[PATCH 4/5] wined3d: Get rid of the WINED3DLIGHT typedef.

Henri Verbeet hverbeet at codeweavers.com
Sun Nov 20 13:27:12 CST 2011


---
 dlls/d3d8/device.c             |    8 ++--
 dlls/d3d9/device.c             |    8 ++--
 dlls/ddraw/device.c            |    8 ++--
 dlls/wined3d/device.c          |   64 ++++++++++++++++++++-------------------
 dlls/wined3d/state.c           |   50 ++++++++++++++++---------------
 dlls/wined3d/wined3d_private.h |    4 +-
 include/wine/wined3d.h         |   38 ++++++++++++-----------
 7 files changed, 93 insertions(+), 87 deletions(-)

diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index a4b1d28..1ef910e 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -1343,9 +1343,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetLight(IDirect3DDevice8 *iface, DWO
 
     TRACE("iface %p, index %u, light %p.\n", iface, Index, pLight);
 
-    /* Note: D3DLIGHT8 is compatible with WINED3DLIGHT */
+    /* Note: D3DLIGHT8 is compatible with struct wined3d_light. */
     wined3d_mutex_lock();
-    hr = wined3d_device_set_light(This->wined3d_device, Index, (const WINED3DLIGHT *)pLight);
+    hr = wined3d_device_set_light(This->wined3d_device, Index, (const struct wined3d_light *)pLight);
     wined3d_mutex_unlock();
 
     return hr;
@@ -1359,9 +1359,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetLight(IDirect3DDevice8 *iface, DWO
 
     TRACE("iface %p, index %u, light %p.\n", iface, Index, pLight);
 
-    /* Note: D3DLIGHT8 is compatible with WINED3DLIGHT */
+    /* Note: D3DLIGHT8 is compatible with struct wined3d_light. */
     wined3d_mutex_lock();
-    hr = wined3d_device_get_light(This->wined3d_device, Index, (WINED3DLIGHT *)pLight);
+    hr = wined3d_device_get_light(This->wined3d_device, Index, (struct wined3d_light *)pLight);
     wined3d_mutex_unlock();
 
     return hr;
diff --git a/dlls/d3d9/device.c b/dlls/d3d9/device.c
index 96c98ba..c51bb23 100644
--- a/dlls/d3d9/device.c
+++ b/dlls/d3d9/device.c
@@ -1361,9 +1361,9 @@ static HRESULT WINAPI IDirect3DDevice9Impl_SetLight(IDirect3DDevice9Ex *iface, D
 
     TRACE("iface %p, index %u, light %p.\n", iface, Index, pLight);
 
-    /* Note: D3DLIGHT9 is compatible with WINED3DLIGHT */
+    /* Note: D3DLIGHT9 is compatible with struct wined3d_light. */
     wined3d_mutex_lock();
-    hr = wined3d_device_set_light(This->wined3d_device, Index, (const WINED3DLIGHT *)pLight);
+    hr = wined3d_device_set_light(This->wined3d_device, Index, (const struct wined3d_light *)pLight);
     wined3d_mutex_unlock();
 
     return hr;
@@ -1377,9 +1377,9 @@ static HRESULT WINAPI IDirect3DDevice9Impl_GetLight(IDirect3DDevice9Ex *iface, D
 
     TRACE("iface %p, index %u, light %p.\n", iface, Index, pLight);
 
-    /* Note: D3DLIGHT9 is compatible with WINED3DLIGHT */
+    /* Note: D3DLIGHT9 is compatible with struct wined3d_light. */
     wined3d_mutex_lock();
-    hr = wined3d_device_get_light(This->wined3d_device, Index, (WINED3DLIGHT *)pLight);
+    hr = wined3d_device_get_light(This->wined3d_device, Index, (struct wined3d_light *)pLight);
     wined3d_mutex_unlock();
 
     return hr;
diff --git a/dlls/ddraw/device.c b/dlls/ddraw/device.c
index 994a142..06fa7c4 100644
--- a/dlls/ddraw/device.c
+++ b/dlls/ddraw/device.c
@@ -5374,8 +5374,8 @@ IDirect3DDeviceImpl_7_SetLight(IDirect3DDevice7 *iface,
     TRACE("iface %p, light_idx %u, light %p.\n", iface, LightIndex, Light);
 
