[PATCH 2/5] wined3d: Add some missing float suffixes.

Henri Verbeet hverbeet at codeweavers.com
Tue Jul 7 04:08:01 CDT 2009


The compiler should be smart enough to fix most of these, but it looks sloppy.
---
 dlls/wined3d/arb_program_shader.c  |   44 +++++++++++-----------
 dlls/wined3d/ati_fragment_shader.c |    8 ++--
 dlls/wined3d/baseshader.c          |   18 +++++-----
 dlls/wined3d/buffer.c              |    4 +-
 dlls/wined3d/context.c             |    4 +-
 dlls/wined3d/cubetexture.c         |   10 +++---
 dlls/wined3d/device.c              |   68 ++++++++++++++++++++----------------
 dlls/wined3d/directx.c             |   22 ++++++------
 dlls/wined3d/drawprim.c            |   66 +++++++++++++++++-----------------
 dlls/wined3d/gl_compat.c           |   18 +++++-----
 dlls/wined3d/glsl_shader.c         |   18 +++++-----
 dlls/wined3d/state.c               |   62 +++++++++++++++++----------------
 dlls/wined3d/surface.c             |   66 +++++++++++++++++------------------
 dlls/wined3d/surface_base.c        |   12 +++---
 dlls/wined3d/swapchain.c           |    2 +-
 dlls/wined3d/texture.c             |   20 +++++-----
 dlls/wined3d/utils.c               |    4 +-
 dlls/wined3d/volumetexture.c       |    8 ++--
 dlls/wined3d/wined3d_private.h     |   26 +++++++-------
 19 files changed, 244 insertions(+), 236 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index cdc5b10..9443fb4 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -300,20 +300,20 @@ static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, con
             dirty_consts[i] = 0;
 
             j = 4 * i;
-            if(constants[j + 0] > 1.0) lcl_const[0] = 1.0;
-            else if(constants[j + 0] < -1.0) lcl_const[0] = -1.0;
+            if (constants[j + 0] > 1.0f) lcl_const[0] = 1.0f;
+            else if (constants[j + 0] < -1.0f) lcl_const[0] = -1.0f;
             else lcl_const[0] = constants[j + 0];
 
-            if(constants[j + 1] > 1.0) lcl_const[1] = 1.0;
-            else if(constants[j + 1] < -1.0) lcl_const[1] = -1.0;
+            if (constants[j + 1] > 1.0f) lcl_const[1] = 1.0f;
+            else if (constants[j + 1] < -1.0f) lcl_const[1] = -1.0f;
             else lcl_const[1] = constants[j + 1];
 
-            if(constants[j + 2] > 1.0) lcl_const[2] = 1.0;
-            else if(constants[j + 2] < -1.0) lcl_const[2] = -1.0;
+            if (constants[j + 2] > 1.0f) lcl_const[2] = 1.0f;
+            else if (constants[j + 2] < -1.0f) lcl_const[2] = -1.0f;
             else lcl_const[2] = constants[j + 2];
 
-            if(constants[j + 3] > 1.0) lcl_const[3] = 1.0;
-            else if(constants[j + 3] < -1.0) lcl_const[3] = -1.0;
+            if (constants[j + 3] > 1.0f) lcl_const[3] = 1.0f;
+            else if (constants[j + 3] < -1.0f) lcl_const[3] = -1.0f;
             else lcl_const[3] = constants[j + 3];
 
             GL_EXTCALL(glProgramEnvParameter4fvARB(target_type, i, lcl_const));
@@ -459,10 +459,10 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
         * ycorrection.w: 0.0
         */
         float val[4];
-        val[0] = deviceImpl->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
-        val[1] = deviceImpl->render_offscreen ? 1.0 : -1.0;
-        val[2] = 1.0;
-        val[3] = 0.0;
+        val[0] = deviceImpl->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
+        val[1] = deviceImpl->render_offscreen ? 1.0f : -1.0f;
+        val[2] = 1.0f;
+        val[3] = 0.0f;
         GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
         checkGLcall("y correction loading\n");
     }
@@ -477,7 +477,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
             val[0] = stateBlock->pixelShaderConstantI[4 * i];
             val[1] = stateBlock->pixelShaderConstantI[4 * i + 1];
             val[2] = stateBlock->pixelShaderConstantI[4 * i + 2];
-            val[3] = -1.0;
+            val[3] = -1.0f;
 
             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
         }
@@ -509,7 +509,7 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
             val[0] = stateBlock->vertexShaderConstantI[4 * i];
             val[1] = stateBlock->vertexShaderConstantI[4 * i + 1];
             val[2] = stateBlock->vertexShaderConstantI[4 * i + 2];
-            val[3] = -1.0;
+            val[3] = -1.0f;
 
             GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
         }
@@ -4492,7 +4492,7 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *g
             pCaps->PixelShaderVersion    = WINED3DPS_VERSION(1,4);
             TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
         }
-        pCaps->PixelShader1xMaxValue = 8.0;
+        pCaps->PixelShader1xMaxValue = 8.0f;
         pCaps->MaxPixelShaderConst = GL_LIMITS(pshader_constantsF);
     }
 
@@ -5182,11 +5182,11 @@ static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateb
 
     if(stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
         /* The specular color has no alpha */
-        col[0] = 1.0; col[1] = 1.0;
-        col[2] = 1.0; col[3] = 0.0;
+        col[0] = 1.0f; col[1] = 1.0f;
+        col[2] = 1.0f; col[3] = 0.0f;
     } else {
-        col[0] = 0.0; col[1] = 0.0;
-        col[2] = 0.0; col[3] = 0.0;
+        col[0] = 0.0f; col[1] = 0.0f;
+        col[2] = 0.0f; col[3] = 0.0f;
     }
     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col));
     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)");
@@ -5255,8 +5255,8 @@ static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock
 
     param[0] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]);
     param[1] = *((float *) &stateblock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]);
-    param[2] = 0.0;
-    param[3] = 0.0;
+    param[2] = 0.0f;
+    param[3] = 0.0f;
 
     GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param));
     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
@@ -6196,7 +6196,7 @@ static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance
      * go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
      */
     shader_addline(buffer, "PARAM yv12_coef = {%f, %f, %f, %f};\n",
-                   2.0 / 3.0, 1.0 / 6.0, (2.0 / 3.0) + (1.0 / 6.0), 1.0 / 3.0);
+            2.0f / 3.0f, 1.0f / 6.0f, (2.0f / 3.0f) + (1.0f / 6.0f), 1.0f / 3.0f);
 
     shader_addline(buffer, "MOV texcrd, fragment.texcoord[0];\n");
     /* the chroma planes have only half the width */
diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index e652fb4..283e37d 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -864,10 +864,10 @@ static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
      * shader(it is free). This might potentially reduce precision. However, if the hardware does
      * support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
      */
-    mat[0][0] = (mat[0][0] + 1.0) * 0.5;
-    mat[1][0] = (mat[1][0] + 1.0) * 0.5;
-    mat[0][1] = (mat[0][1] + 1.0) * 0.5;
-    mat[1][1] = (mat[1][1] + 1.0) * 0.5;
+    mat[0][0] = (mat[0][0] + 1.0f) * 0.5f;
+    mat[1][0] = (mat[1][0] + 1.0f) * 0.5f;
+    mat[0][1] = (mat[0][1] + 1.0f) * 0.5f;
+    mat[1][1] = (mat[1][1] + 1.0f) * 0.5f;
     GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), (float *) mat));
     checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)");
 }
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 63a9e96..ae28565 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -504,14 +504,14 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
             if (shader_version.major == 1 && shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
             {
                 float *value = (float *) lconst->value;
-                if(value[0] < -1.0) value[0] = -1.0;
-                else if(value[0] >  1.0) value[0] =  1.0;
-                if(value[1] < -1.0) value[1] = -1.0;
-                else if(value[1] >  1.0) value[1] =  1.0;
-                if(value[2] < -1.0) value[2] = -1.0;
-                else if(value[2] >  1.0) value[2] =  1.0;
-                if(value[3] < -1.0) value[3] = -1.0;
-                else if(value[3] >  1.0) value[3] =  1.0;
+                if (value[0] < -1.0f) value[0] = -1.0f;
+                else if (value[0] > 1.0f) value[0] = 1.0f;
+                if (value[1] < -1.0f) value[1] = -1.0f;
+                else if (value[1] > 1.0f) value[1] = 1.0f;
+                if (value[2] < -1.0f) value[2] = -1.0f;
+                else if (value[2] > 1.0f) value[2] = 1.0f;
+                if (value[3] < -1.0f) value[3] = -1.0f;
+                else if (value[3] > 1.0f) value[3] = 1.0f;
             }
 
             list_add_head(&This->baseShader.constantsF, &lconst->entry);
@@ -1342,7 +1342,7 @@ static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *
     /* Set the shader caps to 0 for the none shader backend */
     pCaps->VertexShaderVersion  = 0;
     pCaps->PixelShaderVersion    = 0;
-    pCaps->PixelShader1xMaxValue = 0.0;
+    pCaps->PixelShader1xMaxValue = 0.0f;
 }
 #undef GLINFO_LOCATION
 static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index 9b2cb23..bed6d84 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -506,9 +506,9 @@ static inline void fixup_d3dcolor(DWORD *dst_color)
 static inline void fixup_transformed_pos(float *p)
 {
     /* rhw conversion like in position_float4(). */
-    if (p[3] != 1.0 && p[3] != 0.0)
+    if (p[3] != 1.0f && p[3] != 0.0f)
     {
-        float w = 1.0 / p[3];
+        float w = 1.0f / p[3];
         p[0] *= w;
         p[1] *= w;
         p[2] *= w;
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 8fa9786..20c861e 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1001,7 +1001,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
 
     TRACE("Setting up the screen\n");
     /* Clear the screen */
-    glClearColor(1.0, 0.0, 0.0, 0.0);
+    glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
     checkGLcall("glClearColor");
     glClearIndex(0);
     glClearDepth(1);
@@ -1356,7 +1356,7 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
     if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
         glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
                   GL_TEXTURE_LOD_BIAS_EXT,
-                  0.0);
+                  0.0f);
         checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
     }
 
diff --git a/dlls/wined3d/cubetexture.c b/dlls/wined3d/cubetexture.c
index 01b8a94..a00470b 100644
--- a/dlls/wined3d/cubetexture.c
+++ b/dlls/wined3d/cubetexture.c
@@ -210,10 +210,10 @@ HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UIN
     if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || (edge_length == pow2_edge_length))
     {
         /* Precalculated scaling for 'faked' non power of two texture coords. */
-        texture->baseTexture.pow2Matrix[0] = 1.0;
-        texture->baseTexture.pow2Matrix[5] = 1.0;
-        texture->baseTexture.pow2Matrix[10] = 1.0;
-        texture->baseTexture.pow2Matrix[15] = 1.0;
+        texture->baseTexture.pow2Matrix[0] = 1.0f;
+        texture->baseTexture.pow2Matrix[5] = 1.0f;
+        texture->baseTexture.pow2Matrix[10] = 1.0f;
+        texture->baseTexture.pow2Matrix[15] = 1.0f;
     }
     else
     {
@@ -221,7 +221,7 @@ HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UIN
         texture->baseTexture.pow2Matrix[0] = ((float)edge_length) / ((float)pow2_edge_length);
         texture->baseTexture.pow2Matrix[5] = ((float)edge_length) / ((float)pow2_edge_length);
         texture->baseTexture.pow2Matrix[10] = ((float)edge_length) / ((float)pow2_edge_length);
-        texture->baseTexture.pow2Matrix[15] = 1.0;
+        texture->baseTexture.pow2Matrix[15] = 1.0f;
         texture->baseTexture.pow2Matrix_identity = FALSE;
     }
 
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 64674c1..2962d6d 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -38,23 +38,29 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
 /* Define the default light parameters as specified by MSDN */
 const WINED3DLIGHT WINED3D_default_light = {
 
-    WINED3DLIGHT_DIRECTIONAL, /* Type */
-    { 1.0, 1.0, 1.0, 0.0 },   /* Diffuse r,g,b,a */
-    { 0.0, 0.0, 0.0, 0.0 },   /* Specular r,g,b,a */
-    { 0.0, 0.0, 0.0, 0.0 },   /* Ambient r,g,b,a, */
-    { 0.0, 0.0, 0.0 },        /* Position x,y,z */
-    { 0.0, 0.0, 1.0 },        /* Direction x,y,z */
-    0.0,                      /* Range */
-    0.0,                      /* Falloff */
-    0.0, 0.0, 0.0,            /* Attenuation 0,1,2 */
-    0.0,                      /* Theta */
-    0.0                       /* Phi */
+    WINED3DLIGHT_DIRECTIONAL,   /* Type */
+    { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
+    { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
+    { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
+    { 0.0f, 0.0f, 0.0f },       /* Position x,y,z */
+    { 0.0f, 0.0f, 1.0f },       /* Direction x,y,z */
+    0.0f,                       /* Range */
+    0.0f,                       /* Falloff */
+    0.0f, 0.0f, 0.0f,           /* Attenuation 0,1,2 */
+    0.0f,                       /* Theta */
+    0.0f                        /* Phi */
 };
 
