wined3d: Remove unneeded casts (2 of 4)

Andrew Talbot andrew.talbot at talbotville.com
Wed Jan 23 15:39:59 CST 2008


Changelog:
    wined3d: Remove unneeded casts.

diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 234c23a..5d4d536 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -669,7 +669,7 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedDa
     const DWORD               *pIdxBufL     = NULL;
     LONG                       vx_index;
     int i;
-    IWineD3DStateBlockImpl *stateblock = (IWineD3DStateBlockImpl *) This->stateBlock;
+    IWineD3DStateBlockImpl *stateblock = This->stateBlock;
     BYTE *ptr;
 
     if (idxSize != 0) {
diff --git a/dlls/wined3d/indexbuffer.c b/dlls/wined3d/indexbuffer.c
index 372b834..4486a9e 100644
--- a/dlls/wined3d/indexbuffer.c
+++ b/dlls/wined3d/indexbuffer.c
@@ -147,7 +147,7 @@ static HRESULT WINAPI IWineD3DIndexBufferImpl_Lock(IWineD3DIndexBuffer *iface, U
     TRACE("(%p) : offset %d, size %d, Flags=%x\n", This, OffsetToLock, SizeToLock, Flags);
 
     InterlockedIncrement(&This->lockcount);
-    *ppbData = (BYTE *)This->resource.allocatedMemory + OffsetToLock;
+    *ppbData = This->resource.allocatedMemory + OffsetToLock;
 
     if(Flags & (WINED3DLOCK_READONLY | WINED3DLOCK_NO_DIRTY_UPDATE) || This->vbo == 0) {
         return WINED3D_OK;
diff --git a/dlls/wined3d/palette.c b/dlls/wined3d/palette.c
index d97799c..6548c97 100644
--- a/dlls/wined3d/palette.c
+++ b/dlls/wined3d/palette.c
@@ -169,8 +169,8 @@ static HRESULT  WINAPI IWineD3DPaletteImpl_GetParent(IWineD3DPalette *iface, IUn
     IWineD3DPaletteImpl *This = (IWineD3DPaletteImpl *)iface;
     TRACE("(%p)->(%p)\n", This, Parent);
 
-    *Parent = (IUnknown *) This->parent;
-    IUnknown_AddRef( (IUnknown *) This->parent);
+    *Parent = This->parent;
+    IUnknown_AddRef(This->parent);
     return WINED3D_OK;
 }
 
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index a374c76..b8390a4 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1105,7 +1105,7 @@ static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, Wi
 
 /* TODO: Merge with primitive type + init_materials()!! */
 static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
-    IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)stateblock->wineD3DDevice;
+    IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
     GLenum Parm = 0;
     WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
     BOOL isDiffuseSupplied;
@@ -2029,7 +2029,7 @@ static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, W
     }
     generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
 
-    set_texture_matrix((float *)&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
+    set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
                         stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
                         generated,
                         context->last_was_rhw,
@@ -2417,7 +2417,7 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
             }
         }
 
-        IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
+        IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
         IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
 
         if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
@@ -2586,12 +2586,12 @@ static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, Win
     } else {
         /* In the general case, the view matrix is the identity matrix */
         if (stateblock->wineD3DDevice->view_ident) {
-            glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
+            glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
             checkGLcall("glLoadMatrixf");
         } else {
-            glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
+            glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
             checkGLcall("glLoadMatrixf");
-            glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
+            glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
             checkGLcall("glMultMatrixf");
         }
     }
@@ -2607,7 +2607,7 @@ static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
     /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
     glMatrixMode(GL_MODELVIEW);
     glPushMatrix();
-    glLoadMatrixf((float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
+    glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
 
     TRACE("Clipplane [%f,%f,%f,%f]\n",
           stateblock->clipplane[index][0],
@@ -2727,7 +2727,7 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
 
     glMatrixMode(GL_MODELVIEW);
     checkGLcall("glMatrixMode(GL_MODELVIEW)");
-    glLoadMatrixf((float *)(float *) &stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
+    glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
     checkGLcall("glLoadMatrixf(...)");
 
     /* Reset lights. TODO: Call light apply func */
@@ -2871,7 +2871,7 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
         }
         checkGLcall("glScalef");
 
-        glMultMatrixf((float *) &stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
+        glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
         checkGLcall("glLoadMatrixf");
     }
 }
@@ -3669,7 +3669,7 @@ static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContex
         /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
         glMatrixMode(GL_MODELVIEW);
         glPushMatrix();
-        glLoadMatrixf((float *)&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
+        glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
 
         /* Diffuse: */
         colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;



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