[1/8] d3d8: Use D3DPOOL <-> WINED3DPOOL enum conversion functions instead of implicit conversions (clang)
Alexandre Julliard
julliard at winehq.org
Tue May 31 04:10:20 CDT 2011
Frédéric Delanoy <frederic.delanoy at gmail.com> writes:
> +static inline D3DPOOL d3dpool_from_wined3dpool(WINED3DPOOL type)
> +{
> + switch (type)
> + {
> + case WINED3DPOOL_DEFAULT: return D3DPOOL_DEFAULT;
> + case WINED3DPOOL_MANAGED: return D3DPOOL_MANAGED;
> + case WINED3DPOOL_SYSTEMMEM: return D3DPOOL_SYSTEMMEM;
> + case WINED3DPOOL_SCRATCH: return D3DPOOL_SCRATCH;
> + case WINED3DPOOL_FORCE_DWORD: return D3DPOOL_FORCE_DWORD;
> + }
> + return (D3DPOOL) type;
> +}
> +
> +static inline WINED3DPOOL wined3dpool_from_d3dpool(D3DPOOL type)
> +{
> + switch (type)
> + {
> + case D3DPOOL_DEFAULT: return WINED3DPOOL_DEFAULT;
> + case D3DPOOL_MANAGED: return WINED3DPOOL_MANAGED;
> + case D3DPOOL_SYSTEMMEM: return WINED3DPOOL_SYSTEMMEM;
> + case D3DPOOL_SCRATCH: return WINED3DPOOL_SCRATCH;
> + case D3DPOOL_FORCE_DWORD: return WINED3DPOOL_FORCE_DWORD;
> + }
> + return (WINED3DPOOL) type;
> +}
I still don't see the point of that kind of switch statement. To be
honest I don't see either why we even need different enum types in the
first place.
--
Alexandre Julliard
julliard at winehq.org
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