 /**********************************************************
  * Global variable / Constants follow
  **********************************************************/
-const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1};  /* When needed for comparisons */
+const float identity[] =
+{
+    1.0f, 0.0f, 0.0f, 0.0f,
+    0.0f, 1.0f, 0.0f, 0.0f,
+    0.0f, 0.0f, 1.0f, 0.0f,
+    0.0f, 0.0f, 0.0f, 1.0f,
+};  /* When needed for comparisons */
 
 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
  * actually have the same values in GL and D3D. */
@@ -2223,7 +2229,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
     /* Clear the screen */
     IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
                           WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
-                          0x00, 1.0, 0);
+                          0x00, 1.0f, 0);
 
     This->d3d_initialized = TRUE;
 
@@ -2798,7 +2804,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I
             /* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
              * most wanted
              */
-            if(pLight->Attenuation0 < 0.0 || pLight->Attenuation1 < 0.0 || pLight->Attenuation2 < 0.0) {
+            if (pLight->Attenuation0 < 0.0f || pLight->Attenuation1 < 0.0f || pLight->Attenuation2 < 0.0f)
+            {
                 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
                 return WINED3DERR_INVALIDCALL;
             }
@@ -2860,7 +2867,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I
         object->lightPosn[0] = -pLight->Direction.x;
         object->lightPosn[1] = -pLight->Direction.y;
         object->lightPosn[2] = -pLight->Direction.z;
-        object->lightPosn[3] = 0.0;
+        object->lightPosn[3] = 0.0f;
         object->exponent     = 0.0f;
         object->cutoff       = 180.0f;
         break;
@@ -2870,13 +2877,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I
         object->lightPosn[0] = pLight->Position.x;
         object->lightPosn[1] = pLight->Position.y;
         object->lightPosn[2] = pLight->Position.z;
-        object->lightPosn[3] = 1.0;
+        object->lightPosn[3] = 1.0f;
 
         /* Direction */
         object->lightDirn[0] = pLight->Direction.x;
         object->lightDirn[1] = pLight->Direction.y;
         object->lightDirn[2] = pLight->Direction.z;
-        object->lightDirn[3] = 1.0;
+        object->lightDirn[3] = 1.0f;
 
         /*
          * opengl-ish and d3d-ish spot lights use too different models for the
@@ -2891,14 +2898,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I
              * will always be 1.0 for both of them, and we don't have to care for the
              * rest of the rather complex calculation
              */
-            object->exponent = 0;
+            object->exponent = 0.0f;
         } else {
             rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
-            if (rho < 0.0001) rho = 0.0001f;
-            object->exponent = -0.3/log(cos(rho/2));
+            if (rho < 0.0001f) rho = 0.0001f;
+            object->exponent = -0.3f/logf(cosf(rho/2));
         }
-        if (object->exponent > 128.0) {
-            object->exponent = 128.0;
+        if (object->exponent > 128.0f)
+        {
+            object->exponent = 128.0f;
         }
         object->cutoff = pLight->Phi*90/M_PI;
 
@@ -4164,10 +4172,10 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
             TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
 
             /* Multiplication with world, view and projection matrix */
-            x =   (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
-            y =   (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
-            z =   (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
-            rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
+            x =   (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
+            y =   (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
+            z =   (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
+            rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
 
             TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
 
@@ -6257,10 +6265,10 @@ static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *ifac
 
         WARN("Converting to WINED3DCOLOR, this might give incorrect results\n");
 
-        c = ((DWORD)(color[2] * 255.0));
-        c |= ((DWORD)(color[1] * 255.0)) << 8;
-        c |= ((DWORD)(color[0] * 255.0)) << 16;
-        c |= ((DWORD)(color[3] * 255.0)) << 24;
+        c = ((DWORD)(color[2] * 255.0f));
+        c |= ((DWORD)(color[1] * 255.0f)) << 8;
+        c |= ((DWORD)(color[0] * 255.0f)) << 16;
+        c |= ((DWORD)(color[3] * 255.0f)) << 24;
 
         /* Just forward this to the DirectDraw blitting engine */
         memset(&BltFx, 0, sizeof(BltFx));
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index fecbc4f..47e40c7 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -1436,7 +1436,7 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
     }
     else
     {
-        gl_info->max_shininess = 128.0;
+        gl_info->max_shininess = 128.0f;
     }
     if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
     {
@@ -3965,14 +3965,14 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
 
     pCaps->MaxTextureRepeat = 32768;
     pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
-    pCaps->MaxVertexW = 1.0;
+    pCaps->MaxVertexW = 1.0f;
 
-    pCaps->GuardBandLeft = 0;
-    pCaps->GuardBandTop = 0;
-    pCaps->GuardBandRight = 0;
-    pCaps->GuardBandBottom = 0;
+    pCaps->GuardBandLeft = 0.0f;
+    pCaps->GuardBandTop = 0.0f;
+    pCaps->GuardBandRight = 0.0f;
+    pCaps->GuardBandBottom = 0.0f;
 
-    pCaps->ExtentsAdjust = 0;
+    pCaps->ExtentsAdjust = 0.0f;
 
     pCaps->StencilCaps =  WINED3DSTENCILCAPS_DECRSAT |
                           WINED3DSTENCILCAPS_INCRSAT |
@@ -4058,7 +4058,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
     if(ps_selected_mode == SHADER_NONE) {
         TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
         pCaps->PixelShaderVersion           = WINED3DPS_VERSION(0,0);
-        pCaps->PixelShader1xMaxValue        = 0.0;
+        pCaps->PixelShader1xMaxValue        = 0.0f;
     } else {
         pCaps->PixelShaderVersion           = shader_caps.PixelShaderVersion;
         pCaps->PixelShader1xMaxValue        = shader_caps.PixelShader1xMaxValue;
@@ -4281,7 +4281,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
     } else {
         object->surface_alignment = D3D8_PITCH_ALIGNMENT;
     }
-    object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
+    object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
 
     /* Set the state up as invalid until the device is fully created */
     object->state   = WINED3DERR_DRIVERINTERNALERROR;
@@ -4403,9 +4403,9 @@ static void WINE_GLAPI position_float4(const void *data)
 {
     const GLfloat *pos = data;
 
