Frédéric Delanoy <frederic.delanoy(a)gmail.com> writes:
+static inline D3DPOOL d3dpool_from_wined3dpool(WINED3DPOOL type) +{ + switch (type) + { + case WINED3DPOOL_DEFAULT: return D3DPOOL_DEFAULT; + case WINED3DPOOL_MANAGED: return D3DPOOL_MANAGED; + case WINED3DPOOL_SYSTEMMEM: return D3DPOOL_SYSTEMMEM; + case WINED3DPOOL_SCRATCH: return D3DPOOL_SCRATCH; + case WINED3DPOOL_FORCE_DWORD: return D3DPOOL_FORCE_DWORD; + } + return (D3DPOOL) type; +} + +static inline WINED3DPOOL wined3dpool_from_d3dpool(D3DPOOL type) +{ + switch (type) + { + case D3DPOOL_DEFAULT: return WINED3DPOOL_DEFAULT; + case D3DPOOL_MANAGED: return WINED3DPOOL_MANAGED; + case D3DPOOL_SYSTEMMEM: return WINED3DPOOL_SYSTEMMEM; + case D3DPOOL_SCRATCH: return WINED3DPOOL_SCRATCH; + case D3DPOOL_FORCE_DWORD: return WINED3DPOOL_FORCE_DWORD; + } + return (WINED3DPOOL) type; +}
I still don't see the point of that kind of switch statement. To be honest I don't see either why we even need different enum types in the first place. -- Alexandre Julliard julliard(a)winehq.org