[PATCH 2/4] wined3d: Get rid of redundant comparisons against NULL / 0.

Henri Verbeet hverbeet at codeweavers.com
Tue Sep 14 06:38:39 CDT 2010


---
 dlls/wined3d/arb_program_shader.c  |  128 +++++++++++++++-----------------
 dlls/wined3d/ati_fragment_shader.c |   18 ++--
 dlls/wined3d/basetexture.c         |    6 +-
 dlls/wined3d/buffer.c              |    8 +-
 dlls/wined3d/clipper.c             |   11 +--
 dlls/wined3d/device.c              |  142 ++++++++++++++++++++----------------
 dlls/wined3d/directx.c             |   29 ++++---
 dlls/wined3d/drawprim.c            |   40 +++++-----
 dlls/wined3d/glsl_shader.c         |   28 ++++---
 dlls/wined3d/palette.c             |    6 +-
 dlls/wined3d/query.c               |    6 +-
 dlls/wined3d/resource.c            |   15 ++--
 dlls/wined3d/shader.c              |    6 +-
 dlls/wined3d/state.c               |   26 ++++---
 dlls/wined3d/stateblock.c          |    7 +-
 dlls/wined3d/surface.c             |   34 ++++----
 dlls/wined3d/surface_base.c        |   25 ++++---
 dlls/wined3d/swapchain.c           |    4 +-
 dlls/wined3d/swapchain_base.c      |    6 +-
 dlls/wined3d/utils.c               |    2 +-
 dlls/wined3d/volume.c              |    4 +-
 dlls/wined3d/wined3d_main.c        |   14 ++--
 dlls/wined3d/wined3d_private.h     |    2 +-
 23 files changed, 299 insertions(+), 268 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 3ca5004..c1927b0 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -575,7 +575,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
         checkGLcall("y correction loading");
     }
 
-    if(gl_shader->num_int_consts == 0) return;
+    if (!gl_shader->num_int_consts) return;
 
     for(i = 0; i < MAX_CONST_I; i++)
     {
@@ -605,7 +605,7 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
     /* Upload the position fixup */
     GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->pos_fixup, deviceImpl->posFixup));
 
-    if(gl_shader->num_int_consts == 0) return;
+    if (!gl_shader->num_int_consts) return;
 
     stateBlock = deviceImpl->stateBlock;
 
@@ -922,7 +922,7 @@ static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins,
     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
 
-    if(strcmp(priv->addr_reg, src) == 0) return;
+    if (!strcmp(priv->addr_reg, src)) return;
 
     strcpy(priv->addr_reg, src);
     shader_addline(buffer, "ARL A0.x, %s;\n", src);
@@ -953,7 +953,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
             {
                 if(This->baseShader.reg_maps.shader_version.major < 3)
                 {
-                    if (reg->idx == 0) strcpy(register_name, "fragment.color.primary");
+                    if (!reg->idx) strcpy(register_name, "fragment.color.primary");
                     else strcpy(register_name, "fragment.color.secondary");
                 }
                 else
@@ -963,7 +963,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
                         char rel_reg[50];
                         shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
 
-                        if(strcmp(rel_reg, "**aL_emul**") == 0)
+                        if (!strcmp(rel_reg, "**aL_emul**"))
                         {
                             DWORD idx = ctx->aL + reg->idx;
                             if(idx < MAX_REG_INPUT)
@@ -1045,7 +1045,8 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
                 } else {
                     shader_arb_get_src_param(ins, reg->rel_addr, 0, rel_reg);
                     if(ctx->target_version == ARB) {
-                        if(strcmp(rel_reg, "**aL_emul**") == 0) {
+                        if (!strcmp(rel_reg, "**aL_emul**"))
+                        {
                             aL = TRUE;
                         } else {
                             shader_arb_request_a0(ins, rel_reg);
@@ -1097,7 +1098,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
             break;
 
         case WINED3DSPR_COLOROUT:
-            if(ctx->cur_ps_args->super.srgb_correction && reg->idx == 0)
+            if (ctx->cur_ps_args->super.srgb_correction && !reg->idx)
             {
                 strcpy(register_name, "TMP_COLOR");
             }
@@ -1173,7 +1174,7 @@ static void shader_arb_get_register_name(const struct wined3d_shader_instruction
             break;
 
         case WINED3DSPR_MISCTYPE:
-            if(reg->idx == 0)
+            if (!reg->idx)
             {
                 sprintf(register_name, "vpos");
             }
@@ -1807,7 +1808,7 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
             shader_addline(buffer, "ARL A0.x, %s;\n", src0_param);
         }
     }
-    else if(ins->dst[0].reg.type == WINED3DSPR_COLOROUT && ins->dst[0].reg.idx == 0 && pshader)
+    else if (ins->dst[0].reg.type == WINED3DSPR_COLOROUT && !ins->dst[0].reg.idx && pshader)
     {
         IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) shader;
         if(ctx->cur_ps_args->super.srgb_correction && ps->color0_mov)
@@ -3438,11 +3439,11 @@ static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_
             {
                 semantic_name = sig[i].semantic_name;
                 semantic_idx = sig[i].semantic_idx;
-                if(semantic_name == NULL) continue;
+                if (!semantic_name) continue;
 
                 if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
                 {
-                    if(semantic_idx == 0) priv->ps_input[i] = "fragment.color.primary";
+                    if (!semantic_idx) priv->ps_input[i] = "fragment.color.primary";
                     else if(semantic_idx == 1) priv->ps_input[i] = "fragment.color.secondary";
                     else priv->ps_input[i] = "0.0";
                 }
@@ -3457,7 +3458,7 @@ static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_
                 }
                 else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
                 {
-                    if(semantic_idx == 0) priv->ps_input[i] = "fragment.fogcoord";
+                    if (!semantic_idx) priv->ps_input[i] = "fragment.fogcoord";
                     else priv->ps_input[i] = "0.0";
                 }
                 else
@@ -3508,7 +3509,7 @@ static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct
     {
         if (!(map & 1)
                 || (This->color0_mov && i == This->color0_reg)
-                || (reg_maps->shader_version.major < 2 && i == 0))
+                || (reg_maps->shader_version.major < 2 && !i))
             continue;
 
         sprintf(srgbtmp[found], "R%u", i);
@@ -3827,15 +3828,14 @@ static int compare_sig(const struct wined3d_shader_signature_element *sig1, cons
 
     for(i = 0; i < MAX_REG_INPUT; i++)
     {
-        if(sig1[i].semantic_name == NULL || sig2[i].semantic_name == NULL)
+        if (!sig1[i].semantic_name || !sig2[i].semantic_name)
         {
             /* Compare pointers, not contents. One string is NULL(element does not exist), the other one is not NULL */
             if(sig1[i].semantic_name != sig2[i].semantic_name) return sig1[i].semantic_name < sig2[i].semantic_name ? -1 : 1;
             continue;
         }
 
-        ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name);
-        if(ret != 0) return ret;
+        if ((ret = strcmp(sig1[i].semantic_name, sig2[i].semantic_name))) return ret;
         if(sig1[i].semantic_idx    != sig2[i].semantic_idx)    return sig1[i].semantic_idx    < sig2[i].semantic_idx    ? -1 : 1;
         if(sig1[i].sysval_semantic != sig2[i].sysval_semantic) return sig1[i].sysval_semantic < sig2[i].sysval_semantic ? -1 : 1;
         if(sig1[i].component_type  != sig2[i].component_type)  return sig1[i].sysval_semantic < sig2[i].component_type  ? -1 : 1;
@@ -3854,10 +3854,7 @@ static struct wined3d_shader_signature_element *clone_sig(const struct wined3d_s
     new = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*new) * MAX_REG_INPUT);
     for(i = 0; i < MAX_REG_INPUT; i++)
     {
-        if(sig[i].semantic_name == NULL)
-        {
-            continue;
-        }
+        if (!sig[i].semantic_name) continue;
 
         new[i] = sig[i];
         /* Clone the semantic string */
@@ -3873,7 +3870,7 @@ static DWORD find_input_signature(struct shader_arb_priv *priv, const struct win
     struct wine_rb_entry *entry = wine_rb_get(&priv->signature_tree, sig);
     struct ps_signature *found_sig;
 
