"); } diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c index 63a9e96bf79..ae2856570ef 100644 --- a/dlls/wined3d/baseshader.c +++ b/dlls/wined3d/baseshader.c @@ -504,14 +504,14 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3 if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL) { float *value = (float *) lconst->value; - if(value[0] < -1.0) value[0] = -1.0; - else if(value[0] > 1.0) value[0] = 1.0; - if(value[1] < -1.0) value[1] = -1.0; - else if(value[1] > 1.0) value[1] = 1.0; - if(value[2] < -1.0) value[2] = -1.0; - else if(value[2] > 1.0) value[2] = 1.0; - if(value[3] < -1.0) value[3] = -1.0; - else if(value[3] > 1.0) value[3] = 1.0; + if (value[0] < -1.0f) value[0] = -1.0f; + else if (value[0] > 1.0f) value[0] = 1.0f; + if (value[1] < -1.0f) value[1] = -1.0f; + else if (value[1] > 1.0f) value[1] = 1.0f; + if (value[2] < -1.0f) value[2] = -1.0f; + else if (value[2] > 1.0f) value[2] = 1.0f; + if (value[3] < -1.0f) value[3] = -1.0f; + else if (value[3] > 1.0f) value[3] = 1.0f; } list_add_head(&This->baseShader.constantsF, &lconst->entry); @@ -1342,7 +1342,7 @@ static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info * /* Set the shader caps to 0 for the none shader backend */ pCaps->VertexShaderVersion = 0; pCaps->PixelShaderVersion = 0; - pCaps->PixelShader1xMaxValue = 0.0; + pCaps->PixelShader1xMaxValue = 0.0f; } #undef GLINFO_LOCATION static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup) diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c index 9b2cb236f11..bed6d8468c0 100644 --- a/dlls/wined3d/buffer.c +++ b/dlls/wined3d/buffer.c @@ -506,9 +506,9 @@ static inline void fixup_d3dcolor(DWORD *dst_color) static inline void fixup_transformed_pos(float *p) { /* rhw conversion like in position_float4(). */ - if (p[3] != 1.0 && p[3] != 0.0) + if (p[3] != 1.0f && p[3] != 0.0f) { - float w = 1.0 / p[3]; + float w = 1.0f / p[3]; p[0] *= w; p[1] *= w; p[2] *= w; diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 8fa9786b2ca..20c861e78e3 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -1001,7 +1001,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar TRACE("Setting up the screen\n"); /* Clear the screen */ - glClearColor(1.0, 0.0, 0.0, 0.0); + glClearColor(1.0f, 0.0f, 0.0f, 0.0f); checkGLcall("glClearColor"); glClearIndex(0); glClearDepth(1); @@ -1356,7 +1356,7 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) { glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, - 0.0); + 0.0f); checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ..."); } diff --git a/dlls/wined3d/cubetexture.c b/dlls/wined3d/cubetexture.c index 01b8a947e30..a00470bef21 100644 --- a/dlls/wined3d/cubetexture.c +++ b/dlls/wined3d/cubetexture.c @@ -210,10 +210,10 @@ HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UIN if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || (edge_length == pow2_edge_length)) { /* Precalculated scaling for 'faked' non power of two texture coords. */ - texture->baseTexture.pow2Matrix[0] = 1.0; - texture->baseTexture.pow2Matrix[5] = 1.0; - texture->baseTexture.pow2Matrix[10] = 1.0; - texture->baseTexture.pow2Matrix[15] = 1.0; + texture->baseTexture.pow2Matrix[0] = 1.0f; + texture->baseTexture.pow2Matrix[5] = 1.0f; + texture->baseTexture.pow2Matrix[10] = 1.0f; + texture->baseTexture.pow2Matrix[15] = 1.0f; } else { @@ -221,7 +221,7 @@ HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UIN texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length); texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length); texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length); - texture->baseTexture.pow2Matrix[15] = 1.0; + texture->baseTexture.pow2Matrix[15] = 1.0f; texture->baseTexture.pow2Matrix_identity = FALSE; } diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 64674c17651..2962d6db888 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -38,23 +38,29 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d); /* Define the default light parameters as specified by MSDN */ const WINED3DLIGHT WINED3D_default_light = { - WINED3DLIGHT_DIRECTIONAL, /* Type */ - { 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */ - { 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */ - { 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */ - { 0.0, 0.0, 0.0 }, /* Position x,y,z */ - { 0.0, 0.0, 1.0 }, /* Direction x,y,z */ - 0.0, /* Range */ - 0.0, /* Falloff */ - 0.0, 0.0, 0.0, /* Attenuation 0,1,2 */ - 0.0, /* Theta */ - 0.0 /* Phi */ + WINED3DLIGHT_DIRECTIONAL, /* Type */ + { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */ + { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */ + { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */ + { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */ + { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */ + 0.0f, /* Range */ + 0.0f, /* Falloff */ + 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */ + 0.0f, /* Theta */ + 0.0f /* Phi */ }; /********************************************************** * Global variable / Constants follow **********************************************************/ -const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */ +const float identity[] = +{ + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f, +}; /* When needed for comparisons */ /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these * actually have the same values in GL and D3D. */ @@ -2223,7 +2229,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, /* Clear the screen */ IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL, WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0, - 0x00, 1.0, 0); + 0x00, 1.0f, 0); This->d3d_initialized = TRUE; @@ -2798,7 +2804,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I /* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed * most wanted */ - if(pLight->Attenuation0 < 0.0 || pLight->Attenuation1 < 0.0 || pLight->Attenuation2 < 0.0) { + if (pLight->Attenuation0 < 0.0f || pLight->Attenuation1 < 0.0f || pLight->Attenuation2 < 0.0f) + { WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n"); return WINED3DERR_INVALIDCALL; } @@ -2860,7 +2867,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I object->lightPosn[0] = -pLight->Direction.x; object->lightPosn[1] = -pLight->Direction.y; object->lightPosn[2] = -pLight->Direction.z; - object->lightPosn[3] = 0.0; + object->lightPosn[3] = 0.0f; object->exponent = 0.0f; object->cutoff = 180.0f; break; @@ -2870,13 +2877,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I object->lightPosn[0] = pLight->Position.x; object->lightPosn[1] = pLight->Position.y; object->lightPosn[2] = pLight->Position.z; - object->lightPosn[3] = 1.0; + object->lightPosn[3] = 1.0f; /* Direction */ object->lightDirn[0] = pLight->Direction.x; object->lightDirn[1] = pLight->Direction.y; object->lightDirn[2] = pLight->Direction.z; - object->lightDirn[3] = 1.0; + object->lightDirn[3] = 1.0f; /* * opengl-ish and d3d-ish spot lights use too different models for the @@ -2891,14 +2898,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I * will always be 1.0 for both of them, and we don't have to care for the * rest of the rather complex calculation */ - object->exponent = 0; + object->exponent = 0.0f; } else { rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff); - if (rho < 0.0001) rho = 0.0001f; - object->exponent = -0.3/log(cos(rho/2)); + if (rho < 0.0001f) rho = 0.0001f; + object->exponent = -0.3f/logf(cosf(rho/2)); } - if (object->exponent > 128.0) { - object->exponent = 128.0; + if (object->exponent > 128.0f) + { + object->exponent = 128.0f; } object->cutoff = pLight->Phi*90/M_PI; @@ -4164,10 +4172,10 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]); /* Multiplication with world, view and projection matrix */ - x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41); - y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42); - z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43); - rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44); + x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41); + y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42); + z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43); + rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44); TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw); @@ -6257,10 +6265,10 @@ static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *ifac WARN("Converting to WINED3DCOLOR, this might give incorrect results\n"); - c = ((DWORD)(color[2] * 255.0)); - c |= ((DWORD)(color[1] * 255.0)) << 8; - c |= ((DWORD)(color[0] * 255.0)) << 16; - c |= ((DWORD)(color[3] * 255.0)) << 24; + c = ((DWORD)(color[2] * 255.0f)); + c |= ((DWORD)(color[1] * 255.0f)) << 8; + c |= ((DWORD)(color[0] * 255.0f)) << 16; + c |= ((DWORD)(color[3] * 255.0f)) << 24; /* Just forward this to the DirectDraw blitting engine */ memset(&BltFx, 0, sizeof(BltFx)); diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index fecbc4f97aa..47e40c7e914 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -1436,7 +1436,7 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) { } else { - gl_info->max_shininess = 128.0; + gl_info->max_shininess = 128.0f; } if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) { @@ -3965,14 +3965,14 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, pCaps->MaxTextureRepeat = 32768; pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size); - pCaps->MaxVertexW = 1.0; + pCaps->MaxVertexW = 1.0f; - pCaps->GuardBandLeft = 0; - pCaps->GuardBandTop = 0; - pCaps->GuardBandRight = 0; - pCaps->GuardBandBottom = 0; + pCaps->GuardBandLeft = 0.0f; + pCaps->GuardBandTop = 0.0f; + pCaps->GuardBandRight = 0.0f; + pCaps->GuardBandBottom = 0.0f; - pCaps->ExtentsAdjust = 0; + pCaps->ExtentsAdjust = 0.0f; pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT | WINED3DSTENCILCAPS_INCRSAT | @@ -4058,7 +4058,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, if(ps_selected_mode == SHADER_NONE) { TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n"); pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0); - pCaps->PixelShader1xMaxValue = 0.0; + pCaps->PixelShader1xMaxValue = 0.0f; } else { pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion; pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue; @@ -4281,7 +4281,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, } else { object->surface_alignment = D3D8_PITCH_ALIGNMENT; } - object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */ + object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */ /* Set the state up as invalid until the device is fully created */ object->state = WINED3DERR_DRIVERINTERNALERROR; @@ -4403,9 +4403,9 @@ static void WINE_GLAPI position_float4(const void *data) { const GLfloat *pos = data; - if (pos[3] != 0.0 && pos[3] != 1.0) + if (pos[3] != 0.0f && pos[3] != 1.0f) { - float w = 1.0 / pos[3]; + float w = 1.0f / pos[3]; glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w); } diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index c0fb6783cbb..d92e56b12ef 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -254,10 +254,10 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_stream_i unsigned char i; float color[4]; - color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0; - color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0; - color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0; - color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0; + color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f; + color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f; + color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f; + color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f; for (i = 0; i < num_untracked_materials; ++i) { @@ -715,7 +715,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertice static void normalize_normal(float *n) { float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2]; - if(length == 0.0) return; + if (length == 0.0f) return; length = sqrt(length); n[0] = n[0] / length; n[1] = n[1] / length; @@ -747,7 +747,7 @@ static void normalize_normal(float *n) { HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) { unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size; - float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0; + float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f; struct wined3d_stream_info stream_info; struct wined3d_stream_info_element *e; const BYTE *data; @@ -817,8 +817,8 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, checkGLcall("glMatrixMode(GL_PROJECTION)"); glLoadIdentity(); checkGLcall("glLoadIndentity()"); - glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z)); - glTranslatef(0, 0, 0.5); + glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z)); + glTranslatef(0.0f, 0.0f, 0.5f); checkGLcall("glScalef"); glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y)); checkGLcall("glViewport"); @@ -830,11 +830,11 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)"); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE)); if(patch->has_normals) { - static const GLfloat black[] = {0, 0, 0, 0}; - static const GLfloat red[] = {1, 0, 0, 0}; - static const GLfloat green[] = {0, 1, 0, 0}; - static const GLfloat blue[] = {0, 0, 1, 0}; - static const GLfloat white[] = {1, 1, 1, 1}; + static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f}; + static const GLfloat red[] = {1.0f, 0.0f, 0.0f, 0.0f}; + static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f}; + static const GLfloat blue[] = {0.0f, 0.0f, 1.0f, 0.0f}; + static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f}; glEnable(GL_LIGHTING); checkGLcall("glEnable(GL_LIGHTING)"); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black); @@ -915,18 +915,18 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8); glMap2f(GL_MAP2_VERTEX_3, - 0, 1, vtxStride / sizeof(float), info->Width, - 0, 1, info->Stride * vtxStride / sizeof(float), info->Height, + 0.0f, 1.0f, vtxStride / sizeof(float), info->Width, + 0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height, (const GLfloat *)data); checkGLcall("glMap2f"); if(patch->has_texcoords) { glMap2f(GL_MAP2_TEXTURE_COORD_4, - 0, 1, vtxStride / sizeof(float), info->Width, - 0, 1, info->Stride * vtxStride / sizeof(float), info->Height, + 0.0f, 1.0f, vtxStride / sizeof(float), info->Width, + 0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height, (const GLfloat *)data); checkGLcall("glMap2f"); } - glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0); + glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f); checkGLcall("glMapGrid2f"); glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer); @@ -968,7 +968,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, */ patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */ patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */ - patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */ + patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 3 */ if(patch->has_normals) { patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5]; patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6]; @@ -978,7 +978,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */ patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */ - patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */ + patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 2 */ if(patch->has_normals) { patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5]; patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6]; @@ -988,7 +988,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, patch->mem[i + 0] = feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */ patch->mem[i + 1] = feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */ - patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */ + patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 1 */ if(patch->has_normals) { patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5]; patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6]; @@ -999,9 +999,9 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, if(patch->has_normals) { /* Now do the same with reverse light directions */ - static const GLfloat x[] = {-1, 0, 0, 0}; - static const GLfloat y[] = { 0, -1, 0, 0}; - static const GLfloat z[] = { 0, 0, -1, 0}; + static const GLfloat x[] = {-1.0f, 0.0f, 0.0f, 0.0f}; + static const GLfloat y[] = { 0.0f, -1.0f, 0.0f, 0.0f}; + static const GLfloat z[] = { 0.0f, 0.0f, -1.0f, 0.0f}; glLightfv(GL_LIGHT0, GL_POSITION, x); glLightfv(GL_LIGHT1, GL_POSITION, y); glLightfv(GL_LIGHT2, GL_POSITION, z); @@ -1024,29 +1024,29 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]); continue; } - if(patch->mem[i + 3] == 0.0) + if(patch->mem[i + 3] == 0.0f) patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5]; - if(patch->mem[i + 4] == 0.0) + if(patch->mem[i + 4] == 0.0f) patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6]; - if(patch->mem[i + 5] == 0.0) + if(patch->mem[i + 5] == 0.0f) patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7]; normalize_normal(patch->mem + i + 3); i += d3d_out_vertex_size; - if(patch->mem[i + 3] == 0.0) + if(patch->mem[i + 3] == 0.0f) patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5]; - if(patch->mem[i + 4] == 0.0) + if(patch->mem[i + 4] == 0.0f) patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6]; - if(patch->mem[i + 5] == 0.0) + if(patch->mem[i + 5] == 0.0f) patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7]; normalize_normal(patch->mem + i + 3); i += d3d_out_vertex_size; - if(patch->mem[i + 3] == 0.0) + if(patch->mem[i + 3] == 0.0f) patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5]; - if(patch->mem[i + 4] == 0.0) + if(patch->mem[i + 4] == 0.0f) patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6]; - if(patch->mem[i + 5] == 0.0) + if(patch->mem[i + 5] == 0.0f) patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7]; normalize_normal(patch->mem + i + 3); i += d3d_out_vertex_size; diff --git a/dlls/wined3d/gl_compat.c b/dlls/wined3d/gl_compat.c index 1fc48cc9204..f0b59381770 100644 --- a/dlls/wined3d/gl_compat.c +++ b/dlls/wined3d/gl_compat.c @@ -133,7 +133,7 @@ static void WINE_GLAPI wine_glGetIntegerv(GLenum pname, GLint* params) { static void (WINE_GLAPI *old_multitex_glGetFloatv) (GLenum pname, GLfloat* params) = NULL; static void WINE_GLAPI wine_glGetFloatv(GLenum pname, GLfloat* params) { - if(pname == GL_ACTIVE_TEXTURE) *params = 0.0; + if (pname == GL_ACTIVE_TEXTURE) *params = 0.0f; else old_multitex_glGetFloatv(pname, params); } @@ -275,9 +275,9 @@ static void WINE_GLAPI wine_glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat GLfloat i; i = (ctx->fogend - ctx->fog_coord_value) / (ctx->fogend - ctx->fogstart); - c[0] = i * c[0] + (1.0 - i) * ctx->fogcolor[0]; - c[1] = i * c[1] + (1.0 - i) * ctx->fogcolor[1]; - c[2] = i * c[2] + (1.0 - i) * ctx->fogcolor[2]; + c[0] = i * c[0] + (1.0f - i) * ctx->fogcolor[0]; + c[1] = i * c[1] + (1.0f - i) * ctx->fogcolor[1]; + c[2] = i * c[2] + (1.0f - i) * ctx->fogcolor[2]; old_fogcoord_glColor4f(c[0], c[1], c[2], c[3]); old_fogcoord_glVertex4f(x, y, z, w); @@ -291,11 +291,11 @@ static void WINE_GLAPI wine_glVertex4fv(const GLfloat *pos) { } static void WINE_GLAPI wine_glVertex3f(GLfloat x, GLfloat y, GLfloat z) { - wine_glVertex4f(x, y, z, 1.0); + wine_glVertex4f(x, y, z, 1.0f); } static void WINE_GLAPI wine_glVertex3fv(const GLfloat *pos) { - wine_glVertex4f(pos[0], pos[1], pos[2], 1.0); + wine_glVertex4f(pos[0], pos[1], pos[2], 1.0f); } static void wine_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { @@ -312,15 +312,15 @@ static void wine_glColor4fv(const GLfloat *c) { } static void wine_glColor3f(GLfloat r, GLfloat g, GLfloat b) { - wine_glColor4f(r, g, b, 1.0); + wine_glColor4f(r, g, b, 1.0f); } static void wine_glColor3fv(const GLfloat *c) { - wine_glColor4f(c[0], c[1], c[2], 1.0); + wine_glColor4f(c[0], c[1], c[2], 1.0f); } static void wine_glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) { - wine_glColor4f(r / 255.0, g / 255.0, b / 255.0, a / 255.0); + wine_glColor4f(r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f); } /* In D3D the fog coord is a UBYTE, so there's no problem with using the single diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index f7b193eccea..1c0d24a03ed 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -357,10 +357,10 @@ static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint if (location == -1) return; - clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0]; - clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1]; - clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2]; - clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3]; + clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0]; + clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1]; + clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2]; + clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3]; GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant)); } @@ -691,12 +691,12 @@ static void shader_glsl_load_constants( if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) { float correction_params[4]; if(deviceImpl->render_offscreen) { - correction_params[0] = 0.0; - correction_params[1] = 1.0; + correction_params[0] = 0.0f; + correction_params[1] = 1.0f; } else { /* position is window relative, not viewport relative */ correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height; - correction_params[1] = -1.0; + correction_params[1] = -1.0f; } GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params)); } @@ -907,8 +907,8 @@ static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const s */ FIXME("Cannot find a free uniform for vpos correction params\n"); shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n", - device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height, - device->render_offscreen ? 1.0 : -1.0); + device->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height, + device->render_offscreen ? 1.0f : -1.0f); } shader_addline(buffer, "vec4 vpos;\n"); } diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 8d441b7e5b4..2158d0b58e7 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -510,7 +510,7 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) { glParm = GL_NOTEQUAL; - ref = 0.0; + ref = 0.0f; } else { ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f; glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]); @@ -935,13 +935,13 @@ void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC switch(context->fog_source) { case FOGSOURCE_VS: - fogstart = 1.0; - fogend = 0.0; + fogstart = 1.0f; + fogend = 0.0f; break; case FOGSOURCE_COORD: - fogstart = 255.0; - fogend = 0.0; + fogstart = 255.0f; + fogend = 0.0f; break; case FOGSOURCE_FFP: @@ -951,8 +951,8 @@ void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC fogend = tmpvalue.f; /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/ if(fogstart == fogend) { - fogstart = -1.0 / 0.0; - fogend = 0.0; + fogstart = -1.0f / 0.0f; + fogend = 0.0f; } break; @@ -961,8 +961,8 @@ void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC * Still this is needed to make the compiler happy */ ERR("Unexpected fog coordinate source\n"); - fogstart = 0.0; - fogend = 0.0; + fogstart = 0.0f; + fogend = 0.0f; } glFogf(GL_FOG_START, fogstart); @@ -1335,11 +1335,13 @@ static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, Wi } tmpvalue; tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN]; - if(tmpvalue.f != 1.0) { + if (tmpvalue.f != 1.0f) + { FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f); } tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX]; - if(tmpvalue.f != 64.0) { + if (tmpvalue.f != 64.0f) + { FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f); } @@ -3103,10 +3105,10 @@ static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const struct wined static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1); DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage]; - static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 }; - static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 }; - static const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 }; - static const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 }; + static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f }; + static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f }; + static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f }; + static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f }; if (mapped_stage == WINED3D_UNMAPPED_STAGE) { @@ -3508,7 +3510,7 @@ static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo glPushMatrix(); glLoadIdentity(); if(stateblock->wineD3DDevice->render_offscreen) { - glScalef(1.0, -1.0, 1.0); + glScalef(1.0f, -1.0f, 1.0f); } } @@ -3742,12 +3744,12 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock checkGLcall("glOrtho"); /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */ - glTranslatef(0.5, 0.5, 0); - checkGLcall("glTranslatef(0.5, 0.5, 0)"); + glTranslatef(0.5f, 0.5f, 0.0f); + checkGLcall("glTranslatef(0.5f, 0.5f, 0.0f)"); /* D3D texture coordinates are flipped compared to OpenGL ones, so * render everything upside down when rendering offscreen. */ if (stateblock->wineD3DDevice->render_offscreen) { - glScalef(1.0, -1.0, 1.0); + glScalef(1.0f, -1.0f, 1.0f); checkGLcall("glScalef"); } } else { @@ -3791,13 +3793,13 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock if (stateblock->wineD3DDevice->render_offscreen) { /* D3D texture coordinates are flipped compared to OpenGL ones, so * render everything upside down when rendering offscreen. */ - glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0); - checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)"); - glScalef(1.0, -1.0, 2.0); + glTranslatef(1.0f / stateblock->viewport.Width, 1.0f / stateblock->viewport.Height, -1.0f); + checkGLcall("glTranslatef(1.0f / width, 1.0f / height, -1.0f)"); + glScalef(1.0f, -1.0f, 2.0f); } else { - glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0); - checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)"); - glScalef(1.0, 1.0, 2.0); + glTranslatef(1.0f / stateblock->viewport.Width, -1.0f / stateblock->viewport.Height, -1.0f); + checkGLcall("glTranslatef(1.0f / width, -1.0f / height, -1.0f)"); + glScalef(1.0f, 1.0f, 2.0f); } checkGLcall("glScalef"); @@ -4368,7 +4370,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W * TODO: Move to the viewport state */ if (useVertexShaderFunction) { - device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0; + device->posFixup[1] = device->render_offscreen ? -1.0f : 1.0f; device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height; } } @@ -4511,7 +4513,7 @@ static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, W } static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { - stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width; + stateblock->wineD3DDevice->posFixup[2] = 1.0f / stateblock->viewport.Width; stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height; if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) { transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context); @@ -4530,7 +4532,7 @@ static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContex checkGLcall("glDisable(GL_LIGHT0 + Index)"); } else { float quad_att; - float colRGBA[] = {0.0, 0.0, 0.0, 0.0}; + float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f}; /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/ glMatrixMode(GL_MODELVIEW); @@ -4562,9 +4564,9 @@ static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContex checkGLcall("glLightfv"); if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) { - quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range); + quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range); } else { - quad_att = 0; /* 0 or MAX? (0 seems to be ok) */ + quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */ } /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk, diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 454a86ff779..a90a43feddf 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -114,7 +114,7 @@ UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT al size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1)); } - if (format_desc->heightscale != 0.0) size *= format_desc->heightscale; + if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale; return size; } @@ -502,7 +502,7 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) { static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) { const struct GlPixelFormatDesc *format_desc = This->resource.format_desc; - if (format_desc->heightscale != 1.0 && format_desc->heightscale != 0.0) height *= format_desc->heightscale; + if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale; if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED) { @@ -572,7 +572,7 @@ static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, BOOL enable_client_storage = FALSE; const BYTE *mem = NULL; - if (format_desc->heightscale != 1.0 && format_desc->heightscale != 0.0) height *= format_desc->heightscale; + if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale; TRACE("(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n", This, This->glDescription.target, This->glDescription.level, debug_d3dformat(format_desc->format), @@ -1428,7 +1428,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm checkGLcall("glIntegerv"); glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]); checkGLcall("glIntegerv"); - glPixelZoom(1.0, -1.0); + glPixelZoom(1.0f, -1.0f); checkGLcall("glPixelZoom"); /* If not fullscreen, we need to skip a number of bytes to find the next row of data */ @@ -1478,7 +1478,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm checkGLcall("glBindBufferARB"); } - glPixelZoom(1.0,1.0); + glPixelZoom(1.0f, 1.0f); checkGLcall("glPixelZoom"); glRasterPos3iv(&prev_rasterpos[0]); @@ -2401,7 +2401,7 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI float red = (*Source++); Dest[0] = green; Dest[1] = red; - Dest[2] = 1.0; + Dest[2] = 1.0f; Dest += 3; } } @@ -3080,19 +3080,24 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1); yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1); - if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) { + if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) + { FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n"); if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) { ERR("Texture filtering not supported in direct blit\n"); } - } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) { + } + else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) + && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps))) + { ERR("Texture filtering not supported in direct blit\n"); } - if(upsidedown && - !