Zebediah Figura : wined3d: Get rid of apply_lights() helper.
Alexandre Julliard
julliard at winehq.org
Wed Feb 13 15:30:41 CST 2019
Module: wine
Branch: master
Commit: cf342731cdd24b3796c24f639202a524615dc333
URL: https://source.winehq.org/git/wine.git/?a=commit;h=cf342731cdd24b3796c24f639202a524615dc333
Author: Zebediah Figura <z.figura12 at gmail.com>
Date: Tue Feb 12 10:45:04 2019 -0600
wined3d: Get rid of apply_lights() helper.
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/stateblock.c | 29 ++++++++++-------------------
1 file changed, 10 insertions(+), 19 deletions(-)
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 1ae0f35..5b9ddd0 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -990,24 +990,6 @@ void CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
TRACE("Capture done.\n");
}
-static void apply_lights(struct wined3d_device *device, const struct wined3d_state *state)
-{
- UINT i;
-
- for (i = 0; i < LIGHTMAP_SIZE; ++i)
- {
- struct list *e;
-
- LIST_FOR_EACH(e, &state->light_map[i])
- {
- const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
-
- wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
- wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
- }
- }
-}
-
void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
{
struct wined3d_stateblock_state *state = &stateblock->device->stateblock_state;
@@ -1047,7 +1029,16 @@ void CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock)
1, &stateblock->stateblock_state.vs_consts_b[stateblock->contained_vs_consts_b[i]]);
}
- apply_lights(device, &stateblock->state);
+ for (i = 0; i < ARRAY_SIZE(stateblock->state.light_map); ++i)
+ {
+ const struct wined3d_light_info *light;
+
+ LIST_FOR_EACH_ENTRY(light, &stateblock->state.light_map[i], struct wined3d_light_info, entry)
+ {
+ wined3d_device_set_light(device, light->OriginalIndex, &light->OriginalParms);
+ wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
+ }
+ }
if (stateblock->changed.pixelShader)
{
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