wined3d: Fixed a couple of boolean comparisons against TRUE.
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@ -731,7 +731,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Wid
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break;
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case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
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if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
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&& !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable == TRUE)
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&& !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
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FIXME("Creating a surface with a POOL of DEFAULT with Locable true, that doesn't specify DYNAMIC usage.\n");
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break;
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default:
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@ -4701,7 +4701,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
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* a) D3DRS_CLIPPING is enabled
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* b) WINED3DVOP_CLIP is passed
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*/
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if(This->stateBlock->renderState[WINED3DRS_CLIPPING] == TRUE) {
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if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
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static BOOL warned = FALSE;
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/*
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* The clipping code is not quite correct. Some things need
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@ -6938,7 +6938,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
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IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
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}
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else if (pbuffer_support == TRUE && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) {
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else if (pbuffer_support && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) {
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/** ********************************************************************
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* This is a quickly hacked out implementation of offscreen textures.
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