[PATCH v2 3/5] wined3d: Remove now redundant error handling from wined3d_device_set_light().
Zebediah Figura
z.figura12 at gmail.com
Wed Mar 4 22:46:49 CST 2020
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
dlls/wined3d/device.c | 38 +++-----------------------------------
1 file changed, 3 insertions(+), 35 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index f58552a53d..567c2e8e64 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1372,46 +1372,16 @@ static void wined3d_device_get_transform(const struct wined3d_device *device,
* stateblock problems. When capturing the state block, I duplicate the
* hashmap, but when recording, just build a chain pretty much of commands to
* be replayed. */
-static HRESULT wined3d_device_set_light(struct wined3d_device *device,
+static void wined3d_device_set_light(struct wined3d_device *device,
UINT light_idx, const struct wined3d_light *light)
{
struct wined3d_light_info *object = NULL;
- HRESULT hr;
float rho;
TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
- /* Check the parameter range. Need for speed most wanted sets junk lights
- * which confuse the GL driver. */
- if (!light)
- return WINED3DERR_INVALIDCALL;
-
- switch (light->type)
- {
- case WINED3D_LIGHT_POINT:
- case WINED3D_LIGHT_SPOT:
- case WINED3D_LIGHT_GLSPOT:
- /* Incorrect attenuation values can cause the gl driver to crash.
- * Happens with Need for speed most wanted. */
- if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
- {
- WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
- return WINED3DERR_INVALIDCALL;
- }
- break;
-
- case WINED3D_LIGHT_DIRECTIONAL:
- case WINED3D_LIGHT_PARALLELPOINT:
- /* Ignores attenuation */
- break;
-
- default:
- WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
- return WINED3DERR_INVALIDCALL;
- }
-
- if (FAILED(hr = wined3d_light_state_set_light(&device->state.light_state, light_idx, light, &object)))
- return hr;
+ if (FAILED(wined3d_light_state_set_light(&device->state.light_state, light_idx, light, &object)))
+ return;
/* Initialize the object. */
TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
@@ -1500,8 +1470,6 @@ static HRESULT wined3d_device_set_light(struct wined3d_device *device,
}
wined3d_cs_emit_set_light(device->cs, object);
-
- return WINED3D_OK;
}
static HRESULT wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
--
2.25.1
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