-    if (pos[3] != 0.0 && pos[3] != 1.0)
+    if (pos[3] != 0.0f && pos[3] != 1.0f)
     {
-        float w = 1.0 / pos[3];
+        float w = 1.0f / pos[3];
 
         glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
     }
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index c0fb678..d92e56b 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -254,10 +254,10 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_stream_i
                 unsigned char i;
                 float color[4];
 
-                color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0;
-                color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0;
-                color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0;
-                color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0;
+                color[0] = D3DCOLOR_B_R(diffuseColor) / 255.0f;
+                color[1] = D3DCOLOR_B_G(diffuseColor) / 255.0f;
+                color[2] = D3DCOLOR_B_B(diffuseColor) / 255.0f;
+                color[3] = D3DCOLOR_B_A(diffuseColor) / 255.0f;
 
                 for (i = 0; i < num_untracked_materials; ++i)
                 {
@@ -715,7 +715,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertice
 
 static void normalize_normal(float *n) {
     float length = n[0] * n[0] + n[1] * n[1] + n[2] * n[2];
-    if(length == 0.0) return;
+    if (length == 0.0f) return;
     length = sqrt(length);
     n[0] = n[0] / length;
     n[1] = n[1] / length;
@@ -747,7 +747,7 @@ static void normalize_normal(float *n) {
 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
                             struct WineD3DRectPatch *patch) {
     unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
-    float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
+    float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
     struct wined3d_stream_info stream_info;
     struct wined3d_stream_info_element *e;
     const BYTE *data;
@@ -817,8 +817,8 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
     checkGLcall("glMatrixMode(GL_PROJECTION)");
     glLoadIdentity();
     checkGLcall("glLoadIndentity()");
-    glScalef(1 / (max_x) , 1 / (max_y), max_z == 0 ? 1 : 1 / ( 2 * max_z));
-    glTranslatef(0, 0, 0.5);
+    glScalef(1.0f / (max_x), 1.0f / (max_y), max_z == 0.0f ? 1.0f : 1.0f / (2.0f * max_z));
+    glTranslatef(0.0f, 0.0f, 0.5f);
     checkGLcall("glScalef");
     glViewport(-max_x, -max_y, 2 * (max_x), 2 * (max_y));
     checkGLcall("glViewport");
@@ -830,11 +830,11 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
     checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
     IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
     if(patch->has_normals) {
-        static const GLfloat black[] = {0, 0, 0, 0};
-        static const GLfloat red[]   = {1, 0, 0, 0};
-        static const GLfloat green[] = {0, 1, 0, 0};
-        static const GLfloat blue[]  = {0, 0, 1, 0};
-        static const GLfloat white[] = {1, 1, 1, 1};
+        static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
+        static const GLfloat red[]   = {1.0f, 0.0f, 0.0f, 0.0f};
+        static const GLfloat green[] = {0.0f, 1.0f, 0.0f, 0.0f};
+        static const GLfloat blue[]  = {0.0f, 0.0f, 1.0f, 0.0f};
+        static const GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
         glEnable(GL_LIGHTING);
         checkGLcall("glEnable(GL_LIGHTING)");
         glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
@@ -915,18 +915,18 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
     feedbuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer_size * sizeof(float) * 8);
 
     glMap2f(GL_MAP2_VERTEX_3,
-            0, 1, vtxStride / sizeof(float), info->Width,
-            0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
+            0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
+            0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
             (const GLfloat *)data);
     checkGLcall("glMap2f");
     if(patch->has_texcoords) {
         glMap2f(GL_MAP2_TEXTURE_COORD_4,
-                0, 1, vtxStride / sizeof(float), info->Width,
-                0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
+                0.0f, 1.0f, vtxStride / sizeof(float), info->Width,
+                0.0f, 1.0f, info->Stride * vtxStride / sizeof(float), info->Height,
                 (const GLfloat *)data);
         checkGLcall("glMap2f");
     }
-    glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
+    glMapGrid2f(ceilf(patch->numSegs[0]), 0.0f, 1.0f, ceilf(patch->numSegs[1]), 0.0f, 1.0f);
     checkGLcall("glMapGrid2f");
 
     glFeedbackBuffer(buffer_size * 2, feedback_type, feedbuffer);
@@ -968,7 +968,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
          */
         patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 2 + 2]; /* x, triangle 2 */
         patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 2 + 3]; /* y, triangle 2 */
-        patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5) * 4 * max_z; /* z, triangle 3 */
+        patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 2 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 3 */
         if(patch->has_normals) {
             patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 2 + 5];
             patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 2 + 6];
@@ -978,7 +978,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
 
         patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 1 + 2]; /* x, triangle 2 */
         patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 1 + 3]; /* y, triangle 2 */
-        patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5) * 4 * max_z; /* z, triangle 2 */
+        patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 1 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 2 */
         if(patch->has_normals) {
             patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 1 + 5];
             patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 1 + 6];
@@ -988,7 +988,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
 
         patch->mem[i + 0] =  feedbuffer[j + out_vertex_size * 0 + 2]; /* x, triangle 1 */
         patch->mem[i + 1] =  feedbuffer[j + out_vertex_size * 0 + 3]; /* y, triangle 1 */
-        patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5) * 4 * max_z; /* z, triangle 1 */
+        patch->mem[i + 2] = (feedbuffer[j + out_vertex_size * 0 + 4] - 0.5f) * 4.0f * max_z; /* z, triangle 1 */
         if(patch->has_normals) {
             patch->mem[i + 3] = feedbuffer[j + out_vertex_size * 0 + 5];
             patch->mem[i + 4] = feedbuffer[j + out_vertex_size * 0 + 6];
@@ -999,9 +999,9 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
 
     if(patch->has_normals) {
         /* Now do the same with reverse light directions */
-        static const GLfloat x[] = {-1,  0,  0, 0};
-        static const GLfloat y[] = { 0, -1,  0, 0};
-        static const GLfloat z[] = { 0,  0, -1, 0};
+        static const GLfloat x[] = {-1.0f,  0.0f,  0.0f, 0.0f};
+        static const GLfloat y[] = { 0.0f, -1.0f,  0.0f, 0.0f};
+        static const GLfloat z[] = { 0.0f,  0.0f, -1.0f, 0.0f};
         glLightfv(GL_LIGHT0, GL_POSITION, x);
         glLightfv(GL_LIGHT1, GL_POSITION, y);
         glLightfv(GL_LIGHT2, GL_POSITION, z);
@@ -1024,29 +1024,29 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
                 ERR("Unexpected polygon: %f corners\n", feedbuffer[j + 1]);
                 continue;
             }
-            if(patch->mem[i + 3] == 0.0)
+            if(patch->mem[i + 3] == 0.0f)
                 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 2 + 5];
-            if(patch->mem[i + 4] == 0.0)
+            if(patch->mem[i + 4] == 0.0f)
                 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 2 + 6];
-            if(patch->mem[i + 5] == 0.0)
+            if(patch->mem[i + 5] == 0.0f)
                 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 2 + 7];
             normalize_normal(patch->mem + i + 3);
             i += d3d_out_vertex_size;
 
