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wined3d: Get rid of the WINED3DFILLMODE typedef.
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@ -49,24 +49,24 @@ static void state_nop(struct wined3d_context *context, const struct wined3d_stat
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static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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WINED3DFILLMODE mode = state->render_states[WINED3D_RS_FILLMODE];
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enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
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switch (mode)
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{
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case WINED3DFILL_POINT:
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case WINED3D_FILL_POINT:
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glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
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checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
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break;
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case WINED3DFILL_WIREFRAME:
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case WINED3D_FILL_WIREFRAME:
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
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break;
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case WINED3DFILL_SOLID:
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case WINED3D_FILL_SOLID:
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
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break;
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default:
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FIXME("Unrecognized WINED3D_RS_FILLMODE %d.\n", mode);
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FIXME("Unrecognized fill mode %#x.\n", mode);
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}
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}
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@ -1123,7 +1123,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
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state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
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else
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state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_FALSE;
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state->render_states[WINED3D_RS_FILLMODE] = WINED3DFILL_SOLID;
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state->render_states[WINED3D_RS_FILLMODE] = WINED3D_FILL_SOLID;
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state->render_states[WINED3D_RS_SHADEMODE] = WINED3D_SHADE_GOURAUD;
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lp.lp.repeat_factor = 0;
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lp.lp.line_pattern = 0;
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@ -455,13 +455,12 @@ enum wined3d_shade_mode
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WINED3D_SHADE_PHONG = 3,
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};
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typedef enum _WINED3DFILLMODE
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enum wined3d_fill_mode
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{
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WINED3DFILL_POINT = 1,
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WINED3DFILL_WIREFRAME = 2,
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WINED3DFILL_SOLID = 3,
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WINED3DFILL_FORCE_DWORD = 0x7fffffff
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} WINED3DFILLMODE;
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WINED3D_FILL_POINT = 1,
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WINED3D_FILL_WIREFRAME = 2,
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WINED3D_FILL_SOLID = 3,
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};
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typedef enum _WINED3DCULL
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{
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