winex11.drv: Use BOOL type where appropriate
Frédéric Delanoy
frederic.delanoy at gmail.com
Tue Oct 8 17:06:15 CDT 2013
---
dlls/winex11.drv/ime.c | 4 ++--
dlls/winex11.drv/opengl.c | 18 +++++++++---------
2 files changed, 11 insertions(+), 11 deletions(-)
diff --git a/dlls/winex11.drv/ime.c b/dlls/winex11.drv/ime.c
index 2822f3e..aa6c7dd 100644
--- a/dlls/winex11.drv/ime.c
+++ b/dlls/winex11.drv/ime.c
@@ -124,11 +124,11 @@ static BOOL UnlockRealIMC(HIMC hIMC)
static void IME_RegisterClasses(void)
{
- static int done;
+ static BOOL done = FALSE;
WNDCLASSW wndClass;
if (done) return;
- done = 1;
+ done = TRUE;
ZeroMemory(&wndClass, sizeof(WNDCLASSW));
wndClass.style = CS_GLOBALCLASS | CS_IME | CS_HREDRAW | CS_VREDRAW;
diff --git a/dlls/winex11.drv/opengl.c b/dlls/winex11.drv/opengl.c
index e9a0433..4801bff 100644
--- a/dlls/winex11.drv/opengl.c
+++ b/dlls/winex11.drv/opengl.c
@@ -278,7 +278,7 @@ static struct list context_list = LIST_INIT( context_list );
static struct WineGLInfo WineGLInfo = { 0 };
static struct wgl_pixel_format *pixel_formats;
static int nb_pixel_formats, nb_onscreen_formats;
-static int use_render_texture_emulation = 1;
+static BOOL use_render_texture_emulation = TRUE;
/* Selects the preferred GLX swap control method for use by wglSwapIntervalEXT */
static enum glx_swap_control_method swap_control_method = GLX_SWAP_CONTROL_NONE;
@@ -566,7 +566,7 @@ done:
static BOOL has_opengl(void)
{
- static int init_done;
+ static BOOL init_done = FALSE;
static void *opengl_handle;
char buffer[200];
@@ -574,7 +574,7 @@ static BOOL has_opengl(void)
unsigned int i;
if (init_done) return (opengl_handle != NULL);
- init_done = 1;
+ init_done = TRUE;
/* No need to load any other libraries as according to the ABI, libGL should be self-sufficient
and include all dependencies */
@@ -2420,7 +2420,7 @@ static BOOL X11DRV_wglSetPbufferAttribARB( struct wgl_pbuffer *object, const int
SetLastError(ERROR_INVALID_HANDLE);
return GL_FALSE;
}
- if (1 == use_render_texture_emulation) {
+ if (use_render_texture_emulation) {
return GL_TRUE;
}
return ret;
@@ -2829,8 +2829,8 @@ static BOOL X11DRV_wglBindTexImageARB( struct wgl_pbuffer *object, int iBuffer )
return GL_FALSE;
}
- if (1 == use_render_texture_emulation) {
- static int init = 0;
+ if (use_render_texture_emulation) {
+ static BOOL initialized = FALSE;
int prev_binded_texture = 0;
GLXContext prev_context;
Drawable prev_drawable;
@@ -2843,8 +2843,8 @@ static BOOL X11DRV_wglBindTexImageARB( struct wgl_pbuffer *object, int iBuffer )
This is mostly due to lack of demos/games using them. Further the use of glReadPixels
isn't ideal performance wise but I wasn't able to get other ways working.
*/
- if(!init) {
- init = 1; /* Only show the FIXME once for performance reasons */
+ if(!initialized) {
+ initialized = TRUE; /* Only show the FIXME once for performance reasons */
FIXME("partial stub!\n");
}
@@ -2885,7 +2885,7 @@ static BOOL X11DRV_wglReleaseTexImageARB( struct wgl_pbuffer *object, int iBuffe
SetLastError(ERROR_INVALID_HANDLE);
return GL_FALSE;
}
- if (1 == use_render_texture_emulation) {
+ if (use_render_texture_emulation) {
return GL_TRUE;
}
return ret;
--
1.8.4
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