     wined3d_mutex_lock();
-    /* Note: D3DLIGHT7 is compatible with WINED3DLIGHT */
-    hr = wined3d_device_set_light(This->wined3d_device, LightIndex, (WINED3DLIGHT *)Light);
+    /* Note: D3DLIGHT7 is compatible with struct wined3d_light. */
+    hr = wined3d_device_set_light(This->wined3d_device, LightIndex, (struct wined3d_light *)Light);
     wined3d_mutex_unlock();
 
     return hr_ddraw_from_wined3d(hr);
@@ -5429,8 +5429,8 @@ IDirect3DDeviceImpl_7_GetLight(IDirect3DDevice7 *iface,
     TRACE("iface %p, light_idx %u, light %p.\n", iface, LightIndex, Light);
 
     wined3d_mutex_lock();
-    /* Note: D3DLIGHT7 is compatible with WINED3DLIGHT */
-    rc =  wined3d_device_get_light(This->wined3d_device, LightIndex, (WINED3DLIGHT *)Light);
+    /* Note: D3DLIGHT7 is compatible with struct wined3d_light. */
+    rc =  wined3d_device_get_light(This->wined3d_device, LightIndex, (struct wined3d_light *)Light);
     wined3d_mutex_unlock();
 
     /* Translate the result. WineD3D returns other values than D3D7 */
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index e1a87b8..4e76525 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -33,9 +33,9 @@
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
 
-/* Define the default light parameters as specified by MSDN */
-const WINED3DLIGHT WINED3D_default_light = {
-
+/* Define the default light parameters as specified by MSDN. */
+const struct wined3d_light WINED3D_default_light =
+{
     WINED3DLIGHT_DIRECTIONAL,   /* Type */
     { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
     { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
@@ -1902,7 +1902,8 @@ HRESULT CDECL wined3d_device_multiply_transform(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. */
-HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const WINED3DLIGHT *light)
+HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
+        UINT light_idx, const struct wined3d_light *light)
 {
     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
     struct wined3d_light_info *object = NULL;
@@ -1916,7 +1917,7 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light
     if (!light)
         return WINED3DERR_INVALIDCALL;
 
-    switch (light->Type)
+    switch (light->type)
     {
         case WINED3DLIGHT_POINT:
         case WINED3DLIGHT_SPOT:
@@ -1924,7 +1925,7 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light
         case WINED3DLIGHT_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)
+            if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
             {
                 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
                 return WINED3DERR_INVALIDCALL;
@@ -1964,25 +1965,25 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light
 
     /* Initialize the object. */
     TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
-            light_idx, light->Type,
-            light->Diffuse.r, light->Diffuse.g, light->Diffuse.b, light->Diffuse.a,
-            light->Specular.r, light->Specular.g, light->Specular.b, light->Specular.a,
-            light->Ambient.r, light->Ambient.g, light->Ambient.b, light->Ambient.a);
-    TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->Position.x, light->Position.y, light->Position.z,
-            light->Direction.x, light->Direction.y, light->Direction.z);
+            light_idx, light->type,
+            light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
+            light->specular.r, light->specular.g, light->specular.b, light->specular.a,
+            light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
+    TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
+            light->direction.x, light->direction.y, light->direction.z);
     TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
-            light->Range, light->Falloff, light->Theta, light->Phi);
+            light->range, light->falloff, light->theta, light->phi);
 
     /* Save away the information. */
     object->OriginalParms = *light;
 
-    switch (light->Type)
+    switch (light->type)
     {
         case WINED3DLIGHT_POINT:
             /* Position */
-            object->lightPosn[0] = light->Position.x;
-            object->lightPosn[1] = light->Position.y;
-            object->lightPosn[2] = light->Position.z;
+            object->lightPosn[0] = light->position.x;
+            object->lightPosn[1] = light->position.y;
+            object->lightPosn[2] = light->position.z;
             object->lightPosn[3] = 1.0f;
             object->cutoff = 180.0f;
             /* FIXME: Range */
@@ -1990,9 +1991,9 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light
 
         case WINED3DLIGHT_DIRECTIONAL:
             /* Direction */
-            object->lightPosn[0] = -light->Direction.x;
-            object->lightPosn[1] = -light->Direction.y;
-            object->lightPosn[2] = -light->Direction.z;
+            object->lightPosn[0] = -light->direction.x;
+            object->lightPosn[1] = -light->direction.y;
+            object->lightPosn[2] = -light->direction.z;
             object->lightPosn[3] = 0.0f;
             object->exponent = 0.0f;
             object->cutoff = 180.0f;
@@ -2000,15 +2001,15 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light
 
         case WINED3DLIGHT_SPOT:
             /* Position */
-            object->lightPosn[0] = light->Position.x;
-            object->lightPosn[1] = light->Position.y;
-            object->lightPosn[2] = light->Position.z;
+            object->lightPosn[0] = light->position.x;
+            object->lightPosn[1] = light->position.y;
+            object->lightPosn[2] = light->position.z;
             object->lightPosn[3] = 1.0f;
 