-            if(patch->mem[i + 3] == 0.0)
+            if(patch->mem[i + 3] == 0.0f)
                 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 1 + 5];
-            if(patch->mem[i + 4] == 0.0)
+            if(patch->mem[i + 4] == 0.0f)
                 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 1 + 6];
-            if(patch->mem[i + 5] == 0.0)
+            if(patch->mem[i + 5] == 0.0f)
                 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 1 + 7];
             normalize_normal(patch->mem + i + 3);
             i += d3d_out_vertex_size;
 
-            if(patch->mem[i + 3] == 0.0)
+            if(patch->mem[i + 3] == 0.0f)
                 patch->mem[i + 3] = -feedbuffer[j + out_vertex_size * 0 + 5];
-            if(patch->mem[i + 4] == 0.0)
+            if(patch->mem[i + 4] == 0.0f)
                 patch->mem[i + 4] = -feedbuffer[j + out_vertex_size * 0 + 6];
-            if(patch->mem[i + 5] == 0.0)
+            if(patch->mem[i + 5] == 0.0f)
                 patch->mem[i + 5] = -feedbuffer[j + out_vertex_size * 0 + 7];
             normalize_normal(patch->mem + i + 3);
             i += d3d_out_vertex_size;
diff --git a/dlls/wined3d/gl_compat.c b/dlls/wined3d/gl_compat.c
index 1fc48cc..f0b5938 100644
--- a/dlls/wined3d/gl_compat.c
+++ b/dlls/wined3d/gl_compat.c
@@ -133,7 +133,7 @@ static void WINE_GLAPI wine_glGetIntegerv(GLenum pname, GLint* params) {
 
 static void (WINE_GLAPI *old_multitex_glGetFloatv) (GLenum pname, GLfloat* params) = NULL;
 static void WINE_GLAPI wine_glGetFloatv(GLenum pname, GLfloat* params) {
-    if(pname == GL_ACTIVE_TEXTURE) *params = 0.0;
+    if (pname == GL_ACTIVE_TEXTURE) *params = 0.0f;
     else old_multitex_glGetFloatv(pname, params);
 }
 
@@ -275,9 +275,9 @@ static void WINE_GLAPI wine_glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat
         GLfloat i;
 
         i = (ctx->fogend - ctx->fog_coord_value) / (ctx->fogend - ctx->fogstart);
-        c[0] = i * c[0] + (1.0 - i) * ctx->fogcolor[0];
-        c[1] = i * c[1] + (1.0 - i) * ctx->fogcolor[1];
-        c[2] = i * c[2] + (1.0 - i) * ctx->fogcolor[2];
+        c[0] = i * c[0] + (1.0f - i) * ctx->fogcolor[0];
+        c[1] = i * c[1] + (1.0f - i) * ctx->fogcolor[1];
+        c[2] = i * c[2] + (1.0f - i) * ctx->fogcolor[2];
 
         old_fogcoord_glColor4f(c[0], c[1], c[2], c[3]);
         old_fogcoord_glVertex4f(x, y, z, w);
@@ -291,11 +291,11 @@ static void WINE_GLAPI wine_glVertex4fv(const GLfloat *pos) {
 }
 
 static void WINE_GLAPI wine_glVertex3f(GLfloat x, GLfloat y, GLfloat z) {
-    wine_glVertex4f(x, y, z, 1.0);
+    wine_glVertex4f(x, y, z, 1.0f);
 }
 
 static void WINE_GLAPI wine_glVertex3fv(const GLfloat *pos) {
-    wine_glVertex4f(pos[0], pos[1], pos[2], 1.0);
+    wine_glVertex4f(pos[0], pos[1], pos[2], 1.0f);
 }
 
 static void wine_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
@@ -312,15 +312,15 @@ static void wine_glColor4fv(const GLfloat *c) {
 }
 
 static void wine_glColor3f(GLfloat r, GLfloat g, GLfloat b) {
-    wine_glColor4f(r, g, b, 1.0);
+    wine_glColor4f(r, g, b, 1.0f);
 }
 
 static void wine_glColor3fv(const GLfloat *c) {
-    wine_glColor4f(c[0], c[1], c[2], 1.0);
+    wine_glColor4f(c[0], c[1], c[2], 1.0f);
 }
 
 static void wine_glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) {
-    wine_glColor4f(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
+    wine_glColor4f(r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f);
 }
 
 /* In D3D the fog coord is a UBYTE, so there's no problem with using the single
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f7b193e..1c0d24a 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -357,10 +357,10 @@ static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint
 
     if (location == -1) return;
 
-    clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0 ? 1.0 : data[0];
-    clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0 ? 1.0 : data[1];
-    clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0 ? 1.0 : data[2];
-    clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0 ? 1.0 : data[3];
+    clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
+    clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
+    clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
+    clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
 
     GL_EXTCALL(glUniform4fvARB(location, 1, clamped_constant));
 }
@@ -691,12 +691,12 @@ static void shader_glsl_load_constants(
         if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
             float correction_params[4];
             if(deviceImpl->render_offscreen) {
-                correction_params[0] = 0.0;
-                correction_params[1] = 1.0;
+                correction_params[0] = 0.0f;
+                correction_params[1] = 1.0f;
             } else {
                 /* position is window relative, not viewport relative */
                 correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
-                correction_params[1] = -1.0;
+                correction_params[1] = -1.0f;
             }
             GL_EXTCALL(glUniform4fvARB(prog->ycorrection_location, 1, correction_params));
         }
@@ -907,8 +907,8 @@ static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const s
                  */
                 FIXME("Cannot find a free uniform for vpos correction params\n");
                 shader_addline(buffer, "const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);\n",
-                               device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
-                               device->render_offscreen ? 1.0 : -1.0);
+                        device->render_offscreen ? 0.0f : ((IWineD3DSurfaceImpl *)device->render_targets[0])->currentDesc.Height,
+                        device->render_offscreen ? 1.0f : -1.0f);
             }
             shader_addline(buffer, "vec4 vpos;\n");
         }
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 8d441b7..2158d0b 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -510,7 +510,7 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
 
     if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
         glParm = GL_NOTEQUAL;
-        ref = 0.0;
+        ref = 0.0f;
     } else {
         ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
         glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
@@ -935,13 +935,13 @@ void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
 
     switch(context->fog_source) {
         case FOGSOURCE_VS:
-            fogstart = 1.0;
-            fogend = 0.0;
+            fogstart = 1.0f;
+            fogend = 0.0f;
             break;
 
         case FOGSOURCE_COORD:
-            fogstart = 255.0;
-            fogend = 0.0;
+            fogstart = 255.0f;
+            fogend = 0.0f;
             break;
 
         case FOGSOURCE_FFP:
@@ -951,8 +951,8 @@ void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
             fogend = tmpvalue.f;
             /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
             if(fogstart == fogend) {
-                fogstart = -1.0 / 0.0;
-                fogend = 0.0;
+                fogstart = -1.0f / 0.0f;
+                fogend = 0.0f;
             }
             break;
 