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) && - !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) { + if (upsidedown + && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) + && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps))) + { /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */ glCopyTexSubImage2D(This->glDescription.target, @@ -3109,7 +3114,8 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D * However, stretching in x direction can be avoided if not necessary */ for(row = drect->y1; row < drect->y2; row++) { - if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) { + if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) + { /* Well, that stuff works, but it's very slow. * find a better way instead */ @@ -3340,15 +3346,15 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine glBegin(GL_QUADS); /* top left */ - glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height); + glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height); glVertex2i(0, 0); /* bottom left */ - glTexCoord2f(0.0, 0.0); + glTexCoord2f(0.0f, 0.0f); glVertex2i(0, fbheight); /* bottom right */ - glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0); + glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f); glVertex2i(fbwidth, Src->currentDesc.Height); /* top right */ @@ -3792,9 +3798,9 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const * Which means that the colorkey is one of the palette entries. In other cases pixels that * should be masked away have alpha set to 0. */ if(primary_render_target_is_p8(myDevice)) - glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0); + glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f); else - glAlphaFunc(GL_NOTEQUAL, 0.0); + glAlphaFunc(GL_NOTEQUAL, 0.0f); checkGLcall("glAlphaFunc\n"); } else { glDisable(GL_ALPHA_TEST); @@ -3805,24 +3811,19 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const */ glBegin(GL_QUADS); - glColor3d(1.0f, 1.0f, 1.0f); + glColor3f(1.0f, 1.0f, 1.0f); glTexCoord2f(glTexCoord[0], glTexCoord[2]); - glVertex3f(rect.x1, - rect.y1, - 0.0); + glVertex3f(rect.x1, rect.y1, 0.0f); glTexCoord2f(glTexCoord[0], glTexCoord[3]); - glVertex3f(rect.x1, rect.y2, 0.0); + glVertex3f(rect.x1, rect.y2, 0.0f); glTexCoord2f(glTexCoord[1], glTexCoord[3]); - glVertex3f(rect.x2, - rect.y2, - 0.0); + glVertex3f(rect.x2, rect.y2, 0.0f); glTexCoord2f(glTexCoord[1], glTexCoord[2]); - glVertex3f(rect.x2, - rect.y1, - 0.0); + glVertex3f(rect.x2, rect.y1, 0.0f); + glEnd(); checkGLcall("glEnd"); @@ -3920,11 +3921,8 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const } TRACE("(%p) executing Render Target override, color = %x\n", This, color); - IWineD3DDeviceImpl_ClearSurface(myDevice, This, - 1, /* Number of rectangles */ - &rect, WINED3DCLEAR_TARGET, color, - 0.0 /* Z */, - 0 /* Stencil */); + IWineD3DDeviceImpl_ClearSurface(myDevice, This, 1 /* Number of rectangles */, + &rect, WINED3DCLEAR_TARGET, color, 0.0f /* Z */, 0 /* Stencil */); return WINED3D_OK; } } @@ -3957,7 +3955,7 @@ static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *D depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff; break; default: - depth = 0.0; + depth = 0.0f; ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format)); } diff --git a/dlls/wined3d/surface_base.c b/dlls/wined3d/surface_base.c index 44b94236caa..fd1bb7687c8 100644 --- a/dlls/wined3d/surface_base.c +++ b/dlls/wined3d/surface_base.c @@ -41,26 +41,26 @@ static inline unsigned short float_32_to_16(const float *in) unsigned short ret; /* Deal with special numbers */ - if(*in == 0.0) return 0x0000; + if (*in == 0.0f) return 0x0000; if(isnan(*in)) return 0x7C01; - if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00); + if (isinf(*in)) return (*in < 0.0f ? 0xFC00 : 0x7c00); if(tmp < pow(2, 10)) { do { - tmp = tmp * 2.0; + tmp = tmp * 2.0f; exp--; }while(tmp < pow(2, 10)); } else if(tmp >= pow(2, 11)) { do { - tmp /= 2.0; + tmp /= 2.0f; exp++; }while(tmp >= pow(2, 11)); } mantissa = (unsigned int) tmp; - if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */ + if(tmp - mantissa >= 0.5f) mantissa++; /* round to nearest, away from zero */ exp += 10; /* Normalize the mantissa */ exp += 15; /* Exponent is encoded with excess 15 */ @@ -78,7 +78,7 @@ static inline unsigned short float_32_to_16(const float *in) ret = (exp << 10) | (mantissa & 0x3ff); } - ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */ + ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */ return ret; } diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c index 12f812eb316..3591e838dd5 100644 --- a/dlls/wined3d/swapchain.c +++ b/dlls/wined3d/swapchain.c @@ -223,7 +223,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO TRACE("Clearing the color buffer with cyan color\n"); IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, - WINED3DCLEAR_TARGET, 0xff00ffff, 1.0, 0); + WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0); } if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM || diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index d2b648360a2..36a0876a5d4 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -214,10 +214,10 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */ if (GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (width != pow2_width || height != pow2_height)) { - texture->baseTexture.pow2Matrix[0] = 1.0; - texture->baseTexture.pow2Matrix[5] = 1.0; - texture->baseTexture.pow2Matrix[10] = 1.0; - texture->baseTexture.pow2Matrix[15] = 1.0; + texture->baseTexture.pow2Matrix[0] = 1.0f; + texture->baseTexture.pow2Matrix[5] = 1.0f; + texture->baseTexture.pow2Matrix[10] = 1.0f; + texture->baseTexture.pow2Matrix[15] = 1.0f; texture->target = GL_TEXTURE_2D; texture->cond_np2 = TRUE; texture->baseTexture.minMipLookup = minMipLookup_noFilter; @@ -231,8 +231,8 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT texture->baseTexture.pow2Matrix[0] = (float)width; texture->baseTexture.pow2Matrix[5] = (float)height; - texture->baseTexture.pow2Matrix[10] = 1.0; - texture->baseTexture.pow2Matrix[15] = 1.0; + texture->baseTexture.pow2Matrix[10] = 1.0f; + texture->baseTexture.pow2Matrix[15] = 1.0f; texture->target = GL_TEXTURE_RECTANGLE_ARB; texture->cond_np2 = TRUE; texture->baseTexture.minMipLookup = minMipLookup_noFilter; @@ -247,12 +247,12 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT } else { - texture->baseTexture.pow2Matrix[0] = 1.0; - texture->baseTexture.pow2Matrix[5] = 1.0; + texture->baseTexture.pow2Matrix[0] = 1.0f; + texture->baseTexture.pow2Matrix[5] = 1.0f; } - texture->baseTexture.pow2Matrix[10] = 1.0; - texture->baseTexture.pow2Matrix[15] = 1.0; + texture->baseTexture.pow2Matrix[10] = 1.0f; + texture->baseTexture.pow2Matrix[15] = 1.0f; texture->target = GL_TEXTURE_2D; texture->cond_np2 = FALSE; } diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 91e19f67b54..ca785922d17 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -764,7 +764,7 @@ static BOOL init_format_texture_info(WineD3D_GL_Info *gl_info) desc->glType = gl_formats_template[i].glType; desc->color_fixup = COLOR_FIXUP_IDENTITY; desc->Flags |= gl_formats_template[i].Flags; - desc->heightscale = 1.0; + desc->heightscale = 1.0f; } return TRUE; @@ -869,7 +869,7 @@ static void apply_format_fixups(WineD3D_GL_Info *gl_info) } idx = getFmtIdx(WINED3DFMT_YV12); - gl_info->gl_formats[idx].heightscale = 1.5; + gl_info->gl_formats[idx].heightscale = 1.5f; gl_info->gl_formats[idx].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YV12); if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA)) diff --git a/dlls/wined3d/volumetexture.c b/dlls/wined3d/volumetexture.c index 06ff525f4dd..de9d0d88e34 100644 --- a/dlls/wined3d/volumetexture.c +++ b/dlls/wined3d/volumetexture.c @@ -162,10 +162,10 @@ HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT } /* Is NP2 support for volumes needed? */ - texture->baseTexture.pow2Matrix[0] = 1.0; - texture->baseTexture.pow2Matrix[5] = 1.0; - texture->baseTexture.pow2Matrix[10] = 1.0; - texture->baseTexture.pow2Matrix[15] = 1.0; + texture->baseTexture.pow2Matrix[0] = 1.0f; + texture->baseTexture.pow2Matrix[5] = 1.0f; + texture->baseTexture.pow2Matrix[10] = 1.0f; + texture->baseTexture.pow2Matrix[15] = 1.0f; /* Generate all the surfaces. */ tmp_w = width; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index c5ba435aa74..da5160462d5 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -197,16 +197,16 @@ static inline float float_16_to_32(const unsigned short *in) { const unsigned short s = ((*in) & 0x8000); const unsigned short e = ((*in) & 0x7C00) >> 10; const unsigned short m = (*in) & 0x3FF; - const float sgn = (s ? -1.0 : 1.0); + const float sgn = (s ? -1.0f : 1.0f); if(e == 0) { - if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */ - else return sgn * pow(2, -14.0) * ( (float) m / 1024.0); + if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ + else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f); } else if(e < 31) { - return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0)); + return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f)); } else { - if(m == 0) return sgn / 0.0; /* +INF / -INF */ - else return 0.0 / 0.0; /* NAN */ + if(m == 0) return sgn / 0.0f; /* +INF / -INF */ + else return 0.0f / 0.0f; /* NAN */ } } @@ -227,8 +227,8 @@ static inline float float_24_to_32(DWORD in) } else { - if (m == 0) return sgn / 0.0; /* +INF / -INF */ - else return 0.0 / 0.0; /* NAN */ + if (m == 0) return sgn / 0.0f; /* +INF / -INF */ + else return 0.0f / 0.0f; /* NAN */ } } @@ -2765,11 +2765,11 @@ void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseT void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args); /* sRGB correction constants */ -static const float srgb_cmp = 0.0031308; -static const float srgb_mul_low = 12.92; -static const float srgb_pow = 0.41666; -static const float srgb_mul_high = 1.055; -static const float srgb_sub_high = 0.055; +static const float srgb_cmp = 0.0031308f; +static const float srgb_mul_low = 12.92f; +static const float srgb_pow = 0.41666f; +static const float srgb_mul_high = 1.055f; +static const float srgb_sub_high = 0.055f; /***************************************************************************** * IWineD3DPalette implementation structure