d3d8: Remove superfluous pointer casts.
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02602bd3cf
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@ -764,11 +764,11 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(LPDIRECT3DDEVICE8 iface, ID
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/* Copy rect by rect */
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if (NULL != pSourceRects && NULL != pDestPoints) {
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for (i = 0; i < cRects; ++i) {
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IWineD3DSurface_BltFast(Dest->wineD3DSurface, pDestPoints[i].x, pDestPoints[i].y, Source->wineD3DSurface, (RECT *) &pSourceRects[i], WINEDDBLTFAST_NOCOLORKEY);
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IWineD3DSurface_BltFast(Dest->wineD3DSurface, pDestPoints[i].x, pDestPoints[i].y, Source->wineD3DSurface, &pSourceRects[i], WINEDDBLTFAST_NOCOLORKEY);
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}
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} else {
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for (i = 0; i < cRects; ++i) {
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IWineD3DSurface_BltFast(Dest->wineD3DSurface, 0, 0, Source->wineD3DSurface, (RECT *) &pSourceRects[i], WINEDDBLTFAST_NOCOLORKEY);
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IWineD3DSurface_BltFast(Dest->wineD3DSurface, 0, 0, Source->wineD3DSurface, &pSourceRects[i], WINEDDBLTFAST_NOCOLORKEY);
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}
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}
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}
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@ -1778,7 +1778,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShaderConstant(LPDIRECT3DDEV
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TRACE("(%p) : Relay\n", This);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, (CONST float *)pConstantData, ConstantCount);
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hr = IWineD3DDevice_SetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, ConstantCount);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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@ -1789,7 +1789,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderConstant(LPDIRECT3DDEV
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TRACE("(%p) : Relay\n", This);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, (float *)pConstantData, ConstantCount);
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hr = IWineD3DDevice_GetVertexShaderConstantF(This->WineD3DDevice, Register, pConstantData, ConstantCount);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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@ -2032,7 +2032,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShaderConstant(LPDIRECT3DDE
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TRACE("(%p) Relay\n", This);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DDevice_SetPixelShaderConstantF(This->WineD3DDevice, Register, (CONST float *)pConstantData, ConstantCount);
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hr = IWineD3DDevice_SetPixelShaderConstantF(This->WineD3DDevice, Register, pConstantData, ConstantCount);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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@ -2043,7 +2043,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderConstant(LPDIRECT3DDEVI
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TRACE("(%p) Relay\n", This);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DDevice_GetPixelShaderConstantF(This->WineD3DDevice, Register, (float *)pConstantData, ConstantCount);
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hr = IWineD3DDevice_GetPixelShaderConstantF(This->WineD3DDevice, Register, pConstantData, ConstantCount);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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