wined3d: Remove some superfluous casts.
Henri Verbeet
hverbeet at codeweavers.com
Fri Nov 28 08:30:11 CST 2008
---
dlls/wined3d/directx.c | 220 ++++++++++++++++++++++++------------------------
1 files changed, 110 insertions(+), 110 deletions(-)
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 31d71be..99a1600 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -4042,136 +4042,136 @@ static void WINE_GLAPI warn_no_specular_func(void *data) {
}
void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
- position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
- position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
- position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
- position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
- position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
-
- diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
- diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
- diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
- diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
- diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
- diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
- diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
+ position_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glVertex3fv;
+ position_funcs[WINED3DDECLTYPE_FLOAT4] = position_float4;
+ position_funcs[WINED3DDECLTYPE_D3DCOLOR] = position_d3dcolor;
+ position_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_SHORT4] = (glAttribFunc)glVertex2sv;
+ position_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
+
+ diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glColor3fv;
+ diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glColor4fv;
+ diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = diffuse_d3dcolor;
+ diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (glAttribFunc)glColor4ubv;
+ diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (glAttribFunc)glColor4sv;
+ diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (glAttribFunc)glColor4usv;
+ diffuse_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
/* No 4 component entry points here */
- specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
+ specular_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
- specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
+ specular_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
} else {
- specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
+ specular_funcs[WINED3DDECLTYPE_FLOAT3] = warn_no_specular_func;
}
- specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
+ specular_funcs[WINED3DDECLTYPE_FLOAT4] = invalid_func;
if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
- specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
+ specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = specular_d3dcolor;
} else {
- specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
+ specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = warn_no_specular_func;
}
- specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
+ specular_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
/* Only 3 component entry points here. Test how others behave. Float4 normals are used
* by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
*/
- normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
- normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
- normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
-
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) GL_EXTCALL(glMultiTexCoord1fvARB);
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) GL_EXTCALL(glMultiTexCoord2fvARB);
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glMultiTexCoord3fvARB);
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) GL_EXTCALL(glMultiTexCoord4fvARB);
- multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (void *) GL_EXTCALL(glMultiTexCoord2svARB);
- multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (void *) GL_EXTCALL(glMultiTexCoord4svARB);
- multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_texcoord_func;
+ normal_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glNormal3fv;
+ normal_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
+ normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
+
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
+ multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
+ multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
+ multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N] = invalid_texcoord_func;
if (GL_SUPPORT(NV_HALF_FLOAT))
{
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glMultiTexCoord2hvNV);
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glMultiTexCoord4hvNV);
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
} else {
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_texcoord_func;
}
- texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) glTexCoord1fv;
- texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) glTexCoord2fv;
- texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glTexCoord3fv;
- texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glTexCoord4fv;
- texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (void *) glTexCoord2sv;
- texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glTexCoord4sv;
- texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (glAttribFunc)glTexCoord1fv;
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (glAttribFunc)glTexCoord2fv;
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glTexCoord3fv;
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glTexCoord4fv;
+ texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (glAttribFunc)glTexCoord2sv;
+ texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (glAttribFunc)glTexCoord4sv;
+ texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
if (GL_SUPPORT(NV_HALF_FLOAT))
{
- texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glTexCoord2hvNV);
- texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glTexCoord4hvNV);
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (glAttribFunc)GL_EXTCALL(glTexCoord2hvNV);
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (glAttribFunc)GL_EXTCALL(glTexCoord4hvNV);
} else {
- texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
}
}
--
1.5.6.4
--------------040001020403040402050204--
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