wined3d: Reduce usage of long integral types in device.c.

Signed-off-by: Eric Pouech <eric.pouech@gmail.com>
This commit is contained in:
Eric Pouech 2022-12-07 10:38:36 +01:00 committed by Alexandre Julliard
parent 68811881e6
commit 47ea1cb810

View file

@ -2889,7 +2889,7 @@ unsigned int CDECL wined3d_device_get_max_frame_latency(const struct wined3d_dev
return device->max_frame_latency;
}
static unsigned int wined3d_get_flexible_vertex_size(DWORD fvf)
static unsigned int wined3d_get_flexible_vertex_size(uint32_t fvf)
{
unsigned int texcoord_count = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
unsigned int i, size = 0;
@ -3433,7 +3433,7 @@ static void update_fog_factor(float *fog_factor, struct lights_settings *ls)
/* Context activation is done by the caller. */
#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, uint32_t flags, DWORD dst_fvf)
const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, uint32_t flags, uint32_t dst_fvf)
{
enum wined3d_material_color_source diffuse_source, specular_source, ambient_source, emissive_source;
const struct wined3d_color *material_specular_state_colour;
@ -4580,7 +4580,7 @@ HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device
{
const struct wined3d_state *state = device->cs->c.state;
struct wined3d_texture *texture;
DWORD i;
unsigned i;
TRACE("device %p, num_passes %p.\n", device, num_passes);