d3d8: Use a union in tss_lookup. (Coverity).
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1810,39 +1810,43 @@ static HRESULT WINAPI d3d8_device_SetTexture(IDirect3DDevice8 *iface, DWORD stag
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static const struct tss_lookup
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{
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BOOL sampler_state;
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enum wined3d_texture_stage_state state;
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union
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{
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enum wined3d_texture_stage_state texture_state;
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enum wined3d_sampler_state sampler_state;
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} u;
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}
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tss_lookup[] =
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{
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{FALSE, WINED3D_TSS_INVALID}, /* 0, unused */
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{FALSE, WINED3D_TSS_COLOR_OP}, /* 1, D3DTSS_COLOROP */
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{FALSE, WINED3D_TSS_COLOR_ARG1}, /* 2, D3DTSS_COLORARG1 */
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{FALSE, WINED3D_TSS_COLOR_ARG2}, /* 3, D3DTSS_COLORARG2 */
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{FALSE, WINED3D_TSS_ALPHA_OP}, /* 4, D3DTSS_ALPHAOP */
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{FALSE, WINED3D_TSS_ALPHA_ARG1}, /* 5, D3DTSS_ALPHAARG1 */
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{FALSE, WINED3D_TSS_ALPHA_ARG2}, /* 6, D3DTSS_ALPHAARG2 */
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{FALSE, WINED3D_TSS_BUMPENV_MAT00}, /* 7, D3DTSS_BUMPENVMAT00 */
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{FALSE, WINED3D_TSS_BUMPENV_MAT01}, /* 8, D3DTSS_BUMPENVMAT01 */
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{FALSE, WINED3D_TSS_BUMPENV_MAT10}, /* 9, D3DTSS_BUMPENVMAT10 */
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{FALSE, WINED3D_TSS_BUMPENV_MAT11}, /* 10, D3DTSS_BUMPENVMAT11 */
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{FALSE, WINED3D_TSS_TEXCOORD_INDEX}, /* 11, D3DTSS_TEXCOORDINDEX */
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{FALSE, WINED3D_TSS_INVALID}, /* 12, unused */
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{TRUE, WINED3D_SAMP_ADDRESS_U}, /* 13, D3DTSS_ADDRESSU */
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{TRUE, WINED3D_SAMP_ADDRESS_V}, /* 14, D3DTSS_ADDRESSV */
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{TRUE, WINED3D_SAMP_BORDER_COLOR}, /* 15, D3DTSS_BORDERCOLOR */
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{TRUE, WINED3D_SAMP_MAG_FILTER}, /* 16, D3DTSS_MAGFILTER */
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{TRUE, WINED3D_SAMP_MIN_FILTER}, /* 17, D3DTSS_MINFILTER */
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{TRUE, WINED3D_SAMP_MIP_FILTER}, /* 18, D3DTSS_MIPFILTER */
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{TRUE, WINED3D_SAMP_MIPMAP_LOD_BIAS}, /* 19, D3DTSS_MIPMAPLODBIAS */
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{TRUE, WINED3D_SAMP_MAX_MIP_LEVEL}, /* 20, D3DTSS_MAXMIPLEVEL */
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{TRUE, WINED3D_SAMP_MAX_ANISOTROPY}, /* 21, D3DTSS_MAXANISOTROPY */
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{FALSE, WINED3D_TSS_BUMPENV_LSCALE}, /* 22, D3DTSS_BUMPENVLSCALE */
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{FALSE, WINED3D_TSS_BUMPENV_LOFFSET}, /* 23, D3DTSS_BUMPENVLOFFSET */
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{FALSE, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS}, /* 24, D3DTSS_TEXTURETRANSFORMFLAGS */
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{TRUE, WINED3D_SAMP_ADDRESS_W}, /* 25, D3DTSS_ADDRESSW */
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{FALSE, WINED3D_TSS_COLOR_ARG0}, /* 26, D3DTSS_COLORARG0 */
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{FALSE, WINED3D_TSS_ALPHA_ARG0}, /* 27, D3DTSS_ALPHAARG0 */
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{FALSE, WINED3D_TSS_RESULT_ARG}, /* 28, D3DTSS_RESULTARG */
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{FALSE, {WINED3D_TSS_INVALID}}, /* 0, unused */
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{FALSE, {WINED3D_TSS_COLOR_OP}}, /* 1, D3DTSS_COLOROP */
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{FALSE, {WINED3D_TSS_COLOR_ARG1}}, /* 2, D3DTSS_COLORARG1 */
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{FALSE, {WINED3D_TSS_COLOR_ARG2}}, /* 3, D3DTSS_COLORARG2 */
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{FALSE, {WINED3D_TSS_ALPHA_OP}}, /* 4, D3DTSS_ALPHAOP */
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{FALSE, {WINED3D_TSS_ALPHA_ARG1}}, /* 5, D3DTSS_ALPHAARG1 */
