[PATCH 1/8] wined3d: Factor out wined3d_get_material_colour_source() function.

Henri Verbeet hverbeet at codeweavers.com
Mon May 20 15:57:31 CDT 2019


From: Paul Gofman <gofmanp at gmail.com>

Signed-off-by: Paul Gofman <gofmanp at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
 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 ef469100fdc..2460c771117 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 0fc56462b0c..87543f4a92e 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4850,6 +4850,33 @@ 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,
-- 
2.11.0




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