wined3d: Use BOOL instead of char in shader_load_constants().

Matteo Bruni mbruni at codeweavers.com
Mon Aug 20 15:34:59 CDT 2012


---
 dlls/wined3d/arb_program_shader.c |    4 ++--
 dlls/wined3d/glsl_shader.c        |    2 +-
 dlls/wined3d/shader.c             |    2 +-
 dlls/wined3d/wined3d_private.h    |    2 +-
 4 files changed, 5 insertions(+), 5 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index c1a0718..c4064b9 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -635,7 +635,7 @@ static void shader_arb_select(const struct wined3d_context *context, BOOL usePS,
  */
 /* GL locking is done by the caller (state handler) */
 static void shader_arb_load_constants_internal(const struct wined3d_context *context,
-        char usePixelShader, char useVertexShader, BOOL from_shader_select)
+        BOOL usePixelShader, BOOL useVertexShader, BOOL from_shader_select)
 {
     struct wined3d_device *device = context->swapchain->device;
     const struct wined3d_stateblock *stateblock = device->stateBlock;
@@ -703,7 +703,7 @@ static void shader_arb_load_constants_internal(const struct wined3d_context *con
     }
 }
 
-static void shader_arb_load_constants(const struct wined3d_context *context, char ps, char vs)
+static void shader_arb_load_constants(const struct wined3d_context *context, BOOL ps, BOOL vs)
 {
     shader_arb_load_constants_internal(context, ps, vs, FALSE);
 }
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 8e6b23a..66c30f8 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -712,7 +712,7 @@ static void shader_glsl_load_np2fixup_constants(void *shader_priv,
  */
 /* GL locking is done by the caller (state handler) */
 static void shader_glsl_load_constants(const struct wined3d_context *context,
-        char usePixelShader, char useVertexShader)
+        BOOL usePixelShader, BOOL useVertexShader)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
     struct wined3d_device *device = context->swapchain->device;
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 2244ccd..8b9b81c 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1487,7 +1487,7 @@ static void shader_none_select_depth_blt(void *shader_priv, const struct wined3d
 static void shader_none_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info) {}
 static void shader_none_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) {}
 static void shader_none_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) {}
-static void shader_none_load_constants(const struct wined3d_context *context, char usePS, char useVS) {}
+static void shader_none_load_constants(const struct wined3d_context *context, BOOL usePS, BOOL useVS) {}
 static void shader_none_load_np2fixup_constants(void *shader_priv,
         const struct wined3d_gl_info *gl_info, const struct wined3d_state *state) {}
 static void shader_none_destroy(struct wined3d_shader *shader) {}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index c23a6fa..1bc28c6 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -769,7 +769,7 @@ struct wined3d_shader_backend_ops
     void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
     void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
     void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
-    void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
+    void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
     void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
             const struct wined3d_state *state);
     void (*shader_destroy)(struct wined3d_shader *shader);
-- 
1.7.8.6




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