-    if(entry != NULL)
+    if (entry)
     {
         found_sig = WINE_RB_ENTRY_VALUE(entry, struct ps_signature, entry);
         TRACE("Found existing signature %u\n", found_sig->idx);
@@ -3931,24 +3928,24 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
         for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
         {
             semantic_name = baseshader->output_signature[i].semantic_name;
-            if(semantic_name == NULL) continue;
+            if (!semantic_name) continue;
 
             if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
             {
                 TRACE("o%u is TMP_OUT\n", i);
-                if (baseshader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
+                if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "TMP_OUT";
                 else priv_ctx->vs_output[i] = "TA";
             }
             else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
             {
                 TRACE("o%u is result.pointsize\n", i);
-                if (baseshader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
+                if (!baseshader->output_signature[i].semantic_idx) priv_ctx->vs_output[i] = "result.pointsize";
                 else priv_ctx->vs_output[i] = "TA";
             }
             else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
             {
                 TRACE("o%u is result.color.?, idx %u\n", i, baseshader->output_signature[i].semantic_idx);
-                if (baseshader->output_signature[i].semantic_idx == 0)
+                if (!baseshader->output_signature[i].semantic_idx)
                     priv_ctx->vs_output[i] = "result.color.primary";
                 else if (baseshader->output_signature[i].semantic_idx == 1)
                     priv_ctx->vs_output[i] = "result.color.secondary";
@@ -3994,7 +3991,7 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
         semantic_name = sig[i].semantic_name;
         semantic_idx = sig[i].semantic_idx;
         reg_idx = sig[i].register_idx;
-        if(semantic_name == NULL) continue;
+        if (!semantic_name) continue;
 
         /* If a declared input register is not written by builtin arguments, don't write to it.
          * GL_NV_vertex_program makes sure the input defaults to 0.0, which is correct with D3D
@@ -4012,15 +4009,15 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
         }
         else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
         {
-            if(semantic_idx == 0) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
+            if (!semantic_idx) priv_ctx->fog_output = decl_idx_to_string[reg_idx];
         }
         else
         {
             continue;
         }
 
-        if(strcmp(decl_idx_to_string[reg_idx], "result.color.primary") == 0 ||
-           strcmp(decl_idx_to_string[reg_idx], "result.color.secondary") == 0)
+        if (!strcmp(decl_idx_to_string[reg_idx], "result.color.primary")
+                || !strcmp(decl_idx_to_string[reg_idx], "result.color.secondary"))
         {
             compiled->need_color_unclamp = TRUE;
         }
@@ -4032,19 +4029,16 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
         /* Write unread output to TA to throw them away */
         priv_ctx->vs_output[i] = "TA";
         semantic_name = baseshader->output_signature[i].semantic_name;
-        if(semantic_name == NULL)
-        {
-            continue;
-        }
+        if (!semantic_name) continue;
 
         if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
-                && baseshader->output_signature[i].semantic_idx == 0)
+                && !baseshader->output_signature[i].semantic_idx)
         {
             priv_ctx->vs_output[i] = "TMP_OUT";
             continue;
         }
         else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
-                && baseshader->output_signature[i].semantic_idx == 0)
+                && !baseshader->output_signature[i].semantic_idx)
         {
             priv_ctx->vs_output[i] = "result.pointsize";
             continue;
@@ -4052,18 +4046,15 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
 
         for(j = 0; j < MAX_REG_INPUT; j++)
         {
-            if(sig[j].semantic_name == NULL)
-            {
-                continue;
-            }
+            if (!sig[j].semantic_name) continue;
 
-            if (strcmp(sig[j].semantic_name, semantic_name) == 0
+            if (!strcmp(sig[j].semantic_name, semantic_name)
                     && sig[j].semantic_idx == baseshader->output_signature[i].semantic_idx)
             {
                 priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
 
-                if(strcmp(priv_ctx->vs_output[i], "result.color.primary") == 0 ||
-                   strcmp(priv_ctx->vs_output[i], "result.color.secondary") == 0)
+                if (!strcmp(priv_ctx->vs_output[i], "result.color.primary")
+                        || !strcmp(priv_ctx->vs_output[i], "result.color.secondary"))
                 {
                     compiled->need_color_unclamp = TRUE;
                 }
@@ -4175,10 +4166,9 @@ static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct
             const char *one = arb_get_helper_value(WINED3D_SHADER_TYPE_VERTEX, ARB_ONE);
             for(i = 0; i < min(8, MAX_REG_TEXCRD); i++)
             {
-                if (This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
-                This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
+                if (This->baseShader.reg_maps.texcoord_mask[i]
+                        && This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL)
                     shader_addline(buffer, "MOV result.texcoord[%u].w, %s\n", i, one);
-                }
             }
         }
     }
@@ -4271,10 +4261,10 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
      * so a linear search is more performant than a hashmap or a binary search
      * (cache coherency etc)
      */
-    for(i = 0; i < shader_data->num_gl_shaders; i++) {
-        if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
+    for (i = 0; i < shader_data->num_gl_shaders; ++i)
+    {
+        if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
             return &shader_data->gl_shaders[i];
-        }
     }
 
     TRACE("No matching GL shader found, compiling a new shader\n");
@@ -4326,7 +4316,7 @@ static inline BOOL vs_args_equal(const struct arb_vs_compile_args *stored, const
     if(stored->vertex.samplers_compare != new->vertex.samplers_compare) return FALSE;
     if(skip_int) return TRUE;
 
-    return memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl)) == 0;
+    return !memcmp(stored->loop_ctrl, new->loop_ctrl, sizeof(stored->loop_ctrl));
 }
 
 static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl *shader, const struct arb_vs_compile_args *args)
@@ -4919,7 +4909,7 @@ static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_ins
 
     dst = &ins->dst[0];
     shift = dst->shift;
-    if(shift == 0) return; /* Saturate alone is handled by the instructions */
+    if (!shift) return; /* Saturate alone is handled by the instructions */
 
     shader_arb_get_write_mask(ins, dst, write_mask);
     shader_arb_get_register_name(ins, &dst->reg, regstr, &is_color);
@@ -5596,8 +5586,8 @@ static void set_bumpmat_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, s
 
     if (use_ps(stateblock))
     {
-        if (stage != 0
-                && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
+        IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)stateblock->pixelShader;
+        if (stage && (ps->baseShader.reg_maps.bumpmat & (1 << stage)))
         {
             /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
              * anyway
@@ -5633,8 +5623,8 @@ static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock
 
     if (use_ps(stateblock))
     {
-        if (stage != 0
-                && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
+        IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)stateblock->pixelShader;
+        if (stage && (ps->baseShader.reg_maps.luminanceparams & (1 << stage)))
         {
             /* The pixel shader has to know the luminance offset. Do a constants update if it
              * isn't scheduled anyway
@@ -5672,7 +5662,7 @@ static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum
             ret = "fragment.color.primary"; break;
 
         case WINED3DTA_CURRENT:
-            if(stage == 0) ret = "fragment.color.primary";
+            if (!stage) ret = "fragment.color.primary";
             else ret = "ret";
             break;
 
@@ -5753,7 +5743,7 @@ static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int sta
 
     switch(op) {
         case WINED3DTOP_DISABLE:
-            if(stage == 0) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
+            if (!stage) shader_addline(buffer, "MOV %s%s, fragment.color.primary;\n", dstreg, dstmask);
             break;
 
         case WINED3DTOP_SELECTARG2:
@@ -5766,7 +5756,8 @@ static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int sta
             mul = 2;
         case WINED3DTOP_MODULATE2X:
             mul *= 2;
-            if(strcmp(dstreg, "result.color") == 0) {
+            if (!strcmp(dstreg, "result.color"))
+            {
                 dstreg = "ret";
                 mul_final_dest = TRUE;
             }
@@ -5776,7 +5767,8 @@ static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int sta
 
         case WINED3DTOP_ADDSIGNED2X:
             mul = 2;
-            if(strcmp(dstreg, "result.color") == 0) {
+            if (!strcmp(dstreg, "result.color"))
+            {
                 dstreg = "ret";
                 mul_final_dest = TRUE;
             }
@@ -5838,7 +5830,8 @@ static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int sta
 
         case WINED3DTOP_DOTPRODUCT3:
             mul = 4;
-            if(strcmp(dstreg, "result.color") == 0) {
+            if (!strcmp(dstreg, "result.color"))
+            {
                 dstreg = "ret";
                 mul_final_dest = TRUE;
             }
@@ -6061,11 +6054,11 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
     }
 
