winex11.drv: Use BOOL type where appropriate.
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10f7f09d43
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387fafd39e
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@ -124,11 +124,11 @@ static BOOL UnlockRealIMC(HIMC hIMC)
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static void IME_RegisterClasses(void)
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{
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static int done;
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static BOOL done = FALSE;
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WNDCLASSW wndClass;
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if (done) return;
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done = 1;
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done = TRUE;
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ZeroMemory(&wndClass, sizeof(WNDCLASSW));
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wndClass.style = CS_GLOBALCLASS | CS_IME | CS_HREDRAW | CS_VREDRAW;
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@ -278,7 +278,7 @@ static struct list context_list = LIST_INIT( context_list );
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static struct WineGLInfo WineGLInfo = { 0 };
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static struct wgl_pixel_format *pixel_formats;
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static int nb_pixel_formats, nb_onscreen_formats;
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static int use_render_texture_emulation = 1;
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static BOOL use_render_texture_emulation = TRUE;
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/* Selects the preferred GLX swap control method for use by wglSwapIntervalEXT */
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static enum glx_swap_control_method swap_control_method = GLX_SWAP_CONTROL_NONE;
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@ -566,7 +566,7 @@ done:
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static BOOL has_opengl(void)
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{
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static int init_done;
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static BOOL init_done = FALSE;
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static void *opengl_handle;
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char buffer[200];
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@ -574,7 +574,7 @@ static BOOL has_opengl(void)
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unsigned int i;
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if (init_done) return (opengl_handle != NULL);
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init_done = 1;
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init_done = TRUE;
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/* No need to load any other libraries as according to the ABI, libGL should be self-sufficient
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and include all dependencies */
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@ -2420,7 +2420,7 @@ static BOOL X11DRV_wglSetPbufferAttribARB( struct wgl_pbuffer *object, const int
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SetLastError(ERROR_INVALID_HANDLE);
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return GL_FALSE;
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}
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if (1 == use_render_texture_emulation) {
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if (use_render_texture_emulation) {
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return GL_TRUE;
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}
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return ret;
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@ -2829,8 +2829,8 @@ static BOOL X11DRV_wglBindTexImageARB( struct wgl_pbuffer *object, int iBuffer )
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return GL_FALSE;
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}
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if (1 == use_render_texture_emulation) {
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static int init = 0;
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if (use_render_texture_emulation) {
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static BOOL initialized = FALSE;
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int prev_binded_texture = 0;
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GLXContext prev_context;
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Drawable prev_drawable;
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@ -2843,8 +2843,8 @@ static BOOL X11DRV_wglBindTexImageARB( struct wgl_pbuffer *object, int iBuffer )
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This is mostly due to lack of demos/games using them. Further the use of glReadPixels
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isn't ideal performance wise but I wasn't able to get other ways working.
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*/
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if(!init) {
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init = 1; /* Only show the FIXME once for performance reasons */
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if(!initialized) {
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initialized = TRUE; /* Only show the FIXME once for performance reasons */
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FIXME("partial stub!\n");
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}
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@ -2885,7 +2885,7 @@ static BOOL X11DRV_wglReleaseTexImageARB( struct wgl_pbuffer *object, int iBuffe
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SetLastError(ERROR_INVALID_HANDLE);
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return GL_FALSE;
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}
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if (1 == use_render_texture_emulation) {
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if (use_render_texture_emulation) {
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return GL_TRUE;
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}
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return ret;
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