Chip Davis : d3d8: Introduce a helper to convert d3d8 transform states to wined3d states.
Alexandre Julliard
julliard at winehq.org
Tue Mar 31 16:44:24 CDT 2020
Module: wine
Branch: master
Commit: 20a7056db1f310cb19f9e1c6e12a2476ab87e3df
URL: https://source.winehq.org/git/wine.git/?a=commit;h=20a7056db1f310cb19f9e1c6e12a2476ab87e3df
Author: Chip Davis <cdavis at codeweavers.com>
Date: Tue Mar 31 19:57:18 2020 +0430
d3d8: Introduce a helper to convert d3d8 transform states to wined3d states.
Signed-off-by: Chip Davis <cdavis at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d8/device.c | 11 +++++++++--
1 file changed, 9 insertions(+), 2 deletions(-)
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index 6c81a41665..5f929ec0cc 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -437,6 +437,11 @@ void d3dcaps_from_wined3dcaps(D3DCAPS8 *caps, const struct wined3d_caps *wined3d
caps->MaxVertexShaderConst = min(D3D8_MAX_VERTEX_SHADER_CONSTANTF, caps->MaxVertexShaderConst);
}
+static enum wined3d_transform_state wined3d_transform_state_from_d3d(D3DTRANSFORMSTATETYPE state)
+{
+ return (enum wined3d_transform_state)state;
+}
+
/* Handle table functions */
static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object, enum d3d8_handle_type type)
{
@@ -1649,7 +1654,8 @@ static HRESULT WINAPI d3d8_device_SetTransform(IDirect3DDevice8 *iface,
/* Note: D3DMATRIX is compatible with struct wined3d_matrix. */
wined3d_mutex_lock();
- wined3d_stateblock_set_transform(device->update_state, state, (const struct wined3d_matrix *)matrix);
+ wined3d_stateblock_set_transform(device->update_state,
+ wined3d_transform_state_from_d3d(state), (const struct wined3d_matrix *)matrix);
wined3d_mutex_unlock();
return D3D_OK;
@@ -1679,7 +1685,8 @@ static HRESULT WINAPI d3d8_device_MultiplyTransform(IDirect3DDevice8 *iface,
/* Note: D3DMATRIX is compatible with struct wined3d_matrix. */
wined3d_mutex_lock();
- wined3d_stateblock_multiply_transform(device->state, state, (const struct wined3d_matrix *)matrix);
+ wined3d_stateblock_multiply_transform(device->state,
+ wined3d_transform_state_from_d3d(state), (const struct wined3d_matrix *)matrix);
wined3d_mutex_unlock();
return D3D_OK;
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