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


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