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wined3d: Pass a wined3d_state structure to record_lights().
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parent
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commit
8b54093bbc
1 changed files with 7 additions and 6 deletions
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@ -540,14 +540,15 @@ static ULONG WINAPI IWineD3DStateBlockImpl_Release(IWineD3DStateBlock *iface) {
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/**********************************************************
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* IWineD3DStateBlockImpl parts follows
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**********************************************************/
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static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlockImpl *targetStateBlock)
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static void record_lights(IWineD3DStateBlockImpl *This, const struct wined3d_state *state)
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{
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UINT i;
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/* Lights... For a recorded state block, we just had a chain of actions to perform,
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* so we need to walk that chain and update any actions which differ
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*/
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for(i = 0; i < LIGHTMAP_SIZE; i++) {
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for (i = 0; i < LIGHTMAP_SIZE; ++i)
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{
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struct list *e, *f;
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LIST_FOR_EACH(e, &This->state.light_map[i])
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{
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@ -555,7 +556,7 @@ static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlock
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struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
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/* Look up the light in the destination */
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LIST_FOR_EACH(f, &targetStateBlock->state.light_map[i])
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LIST_FOR_EACH(f, &state->light_map[i])
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{
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realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
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if (realLight->OriginalIndex == src->OriginalIndex)
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@ -582,8 +583,8 @@ static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlock
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{
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/* This can happen if the light was originally created as a
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* default light for SetLightEnable() while recording. */
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WARN("Light %u in stateblock %p does not exist in device stateblock %p.\n",
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src->OriginalIndex, This, targetStateBlock);
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WARN("Light %u in stateblock %p does not exist in device state %p.\n",
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src->OriginalIndex, This, state);
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src->OriginalParms = WINED3D_default_light;
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if (src->glIndex != -1)
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@ -887,7 +888,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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This->state.pixel_shader = targetStateBlock->state.pixel_shader;
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}
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record_lights(This, targetStateBlock);
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record_lights(This, &targetStateBlock->state);
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TRACE("(%p) : Updated state block %p ------------------^\n", targetStateBlock, This);
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