     /* Generate the main shader */
-    for(stage = 0; stage < MAX_TEXTURES; stage++) {
-        if(settings->op[stage].cop == WINED3DTOP_DISABLE) {
-            if(stage == 0) {
-                final_combiner_src = "fragment.color.primary";
-            }
+    for (stage = 0; stage < MAX_TEXTURES; ++stage)
+    {
+        if (settings->op[stage].cop == WINED3DTOP_DISABLE)
+        {
+            if (!stage) final_combiner_src = "fragment.color.primary";
             break;
         }
 
@@ -6092,10 +6085,11 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
             gen_ffp_instr(&buffer, stage, TRUE, FALSE, settings->op[stage].dst,
                           settings->op[stage].cop, settings->op[stage].carg0,
                           settings->op[stage].carg1, settings->op[stage].carg2);
-            if(stage == 0) {
+            if (!stage)
                 shader_addline(&buffer, "MOV ret.w, fragment.color.primary.w;\n");
-            }
-        } else if(op_equal) {
+        }
+        else if (op_equal)
+        {
             gen_ffp_instr(&buffer, stage, TRUE, TRUE, settings->op[stage].dst,
                           settings->op[stage].cop, settings->op[stage].carg0,
                           settings->op[stage].carg1, settings->op[stage].carg2);
diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index 5aaac3b..3363f35 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -273,11 +273,7 @@ static GLuint register_for_arg(DWORD arg, const struct wined3d_gl_info *gl_info,
              * instruction writing to reg0. Afterwards texture0 is not used any longer.
              * If we're reading from current
              */
-            if(stage == 0) {
-                ret = GL_PRIMARY_COLOR;
-            } else {
-                ret = GL_REG_0_ATI;
-            }
+            ret = stage ? GL_REG_0_ATI : GL_PRIMARY_COLOR;
             break;
 
         case WINED3DTA_TEXTURE:
@@ -517,9 +513,12 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
     }
 
     /* Pass 4: Generate the arithmetic instructions */
-    for(stage = 0; stage < MAX_TEXTURES; stage++) {
-        if(op[stage].cop == WINED3DTOP_DISABLE) {
-            if(stage == 0) {
+    for (stage = 0; stage < MAX_TEXTURES; ++stage)
+    {
+        if (op[stage].cop == WINED3DTOP_DISABLE)
+        {
+            if (!stage)
+            {
                 /* Handle complete texture disabling gracefully */
                 wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
                          GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
@@ -679,7 +678,8 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
         switch(op[stage].aop) {
             case WINED3DTOP_DISABLE:
                 /* Get the primary color to the output if on stage 0, otherwise leave register 0 untouched */
-                if(stage == 0) {
+                if (!stage)
+                {
                     wrap_op1(gl_info, GL_MOV_ATI, GL_REG_0_ATI, GL_ALPHA, GL_NONE,
                              GL_PRIMARY_COLOR, GL_NONE, GL_NONE);
                 }
diff --git a/dlls/wined3d/basetexture.c b/dlls/wined3d/basetexture.c
index e3e5404..8fc28b5 100644
--- a/dlls/wined3d/basetexture.c
+++ b/dlls/wined3d/basetexture.c
@@ -277,7 +277,8 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
     textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
     ENTER_GL();
     /* Generate a texture name if we don't already have one */
-    if (gl_tex->name == 0) {
+    if (!gl_tex->name)
+    {
         *set_surface_desc = TRUE;
         glGenTextures(1, &gl_tex->name);
         checkGLcall("glGenTextures");
@@ -319,7 +320,8 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
     }
 
     /* Bind the texture */
-    if (gl_tex->name != 0) {
+    if (gl_tex->name)
+    {
         glBindTexture(textureDimensions, gl_tex->name);
         checkGLcall("glBindTexture");
         if (isNewTexture) {
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index e9b2172..2bce469 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -78,7 +78,7 @@ static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
 
 static inline BOOL buffer_is_dirty(struct wined3d_buffer *This)
 {
-    return This->modified_areas != 0;
+    return !!This->modified_areas;
 }
 
 static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This)
@@ -87,7 +87,7 @@ static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This)
 
     for(i = 0; i < This->modified_areas; i++)
     {
-        if(This->maps[i].offset == 0 && This->maps[i].size == This->resource.size)
+        if (!This->maps[i].offset && This->maps[i].size == This->resource.size)
         {
             return TRUE;
         }
@@ -534,7 +534,7 @@ static BOOL buffer_find_decl(struct wined3d_buffer *This)
         if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
     }
 
-    if (stride_this_run == 0 && This->conversion_map)
+    if (!stride_this_run && This->conversion_map)
     {
         /* Sanity test */
         if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
@@ -1348,7 +1348,7 @@ static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
      * number of Map calls, d3d returns always D3D_OK.
      * This is also needed to prevent Map from returning garbage on
      * the next call (this will happen if the lock_count is < 0). */
-    if(This->lock_count == 0)
+    if (!This->lock_count)
     {
         TRACE("Unmap called without a previous Map call!\n");
         return WINED3D_OK;
diff --git a/dlls/wined3d/clipper.c b/dlls/wined3d/clipper.c
index 5423cea..48ce06f 100644
--- a/dlls/wined3d/clipper.c
+++ b/dlls/wined3d/clipper.c
@@ -63,12 +63,9 @@ static ULONG WINAPI IWineD3DClipperImpl_Release(IWineD3DClipper *iface)
 
     TRACE("(%p)->() decrementing from %u.\n", This, ref + 1);
 
-    if (ref == 0)
-    {
-        HeapFree(GetProcessHeap(), 0, This);
-        return 0;
-    }
-    else return ref;
+    if (!ref) HeapFree(GetProcessHeap(), 0, This);
+
+    return ref;
 }
 
 static HRESULT WINAPI IWineD3DClipperImpl_SetHwnd(IWineD3DClipper *iface, DWORD Flags, HWND hWnd)
@@ -135,7 +132,7 @@ static HRESULT WINAPI IWineD3DClipperImpl_SetClipList(IWineD3DClipper *iface, co
 {
     static int warned = 0;
 
-    if (warned++ < 10 || rgn == NULL)
+    if (warned++ < 10 || !rgn)
         FIXME("iface %p, region %p, flags %#x stub!\n", iface, rgn, Flags);
 
     return WINED3D_OK;
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 5529ad7..c8c61a7 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -146,17 +146,17 @@ static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
 
 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
 {
-    if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
+    if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
         *regnum = WINED3D_FFP_POSITION;
-    else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
+    else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
         *regnum = WINED3D_FFP_BLENDWEIGHT;
-    else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
+    else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
         *regnum = WINED3D_FFP_BLENDINDICES;
-    else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
+    else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
         *regnum = WINED3D_FFP_NORMAL;
-    else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
+    else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
         *regnum = WINED3D_FFP_PSIZE;
-    else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
+    else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
         *regnum = WINED3D_FFP_DIFFUSE;
     else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
         *regnum = WINED3D_FFP_SPECULAR;
@@ -1387,16 +1387,16 @@ static unsigned int ConvertFvfToDeclaration(IWineD3DDeviceImpl *This, /* For the
         DWORD fvf, WINED3DVERTEXELEMENT **ppVertexElements)
 {
     const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
-    BOOL has_pos = (fvf & WINED3DFVF_POSITION_MASK) != 0;
+    BOOL has_pos = !!(fvf & WINED3DFVF_POSITION_MASK);
     BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
     BOOL has_blend_idx = has_blend &&
        (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
         (fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
         (fvf & WINED3DFVF_LASTBETA_UBYTE4));
-    BOOL has_normal = (fvf & WINED3DFVF_NORMAL) != 0;
-    BOOL has_psize = (fvf & WINED3DFVF_PSIZE) != 0;
-    BOOL has_diffuse = (fvf & WINED3DFVF_DIFFUSE) != 0;
-    BOOL has_specular = (fvf & WINED3DFVF_SPECULAR) !=0;
+    BOOL has_normal = !!(fvf & WINED3DFVF_NORMAL);
+    BOOL has_psize = !!(fvf & WINED3DFVF_PSIZE);
+    BOOL has_diffuse = !!(fvf & WINED3DFVF_DIFFUSE);
+    BOOL has_specular = !!(fvf & WINED3DFVF_SPECULAR);
 
     DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
     DWORD texcoords = (fvf & 0xFFFF0000) >> 16;
@@ -2209,21 +2209,19 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, U
     devmode.dmPelsHeight = pMode->Height;
 
     devmode.dmDisplayFrequency = pMode->RefreshRate;
-    if (pMode->RefreshRate != 0)  {
+    if (pMode->RefreshRate)
         devmode.dmFields |= DM_DISPLAYFREQUENCY;
-    }
 
     /* Only change the mode if necessary */
-    if( (This->ddraw_width == pMode->Width) &&
-        (This->ddraw_height == pMode->Height) &&
-        (This->ddraw_format == pMode->Format) &&
-        (pMode->RefreshRate == 0) ) {
+    if (This->ddraw_width == pMode->Width && This->ddraw_height == pMode->Height
+            && This->ddraw_format == pMode->Format && !pMode->RefreshRate)
         return WINED3D_OK;
-    }
 
     ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
-    if (ret != DISP_CHANGE_SUCCESSFUL) {
-        if(devmode.dmDisplayFrequency != 0) {
+    if (ret != DISP_CHANGE_SUCCESSFUL)
+    {
+        if (devmode.dmDisplayFrequency)
+        {
             WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
             devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
             devmode.dmDisplayFrequency = 0;
@@ -2307,11 +2305,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface,
         return WINED3D_OK;
     }
 
-    if (pStreamData != NULL) {
+    if (pStreamData)
+    {
         InterlockedIncrement(&((struct wined3d_buffer *)pStreamData)->bind_count);
         IWineD3DBuffer_AddRef(pStreamData);
     }
-    if (oldSrc != NULL) {
+    if (oldSrc)
+    {
         InterlockedDecrement(&((struct wined3d_buffer *)oldSrc)->bind_count);
         IWineD3DBuffer_Release(oldSrc);
     }
@@ -2341,9 +2341,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface,
         *pOffset = This->stateBlock->streamOffset[StreamNumber];
     }
 
-    if (*pStream != NULL) {
-        IWineD3DBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
-    }
+    if (*pStream) IWineD3DBuffer_AddRef(*pStream);
+
     return WINED3D_OK;
 }
 
@@ -2357,11 +2356,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *ifa
         WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL\n");
         return WINED3DERR_INVALIDCALL;
     }
-    if( (Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && StreamNumber == 0 ){
+    if ((Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !StreamNumber)
+    {
         WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL\n");
         return WINED3DERR_INVALIDCALL;
     }
-    if( Divider == 0 ){
+    if (!Divider)
+    {
         WARN("Divider is 0, returning D3DERR_INVALIDCALL\n");
         return WINED3DERR_INVALIDCALL;
     }
@@ -2597,7 +2598,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I
          * however spot lights are rather rarely used in games (if ever used at all).
          * furthermore if still used, probably nobody pays attention to such details.
          */
-        if (pLight->Falloff == 0) {
+        if (!pLight->Falloff)
+        {
             /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
              * falloff resp. exponent parameter as an exponent, so the spot light lighting
              * will always be 1.0 for both of them, and we don't have to care for the
@@ -2644,7 +2646,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD I
         lightInfo = NULL;
     }
 
-    if (lightInfo == NULL) {
+    if (!lightInfo)
+    {
         TRACE("Light information requested but light not defined\n");
         return WINED3DERR_INVALIDCALL;
     }
@@ -2674,8 +2677,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, D
     TRACE("Found light: %p\n", lightInfo);
 
     /* Special case - enabling an undefined light creates one with a strict set of parms! */
-    if (lightInfo == NULL) {
-
+    if (!lightInfo)
+    {
         TRACE("Light enabled requested but light not defined, so defining one!\n");
         IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
 
@@ -2686,7 +2689,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, D
             if(lightInfo->OriginalIndex == Index) break;
             lightInfo = NULL;
         }
-        if (lightInfo == NULL) {
+        if (!lightInfo)
+        {
             FIXME("Adding default lights has failed dismally\n");
             return WINED3DERR_INVALIDCALL;
         }
@@ -2712,8 +2716,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, D
         } else {
             int i;
             /* Find a free gl light */
-            for(i = 0; i < This->maxConcurrentLights; i++) {
-                if(This->updateStateBlock->activeLights[i] == NULL) {
+            for (i = 0; i < This->maxConcurrentLights; ++i)
+            {
+                if (!This->updateStateBlock->activeLights[i])
+                {
                     This->updateStateBlock->activeLights[i] = lightInfo;
                     lightInfo->glIndex = i;
                     break;
@@ -2756,7 +2762,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, D
         lightInfo = NULL;
     }
 
-    if (lightInfo == NULL) {
+    if (!lightInfo)
+    {
         TRACE("Light enabled state requested but light not defined\n");
         return WINED3DERR_INVALIDCALL;
     }
@@ -2830,9 +2837,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWO
 static HRESULT  WINAPI  IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
     FIXME("(%p) : stub\n", This);
-    if (NULL == pClipStatus) {
-      return WINED3DERR_INVALIDCALL;
-    }
+
+    if (!pClipStatus)
+        return WINED3DERR_INVALIDCALL;
+
     This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
     This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
     return WINED3D_OK;
@@ -2841,9 +2849,10 @@ static HRESULT  WINAPI  IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface,
 static HRESULT  WINAPI  IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
     FIXME("(%p) : stub\n", This);
-    if (NULL == pClipStatus) {
-      return WINED3DERR_INVALIDCALL;
-    }
+
+    if (!pClipStatus)
+        return WINED3DERR_INVALIDCALL;
+
     pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
     pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
     return WINED3D_OK;
@@ -3177,7 +3186,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* if
     TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
 
     *ppDecl = This->stateBlock->vertexDecl;
-    if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
+    if (*ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
     return WINED3D_OK;
 }
 
@@ -3261,7 +3270,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
     TRACE("(iface %p, dstData %p, start %d, count %d)\n",
             iface, dstData, start, count);
 
-    if (dstData == NULL || cnt < 0)
+    if (!dstData || cnt < 0)
         return WINED3DERR_INVALIDCALL;
 
     memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
@@ -3308,7 +3317,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
     TRACE("(iface %p, dstData %p, start %d, count %d)\n",
             iface, dstData, start, count);
 
-    if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= 0)
+    if (!dstData || ((signed int)MAX_CONST_I - (signed int)start) <= 0)
         return WINED3DERR_INVALIDCALL;
 
     memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
@@ -3328,7 +3337,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
             iface, srcData, start, count);
 
     /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
-    if (srcData == NULL || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF)
+    if (!srcData || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF)
         return WINED3DERR_INVALIDCALL;
 
     memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
@@ -3362,7 +3371,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
     TRACE("(iface %p, dstData %p, start %d, count %d)\n",
             iface, dstData, start, count);
 
-    if (dstData == NULL || cnt < 0)
+    if (!dstData || cnt < 0)
         return WINED3DERR_INVALIDCALL;
 
     memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
@@ -3657,7 +3666,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
     TRACE("(iface %p, dstData %p, start %d, count %d)\n",
             iface, dstData, start, count);
 
-    if (dstData == NULL || cnt < 0)
+    if (!dstData || cnt < 0)
         return WINED3DERR_INVALIDCALL;
 
     memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
@@ -3704,7 +3713,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
     TRACE("(iface %p, dstData %p, start %d, count %d)\n",
             iface, dstData, start, count);
 
-    if (dstData == NULL || cnt < 0)
+    if (!dstData || cnt < 0)
         return WINED3DERR_INVALIDCALL;
 
     memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
@@ -3724,7 +3733,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
             iface, srcData, start, count);
 
     /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
-    if (srcData == NULL || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
+    if (!srcData || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
         return WINED3DERR_INVALIDCALL;
 
     memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
@@ -3758,7 +3767,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
     TRACE("(iface %p, dstData %p, start %d, count %d)\n",
             iface, dstData, start, count);
 
