Remove a load of IWineD3DSurface * casts that are no longer required.
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@ -272,7 +272,7 @@ HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, D3
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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hr = IWineD3DSurface_UnlockRect((IWineD3DSurface *) This->surfaces[FaceType][Level]);
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hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
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}
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if (D3D_OK == hr) {
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@ -5148,7 +5148,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD
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if(RenderTargetIndex > 0)
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FIXME("(%p) : RenderTargetIndex %ld >0 not currently supported\n", This, RenderTargetIndex);
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*ppRenderTarget = (IWineD3DSurface *)This->renderTarget;
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*ppRenderTarget = This->renderTarget;
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TRACE("(%p) : RenderTarget %ld Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
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/* Note inc ref on returned surface */
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if(*ppRenderTarget != NULL)
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@ -5158,7 +5158,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD
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HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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*ppZStencilSurface = (IWineD3DSurface *)This->depthStencilBuffer;
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*ppZStencilSurface = This->depthStencilBuffer;
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TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
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if(*ppZStencilSurface != NULL) {
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@ -995,7 +995,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
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++gen;
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if ((gen % 10) == 0) {
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snprintf(buffer, sizeof(buffer), "/tmp/surface%p_type%u_level%u_%u.ppm", This, This->glDescription.target, This->glDescription.level, gen);
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IWineD3DSurfaceImpl_SaveSnapshot((IWineD3DSurface *) This, buffer);
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IWineD3DSurfaceImpl_SaveSnapshot(iface, buffer);
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}
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/*
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* debugging crash code
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@ -226,7 +226,7 @@ HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST REC
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
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/* If this swapchain is currently the active context then make this swapchain active */
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if(IWineD3DSurface_GetContainer((IWineD3DSurface *)This->wineD3DDevice->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmp) == D3D_OK){
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if(IWineD3DSurface_GetContainer(This->wineD3DDevice->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmp) == D3D_OK){
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if(tmp != (IUnknown *)This){
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glXMakeCurrent(This->display, currentDrawable, currentContext);
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checkGLcall("glXMakeCurrent");
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@ -346,7 +346,7 @@ HRESULT WINAPI IWineD3DSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UIN
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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*ppBackBuffer = (IWineD3DSurface *) This->backBuffer;
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*ppBackBuffer = This->backBuffer;
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TRACE("(%p) : BackBuf %d Type %d returning %p\n", This, iBackBuffer, Type, *ppBackBuffer);
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if (iBackBuffer > This->presentParms.BackBufferCount - 1) {
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@ -208,7 +208,7 @@ HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, UINT Lev
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if (Level < This->baseTexture.levels) {
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TRACE("(%p) Level (%d)\n", This, Level);
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return IWineD3DSurface_GetDesc((IWineD3DSurface *) This->surfaces[Level], pDesc);
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return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
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}
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FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return D3DERR_INVALIDCALL;
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@ -237,7 +237,7 @@ HRESULT WINAPI IWineD3DTextureImpl_LockRect(IWineD3DTexture *iface, UINT Level,
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HRESULT hr = D3DERR_INVALIDCALL;
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if (Level < This->baseTexture.levels) {
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hr = IWineD3DSurface_LockRect((IWineD3DSurface *) This->surfaces[Level], pLockedRect, pRect, Flags);
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hr = IWineD3DSurface_LockRect(This->surfaces[Level], pLockedRect, pRect, Flags);
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}
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if (D3D_OK == hr) {
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TRACE("(%p) Level (%d) success\n", This, Level);
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@ -267,7 +267,7 @@ HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRect(IWineD3DTexture *iface, CONST RE
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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This->baseTexture.dirty = TRUE;
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TRACE("(%p) : dirtyfication of surface Level (0)\n", This);
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return IWineD3DSurface_AddDirtyRect((IWineD3DSurface *)This->surfaces[0], pDirtyRect);
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return IWineD3DSurface_AddDirtyRect(This->surfaces[0], pDirtyRect);
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}
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const IWineD3DTextureVtbl IWineD3DTexture_Vtbl =
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@ -60,7 +60,7 @@ ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *iface) {
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for (i = 0; i < This->baseTexture.levels; i++) {
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if (This->volumes[i] != NULL) {
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TRACE("(%p) : Releasing volume %p\n", This, This->volumes[i]);
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IWineD3DVolume_Release((IWineD3DSurface *) This->volumes[i]);
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IWineD3DVolume_Release(This->volumes[i]);
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}
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}
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IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
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