[PATCH 3/3] d3dx9: Apply changed states only in CommitChanges.
Paul Gofman
gofmanp at gmail.com
Mon Mar 13 19:20:53 CDT 2017
On 03/14/2017 12:47 AM, Matteo Bruni wrote:
> 2017-03-09 23:15 GMT+01:00 Paul Gofman <gofmanp at gmail.com>:
>> Signed-off-by: Paul Gofman <gofmanp at gmail.com>
>> ---
>>
>>
>> struct d3dx_state *states;
>> struct d3dx_parameter *annotations;
>> +
>> + D3DLIGHT9 current_light[8];
>> + D3DMATERIAL9 current_material;
>> };
> I think these might be stored in the effect struct instead.
Yes actually, too passes can't be active at a time and each BeginPass
should initialize this in effect structure correctly.
>> +static void clear_dirty_all(struct d3dx9_base_effect *base)
> clear_dirty_params() or something like that would be a clearer name.
I will change the name.
>> @@ -1570,8 +1587,12 @@ static HRESULT d3dx9_base_effect_set_int(struct d3dx9_base_effect *base, D3DXHAN
>> {
>> if (param->rows == 1 && param->columns == 1)
>> {
>> - set_number(param->data, param->type, &n, D3DXPT_INT);
>> - set_dirty(param);
>> + DWORD value;
>> +
>> + set_number(&value, param->type, &n, D3DXPT_INT);
>> + if (value != *(DWORD *)param->data)
>> + set_dirty(param);
>> + *(DWORD *)param->data = value;
> Shouldn't this go in the previous patch?
>
Yes, sure. There is actually another fix I made in the next patches
which makes SetLight go in one call for all light attributes, probably I
should bring it here at once too? Just the test for that goes later in
my patches when I test & implement effect state manager.
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