From: Henri Verbeet Date: Thu, 23 Sep 2010 19:33:29 +0000 (+0200) Subject: wined3d: Consistently use the same stateblock in state_colormat(). X-Git-Tag: 1.3.3-alt1.1~1^2~3^2~48 X-Git-Url: http://git.etersoft.ru/projects/?a=commitdiff_plain;h=5013ec83de5edfbc321c50eb5903d5a0e322e775;p=wine%2Feterwine.git wined3d: Consistently use the same stateblock in state_colormat(). These should refer to the same stateblock when we're drawing, but it's still ugly. --- diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 1e49d3630d..991b0686cc 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -1234,8 +1234,9 @@ void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wi checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)"); } -static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) +static void state_colormat(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context) { + const struct wined3d_state *state = &stateblock->state; IWineD3DDeviceImpl *device = stateblock->device; GLenum Parm = 0; @@ -1249,57 +1250,55 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, stru context->num_untracked_materials = 0; if ((device->strided_streams.use_map & (1 << WINED3D_FFP_DIFFUSE)) - && stateblock->state.render_states[WINED3DRS_COLORVERTEX]) + && state->render_states[WINED3DRS_COLORVERTEX]) { TRACE("diff %d, amb %d, emis %d, spec %d\n", - stateblock->state.render_states[WINED3DRS_DIFFUSEMATERIALSOURCE], - stateblock->state.render_states[WINED3DRS_AMBIENTMATERIALSOURCE], - stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE], - stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE]); + state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE], + state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE], + state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE], + state->render_states[WINED3DRS_SPECULARMATERIALSOURCE]); - if (stateblock->state.render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) + if (state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) { - if (stateblock->state.render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) - { + if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) Parm = GL_AMBIENT_AND_DIFFUSE; - } else { + else Parm = GL_DIFFUSE; - } - if (stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) + if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) { context->untracked_materials[context->num_untracked_materials] = GL_EMISSION; context->num_untracked_materials++; } - if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) + if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) { context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR; context->num_untracked_materials++; } } - else if (stateblock->state.render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) + else if (state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) { Parm = GL_AMBIENT; - if (stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) + if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) { context->untracked_materials[context->num_untracked_materials] = GL_EMISSION; context->num_untracked_materials++; } - if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) + if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) { context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR; context->num_untracked_materials++; } } - else if (stateblock->state.render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) + else if (state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) { Parm = GL_EMISSION; - if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) + if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) { context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR; context->num_untracked_materials++; } } - else if (stateblock->state.render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) + else if (state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) { Parm = GL_SPECULAR; } @@ -1322,32 +1321,31 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, stru * tracking with glColorMaterial, so apply those here. */ switch (context->tracking_parm) { case GL_AMBIENT_AND_DIFFUSE: - glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&device->updateStateBlock->state.material.Ambient); - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&device->updateStateBlock->state.material.Diffuse); + glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient); + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse); checkGLcall("glMaterialfv"); break; case GL_DIFFUSE: - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&device->updateStateBlock->state.material.Diffuse); + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse); checkGLcall("glMaterialfv"); break; case GL_AMBIENT: - glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&device->updateStateBlock->state.material.Ambient); + glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient); checkGLcall("glMaterialfv"); break; case GL_EMISSION: - glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&device->updateStateBlock->state.material.Emissive); + glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive); checkGLcall("glMaterialfv"); break; case GL_SPECULAR: /* Only change material color if specular is enabled, otherwise it is set to black */ - if (device->stateBlock->state.render_states[WINED3DRS_SPECULARENABLE]) + if (state->render_states[WINED3DRS_SPECULARENABLE]) { - glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, - (float *)&device->updateStateBlock->state.material.Specular); + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular); checkGLcall("glMaterialfv"); } else { static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};