-    if (dstData == NULL || cnt < 0)
+    if (!dstData || cnt < 0)
         return WINED3DERR_INVALIDCALL;
 
     memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
@@ -4646,7 +4655,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, UI
         This->stateBlock->streamIsUP = FALSE;
     }
 
-    if(This->stateBlock->loadBaseVertexIndex != 0) {
+    if (This->stateBlock->loadBaseVertexIndex)
+    {
         This->stateBlock->loadBaseVertexIndex = 0;
         IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
     }
@@ -5151,7 +5161,9 @@ static HRESULT  WINAPI  IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevi
 
 static HRESULT  WINAPI  IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    if (PaletteNumber == NULL) {
+
+    if (!PaletteNumber)
+    {
         WARN("(%p) : returning Invalid Call\n", This);
         return WINED3DERR_INVALIDCALL;
     }
@@ -5424,9 +5436,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UI
         patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
     }
 
-    if(pNumSegs[0] != patch->numSegs[0] || pNumSegs[1] != patch->numSegs[1] ||
-       pNumSegs[2] != patch->numSegs[2] || pNumSegs[3] != patch->numSegs[3] ||
-       (pRectPatchInfo && memcmp(pRectPatchInfo, &patch->RectPatchInfo, sizeof(*pRectPatchInfo)) != 0) ) {
+    if (pNumSegs[0] != patch->numSegs[0] || pNumSegs[1] != patch->numSegs[1]
+            || pNumSegs[2] != patch->numSegs[2] || pNumSegs[3] != patch->numSegs[3]
+            || (pRectPatchInfo && memcmp(pRectPatchInfo, &patch->RectPatchInfo, sizeof(*pRectPatchInfo))))
+    {
         HRESULT hr;
         TRACE("Tesselation density or patch info changed, retesselating\n");
 
@@ -6256,18 +6269,19 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice *iface,
     swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
 
     /* What to do about these? */
-    if(pPresentationParameters->BackBufferCount != 0 &&
-        pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
+    if (pPresentationParameters->BackBufferCount
+            && pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount)
         ERR("Cannot change the back buffer count yet\n");
-    }
+
     if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
         pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
         ERR("Cannot change the back buffer format yet\n");
     }
-    if(pPresentationParameters->hDeviceWindow != NULL &&
-        pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
+
+    if (pPresentationParameters->hDeviceWindow
+            && pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
         ERR("Cannot change the device window yet\n");
-    }
+
     if (pPresentationParameters->EnableAutoDepthStencil && !This->auto_depth_stencil)
     {
         HRESULT hrc;
@@ -6321,9 +6335,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice *iface,
     }
 
     /* Should Width == 800 && Height == 0 set 800x600? */
-    if(pPresentationParameters->BackBufferWidth != 0 && pPresentationParameters->BackBufferHeight != 0 &&
-       (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
-        pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
+    if (pPresentationParameters->BackBufferWidth && pPresentationParameters->BackBufferHeight
+            && (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth
+            || pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
     {
         UINT i;
 
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index b6369bb..3562234 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -375,7 +375,9 @@ static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
     ULONG ref;
     TRACE("(%p) : Releasing from %d\n", This, This->ref);
     ref = InterlockedDecrement(&This->ref);
-    if (ref == 0) {
+
+    if (!ref)
+    {
         unsigned int i;
 
         for (i = 0; i < This->adapter_count; ++i)
@@ -414,7 +416,8 @@ static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_inf
     GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
     GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
                                   strlen(testcode), testcode));
-    if(glGetError() != 0) {
+    if (glGetError())
+    {
         TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
         TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
         ret = TRUE;
@@ -2712,22 +2715,24 @@ static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
         if(GL_EXTCALL(wglGetExtensionsStringARB))
             WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
 
-        if (NULL == WGL_Extensions) {
+        if (!WGL_Extensions)
+        {
             ERR("   WGL_Extensions returns NULL\n");
-        } else {
+        }
+        else
+        {
             TRACE_(d3d_caps)("WGL_Extensions reported:\n");
-            while (*WGL_Extensions != 0x00) {
+            while (*WGL_Extensions)
+            {
                 const char *Start;
                 char ThisExtn[256];
 
                 while (isspace(*WGL_Extensions)) WGL_Extensions++;
                 Start = WGL_Extensions;
-                while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
-                    WGL_Extensions++;
-                }
+                while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
 
                 len = WGL_Extensions - Start;
-                if (len == 0 || len >= sizeof(ThisExtn))
+                if (!len || len >= sizeof(ThisExtn))
                     continue;
 
                 memcpy(ThisExtn, Start, len);
@@ -2878,7 +2883,7 @@ static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapte
             }
         }
 
-        if (i == 0)
+        if (!i)
         {
             TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
             return WINED3DERR_INVALIDCALL;
@@ -2921,10 +2926,8 @@ static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT A
 {
     TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
 
-    if (NULL == pMode ||
-        Adapter >= IWineD3D_GetAdapterCount(iface)) {
+    if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
         return WINED3DERR_INVALIDCALL;
-    }
 
     if (Adapter == 0) { /* Display */
         int bpp = 0;
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index fc28d50..9009232 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -221,8 +221,8 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
          */
 
         /* For indexed data, we need to go a few more strides in */
-        if (idxData != NULL) {
-
+        if (idxData)
+        {
             /* Indexed so work out the number of strides to skip */
             if (idxSize == 2)
                 SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
@@ -284,7 +284,8 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
         }
 
         /* Normal -------------------------------- */
-        if (normal != NULL) {
+        if (normal)
+        {
             const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
             normal_funcs[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptrToCoords);
         }
@@ -296,9 +297,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context
         }
 
         /* For non indexed mode, step onto next parts */
-        if (idxData == NULL) {
-            ++SkipnStrides;
-        }
+        if (!idxData) ++SkipnStrides;
     }
 
     glEnd();
@@ -450,9 +449,10 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream
     /* Start drawing in GL */
     glBegin(glPrimitiveType);
 
-    for (vx_index = 0; vx_index < numberOfVertices; ++vx_index) {
-        if (idxData != NULL) {
-
+    for (vx_index = 0; vx_index < numberOfVertices; ++vx_index)
+    {
+        if (idxData)
+        {
             /* Indexed so work out the number of strides to skip */
             if (idxSize == 2)
                 SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex;
@@ -487,7 +487,8 @@ static inline void drawStridedInstanced(IWineD3DDevice *iface, const struct wine
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
     IWineD3DStateBlockImpl *stateblock = This->stateBlock;
 
-    if (idxSize == 0) {
+    if (!idxSize)
+    {
         /* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
          * We don't support this for now
          *
@@ -501,16 +502,17 @@ static inline void drawStridedInstanced(IWineD3DDevice *iface, const struct wine
     TRACE("(%p) : glElements(%x, %d, ...)\n", This, glPrimitiveType, numberOfVertices);
 
     /* First, figure out how many instances we have to draw */
-    for(i = 0; i < MAX_STREAMS; i++) {
+    for (i = 0; i < MAX_STREAMS; ++i)
+    {
         /* Look at the streams and take the first one which matches */
-        if(((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)) && stateblock->streamSource[i]) {
-            /* D3D9 could set streamFreq 0 with (INSTANCEDATA or INDEXEDDATA) and then it is handled as 1. See d3d9/tests/visual.c-> stream_test() */
-            if(stateblock->streamFreq[i] == 0){
-                numInstances = 1;
-            } else {
-                numInstances = stateblock->streamFreq[i]; /* use the specified number of instances from the first matched stream. See d3d9/tests/visual.c-> stream_test() */
-            }
-            break; /* break, because only the first suitable value is interesting */
+        if (stateblock->streamSource[i] && ((stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA)
+                || (stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INDEXEDDATA)))
+        {
+            /* Use the specified number of instances from the first matched
+             * stream. A streamFreq of 0 (with INSTANCEDATA or INDEXEDDATA)
+             * is handled as 1. See d3d9/tests/visual.c-> stream_test(). */
+            numInstances = stateblock->streamFreq[i] ? stateblock->streamFreq[i] : 1;
+            break;
         }
     }
 
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 9642686..a04cf41 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -232,8 +232,10 @@ static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleA
         GL_EXTCALL(glGetInfoLogARB(obj, infologLength, NULL, infoLog));
         is_spam = FALSE;
 
