diff --git a/dlls/wined3d/cubetexture.c b/dlls/wined3d/cubetexture.c index 8146a7256c0..7af48ba6840 100644 --- a/dlls/wined3d/cubetexture.c +++ b/dlls/wined3d/cubetexture.c @@ -143,7 +143,7 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) { ENTER_GL(); /* If were dirty then reload the surfaces */ - if (This->baseTexture.dirty != FALSE) { + if (This->baseTexture.dirty) { for (i = 0; i < This->baseTexture.levels; i++) { for (j = D3DCUBEMAP_FACE_POSITIVE_X; j <= D3DCUBEMAP_FACE_NEGATIVE_Z ; j++) { if(setGlTextureDesc) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 736399fe5d8..9ac13aa7c21 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -500,7 +500,7 @@ static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, /* TODO: NV_POINT_SPRITE */ if (GL_SUPPORT(ARB_POINT_SPRITE)) { - if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE] != FALSE) { + if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE]) { /* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */ glDisable(GL_POINT_SMOOTH); @@ -1059,13 +1059,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, U * ****************************************/ switch(Pool) { case WINED3DPOOL_SCRATCH: - if(Lockable == FALSE) + if(!Lockable) FIXME("Create suface called with a pool of SCRATCH and a Lockable of FALSE \ which are mutually exclusive, setting lockable to true\n"); Lockable = TRUE; break; case WINED3DPOOL_SYSTEMMEM: - if(Lockable == FALSE) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \ + if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \ this is acceptable but unexpected (I can't know how the surface can be usable!)\n"); case WINED3DPOOL_MANAGED: if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \ @@ -2859,7 +2859,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, D } /* OK, we now have a light... */ - if (Enable == FALSE) { + if (!Enable) { /* If we are disabling it, check it was enabled, and still only do something if it has assigned a glIndex (which it should have!) */ @@ -2901,7 +2901,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, D while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) { /* Try to remember which index can be replaced if necessary */ - if (bsf==NULL && pos->lightEnabled == FALSE) { + if (bsf==NULL && !pos->lightEnabled) { /* Found a light we can replace, save as best replacement */ bsf = pos; } @@ -5224,7 +5224,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo * */ - if( doClip == FALSE || + if( !doClip || ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) && (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) && ( rhw > eps ) ) ) { @@ -5326,7 +5326,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo if(!color_d) { static BOOL warned = FALSE; - if(warned == FALSE) { + if(!warned) { ERR("No diffuse color in source, but destination has one\n"); warned = TRUE; } @@ -5357,7 +5357,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo if(!color_s) { static BOOL warned = FALSE; - if(warned == FALSE) { + if(!warned) { ERR("No specular color in source, but destination has one\n"); warned = TRUE; } @@ -7149,7 +7149,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, } else { /* Otherwise, set the render target up */ - if (FALSE == This->sceneEnded) { + if (!This->sceneEnded) { IWineD3DDevice_EndScene(iface); } TRACE("clearing renderer\n"); @@ -7252,7 +7252,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IW ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace the pSurface can be set to 0 allowing it to be reused from cache **/ if (This->contextCache[i].Width == width && This->contextCache[i].Height == height - && (pbuffer_per_surface == FALSE || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) { + && (!pbuffer_per_surface || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) { *context = &This->contextCache[i]; break; } @@ -7762,7 +7762,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRE static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; /** FIXME: always true at the moment **/ - if(bEnableDialogs == FALSE) { + if(!bEnableDialogs) { FIXME("(%p) Dialogs cannot be disabled yet\n", This); } return WINED3D_OK; diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index af27994a0e2..fdde6ea7bdc 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -1272,7 +1272,7 @@ static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Ad /* FillGLCaps updates gl_info, but we only want to store and reuse the values once we have a context which is valid. Values from a temporary context may differ from the final ones */ - if (isGLInfoValid == FALSE) { + if (!isGLInfoValid) { WineD3D_Context *fake_ctx = NULL; if (glXGetCurrentContext() == NULL) fake_ctx = WineD3D_CreateFakeGLContext(); /* If we don't know the device settings, go query them now */ @@ -1816,7 +1816,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, /* FIXME: both the gl_info and the shader_mode should be made per adapter */ /* If we don't know the device settings, go query them now */ - if (This->isGLInfoValid == FALSE) { + if (!This->isGLInfoValid) { /* use the desktop window to fill gl caps */ BOOL rc = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter)); diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index ff465a84ac8..c9b14a033a6 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -109,8 +109,8 @@ static void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) { This->tracking_color = IS_TRACKING; requires_material_reset = TRUE; /* Restore material settings as will be used */ - } else if ((This->tracking_color == IS_TRACKING && isDiffuseSupplied == FALSE) || - (This->tracking_color == NEEDS_TRACKING && isDiffuseSupplied == FALSE)) { + } else if ((This->tracking_color == IS_TRACKING && !isDiffuseSupplied) || + (This->tracking_color == NEEDS_TRACKING && !isDiffuseSupplied)) { /* If we are tracking the current color but one isn't supplied, don't! */ glDisable(GL_COLOR_MATERIAL); checkGLcall("glDisable GL_COLOR_MATERIAL"); diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index 2e1e65d87f7..190d7ed1b94 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -124,7 +124,7 @@ static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) { IWineD3DTexture_BindTexture(iface); ENTER_GL(); /* If were dirty then reload the surfaces */ - if(This->baseTexture.dirty != FALSE) { + if(This->baseTexture.dirty) { for (i = 0; i < This->baseTexture.levels; i++) { if(setGlTextureDesc) diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 2d072fa878e..138de01984c 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -1663,7 +1663,7 @@ void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, /*FIXME("Stage %d matrix is (%.2f,%.2f),(%.2f,%.2f)\n", Stage, m[0][0], m[0][1], m[1][0], m[1][0]);*/ - if (FALSE == This->texture_shader_active) { + if (!This->texture_shader_active) { This->texture_shader_active = TRUE; glEnable(GL_TEXTURE_SHADER_NV); } diff --git a/dlls/wined3d/volume.c b/dlls/wined3d/volume.c index 5a10b13c55d..7eb9694f4c0 100644 --- a/dlls/wined3d/volume.c +++ b/dlls/wined3d/volume.c @@ -223,7 +223,7 @@ static HRESULT WINAPI IWineD3DVolumeImpl_LockBox(IWineD3DVolume *iface, WINED3DL static HRESULT WINAPI IWineD3DVolumeImpl_UnlockBox(IWineD3DVolume *iface) { IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface; - if (FALSE == This->locked) { + if (!This->locked) { ERR("trying to lock unlocked volume@%p\n", This); return WINED3DERR_INVALIDCALL; } diff --git a/dlls/wined3d/volumetexture.c b/dlls/wined3d/volumetexture.c index f754f00b6c8..b88ab09303e 100644 --- a/dlls/wined3d/volumetexture.c +++ b/dlls/wined3d/volumetexture.c @@ -120,7 +120,7 @@ static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *ifac ENTER_GL(); /* If were dirty then reload the volumes */ - if(This->baseTexture.dirty != FALSE) { + if(This->baseTexture.dirty) { for (i = 0; i < This->baseTexture.levels; i++) { IWineD3DVolume_LoadTexture(This->volumes[i], i); }