             /* Direction */
-            object->lightDirn[0] = light->Direction.x;
-            object->lightDirn[1] = light->Direction.y;
-            object->lightDirn[2] = light->Direction.z;
+            object->lightDirn[0] = light->direction.x;
+            object->lightDirn[1] = light->direction.y;
+            object->lightDirn[2] = light->direction.z;
             object->lightDirn[3] = 1.0f;
 
             /* opengl-ish and d3d-ish spot lights use too different models
@@ -2017,7 +2018,7 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light
              * roughly. However, spot lights are rather rarely used in games
              * (if ever used at all). Furthermore if still used, probably
              * nobody pays attention to such details. */
-            if (!light->Falloff)
+            if (!light->falloff)
             {
                 /* Falloff = 0 is easy, because d3d's and opengl's spot light
                  * equations have the falloff resp. exponent parameter as an
@@ -2028,7 +2029,7 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light
             }
             else
             {
-                rho = light->Theta + (light->Phi - light->Theta) / (2 * light->Falloff);
+                rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
                 if (rho < 0.0001f)
                     rho = 0.0001f;
                 object->exponent = -0.3f / logf(cosf(rho / 2));
@@ -2037,12 +2038,12 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light
             if (object->exponent > 128.0f)
                 object->exponent = 128.0f;
 
-            object->cutoff = (float)(light->Phi * 90 / M_PI);
+            object->cutoff = (float)(light->phi * 90 / M_PI);
             /* FIXME: Range */
             break;
 
         default:
-            FIXME("Unrecognized light type %#x.\n", light->Type);
+            FIXME("Unrecognized light type %#x.\n", light->type);
     }
 
     /* Update the live definitions if the light is currently assigned a glIndex. */
@@ -2052,7 +2053,8 @@ HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light
     return WINED3D_OK;
 }
 
-HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light)
+HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
+        UINT light_idx, struct wined3d_light *light)
 {
     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
     struct wined3d_light_info *light_info = NULL;
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index cd03647..5fbb042 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -4647,41 +4647,41 @@ static void light(struct wined3d_context *context, const struct wined3d_state *s
         glLoadMatrixf(&state->transforms[WINED3DTS_VIEW].u.m[0][0]);
 
         /* Diffuse: */
-        colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
-        colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
-        colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
-        colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
+        colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
+        colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
+        colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
+        colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
         glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
         checkGLcall("glLightfv");
 
         /* Specular */
-        colRGBA[0] = lightInfo->OriginalParms.Specular.r;
-        colRGBA[1] = lightInfo->OriginalParms.Specular.g;
-        colRGBA[2] = lightInfo->OriginalParms.Specular.b;
-        colRGBA[3] = lightInfo->OriginalParms.Specular.a;
+        colRGBA[0] = lightInfo->OriginalParms.specular.r;
+        colRGBA[1] = lightInfo->OriginalParms.specular.g;
+        colRGBA[2] = lightInfo->OriginalParms.specular.b;
+        colRGBA[3] = lightInfo->OriginalParms.specular.a;
         glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
         checkGLcall("glLightfv");
 
         /* Ambient */
-        colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
-        colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
-        colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
-        colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
+        colRGBA[0] = lightInfo->OriginalParms.ambient.r;
+        colRGBA[1] = lightInfo->OriginalParms.ambient.g;
+        colRGBA[2] = lightInfo->OriginalParms.ambient.b;
+        colRGBA[3] = lightInfo->OriginalParms.ambient.a;
         glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
         checkGLcall("glLightfv");
 
-        if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
-            quad_att = 1.4f/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
-        } else {
+        if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
+            quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
+        else
             quad_att = 0.0f; /*  0 or  MAX?  (0 seems to be ok) */
-        }
 
         /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
          * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
          * Attenuation0 to NaN and crashes in the gl lib
          */
 