-        for(i = 0; i < sizeof(spam) / sizeof(spam[0]); i++) {
-            if(strcmp(infoLog, spam[i]) == 0) {
+        for (i = 0; i < sizeof(spam) / sizeof(*spam); ++i)
+        {
+            if (!strcmp(infoLog, spam[i]))
+            {
                 is_spam = TRUE;
                 break;
             }
@@ -1374,7 +1376,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
             }
             else
             {
-                if (reg->idx == 0) strcpy(register_name, "gl_Color");
+                if (!reg->idx) strcpy(register_name, "gl_Color");
                 else strcpy(register_name, "gl_SecondaryColor");
                 break;
             }
@@ -1442,7 +1444,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
             break;
 
         case WINED3DSPR_ATTROUT:
-            if (reg->idx == 0) sprintf(register_name, "OUT[8]");
+            if (!reg->idx) sprintf(register_name, "OUT[8]");
             else sprintf(register_name, "OUT[9]");
             break;
 
@@ -1452,7 +1454,7 @@ static void shader_glsl_get_register_name(const struct wined3d_shader_register *
             break;
 
         case WINED3DSPR_MISCTYPE:
-            if (reg->idx == 0)
+            if (!reg->idx)
             {
                 /* vPos */
                 sprintf(register_name, "vpos");
@@ -3655,7 +3657,7 @@ static void shader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_sh
         }
         else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
         {
-            if (semantic_idx == 0)
+            if (!semantic_idx)
                 shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
                         This->input_reg_map[i], reg_mask, reg_mask);
             else if (semantic_idx == 1)
@@ -3851,7 +3853,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
 
             if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
             {
-                if (semantic_idx == 0)
+                if (!semantic_idx)
                     shader_addline(buffer, "gl_FrontColor%s = clamp(OUT[%u]%s, -FLT_MAX, FLT_MAX);\n",
                             reg_mask, i, reg_mask);
                 else if (semantic_idx == 1)
@@ -4147,9 +4149,11 @@ static GLhandleARB find_glsl_pshader(const struct wined3d_context *context,
      * so a linear search is more performant than a hashmap or a binary search
      * (cache coherency etc)
      */
-    for(i = 0; i < shader_data->num_gl_shaders; i++) {
-        if(memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)) == 0) {
-            if(args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
+    for (i = 0; i < shader_data->num_gl_shaders; ++i)
+    {
+        if (!memcmp(&shader_data->gl_shaders[i].args, args, sizeof(*args)))
+        {
+            if (args->np2_fixup) *np2fixup_info = &shader_data->gl_shaders[i].np2fixup;
             return shader_data->gl_shaders[i].prgId;
         }
     }
@@ -4674,7 +4678,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
     if(pshader) {
         struct glsl_pshader_private *shader_data;
         shader_data = This->baseShader.backend_data;
-        if(!shader_data || shader_data->num_gl_shaders == 0)
+        if (!shader_data || !shader_data->num_gl_shaders)
         {
             HeapFree(GetProcessHeap(), 0, shader_data);
             This->baseShader.backend_data = NULL;
@@ -4693,7 +4697,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
     } else {
         struct glsl_vshader_private *shader_data;
         shader_data = This->baseShader.backend_data;
-        if(!shader_data || shader_data->num_gl_shaders == 0)
+        if (!shader_data || !shader_data->num_gl_shaders)
         {
             HeapFree(GetProcessHeap(), 0, shader_data);
             This->baseShader.backend_data = NULL;
diff --git a/dlls/wined3d/palette.c b/dlls/wined3d/palette.c
index 7b83d6b..2b7ce2c 100644
--- a/dlls/wined3d/palette.c
+++ b/dlls/wined3d/palette.c
@@ -92,7 +92,7 @@ static HRESULT  WINAPI IWineD3DPaletteImpl_GetEntries(IWineD3DPalette *iface, DW
 
     TRACE("(%p)->(%08x,%d,%d,%p)\n",This,Flags,Start,Count,PalEnt);
 
-    if (Flags != 0) return WINED3DERR_INVALIDCALL; /* unchecked */
+    if (Flags) return WINED3DERR_INVALIDCALL; /* unchecked */
     if (Start + Count > IWineD3DPaletteImpl_Size(This->Flags))
         return WINED3DERR_INVALIDCALL;
 
@@ -149,8 +149,8 @@ static HRESULT  WINAPI IWineD3DPaletteImpl_SetEntries(IWineD3DPalette *iface,
 #if 0
     /* Now, if we are in 'depth conversion mode', update the screen palette */
     /* FIXME: we need to update the image or we won't get palette fading. */
-    if (This->ddraw->d->palette_convert != NULL)
-        This->ddraw->d->palette_convert(palent,This->screen_palents,start,count);
+    if (This->ddraw->d->palette_convert)
+            This->ddraw->d->palette_convert(palent,This->screen_palents,start,count);
 #endif
 
     /* If the palette is attached to the render target, update all render targets */
diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c
index b3c7a40..254efbe 100644
--- a/dlls/wined3d/query.c
+++ b/dlls/wined3d/query.c
@@ -46,7 +46,7 @@ enum wined3d_event_query_result wined3d_event_query_test(struct wined3d_event_qu
 
     TRACE("(%p) : device %p\n", query, device);
 
-    if (query->context == NULL)
+    if (!query->context)
     {
         TRACE("Query not started\n");
         return WINED3D_EVENT_QUERY_NOT_STARTED;
@@ -259,7 +259,9 @@ static ULONG  WINAPI IWineD3DQueryImpl_Release(IWineD3DQuery *iface) {
     ULONG ref;
     TRACE("(%p) : Releasing from %d\n", This, This->ref);
     ref = InterlockedDecrement(&This->ref);
-    if (ref == 0) {
+
+    if (!ref)
+    {
         /* Queries are specific to the GL context that created them. Not
          * deleting the query will obviously leak it, but that's still better
          * than potentially deleting a different query with the same id in this
diff --git a/dlls/wined3d/resource.c b/dlls/wined3d/resource.c
index 3aee3f9..c95cf1b 100644
--- a/dlls/wined3d/resource.c
+++ b/dlls/wined3d/resource.c
@@ -139,7 +139,7 @@ HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID refguid,
     resource_free_private_data(iface, refguid);
 
     data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*data));
-    if (NULL == data) return E_OUTOFMEMORY;
+    if (!data) return E_OUTOFMEMORY;
 
     data->tag = *refguid;
     data->flags = Flags;
@@ -157,7 +157,8 @@ HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID refguid,
     else
     {
         data->ptr.data = HeapAlloc(GetProcessHeap(), 0, SizeOfData);
-        if (NULL == data->ptr.data) {
+        if (!data->ptr.data)
+        {
             HeapFree(GetProcessHeap(), 0, data);
             return E_OUTOFMEMORY;
         }
@@ -176,7 +177,7 @@ HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID refguid, void
 
     TRACE("(%p) : %p %p %p\n", This, refguid, pData, pSizeOfData);
     data = resource_find_private_data(This, refguid);
-    if (data == NULL) return WINED3DERR_NOTFOUND;
+    if (!data) return WINED3DERR_NOTFOUND;
 
     if (*pSizeOfData < data->size) {
         *pSizeOfData = data->size;
@@ -207,13 +208,15 @@ HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID refguid)
 
     TRACE("(%p) : %s\n", This, debugstr_guid(refguid));
     data = resource_find_private_data(This, refguid);
-    if (data == NULL) return WINED3DERR_NOTFOUND;
+    if (!data) return WINED3DERR_NOTFOUND;
 
     if (data->flags & WINED3DSPD_IUNKNOWN)
     {
-        if (data->ptr.object != NULL)
+        if (data->ptr.object)
             IUnknown_Release(data->ptr.object);
-    } else {
+    }
+    else
+    {
         HeapFree(GetProcessHeap(), 0, data->ptr.data);
     }
     list_remove(&data->entry);
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 2adb62d..75dc72a 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -378,7 +378,7 @@ static void shader_record_register_usage(IWineD3DBaseShaderImpl *shader, struct
         case WINED3DSPR_MISCTYPE:
             if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
             {
-                if (reg->idx == 0) reg_maps->vpos = 1;
+                if (!reg->idx) reg_maps->vpos = 1;
                 else if (reg->idx == 1) reg_maps->usesfacing = 1;
             }
             break;
@@ -721,7 +721,7 @@ static HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct
                 {
                     IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)shader;
 
