Paul Gofman : wined3d: Factor out wined3d_get_material_colour_source() function.
Alexandre Julliard
julliard at winehq.org
Tue May 21 16:45:21 CDT 2019
Module: wine
Branch: master
Commit: fca60d69f3263b3c0abf7938331965c20c08e5ca
URL: https://source.winehq.org/git/wine.git/?a=commit;h=fca60d69f3263b3c0abf7938331965c20c08e5ca
Author: Paul Gofman <gofmanp at gmail.com>
Date: Tue May 21 01:45:31 2019 +0430
wined3d: Factor out wined3d_get_material_colour_source() function.
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/utils.c | 25 +++++++------------------
dlls/wined3d/wined3d_private.h | 27 +++++++++++++++++++++++++++
2 files changed, 34 insertions(+), 18 deletions(-)
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 6a880bb..a83d444 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -6381,6 +6381,7 @@ int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_e
void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings)
{
+ enum wined3d_material_color_source diffuse_source, emissive_source, ambient_source, specular_source;
const struct wined3d_stream_info *si = &context->stream_info;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
@@ -6442,24 +6443,12 @@ void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
settings->point_size = state->gl_primitive_type == GL_POINTS;
settings->per_vertex_point_size = !!(si->use_map & 1u << WINED3D_FFP_PSIZE);
- if (state->render_states[WINED3D_RS_COLORVERTEX])
- {
- settings->diffuse_source = validate_material_colour_source(si->use_map,
- state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE]);
- settings->emissive_source = validate_material_colour_source(si->use_map,
- state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE]);
- settings->ambient_source = validate_material_colour_source(si->use_map,
- state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE]);
- settings->specular_source = validate_material_colour_source(si->use_map,
- state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
- }
- else
- {
- settings->diffuse_source = WINED3D_MCS_MATERIAL;
- settings->emissive_source = WINED3D_MCS_MATERIAL;
- settings->ambient_source = WINED3D_MCS_MATERIAL;
- settings->specular_source = WINED3D_MCS_MATERIAL;
- }
+ wined3d_get_material_colour_source(&diffuse_source, &emissive_source,
+ &ambient_source, &specular_source, state, si);
+ settings->diffuse_source = diffuse_source;
+ settings->emissive_source = emissive_source;
+ settings->ambient_source = ambient_source;
+ settings->specular_source = specular_source;
for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
{
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 8451e9c..775ec08 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4851,6 +4851,33 @@ static inline enum wined3d_material_color_source validate_material_colour_source
return WINED3D_MCS_MATERIAL;
}
+static inline void wined3d_get_material_colour_source(enum wined3d_material_color_source *diffuse,
+ enum wined3d_material_color_source *emissive, enum wined3d_material_color_source *ambient,
+ enum wined3d_material_color_source *specular, const struct wined3d_state *state,
+ const struct wined3d_stream_info *si)
+{
+ if (!state->render_states[WINED3D_RS_LIGHTING])
+ {
+ *diffuse = WINED3D_MCS_COLOR1;
+ *specular = WINED3D_MCS_COLOR2;
+ *emissive = *ambient = WINED3D_MCS_MATERIAL;
+
+ return;
+ }
+
+ if (!state->render_states[WINED3D_RS_COLORVERTEX])
+ {
+ *diffuse = *emissive = *ambient = *specular = WINED3D_MCS_MATERIAL;
+
+ return;
+ }
+
+ *diffuse = validate_material_colour_source(si->use_map, state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE]);
+ *emissive = validate_material_colour_source(si->use_map, state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE]);
+ *ambient = validate_material_colour_source(si->use_map, state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE]);
+ *specular = validate_material_colour_source(si->use_map, state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
+}
+
BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN;
void compute_normal_matrix(float *normal_matrix, BOOL legacy_lighting,
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