-        switch (lightInfo->OriginalParms.Type) {
+        switch (lightInfo->OriginalParms.type)
+        {
             case WINED3DLIGHT_POINT:
                 /* Position */
                 glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
@@ -4689,11 +4689,12 @@ static void light(struct wined3d_context *context, const struct wined3d_state *s
                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
                 checkGLcall("glLightf");
                 /* Attenuation - Are these right? guessing... */
-                glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
+                glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.attenuation0);
                 checkGLcall("glLightf");
-                glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
+                glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.attenuation1);
                 checkGLcall("glLightf");
-                if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
+                if (quad_att < lightInfo->OriginalParms.attenuation2)
+                    quad_att = lightInfo->OriginalParms.attenuation2;
                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
                 checkGLcall("glLightf");
                 /* FIXME: Range */
@@ -4711,11 +4712,12 @@ static void light(struct wined3d_context *context, const struct wined3d_state *s
                 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
                 checkGLcall("glLightf");
                 /* Attenuation - Are these right? guessing... */
-                glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,  lightInfo->OriginalParms.Attenuation0);
+                glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.attenuation0);
                 checkGLcall("glLightf");
-                glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,    lightInfo->OriginalParms.Attenuation1);
+                glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.attenuation1);
                 checkGLcall("glLightf");
-                if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
+                if (quad_att < lightInfo->OriginalParms.attenuation2)
+                    quad_att = lightInfo->OriginalParms.attenuation2;
                 glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
                 checkGLcall("glLightf");
                 /* FIXME: Range */
@@ -4732,7 +4734,7 @@ static void light(struct wined3d_context *context, const struct wined3d_state *s
                 break;
 
             default:
-                FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
+                FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
         }
 
         /* Restore the modelview matrix */
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index ad179f3..f6fb85e 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1271,7 +1271,7 @@ void context_surface_update(struct wined3d_context *context, const struct wined3
  */
 struct wined3d_light_info
 {
-    WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
+    struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
     DWORD        OriginalIndex;
     LONG         glIndex;
     BOOL         enabled;
@@ -1286,7 +1286,7 @@ struct wined3d_light_info
 };
 
 /* The default light parameters */
-extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
+extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
 
 struct wined3d_pixel_format
 {
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index b988fee..5b44200 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -1547,22 +1547,22 @@ struct wined3d_matrix
     } DUMMYUNIONNAME;
 };
 
-typedef struct _WINED3DLIGHT
-{
-    WINED3DLIGHTTYPE Type;
-    struct wined3d_color Diffuse;
-    struct wined3d_color Specular;
-    struct wined3d_color Ambient;
-    struct wined3d_vec3 Position;
-    struct wined3d_vec3 Direction;
-    float Range;
-    float Falloff;
-    float Attenuation0;
-    float Attenuation1;
-    float Attenuation2;
-    float Theta;
-    float Phi;
-} WINED3DLIGHT;
+struct wined3d_light
+{
+    WINED3DLIGHTTYPE type;
+    struct wined3d_color diffuse;
+    struct wined3d_color specular;
+    struct wined3d_color ambient;
+    struct wined3d_vec3 position;
+    struct wined3d_vec3 direction;
+    float range;
+    float falloff;
+    float attenuation0;
+    float attenuation1;
+    float attenuation2;
+    float theta;
+    float phi;
+};
 
 typedef struct _WINED3DMATERIAL
 {
@@ -2214,7 +2214,8 @@ void __cdecl wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
         UINT swapchain_idx, WINED3DGAMMARAMP *ramp);
 HRESULT __cdecl wined3d_device_get_index_buffer(const struct wined3d_device *device,
         struct wined3d_buffer **index_buffer);
-HRESULT __cdecl wined3d_device_get_light(const struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light);
+HRESULT __cdecl wined3d_device_get_light(const struct wined3d_device *device,
+        UINT light_idx, struct wined3d_light *light);
 HRESULT __cdecl wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable);
 HRESULT __cdecl wined3d_device_get_material(const struct wined3d_device *device, WINED3DMATERIAL *material);
 float __cdecl wined3d_device_get_npatch_mode(const struct wined3d_device *device);
@@ -2292,7 +2293,8 @@ void __cdecl wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
         UINT swapchain_idx, DWORD flags, const WINED3DGAMMARAMP *ramp);
 HRESULT __cdecl wined3d_device_set_index_buffer(struct wined3d_device *device,
         struct wined3d_buffer *index_buffer, enum wined3d_format_id format_id);
-HRESULT __cdecl wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const WINED3DLIGHT *light);
+HRESULT __cdecl wined3d_device_set_light(struct wined3d_device *device,
+        UINT light_idx, const struct wined3d_light *light);
 HRESULT __cdecl wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable);
 HRESULT __cdecl wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material);
 void __cdecl wined3d_device_set_multithreaded(struct wined3d_device *device);
-- 
1.7.3.4




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