@@ -961,8 +961,8 @@ void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
              * Still this is needed to make the compiler happy
              */
             ERR("Unexpected fog coordinate source\n");
-            fogstart = 0.0;
-            fogend = 0.0;
+            fogstart = 0.0f;
+            fogend = 0.0f;
     }
 
     glFogf(GL_FOG_START, fogstart);
@@ -1335,11 +1335,13 @@ static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, Wi
     } tmpvalue;
 
     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
-    if(tmpvalue.f != 1.0) {
+    if (tmpvalue.f != 1.0f)
+    {
         FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
     }
     tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
-    if(tmpvalue.f != 64.0) {
+    if (tmpvalue.f != 64.0f)
+    {
         FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
     }
 
@@ -3103,10 +3105,10 @@ static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const struct wined
 static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
     DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
-    static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
-    static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
-    static const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
-    static const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
+    static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
+    static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
+    static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
+    static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
 
     if (mapped_stage == WINED3D_UNMAPPED_STAGE)
     {
@@ -3508,7 +3510,7 @@ static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
         glPushMatrix();
         glLoadIdentity();
         if(stateblock->wineD3DDevice->render_offscreen) {
-            glScalef(1.0, -1.0, 1.0);
+            glScalef(1.0f, -1.0f, 1.0f);
         }
     }
 
@@ -3742,12 +3744,12 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
         checkGLcall("glOrtho");
 
         /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
-        glTranslatef(0.5, 0.5, 0);
-        checkGLcall("glTranslatef(0.5, 0.5, 0)");
+        glTranslatef(0.5f, 0.5f, 0.0f);
+        checkGLcall("glTranslatef(0.5f, 0.5f, 0.0f)");
         /* D3D texture coordinates are flipped compared to OpenGL ones, so
          * render everything upside down when rendering offscreen. */
         if (stateblock->wineD3DDevice->render_offscreen) {
-            glScalef(1.0, -1.0, 1.0);
+            glScalef(1.0f, -1.0f, 1.0f);
             checkGLcall("glScalef");
         }
     } else {
@@ -3791,13 +3793,13 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
         if (stateblock->wineD3DDevice->render_offscreen) {
             /* D3D texture coordinates are flipped compared to OpenGL ones, so
              * render everything upside down when rendering offscreen. */
-            glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
-            checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
-            glScalef(1.0, -1.0, 2.0);
+            glTranslatef(1.0f / stateblock->viewport.Width, 1.0f / stateblock->viewport.Height, -1.0f);
+            checkGLcall("glTranslatef(1.0f / width, 1.0f / height, -1.0f)");
+            glScalef(1.0f, -1.0f, 2.0f);
         } else {
-            glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
-            checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
-            glScalef(1.0, 1.0, 2.0);
+            glTranslatef(1.0f / stateblock->viewport.Width, -1.0f / stateblock->viewport.Height, -1.0f);
+            checkGLcall("glTranslatef(1.0f / width, -1.0f / height, -1.0f)");
+            glScalef(1.0f, 1.0f, 2.0f);
         }
         checkGLcall("glScalef");
 
@@ -4368,7 +4370,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
          * TODO: Move to the viewport state
          */
         if (useVertexShaderFunction) {
-            device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
+            device->posFixup[1] = device->render_offscreen ? -1.0f : 1.0f;
             device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
         }
     }
@@ -4511,7 +4513,7 @@ static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, W
 }
 
 static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
+    stateblock->wineD3DDevice->posFixup[2] = 1.0f / stateblock->viewport.Width;
     stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
     if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
         transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
@@ -4530,7 +4532,7 @@ static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContex
         checkGLcall("glDisable(GL_LIGHT0 + Index)");
     } else {
         float quad_att;
-        float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
+        float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
 
         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
         glMatrixMode(GL_MODELVIEW);
@@ -4562,9 +4564,9 @@ static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContex
         checkGLcall("glLightfv");
 
         if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
-            quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
+            quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
         } else {
-            quad_att = 0; /*  0 or  MAX?  (0 seems to be ok) */
+            quad_att = 0.0f; /*  0 or  MAX?  (0 seems to be ok) */
         }
 
         /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 454a86f..a90a43f 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -114,7 +114,7 @@ UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT al
         size = height * (((width * format_desc->byte_count) + alignment - 1) & ~(alignment - 1));
     }
 
-    if (format_desc->heightscale != 0.0) size *= format_desc->heightscale;
+    if (format_desc->heightscale != 0.0f) size *= format_desc->heightscale;
 
     return size;
 }
@@ -502,7 +502,7 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
 static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *data) {
     const struct GlPixelFormatDesc *format_desc = This->resource.format_desc;
 
-    if (format_desc->heightscale != 1.0 && format_desc->heightscale != 0.0) height *= format_desc->heightscale;
+    if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
 
     if (format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
     {
@@ -572,7 +572,7 @@ static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal,
     BOOL enable_client_storage = FALSE;
     const BYTE *mem = NULL;
 
-    if (format_desc->heightscale != 1.0 && format_desc->heightscale != 0.0) height *= format_desc->heightscale;
+    if (format_desc->heightscale != 1.0f && format_desc->heightscale != 0.0f) height *= format_desc->heightscale;
 
     TRACE("(%p) : Creating surface (target %#x)  level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x\n",
             This, This->glDescription.target, This->glDescription.level, debug_d3dformat(format_desc->format),
@@ -1428,7 +1428,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
     checkGLcall("glIntegerv");
     glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
     checkGLcall("glIntegerv");
-    glPixelZoom(1.0, -1.0);
+    glPixelZoom(1.0f, -1.0f);
     checkGLcall("glPixelZoom");
 
     /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
@@ -1478,7 +1478,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
         checkGLcall("glBindBufferARB");
     }
 
