[PATCH 1/2] d3d11: Make blend_factor optional in d3d11_immediate_context_OMSetBlendState(). (try 2)
Henri Verbeet
hverbeet at gmail.com
Tue Nov 24 05:28:29 CST 2015
On 23 November 2015 at 11:14, Alistair Leslie-Hughes
<leslie_alistair at hotmail.com> wrote:
> static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11DeviceContext *iface,
> - ID3D11BlendState *blend_state, const FLOAT blend_factor[4], UINT sample_mask)
> + ID3D11BlendState *blend_state, const FLOAT arg_blend_factor[4], UINT sample_mask)
> {
> struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface);
> + static const FLOAT default_blend_factor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
Please just use "float". (Yeah, there are a couple of other places in
d3d11 that use "FLOAT", but it's silly.)
> + const FLOAT *blend_factor;
...
> + blend_factor = arg_blend_factor ? arg_blend_factor : default_blend_factor;
You don't need this. You can just do:
if (!blend_factor)
blend_factor = default_blend_factor;
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