ddraw: Add possibility to ignore lights in viewport_activate.
authorAlexander Dorofeyev <alexd4@inbox.lv>
Thu, 10 Apr 2008 20:11:36 +0000 (23:11 +0300)
committerAlexandre Julliard <julliard@winehq.org>
Fri, 11 Apr 2008 11:04:19 +0000 (13:04 +0200)
Mostly NOP regarding existing functionality, but makes it possible to skip light
activation when it's not needed (like when clearing).

dlls/ddraw/ddraw_private.h
dlls/ddraw/device.c
dlls/ddraw/executebuffer.c
dlls/ddraw/viewport.c

index c10f981fef0c08a6c9878672ca19d9219687554a..e8791436481d8290d38bc472091b4a6a4a6af731 100644 (file)
@@ -540,7 +540,7 @@ struct IDirect3DViewportImpl
     } viewports;
 
     /* Activation function */
-    void                      (*activate)(IDirect3DViewportImpl*);
+    void                      (*activate)(IDirect3DViewportImpl*, BOOL);
 
     /* Field used to chain viewports together */
     IDirect3DViewportImpl     *next;
@@ -556,7 +556,7 @@ struct IDirect3DViewportImpl
 const IDirect3DViewport3Vtbl IDirect3DViewport3_Vtbl;
 
 /* Helper functions */
-void viewport_activate(IDirect3DViewportImpl* This);
+void viewport_activate(IDirect3DViewportImpl* This, BOOL ignore_lights);
 
 /*****************************************************************************
  * IDirect3DExecuteBuffer - Wraps to D3D7
index f39b0b085de24c2f7e4bf1d0d133c99e83a1e28c..4e528af09482088468ada5b774c2248e62c3b9d8 100644 (file)
@@ -1763,7 +1763,7 @@ IDirect3DDeviceImpl_3_SetCurrentViewport(IDirect3DDevice3 *iface,
 
     /* Activate this viewport */
     This->current_viewport->active_device = This;
-    This->current_viewport->activate(This->current_viewport);
+    This->current_viewport->activate(This->current_viewport, FALSE);
 
     LeaveCriticalSection(&ddraw_cs);
     return D3D_OK;
index fe24fe3e0d3a564a58ea398b56c208028933fe41..09125e2657e5a48069e007152045a33e7371398c 100644 (file)
@@ -103,7 +103,7 @@ IDirect3DExecuteBufferImpl_Execute(IDirect3DExecuteBufferImpl *This,
 
     /* Activate the viewport */
     lpViewport->active_device = lpDevice;
-    lpViewport->activate(lpViewport);
+    lpViewport->activate(lpViewport, FALSE);
 
     TRACE("ExecuteData :\n");
     if (TRACE_ON(d3d7))
index 3d78383db4fea395ce2ef366ea2063bdff177381..c720a57c85ded1ca7e0e43d33b7389a1e19f34a9 100644 (file)
@@ -54,16 +54,18 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d7);
  * activates the viewport using IDirect3DDevice7::SetViewport
  *
  *****************************************************************************/
-void viewport_activate(IDirect3DViewportImpl* This) {
+void viewport_activate(IDirect3DViewportImpl* This, BOOL ignore_lights) {
     IDirect3DLightImpl* light;
     D3DVIEWPORT7 vp;
-    
-    /* Activate all the lights associated with this context */
-    light = This->lights;
 
-    while (light != NULL) {
-        light->activate(light);
-       light = light->next;
+    if (!ignore_lights) {
+        /* Activate all the lights associated with this context */
+        light = This->lights;
+
+        while (light != NULL) {
+            light->activate(light);
+            light = light->next;
+        }
     }
 
     /* And copy the values in the structure used by the device */
@@ -312,7 +314,7 @@ IDirect3DViewportImpl_SetViewport(IDirect3DViewport3 *iface,
     if (This->active_device) {
       IDirect3DDevice3_GetCurrentViewport(ICOM_INTERFACE(This->active_device, IDirect3DDevice3), &current_viewport);
       if (ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, current_viewport) == This)
-          This->activate(This);
+          This->activate(This, FALSE);
       if(current_viewport) IDirect3DViewport3_Release(current_viewport);
     }
     LeaveCriticalSection(&ddraw_cs);
@@ -900,7 +902,7 @@ IDirect3DViewportImpl_SetViewport2(IDirect3DViewport3 *iface,
     if (This->active_device) {
       IDirect3DDevice3_GetCurrentViewport(ICOM_INTERFACE(This->active_device, IDirect3DDevice3), &current_viewport);
       if (ICOM_OBJECT(IDirect3DViewportImpl, IDirect3DViewport3, current_viewport) == This)
-        This->activate(This);
+        This->activate(This, FALSE);
       IDirect3DViewport3_Release(current_viewport);
     }
     LeaveCriticalSection(&ddraw_cs);