-    glPixelZoom(1.0,1.0);
+    glPixelZoom(1.0f, 1.0f);
     checkGLcall("glPixelZoom");
 
     glRasterPos3iv(&prev_rasterpos[0]);
@@ -2401,7 +2401,7 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
                     float red = (*Source++);
                     Dest[0] = green;
                     Dest[1] = red;
-                    Dest[2] = 1.0;
+                    Dest[2] = 1.0f;
                     Dest += 3;
                 }
             }
@@ -3080,19 +3080,24 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
     xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1);
     yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1);
 
-    if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
+    if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
+    {
         FIXME("Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues\n");
 
         if(Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) {
             ERR("Texture filtering not supported in direct blit\n");
         }
-    } else if((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT) && ((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
+    }
+    else if ((Filter != WINED3DTEXF_NONE && Filter != WINED3DTEXF_POINT)
+            && ((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
+    {
         ERR("Texture filtering not supported in direct blit\n");
     }
 
-    if(upsidedown &&
-       !((xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) &&
-       !((yrel - 1.0 < -eps) || (yrel - 1.0 > eps))) {
+    if (upsidedown
+            && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
+            && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
+    {
         /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
 
         glCopyTexSubImage2D(This->glDescription.target,
@@ -3109,7 +3114,8 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
          * However, stretching in x direction can be avoided if not necessary
          */
         for(row = drect->y1; row < drect->y2; row++) {
-            if( (xrel - 1.0 < -eps) || (xrel - 1.0 > eps)) {
+            if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
+            {
                 /* Well, that stuff works, but it's very slow.
                  * find a better way instead
                  */
@@ -3340,15 +3346,15 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
 
         glBegin(GL_QUADS);
             /* top left */
-            glTexCoord2f(0.0, (float) fbheight / (float) Src->pow2Height);
+            glTexCoord2f(0.0f, (float)fbheight / (float)Src->pow2Height);
             glVertex2i(0, 0);
 
             /* bottom left */
-            glTexCoord2f(0.0, 0.0);
+            glTexCoord2f(0.0f, 0.0f);
             glVertex2i(0, fbheight);
 
             /* bottom right */
-            glTexCoord2f((float) fbwidth / (float) Src->pow2Width, 0.0);
+            glTexCoord2f((float)fbwidth / (float)Src->pow2Width, 0.0f);
             glVertex2i(fbwidth, Src->currentDesc.Height);
 
             /* top right */
@@ -3792,9 +3798,9 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
              * Which means that the colorkey is one of the palette entries. In other cases pixels that
              * should be masked away have alpha set to 0. */
             if(primary_render_target_is_p8(myDevice))
-                glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0);
+                glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
             else
-                glAlphaFunc(GL_NOTEQUAL, 0.0);
+                glAlphaFunc(GL_NOTEQUAL, 0.0f);
             checkGLcall("glAlphaFunc\n");
         } else {
             glDisable(GL_ALPHA_TEST);
@@ -3805,24 +3811,19 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
          */
         glBegin(GL_QUADS);
 
-        glColor3d(1.0f, 1.0f, 1.0f);
+        glColor3f(1.0f, 1.0f, 1.0f);
         glTexCoord2f(glTexCoord[0], glTexCoord[2]);
-        glVertex3f(rect.x1,
-                    rect.y1,
-                    0.0);
+        glVertex3f(rect.x1, rect.y1, 0.0f);
 
         glTexCoord2f(glTexCoord[0], glTexCoord[3]);
-        glVertex3f(rect.x1, rect.y2, 0.0);
+        glVertex3f(rect.x1, rect.y2, 0.0f);
 
         glTexCoord2f(glTexCoord[1], glTexCoord[3]);
-        glVertex3f(rect.x2,
-                    rect.y2,
-                    0.0);
+        glVertex3f(rect.x2, rect.y2, 0.0f);
 
         glTexCoord2f(glTexCoord[1], glTexCoord[2]);
-        glVertex3f(rect.x2,
-                    rect.y1,
-                    0.0);
+        glVertex3f(rect.x2, rect.y1, 0.0f);
+
         glEnd();
         checkGLcall("glEnd");
 
@@ -3920,11 +3921,8 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
             }
 
             TRACE("(%p) executing Render Target override, color = %x\n", This, color);
-            IWineD3DDeviceImpl_ClearSurface(myDevice, This,
-                                            1, /* Number of rectangles */
-                                            &rect, WINED3DCLEAR_TARGET, color,
-                                            0.0 /* Z */,
-                                            0 /* Stencil */);
+            IWineD3DDeviceImpl_ClearSurface(myDevice, This, 1 /* Number of rectangles */,
+                    &rect, WINED3DCLEAR_TARGET, color, 0.0f /* Z */, 0 /* Stencil */);
             return WINED3D_OK;
         }
     }
@@ -3957,7 +3955,7 @@ static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *D
                 depth = (float) DDBltFx->u5.dwFillDepth / (float) 0xffffffff;
                 break;
             default:
-                depth = 0.0;
+                depth = 0.0f;
                 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
         }
 
diff --git a/dlls/wined3d/surface_base.c b/dlls/wined3d/surface_base.c
index 44b9423..fd1bb76 100644
--- a/dlls/wined3d/surface_base.c
+++ b/dlls/wined3d/surface_base.c
@@ -41,26 +41,26 @@ static inline unsigned short float_32_to_16(const float *in)
     unsigned short ret;
 
     /* Deal with special numbers */
-    if(*in == 0.0) return 0x0000;
+    if (*in == 0.0f) return 0x0000;
     if(isnan(*in)) return 0x7C01;
-    if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
+    if (isinf(*in)) return (*in < 0.0f ? 0xFC00 : 0x7c00);
 
     if(tmp < pow(2, 10)) {
         do
         {
-            tmp = tmp * 2.0;
+            tmp = tmp * 2.0f;
             exp--;
         }while(tmp < pow(2, 10));
     } else if(tmp >= pow(2, 11)) {
         do
         {
-            tmp /= 2.0;
+            tmp /= 2.0f;
             exp++;
         }while(tmp >= pow(2, 11));
     }
 
     mantissa = (unsigned int) tmp;
-    if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
+    if(tmp - mantissa >= 0.5f) mantissa++; /* round to nearest, away from zero */
 
     exp += 10;  /* Normalize the mantissa */
     exp += 15;  /* Exponent is encoded with excess 15 */
@@ -78,7 +78,7 @@ static inline unsigned short float_32_to_16(const float *in)
         ret = (exp << 10) | (mantissa & 0x3ff);
     }
 
