[PATCH 5/5] wined3d: Get rid of the WINED3DFOGMODE typedef.

Henri Verbeet hverbeet at codeweavers.com
Wed Dec 21 14:35:00 CST 2011


---
 dlls/wined3d/arb_program_shader.c |    4 ++--
 dlls/wined3d/drawprim.c           |    4 ++--
 dlls/wined3d/shader.c             |   18 +++++++++---------
 dlls/wined3d/state.c              |   31 +++++++++++++++++--------------
 dlls/wined3d/stateblock.c         |    4 ++--
 dlls/wined3d/utils.c              |   16 ++++++++--------
 include/wine/wined3d.h            |   13 ++++++-------
 7 files changed, 46 insertions(+), 44 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 0099857..d6ef632 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -6411,7 +6411,7 @@ static void state_arbfp_fog(struct wined3d_context *context, const struct wined3
     if (!state->render_states[WINED3D_RS_FOGENABLE])
         return;
 
-    if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
+    if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
     {
         if (use_vs(state))
         {
@@ -6419,7 +6419,7 @@ static void state_arbfp_fog(struct wined3d_context *context, const struct wined3
         }
         else
         {
-            if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
+            if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
                 new_source = FOGSOURCE_COORD;
             else
                 new_source = FOGSOURCE_FFP;
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index f9116a0..e5daef3 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -144,9 +144,9 @@ static void drawStridedSlow(const struct wined3d_device *device, const struct wi
 
         /* special case where the fog density is stored in the specular alpha channel */
         if (state->render_states[WINED3D_RS_FOGENABLE]
-                && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3DFOG_NONE
+                && (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE
                     || si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
-                && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
+                && state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
         {
             if (gl_info->supported[EXT_FOG_COORD])
             {
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 240ba8b..313ed9b 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1710,7 +1710,7 @@ void find_vs_compile_args(const struct wined3d_state *state,
         const struct wined3d_shader *shader, struct vs_compile_args *args)
 {
     args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
-            == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
+            == WINED3D_FOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
     args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
             && state->render_states[WINED3D_RS_CLIPPLANEENABLE];
     args->swizzle_map = shader->device->strided_streams.swizzle_map;
@@ -1980,7 +1980,7 @@ void find_ps_compile_args(const struct wined3d_state *state,
         {
             switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
             {
-                case WINED3DFOG_NONE:
+                case WINED3D_FOG_NONE:
                     if (device->strided_streams.position_transformed || use_vs(state))
                     {
                         args->fog = FOG_LINEAR;
@@ -1989,16 +1989,16 @@ void find_ps_compile_args(const struct wined3d_state *state,
 
                     switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
                     {
-                        case WINED3DFOG_NONE: /* Fall through. */
-                        case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
-                        case WINED3DFOG_EXP:    args->fog = FOG_EXP;    break;
-                        case WINED3DFOG_EXP2:   args->fog = FOG_EXP2;   break;
+                        case WINED3D_FOG_NONE: /* Fall through. */
+                        case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
+                        case WINED3D_FOG_EXP:    args->fog = FOG_EXP;    break;
+                        case WINED3D_FOG_EXP2:   args->fog = FOG_EXP2;   break;
                     }
                     break;
 
-                case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
-                case WINED3DFOG_EXP:    args->fog = FOG_EXP;    break;
-                case WINED3DFOG_EXP2:   args->fog = FOG_EXP2;   break;
+                case WINED3D_FOG_LINEAR: args->fog = FOG_LINEAR; break;
+                case WINED3D_FOG_EXP:    args->fog = FOG_EXP;    break;
+                case WINED3D_FOG_EXP2:   args->fog = FOG_EXP2;   break;
             }
         }
         else
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 950125b..4c64261 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -931,7 +931,7 @@ static void state_fog_vertexpart(struct wined3d_context *context, const struct w
         return;
 
     /* Table fog on: Never use fog coords, and use per-fragment fog */
-    if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3DFOG_NONE)
+    if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
     {
         glHint(GL_FOG_HINT, GL_NICEST);
         if(context->fog_coord) {
@@ -952,7 +952,7 @@ static void state_fog_vertexpart(struct wined3d_context *context, const struct w
     /* Otherwise use per-vertex fog in any case */
     glHint(GL_FOG_HINT, GL_FASTEST);
 
-    if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
+    if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
     {
         /* No fog at all, or transformed vertices: Use fog coord */
         if(!context->fog_coord) {
@@ -1099,7 +1099,7 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
     /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
      * the system will apply only pixel(=table) fog effects."
      */
-    if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
+    if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
     {
         if (use_vs(state))
         {
@@ -1112,8 +1112,9 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
             switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
             {
                 /* If processed vertices are used, fall through to the NONE case */
-                case WINED3DFOG_EXP:
-                    if(!context->last_was_rhw) {
+                case WINED3D_FOG_EXP:
+                    if (!context->last_was_rhw)
+                    {
                         glFogi(GL_FOG_MODE, GL_EXP);
                         checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
                         new_source = FOGSOURCE_FFP;
@@ -1121,8 +1122,9 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
                     }
                     /* drop through */
 