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{FALSE, {WINED3D_TSS_ALPHA_ARG2}}, /* 6, D3DTSS_ALPHAARG2 */
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{FALSE, {WINED3D_TSS_BUMPENV_MAT00}}, /* 7, D3DTSS_BUMPENVMAT00 */
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{FALSE, {WINED3D_TSS_BUMPENV_MAT01}}, /* 8, D3DTSS_BUMPENVMAT01 */
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{FALSE, {WINED3D_TSS_BUMPENV_MAT10}}, /* 9, D3DTSS_BUMPENVMAT10 */
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{FALSE, {WINED3D_TSS_BUMPENV_MAT11}}, /* 10, D3DTSS_BUMPENVMAT11 */
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{FALSE, {WINED3D_TSS_TEXCOORD_INDEX}}, /* 11, D3DTSS_TEXCOORDINDEX */
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{FALSE, {WINED3D_TSS_INVALID}}, /* 12, unused */
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{TRUE, {WINED3D_SAMP_ADDRESS_U}}, /* 13, D3DTSS_ADDRESSU */
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{TRUE, {WINED3D_SAMP_ADDRESS_V}}, /* 14, D3DTSS_ADDRESSV */
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{TRUE, {WINED3D_SAMP_BORDER_COLOR}}, /* 15, D3DTSS_BORDERCOLOR */
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{TRUE, {WINED3D_SAMP_MAG_FILTER}}, /* 16, D3DTSS_MAGFILTER */
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{TRUE, {WINED3D_SAMP_MIN_FILTER}}, /* 17, D3DTSS_MINFILTER */
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{TRUE, {WINED3D_SAMP_MIP_FILTER}}, /* 18, D3DTSS_MIPFILTER */
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{TRUE, {WINED3D_SAMP_MIPMAP_LOD_BIAS}}, /* 19, D3DTSS_MIPMAPLODBIAS */
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{TRUE, {WINED3D_SAMP_MAX_MIP_LEVEL}}, /* 20, D3DTSS_MAXMIPLEVEL */
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{TRUE, {WINED3D_SAMP_MAX_ANISOTROPY}}, /* 21, D3DTSS_MAXANISOTROPY */
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{FALSE, {WINED3D_TSS_BUMPENV_LSCALE}}, /* 22, D3DTSS_BUMPENVLSCALE */
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{FALSE, {WINED3D_TSS_BUMPENV_LOFFSET}}, /* 23, D3DTSS_BUMPENVLOFFSET */
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{FALSE, {WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS}}, /* 24, D3DTSS_TEXTURETRANSFORMFLAGS */
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{TRUE, {WINED3D_SAMP_ADDRESS_W}}, /* 25, D3DTSS_ADDRESSW */
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{FALSE, {WINED3D_TSS_COLOR_ARG0}}, /* 26, D3DTSS_COLORARG0 */
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{FALSE, {WINED3D_TSS_ALPHA_ARG0}}, /* 27, D3DTSS_ALPHAARG0 */
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{FALSE, {WINED3D_TSS_RESULT_ARG}}, /* 28, D3DTSS_RESULTARG */
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};
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static HRESULT WINAPI d3d8_device_GetTextureStageState(IDirect3DDevice8 *iface,
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@ -1863,9 +1867,9 @@ static HRESULT WINAPI d3d8_device_GetTextureStageState(IDirect3DDevice8 *iface,
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wined3d_mutex_lock();
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if (l->sampler_state)
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*value = wined3d_device_get_sampler_state(device->wined3d_device, stage, l->state);
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*value = wined3d_device_get_sampler_state(device->wined3d_device, stage, l->u.sampler_state);
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else
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*value = wined3d_device_get_texture_stage_state(device->wined3d_device, stage, l->state);
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*value = wined3d_device_get_texture_stage_state(device->wined3d_device, stage, l->u.texture_state);
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wined3d_mutex_unlock();
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return D3D_OK;
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@ -1889,9 +1893,9 @@ static HRESULT WINAPI d3d8_device_SetTextureStageState(IDirect3DDevice8 *iface,
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wined3d_mutex_lock();
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if (l->sampler_state)
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wined3d_device_set_sampler_state(device->wined3d_device, stage, l->state, value);
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wined3d_device_set_sampler_state(device->wined3d_device, stage, l->u.sampler_state, value);
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else
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wined3d_device_set_texture_stage_state(device->wined3d_device, stage, l->state, value);
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wined3d_device_set_texture_stage_state(device->wined3d_device, stage, l->u.texture_state, value);
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wined3d_mutex_unlock();
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return D3D_OK;
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