Signed-off-by: Stefan Dösinger stefan@codeweavers.com
---
Visual Studio got a bit smarter over time and stopped warning about 0.0 and 1.0 values. We have plenty more of those, but I am not changing them to avoid code churn. I am fixing them near code I am touching anyway. --- dlls/d3d9/tests/visual.c | 54 ++++++++++++++++++++-------------------- 1 file changed, 27 insertions(+), 27 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index f7eb52d1f41..bff309aa9aa 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -699,7 +699,7 @@ static void test_specular_lighting(void) 100.0f, 1.0f, 0.0f, 0.0f, 1.0f, - M_PI / 12.0f, M_PI / 3.0f + (float)M_PI / 12.0f, (float)M_PI / 3.0f }, /* The chosen range value makes the test fail when using a manhattan * distance metric vs the correct euclidean distance. */ @@ -2224,8 +2224,8 @@ static void fog_test(void) /* Test "reversed" fog without shaders. With shaders this fails on a few Windows D3D implementations, * but without shaders it seems to work everywhere */ - end = 0.2; - start = 0.8; + end = 0.2f; + start = 0.8f; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); @@ -10359,25 +10359,25 @@ static void test_vshader_float16(void) } quad[] = { - { -1.0, -1.0, 0.1, 0x3c000000, 0x00000000 }, /* green */ - { -1.0, 0.0, 0.1, 0x3c000000, 0x00000000 }, - { 0.0, -1.0, 0.1, 0x3c000000, 0x00000000 }, - { 0.0, 0.0, 0.1, 0x3c000000, 0x00000000 }, + { -1.0f, -1.0f, 0.1f, 0x3c000000, 0x00000000 }, /* green */ + { -1.0f, 0.0f, 0.1f, 0x3c000000, 0x00000000 }, + { 0.0f, -1.0f, 0.1f, 0x3c000000, 0x00000000 }, + { 0.0f, 0.0f, 0.1f, 0x3c000000, 0x00000000 },
- { 0.0, -1.0, 0.1, 0x00003c00, 0x00000000 }, /* red */ - { 0.0, 0.0, 0.1, 0x00003c00, 0x00000000 }, - { 1.0, -1.0, 0.1, 0x00003c00, 0x00000000 }, - { 1.0, 0.0, 0.1, 0x00003c00, 0x00000000 }, + { 0.0f, -1.0f, 0.1f, 0x00003c00, 0x00000000 }, /* red */ + { 0.0f, 0.0f, 0.1f, 0x00003c00, 0x00000000 }, + { 1.0f, -1.0f, 0.1f, 0x00003c00, 0x00000000 }, + { 1.0f, 0.0f, 0.1f, 0x00003c00, 0x00000000 },
- { 0.0, 0.0, 0.1, 0x00000000, 0x00003c00 }, /* blue */ - { 0.0, 1.0, 0.1, 0x00000000, 0x00003c00 }, - { 1.0, 0.0, 0.1, 0x00000000, 0x00003c00 }, - { 1.0, 1.0, 0.1, 0x00000000, 0x00003c00 }, + { 0.0f, 0.0f, 0.1f, 0x00000000, 0x00003c00 }, /* blue */ + { 0.0f, 1.0f, 0.1f, 0x00000000, 0x00003c00 }, + { 1.0f, 0.0f, 0.1f, 0x00000000, 0x00003c00 }, + { 1.0f, 1.0f, 0.1f, 0x00000000, 0x00003c00 },
- { -1.0, 0.0, 0.1, 0x00000000, 0x3c000000 }, /* alpha */ - { -1.0, 1.0, 0.1, 0x00000000, 0x3c000000 }, - { 0.0, 0.0, 0.1, 0x00000000, 0x3c000000 }, - { 0.0, 1.0, 0.1, 0x00000000, 0x3c000000 }, + { -1.0f, 0.0f, 0.1f, 0x00000000, 0x3c000000 }, /* alpha */ + { -1.0f, 1.0f, 0.1f, 0x00000000, 0x3c000000 }, + { 0.0f, 0.0f, 0.1f, 0x00000000, 0x3c000000 }, + { 0.0f, 1.0f, 0.1f, 0x00000000, 0x3c000000 }, };
window = create_window(); @@ -10969,10 +10969,10 @@ static void fixed_function_bumpmap_test(void)
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); - scale = 2.0; + scale = 2.0f; hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale)); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr); - offset = 0.1; + offset = 0.1f; hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset)); ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
@@ -14208,9 +14208,9 @@ static void sincos_test(void)
/* Generate a point from -1 to 1 every 0.5 pixels */ for(i = 0; i < 1280; i++) { - data[i].x = (-640.0 + i) / 640.0; - data[i].y = 0.0; - data[i].z = 0.1; + data[i].x = (-640.0f + i) / 640.0f; + data[i].y = 0.0f; + data[i].z = 0.1f; }
hr = IDirect3DDevice9_BeginScene(device); @@ -14475,7 +14475,7 @@ static void test_viewport(void) { 0.5f, 0.5f, 1.0f}, }; IDirect3DSurface9 *backbuffer; - const float z_eps = 0.0001; + const float z_eps = 0.0001f; struct surface_readback rb; IDirect3DDevice9 *device; BOOL draw_succeeded; @@ -14655,8 +14655,8 @@ static void depth_clamp_test(void) vp.Y = 0; vp.Width = 640; vp.Height = 480; - vp.MinZ = 0.0; - vp.MaxZ = 7.5; + vp.MinZ = 0.0f; + vp.MaxZ = 7.5f;
hr = IDirect3DDevice9_SetViewport(device, &vp); if(FAILED(hr))