[PATCH 1/4] wined3d: Move the material to wined3d_state.
Henri Verbeet
hverbeet at codeweavers.com
Thu Sep 16 04:19:55 CDT 2010
---
dlls/wined3d/device.c | 4 +-
dlls/wined3d/state.c | 47 +++++++++++++++++++++------------------
dlls/wined3d/stateblock.c | 8 +++---
dlls/wined3d/wined3d_private.h | 4 +--
4 files changed, 32 insertions(+), 31 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 15df5ab..ab7e2ed 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2873,7 +2873,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONS
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
This->updateStateBlock->changed.material = TRUE;
- This->updateStateBlock->material = *pMaterial;
+ This->updateStateBlock->state.material = *pMaterial;
/* Handle recording of state blocks */
if (This->isRecordingState) {
@@ -2887,7 +2887,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONS
static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- *pMaterial = This->updateStateBlock->material;
+ *pMaterial = This->updateStateBlock->state.material;
TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
pMaterial->Diffuse.b, pMaterial->Diffuse.a);
TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 50447b8..a37f8ee 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -716,10 +716,10 @@ static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock
TRACE("Setting specular enable state and materials\n");
if (stateblock->state.render_states[WINED3DRS_SPECULARENABLE])
{
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&stateblock->state.material.Specular);
checkGLcall("glMaterialfv");
- if (stateblock->material.Power > gl_info->limits.shininess)
+ if (stateblock->state.material.Power > gl_info->limits.shininess)
{
/* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
* and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
@@ -727,10 +727,12 @@ static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock
* value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
* them, it should be safe to do so without major visual distortions.
*/
- WARN("Material power = %f, limit %f\n", stateblock->material.Power, gl_info->limits.shininess);
+ WARN("Material power = %f, limit %f\n", stateblock->state.material.Power, gl_info->limits.shininess);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
- } else {
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
+ }
+ else
+ {
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->state.material.Power);
}
checkGLcall("glMaterialf(GL_SHININESS)");
@@ -775,23 +777,23 @@ static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock
}
TRACE("(%p) : Diffuse {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
- stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
- stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
+ stateblock->state.material.Diffuse.r, stateblock->state.material.Diffuse.g,
+ stateblock->state.material.Diffuse.b, stateblock->state.material.Diffuse.a);
TRACE("(%p) : Ambient {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
- stateblock->material.Ambient.r, stateblock->material.Ambient.g,
- stateblock->material.Ambient.b, stateblock->material.Ambient.a);
+ stateblock->state.material.Ambient.r, stateblock->state.material.Ambient.g,
+ stateblock->state.material.Ambient.b, stateblock->state.material.Ambient.a);
TRACE("(%p) : Specular {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
- stateblock->material.Specular.r, stateblock->material.Specular.g,
- stateblock->material.Specular.b, stateblock->material.Specular.a);
+ stateblock->state.material.Specular.r, stateblock->state.material.Specular.g,
+ stateblock->state.material.Specular.b, stateblock->state.material.Specular.a);
TRACE("(%p) : Emissive {%.8e, %.8e, %.8e, %.8e}\n", stateblock->device,
- stateblock->material.Emissive.r, stateblock->material.Emissive.g,
- stateblock->material.Emissive.b, stateblock->material.Emissive.a);
+ stateblock->state.material.Emissive.r, stateblock->state.material.Emissive.g,
+ stateblock->state.material.Emissive.b, stateblock->state.material.Emissive.a);
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&stateblock->state.material.Ambient);
checkGLcall("glMaterialfv(GL_AMBIENT)");
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&stateblock->state.material.Diffuse);
checkGLcall("glMaterialfv(GL_DIFFUSE)");
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&stateblock->state.material.Emissive);
checkGLcall("glMaterialfv(GL_EMISSION)");
}
@@ -1317,23 +1319,23 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
* tracking with glColorMaterial, so apply those here. */
switch (context->tracking_parm) {
case GL_AMBIENT_AND_DIFFUSE:
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&device->updateStateBlock->state.material.Ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&device->updateStateBlock->state.material.Diffuse);
checkGLcall("glMaterialfv");
break;
case GL_DIFFUSE:
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&device->updateStateBlock->state.material.Diffuse);
checkGLcall("glMaterialfv");
break;
case GL_AMBIENT:
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&device->updateStateBlock->state.material.Ambient);
checkGLcall("glMaterialfv");
break;
case GL_EMISSION:
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&device->updateStateBlock->state.material.Emissive);
checkGLcall("glMaterialfv");
break;
@@ -1341,7 +1343,8 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
/* Only change material color if specular is enabled, otherwise it is set to black */
if (device->stateBlock->state.render_states[WINED3DRS_SPECULARENABLE])
{
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
+ (float *)&device->updateStateBlock->state.material.Specular);
checkGLcall("glMaterialfv");
} else {
static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index 5a6d58e..13abfde 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -739,12 +739,12 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
This->vertexDecl = targetStateBlock->vertexDecl;
}
- if (This->changed.material
- && memcmp(&targetStateBlock->material, &This->material, sizeof(This->material)))
+ if (This->changed.material && memcmp(&targetStateBlock->state.material,
+ &This->state.material, sizeof(This->state.material)))
{
TRACE("Updating material.\n");
- This->material = targetStateBlock->material;
+ This->state.material = targetStateBlock->state.material;
}
if (This->changed.viewport && memcmp(&targetStateBlock->state.viewport,
@@ -990,7 +990,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
if (This->changed.material)
{
- IWineD3DDevice_SetMaterial(device, &This->material);
+ IWineD3DDevice_SetMaterial(device, &This->state.material);
}
if (This->changed.viewport)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 49e741a..b3c2617 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2349,6 +2349,7 @@ struct wined3d_stream_state
struct wined3d_state
{
+ WINED3DMATERIAL material;
WINED3DVIEWPORT viewport;
RECT scissor_rect;
@@ -2405,9 +2406,6 @@ struct IWineD3DStateBlockImpl
double clipplane[MAX_CLIPPLANES][4];
WINED3DCLIPSTATUS clip_status;
- /* Material */
- WINED3DMATERIAL material;
-
/* Pixel Shader */
IWineD3DPixelShader *pixelShader;
--
1.7.1
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