Frédéric Delanoy <frederic.dela...@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 julli...@winehq.org