-                case WINED3DFOG_EXP2:
-                    if(!context->last_was_rhw) {
+                case WINED3D_FOG_EXP2:
+                    if (!context->last_was_rhw)
+                    {
                         glFogi(GL_FOG_MODE, GL_EXP2);
                         checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
                         new_source = FOGSOURCE_FFP;
@@ -1130,8 +1132,9 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
                     }
                     /* drop through */
 
-                case WINED3DFOG_LINEAR:
-                    if(!context->last_was_rhw) {
+                case WINED3D_FOG_LINEAR:
+                    if (!context->last_was_rhw)
+                    {
                         glFogi(GL_FOG_MODE, GL_LINEAR);
                         checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
                         new_source = FOGSOURCE_FFP;
@@ -1139,7 +1142,7 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
                     }
                     /* drop through */
 
-                case WINED3DFOG_NONE:
+                case WINED3D_FOG_NONE:
                     /* Both are none? According to msdn the alpha channel of the specular
                      * color contains a fog factor. Set it in drawStridedSlow.
                      * Same happens with Vertexfog on transformed vertices
@@ -1160,22 +1163,22 @@ void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_st
 
         switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
         {
-            case WINED3DFOG_EXP:
+            case WINED3D_FOG_EXP:
                 glFogi(GL_FOG_MODE, GL_EXP);
                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
                 break;
 
-            case WINED3DFOG_EXP2:
+            case WINED3D_FOG_EXP2:
                 glFogi(GL_FOG_MODE, GL_EXP2);
                 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
                 break;
 
-            case WINED3DFOG_LINEAR:
+            case WINED3D_FOG_LINEAR:
                 glFogi(GL_FOG_MODE, GL_LINEAR);
                 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
                 break;
 
-            case WINED3DFOG_NONE:   /* Won't happen */
+            case WINED3D_FOG_NONE:   /* Won't happen */
             default:
                 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
                         state->render_states[WINED3D_RS_FOGTABLEMODE]);
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index fa3a286..8a6bad8 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -1143,7 +1143,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
     state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
     state->render_states[WINED3D_RS_ZVISIBLE] = 0;
     state->render_states[WINED3D_RS_FOGCOLOR] = 0;
-    state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3DFOG_NONE;
+    state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3D_FOG_NONE;
     tmpfloat.f = 0.0f;
     state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
     tmpfloat.f = 1.0f;
@@ -1172,7 +1172,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
     state->render_states[WINED3D_RS_CLIPPING] = TRUE;
     state->render_states[WINED3D_RS_LIGHTING] = TRUE;
     state->render_states[WINED3D_RS_AMBIENT] = 0;
-    state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3DFOG_NONE;
+    state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3D_FOG_NONE;
     state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
     state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
     state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 10df1d1..7786788 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -3070,7 +3070,7 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
     {
         settings->fog = FOG_OFF;
     }
-    else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
+    else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
     {
         if (use_vs(state) || state->vertex_declaration->position_transformed)
         {
@@ -3080,14 +3080,14 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
         {
             switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
             {
-                case WINED3DFOG_NONE:
-                case WINED3DFOG_LINEAR:
+                case WINED3D_FOG_NONE:
+                case WINED3D_FOG_LINEAR:
                     settings->fog = FOG_LINEAR;
                     break;
-                case WINED3DFOG_EXP:
+                case WINED3D_FOG_EXP:
                     settings->fog = FOG_EXP;
                     break;
-                case WINED3DFOG_EXP2:
+                case WINED3D_FOG_EXP2:
                     settings->fog = FOG_EXP2;
                     break;
             }
@@ -3097,13 +3097,13 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
     {
         switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
         {
-            case WINED3DFOG_LINEAR:
+            case WINED3D_FOG_LINEAR:
                 settings->fog = FOG_LINEAR;
                 break;
-            case WINED3DFOG_EXP:
+            case WINED3D_FOG_EXP:
                 settings->fog = FOG_EXP;
                 break;
-            case WINED3DFOG_EXP2:
+            case WINED3D_FOG_EXP2:
                 settings->fog = FOG_EXP2;
                 break;
         }
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index d27ef2a..312f978 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -440,14 +440,13 @@ enum wined3d_depth_buffer_type
     WINED3D_ZB_USEW                         = 2,
 };
 
-typedef enum _WINED3DFOGMODE
-{
-    WINED3DFOG_NONE                         = 0,
-    WINED3DFOG_EXP                          = 1,
-    WINED3DFOG_EXP2                         = 2,
-    WINED3DFOG_LINEAR                       = 3,
-    WINED3DFOG_FORCE_DWORD                  = 0x7fffffff
-} WINED3DFOGMODE;
+enum wined3d_fog_mode
+{
+    WINED3D_FOG_NONE                        = 0,
+    WINED3D_FOG_EXP                         = 1,
+    WINED3D_FOG_EXP2                        = 2,
+    WINED3D_FOG_LINEAR                      = 3,
+};
 
 typedef enum _WINED3DSHADEMODE
 {
-- 
1.7.3.4




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