-                    if (dst_param.reg.type == WINED3DSPR_COLOROUT && dst_param.reg.idx == 0)
+                    if (dst_param.reg.type == WINED3DSPR_COLOROUT && !dst_param.reg.idx)
                     {
                     /* Many 2.0 and 3.0 pixel shaders end with a MOV from a temp register to
                      * COLOROUT 0. If we know this in advance, the ARB shader backend can skip
@@ -885,7 +885,7 @@ static void shader_dump_decl_usage(const struct wined3d_shader_semantic *semanti
                 break;
 
             case WINED3DDECLUSAGE_COLOR:
-                if (semantic->usage_idx == 0) TRACE("color");
+                if (!semantic->usage_idx) TRACE("color");
                 else TRACE("specular%u", (semantic->usage_idx - 1));
                 break;
 
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index f6249ee..9d1c342 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -2027,7 +2027,8 @@ static void set_tex_op(const struct wined3d_context *context, IWineD3DDevice *if
         op = WINED3DTOP_SELECTARG1;
     }
 
-    if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
+    if (isAlpha && !This->stateBlock->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
+    {
         get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
     } else {
         get_src_and_opr(arg1, isAlpha, &src1, &opr1);
@@ -3099,7 +3100,7 @@ void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d
     arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
     arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
 
-    if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
+    if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && !stage && stateblock->textures[0])
     {
         UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
 
@@ -3475,9 +3476,9 @@ static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
 static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
+    IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)stateblock->pixelShader;
 
-    if (stateblock->pixelShader && stage != 0
-            && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.luminanceparams & (1 << stage)))
+    if (stateblock->pixelShader && stage && (ps->baseShader.reg_maps.luminanceparams & (1 << stage)))
     {
         /* The pixel shader has to know the luminance scale. Do a constants update if it
          * isn't scheduled anyway
@@ -3563,7 +3564,8 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wine
 
         if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
         {
-            if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
+            if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && !sampler)
+            {
                 /* If color keying is enabled update the alpha test, it depends on the existence
                  * of a color key in stage 0
                  */
@@ -3581,9 +3583,11 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wine
     }
     else if (mapped_stage < gl_info->limits.textures)
     {
-        if(sampler < stateblock->lowest_disabled_stage) {
+        if (sampler < stateblock->lowest_disabled_stage)
+        {
             /* TODO: What should I do with pixel shaders here ??? */
-            if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
+            if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && !sampler)
+            {
                 /* If color keying is enabled update the alpha test, it depends on the existence
                 * of a color key in stage 0
                 */
@@ -3642,8 +3646,9 @@ void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
 static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
 {
     DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
-    if (stateblock->pixelShader && stage != 0
-            && (((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.bumpmat & (1 << stage)))
+    IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *)stateblock->pixelShader;
+
+    if (stateblock->pixelShader && stage && (ps->baseShader.reg_maps.bumpmat & (1 << stage)))
     {
         /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
          * anyway
@@ -4837,7 +4842,8 @@ static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
 
-    if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
+    if (stateblock->streamIsUP || !stateblock->pIndexData)
+    {
         GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
     } else {
         struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 181b357..ee42ad7 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -1222,10 +1222,10 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
     for (i = 0; i < MAX_TEXTURES; i++) {
         TRACE("Setting up default texture states for texture Stage %d\n", i);
         memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], identity, sizeof(identity));
-        This->textureState[i][WINED3DTSS_COLOROP               ] = (i==0)? WINED3DTOP_MODULATE :  WINED3DTOP_DISABLE;
+        This->textureState[i][WINED3DTSS_COLOROP               ] = i ? WINED3DTOP_DISABLE : WINED3DTOP_MODULATE;
         This->textureState[i][WINED3DTSS_COLORARG1             ] = WINED3DTA_TEXTURE;
         This->textureState[i][WINED3DTSS_COLORARG2             ] = WINED3DTA_CURRENT;
-        This->textureState[i][WINED3DTSS_ALPHAOP               ] = (i==0)? WINED3DTOP_SELECTARG1 :  WINED3DTOP_DISABLE;
+        This->textureState[i][WINED3DTSS_ALPHAOP               ] = i ? WINED3DTOP_DISABLE : WINED3DTOP_SELECTARG1;
         This->textureState[i][WINED3DTSS_ALPHAARG1             ] = WINED3DTA_TEXTURE;
         This->textureState[i][WINED3DTSS_ALPHAARG2             ] = WINED3DTA_CURRENT;
         This->textureState[i][WINED3DTSS_BUMPENVMAT00          ] = 0;
@@ -1269,7 +1269,8 @@ static HRESULT  WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
 
     /* check the return values, because the GetBackBuffer call isn't valid for ddraw */
     hr = IWineD3DDevice_GetSwapChain(device, 0, &swapchain);
-    if( hr == WINED3D_OK && swapchain != NULL) {
+    if (SUCCEEDED(hr) && swapchain)
+    {
         WINED3DVIEWPORT vp;
 
         hr = IWineD3DSwapChain_GetBackBuffer(swapchain, 0, WINED3DBACKBUFFER_TYPE_MONO, &backbuffer);
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index e60fb44..442ce75 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -826,7 +826,9 @@ static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct win
 
     if (gl_info->supported[APPLE_CLIENT_STORAGE])
     {
-        if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
+        if (This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED)
+                || !This->resource.allocatedMemory)
+        {
             /* In some cases we want to disable client storage.
              * SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
              * SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
@@ -1356,7 +1358,8 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, v
     if(This->Flags & SFLAG_PBO) {
         GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
         checkGLcall("glBindBufferARB");
-        if(mem != NULL) {
+        if (mem)
+        {
             ERR("mem not null for pbo -- unexpected\n");
             mem = NULL;
         }
@@ -1604,9 +1607,8 @@ static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
 
         GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
         error = glGetError();
-        if(This->pbo == 0 || error != GL_NO_ERROR) {
+        if (!This->pbo || error != GL_NO_ERROR)
             ERR("Failed to bind the PBO with error %s (%#x)\n", debug_glerror(error), error);
-        }
 
         TRACE("Attaching pbo=%#x to (%p)\n", This->pbo, This);
 
@@ -1684,7 +1686,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
 
     /* surface_load_location() does not check if the rectangle specifies
      * the full surface. Most callers don't need that, so do it here. */
-    if (pRect && pRect->top == 0 && pRect->left == 0
+    if (pRect && !pRect->top && !pRect->left
             && pRect->right == This->currentDesc.Width
             && pRect->bottom == This->currentDesc.Height)
     {
@@ -1894,10 +1896,10 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
             goto unlock_end;
         }
 
-        if(This->dirtyRect.left   == 0 &&
-           This->dirtyRect.top    == 0 &&
-           This->dirtyRect.right  == This->currentDesc.Width &&
-           This->dirtyRect.bottom == This->currentDesc.Height) {
+        if (!This->dirtyRect.left && !This->dirtyRect.top
+                && This->dirtyRect.right == This->currentDesc.Width
+                && This->dirtyRect.bottom == This->currentDesc.Height)
+        {
             fullsurface = TRUE;
         } else {
             /* TODO: Proper partial rectangle tracking */
@@ -2324,14 +2326,9 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
         case CONVERT_PALETTED:
         case CONVERT_PALETTED_CK:
         {
-            IWineD3DPaletteImpl* pal = This->palette;
             BYTE table[256][4];
             unsigned int x, y;
 