-    ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
+    ret |= ((*in < 0.0f ? 1 : 0) << 15); /* Add the sign */
     return ret;
 }
 
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index 12f812e..3591e83 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -223,7 +223,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
         TRACE("Clearing the color buffer with cyan color\n");
 
         IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
-                              WINED3DCLEAR_TARGET, 0xff00ffff, 1.0, 0);
+                WINED3DCLEAR_TARGET, 0xff00ffff, 1.0f, 0);
     }
 
     if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags   & SFLAG_INSYSMEM ||
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index d2b6483..36a0876 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -214,10 +214,10 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT
      * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
     if (GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (width != pow2_width || height != pow2_height))
     {
-        texture->baseTexture.pow2Matrix[0] = 1.0;
-        texture->baseTexture.pow2Matrix[5] = 1.0;
-        texture->baseTexture.pow2Matrix[10] = 1.0;
-        texture->baseTexture.pow2Matrix[15] = 1.0;
+        texture->baseTexture.pow2Matrix[0] = 1.0f;
+        texture->baseTexture.pow2Matrix[5] = 1.0f;
+        texture->baseTexture.pow2Matrix[10] = 1.0f;
+        texture->baseTexture.pow2Matrix[15] = 1.0f;
         texture->target = GL_TEXTURE_2D;
         texture->cond_np2 = TRUE;
         texture->baseTexture.minMipLookup = minMipLookup_noFilter;
@@ -231,8 +231,8 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT
 
         texture->baseTexture.pow2Matrix[0] = (float)width;
         texture->baseTexture.pow2Matrix[5] = (float)height;
-        texture->baseTexture.pow2Matrix[10] = 1.0;
-        texture->baseTexture.pow2Matrix[15] = 1.0;
+        texture->baseTexture.pow2Matrix[10] = 1.0f;
+        texture->baseTexture.pow2Matrix[15] = 1.0f;
         texture->target = GL_TEXTURE_RECTANGLE_ARB;
         texture->cond_np2 = TRUE;
         texture->baseTexture.minMipLookup = minMipLookup_noFilter;
@@ -247,12 +247,12 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT
         }
         else
         {
-            texture->baseTexture.pow2Matrix[0] = 1.0;
-            texture->baseTexture.pow2Matrix[5] = 1.0;
+            texture->baseTexture.pow2Matrix[0] = 1.0f;
+            texture->baseTexture.pow2Matrix[5] = 1.0f;
         }
 
-        texture->baseTexture.pow2Matrix[10] = 1.0;
-        texture->baseTexture.pow2Matrix[15] = 1.0;
+        texture->baseTexture.pow2Matrix[10] = 1.0f;
+        texture->baseTexture.pow2Matrix[15] = 1.0f;
         texture->target = GL_TEXTURE_2D;
         texture->cond_np2 = FALSE;
     }
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 91e19f6..ca78592 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -764,7 +764,7 @@ static BOOL init_format_texture_info(WineD3D_GL_Info *gl_info)
         desc->glType = gl_formats_template[i].glType;
         desc->color_fixup = COLOR_FIXUP_IDENTITY;
         desc->Flags |= gl_formats_template[i].Flags;
-        desc->heightscale = 1.0;
+        desc->heightscale = 1.0f;
     }
 
     return TRUE;
@@ -869,7 +869,7 @@ static void apply_format_fixups(WineD3D_GL_Info *gl_info)
     }
 
     idx = getFmtIdx(WINED3DFMT_YV12);
-    gl_info->gl_formats[idx].heightscale = 1.5;
+    gl_info->gl_formats[idx].heightscale = 1.5f;
     gl_info->gl_formats[idx].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YV12);
 
     if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
diff --git a/dlls/wined3d/volumetexture.c b/dlls/wined3d/volumetexture.c
index 06ff525..de9d0d8 100644
--- a/dlls/wined3d/volumetexture.c
+++ b/dlls/wined3d/volumetexture.c
@@ -162,10 +162,10 @@ HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT
     }
 
     /* Is NP2 support for volumes needed? */
-    texture->baseTexture.pow2Matrix[0] = 1.0;
-    texture->baseTexture.pow2Matrix[5] = 1.0;
-    texture->baseTexture.pow2Matrix[10] = 1.0;
-    texture->baseTexture.pow2Matrix[15] = 1.0;
+    texture->baseTexture.pow2Matrix[0] = 1.0f;
+    texture->baseTexture.pow2Matrix[5] = 1.0f;
+    texture->baseTexture.pow2Matrix[10] = 1.0f;
+    texture->baseTexture.pow2Matrix[15] = 1.0f;
 
     /* Generate all the surfaces. */
     tmp_w = width;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index c5ba435..da51604 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -197,16 +197,16 @@ static inline float float_16_to_32(const unsigned short *in) {
     const unsigned short s = ((*in) & 0x8000);
     const unsigned short e = ((*in) & 0x7C00) >> 10;
     const unsigned short m = (*in) & 0x3FF;
-    const float sgn = (s ? -1.0 : 1.0);
+    const float sgn = (s ? -1.0f : 1.0f);
 
     if(e == 0) {
-        if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
-        else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
+        if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
+        else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
     } else if(e < 31) {
-        return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
+        return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
     } else {
-        if(m == 0) return sgn / 0.0; /* +INF / -INF */
-        else return 0.0 / 0.0; /* NAN */
+        if(m == 0) return sgn / 0.0f; /* +INF / -INF */
+        else return 0.0f / 0.0f; /* NAN */
     }
 }
 
@@ -227,8 +227,8 @@ static inline float float_24_to_32(DWORD in)
     }
     else
     {
-        if (m == 0) return sgn / 0.0; /* +INF / -INF */
-        else return 0.0 / 0.0; /* NAN */
+        if (m == 0) return sgn / 0.0f; /* +INF / -INF */
+        else return 0.0f / 0.0f; /* NAN */
     }
 }
 
@@ -2765,11 +2765,11 @@ void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseT
 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
 
 /* sRGB correction constants */
-static const float srgb_cmp = 0.0031308;
-static const float srgb_mul_low = 12.92;
-static const float srgb_pow = 0.41666;
-static const float srgb_mul_high = 1.055;
-static const float srgb_sub_high = 0.055;
+static const float srgb_cmp = 0.0031308f;
+static const float srgb_mul_low = 12.92f;
+static const float srgb_pow = 0.41666f;
+static const float srgb_mul_high = 1.055f;
+static const float srgb_sub_high = 0.055f;
 
 /*****************************************************************************
  * IWineD3DPalette implementation structure
-- 
1.6.0.6




More information about the wine-patches mailing list