[PATCH v3 1/8] wined3d: Factor out wined3d_get_mcs() function.
Paul Gofman
gofmanp at gmail.com
Mon May 20 04:56:36 CDT 2019
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
dlls/wined3d/utils.c | 25 +++++++++----------------
dlls/wined3d/wined3d_private.h | 32 ++++++++++++++++++++++++++++++++
2 files changed, 41 insertions(+), 16 deletions(-)
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index ef469100fd..fb545cf610 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -6442,23 +6442,16 @@ 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;
+ enum wined3d_material_color_source diffuse_source, emissive_source,
+ ambient_source, specular_source;
+
+ wined3d_get_mcs(&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 34fa1d3ef3..716f5101c9 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4850,6 +4850,38 @@ static inline enum wined3d_material_color_source validate_material_colour_source
return WINED3D_MCS_MATERIAL;
}
+static inline void wined3d_get_mcs(enum wined3d_material_color_source *diffuse_source,
+ enum wined3d_material_color_source *emissive_source, enum wined3d_material_color_source *ambient_source,
+ enum wined3d_material_color_source *specular_source, const struct wined3d_state *state,
+ const struct wined3d_stream_info *si)
+{
+ if (state->render_states[WINED3D_RS_LIGHTING])
+ {
+ if (state->render_states[WINED3D_RS_COLORVERTEX])
+ {
+ *diffuse_source = validate_material_colour_source(si->use_map,
+ state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE]);
+ *emissive_source = validate_material_colour_source(si->use_map,
+ state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE]);
+ *ambient_source = validate_material_colour_source(si->use_map,
+ state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE]);
+ *specular_source = validate_material_colour_source(si->use_map,
+ state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
+ }
+ else
+ {
+ *diffuse_source = *emissive_source = *ambient_source =
+ *specular_source = WINED3D_MCS_MATERIAL;
+ }
+ }
+ else
+ {
+ *diffuse_source = WINED3D_MCS_COLOR1;
+ *specular_source = WINED3D_MCS_COLOR2;
+ *emissive_source = *ambient_source = WINED3D_MCS_MATERIAL;
+ }
+}
+
BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN;
void compute_normal_matrix(float *normal_matrix, BOOL legacy_lighting,
--
2.21.0
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