-            if( pal == NULL) {
-                /* TODO: If we are a sublevel, try to get the palette from level 0 */
-            }
-
             d3dfmt_p8_init_palette(This, table, (convert == CONVERT_PALETTED_CK));
 
             for (y = 0; y < height; y++)
@@ -2656,7 +2653,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *M
         /* LockRect and GetDC will re-create the dib section and allocated memory */
         This->resource.allocatedMemory = NULL;
         /* HeapMemory should be NULL already */
-        if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
+        if (This->resource.heapMemory)
+            ERR("User pointer surface has heap memory allocated.\n");
         This->Flags &= ~SFLAG_USERPTR;
 
         if (This->Flags & SFLAG_CLIENT)
@@ -2783,7 +2781,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DS
     /* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
      * and only d3d8 and d3d9 apps specify the presentation interval
      */
-    if((Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)) == 0) {
+    if (!(Flags & (WINEDDFLIP_NOVSYNC | WINEDDFLIP_INTERVAL2 | WINEDDFLIP_INTERVAL3 | WINEDDFLIP_INTERVAL4)))
+    {
         /* Most common case first to avoid wasting time on all the other cases */
         swapchain->presentParms.PresentationInterval = WINED3DPRESENT_INTERVAL_ONE;
     } else if(Flags & WINEDDFLIP_NOVSYNC) {
@@ -3492,7 +3491,8 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface,
             TRACE("Yes\n");
 
             /* These flags are unimportant for the flag check, remove them */
-            if((Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)) == 0) {
+            if (!(Flags & ~(WINEDDBLT_DONOTWAIT | WINEDDBLT_WAIT)))
+            {
                 WINED3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
 
                 /* The idea behind this is that a glReadPixels and a glDrawPixels call
diff --git a/dlls/wined3d/surface_base.c b/dlls/wined3d/surface_base.c
index 172b8a8..e4dd853 100644
--- a/dlls/wined3d/surface_base.c
+++ b/dlls/wined3d/surface_base.c
@@ -219,16 +219,16 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD
         return WINED3D_OK;
     }
 
-    if(This->palette != NULL)
-        if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
+    if (This->palette)
+        if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
             This->palette->Flags &= ~WINEDDPCAPS_PRIMARYSURFACE;
 
     This->palette = PalImpl;
 
-    if(PalImpl != NULL) {
-        if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
-            (PalImpl)->Flags |= WINEDDPCAPS_PRIMARYSURFACE;
-        }
+    if (PalImpl)
+    {
+        if (This->resource.usage & WINED3DUSAGE_RENDERTARGET)
+            PalImpl->Flags |= WINEDDPCAPS_PRIMARYSURFACE;
 
         return IWineD3DSurface_RealizePalette(iface);
     }
@@ -240,7 +240,8 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD
     IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
     TRACE("(%p)->(%08x,%p)\n", This, Flags, CKey);
 
-    if ((Flags & WINEDDCKEY_COLORSPACE) != 0) {
+    if (Flags & WINEDDCKEY_COLORSPACE)
+    {
         FIXME(" colorkey value not supported (%08x) !\n", Flags);
         return WINED3DERR_INVALIDCALL;
     }
@@ -359,7 +360,9 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface
         TRACE("(%p): Not an overlay surface\n", This);
         return WINEDDERR_NOTAOVERLAYSURFACE;
     }
-    if(This->overlay_dest == NULL) {
+
+    if (!This->overlay_dest)
+    {
         *X = 0; *Y = 0;
         hr = WINEDDERR_OVERLAYNOTVISIBLE;
     } else {
@@ -587,8 +590,8 @@ HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface)
             break;
     }
 
-    ddc = GetDC(0);
-    if (ddc == 0) {
+    if (!(ddc = GetDC(0)))
+    {
         HeapFree(GetProcessHeap(), 0, b_info);
         return HRESULT_FROM_WIN32(GetLastError());
     }
@@ -1812,7 +1815,7 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DL
 
     pLockedRect->Pitch = IWineD3DSurface_GetPitch(iface);
 
-    if (NULL == pRect)
+    if (!pRect)
     {
         pLockedRect->pBits = This->resource.allocatedMemory;
         This->lockedRect.left   = 0;
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index 3326411..c9ec815 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -453,10 +453,8 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
     if (This->presentParms.PresentationInterval != WINED3DPRESENT_INTERVAL_IMMEDIATE
             && gl_info->supported[SGI_VIDEO_SYNC])
     {
-        retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync));
-        if(retval != 0) {
+        if ((retval = GL_EXTCALL(glXGetVideoSyncSGI(&sync))))
             ERR("glXGetVideoSyncSGI failed(retval = %d\n", retval);
-        }
 
         switch(This->presentParms.PresentationInterval) {
             case WINED3DPRESENT_INTERVAL_DEFAULT:
diff --git a/dlls/wined3d/swapchain_base.c b/dlls/wined3d/swapchain_base.c
index 4532d32..083585f 100644
--- a/dlls/wined3d/swapchain_base.c
+++ b/dlls/wined3d/swapchain_base.c
@@ -60,9 +60,9 @@ ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface)
     DWORD refCount;
     refCount = InterlockedDecrement(&This->ref);
     TRACE("(%p) : ReleaseRef to %d\n", This, refCount);
-    if (refCount == 0) {
-        IWineD3DSwapChain_Destroy(iface);
-    }
+
+    if (!refCount) IWineD3DSwapChain_Destroy(iface);
+
     return refCount;
 }
 
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index ef6da58..6cc154e 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -2800,7 +2800,7 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
             aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
         }
 
-        if (i == 0 && stateblock->textures[0] && stateblock->renderState[WINED3DRS_COLORKEYENABLE])
+        if (!i && stateblock->textures[0] && stateblock->renderState[WINED3DRS_COLORKEYENABLE])
         {
             UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
 
diff --git a/dlls/wined3d/volume.c b/dlls/wined3d/volume.c
index 8c596fb..8d42d54 100644
--- a/dlls/wined3d/volume.c
+++ b/dlls/wined3d/volume.c
@@ -129,7 +129,9 @@ static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) {
     ULONG ref;
     TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
     ref = InterlockedDecrement(&This->resource.ref);
-    if (ref == 0) {
+
+    if (!ref)
+    {
         resource_cleanup((IWineD3DResource *)iface);
         This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
         HeapFree(GetProcessHeap(), 0, This);
diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c
index 6dea98a..26945ef 100644
--- a/dlls/wined3d/wined3d_main.c
+++ b/dlls/wined3d/wined3d_main.c
@@ -102,19 +102,19 @@ IWineD3D * WINAPI WineDirect3DCreate(UINT version, void *parent)
     return (IWineD3D *)object;
 }
 
-static inline DWORD get_config_key(HKEY defkey, HKEY appkey, const char* name, char* buffer, DWORD size)
+static DWORD get_config_key(HKEY defkey, HKEY appkey, const char *name, char *buffer, DWORD size)
 {
-    if (0 != appkey && !RegQueryValueExA( appkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0;
-    if (0 != defkey && !RegQueryValueExA( defkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0;
+    if (appkey && !RegQueryValueExA(appkey, name, 0, NULL, (BYTE *)buffer, &size)) return 0;
+    if (defkey && !RegQueryValueExA(defkey, name, 0, NULL, (BYTE *)buffer, &size)) return 0;
     return ERROR_FILE_NOT_FOUND;
 }
 
-static inline DWORD get_config_key_dword(HKEY defkey, HKEY appkey, const char* name, DWORD *data)
+static DWORD get_config_key_dword(HKEY defkey, HKEY appkey, const char *name, DWORD *data)
 {
     DWORD type;
     DWORD size = sizeof(DWORD);
-    if (0 != appkey && !RegQueryValueExA( appkey, name, 0, &type, (LPBYTE) data, &size ) && (type == REG_DWORD)) return 0;
-    if (0 != defkey && !RegQueryValueExA( defkey, name, 0, &type, (LPBYTE) data, &size ) && (type == REG_DWORD)) return 0;
+    if (appkey && !RegQueryValueExA(appkey, name, 0, &type, (BYTE *)data, &size) && (type == REG_DWORD)) return 0;
+    if (defkey && !RegQueryValueExA(defkey, name, 0, &type, (BYTE *)data, &size) && (type == REG_DWORD)) return 0;
     return ERROR_FILE_NOT_FOUND;
 }
 
@@ -200,7 +200,7 @@ static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
         }
     }
 
-    if ( 0 != hkey || 0 != appkey )
+    if (hkey || appkey)
     {
         if ( !get_config_key( hkey, appkey, "VertexShaderMode", buffer, size) )
         {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index e152dc3..571edf2 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2804,7 +2804,7 @@ static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
     {
         case WINED3DSPR_RASTOUT:
             /* oFog & oPts */
-            if (reg->idx != 0) return TRUE;
+            if (reg->idx) return TRUE;
             /* oPos */
             return FALSE;
 
-- 
1.7.1




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