[PATCH 5/5] wined3d: Get rid of the WINED3DMATERIAL typedef.
Henri Verbeet
hverbeet at codeweavers.com
Sun Nov 20 13:27:13 CST 2011
---
dlls/d3d8/device.c | 8 +++---
dlls/d3d9/device.c | 8 +++---
dlls/ddraw/device.c | 8 +++---
dlls/wined3d/device.c | 30 ++++++++++----------
dlls/wined3d/state.c | 56 ++++++++++++++++++++-------------------
dlls/wined3d/wined3d_private.h | 2 +-
include/wine/wined3d.h | 18 ++++++------
7 files changed, 66 insertions(+), 64 deletions(-)
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index 1ef910e..9bf350a 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -1311,9 +1311,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetMaterial(IDirect3DDevice8 *iface,
TRACE("iface %p, material %p.\n", iface, pMaterial);
- /* Note: D3DMATERIAL8 is compatible with WINED3DMATERIAL */
+ /* Note: D3DMATERIAL8 is compatible with struct wined3d_material. */
wined3d_mutex_lock();
- hr = wined3d_device_set_material(This->wined3d_device, (const WINED3DMATERIAL *)pMaterial);
+ hr = wined3d_device_set_material(This->wined3d_device, (const struct wined3d_material *)pMaterial);
wined3d_mutex_unlock();
return hr;
@@ -1327,9 +1327,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetMaterial(IDirect3DDevice8 *iface,
TRACE("iface %p, material %p.\n", iface, pMaterial);
- /* Note: D3DMATERIAL8 is compatible with WINED3DMATERIAL */
+ /* Note: D3DMATERIAL8 is compatible with struct wined3d_material. */
wined3d_mutex_lock();
- hr = wined3d_device_get_material(This->wined3d_device, (WINED3DMATERIAL *)pMaterial);
+ hr = wined3d_device_get_material(This->wined3d_device, (struct wined3d_material *)pMaterial);
wined3d_mutex_unlock();
return hr;
diff --git a/dlls/d3d9/device.c b/dlls/d3d9/device.c
index c51bb23..08c503b 100644
--- a/dlls/d3d9/device.c
+++ b/dlls/d3d9/device.c
@@ -1329,9 +1329,9 @@ static HRESULT WINAPI IDirect3DDevice9Impl_SetMaterial(IDirect3DDevice9Ex *iface
TRACE("iface %p, material %p.\n", iface, pMaterial);
- /* Note: D3DMATERIAL9 is compatible with WINED3DMATERIAL */
+ /* Note: D3DMATERIAL9 is compatible with struct wined3d_material. */
wined3d_mutex_lock();
- hr = wined3d_device_set_material(This->wined3d_device, (const WINED3DMATERIAL *)pMaterial);
+ hr = wined3d_device_set_material(This->wined3d_device, (const struct wined3d_material *)pMaterial);
wined3d_mutex_unlock();
return hr;
@@ -1345,9 +1345,9 @@ static HRESULT WINAPI IDirect3DDevice9Impl_GetMaterial(IDirect3DDevice9Ex *iface
TRACE("iface %p, material %p.\n", iface, pMaterial);
- /* Note: D3DMATERIAL9 is compatible with WINED3DMATERIAL */
+ /* Note: D3DMATERIAL9 is compatible with struct wined3d_material. */
wined3d_mutex_lock();
- hr = wined3d_device_get_material(This->wined3d_device, (WINED3DMATERIAL *)pMaterial);
+ hr = wined3d_device_get_material(This->wined3d_device, (struct wined3d_material *)pMaterial);
wined3d_mutex_unlock();
return hr;
diff --git a/dlls/ddraw/device.c b/dlls/ddraw/device.c
index 06fa7c4..966855e 100644
--- a/dlls/ddraw/device.c
+++ b/dlls/ddraw/device.c
@@ -5265,8 +5265,8 @@ IDirect3DDeviceImpl_7_SetMaterial(IDirect3DDevice7 *iface,
if (!Mat) return DDERR_INVALIDPARAMS;
wined3d_mutex_lock();
- /* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */
- hr = wined3d_device_set_material(This->wined3d_device, (WINED3DMATERIAL *)Mat);
+ /* Note: D3DMATERIAL7 is compatible with struct wined3d_material. */
+ hr = wined3d_device_set_material(This->wined3d_device, (struct wined3d_material *)Mat);
wined3d_mutex_unlock();
return hr_ddraw_from_wined3d(hr);
@@ -5319,8 +5319,8 @@ IDirect3DDeviceImpl_7_GetMaterial(IDirect3DDevice7 *iface,
TRACE("iface %p, material %p.\n", iface, Mat);
wined3d_mutex_lock();
- /* Note: D3DMATERIAL7 is compatible with WINED3DMATERIAL */
- hr = wined3d_device_get_material(This->wined3d_device, (WINED3DMATERIAL *)Mat);
+ /* Note: D3DMATERIAL7 is compatible with struct wined3d_material. */
+ hr = wined3d_device_get_material(This->wined3d_device, (struct wined3d_material *)Mat);
wined3d_mutex_unlock();
return hr_ddraw_from_wined3d(hr);
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 4e76525..29c16b5 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -2280,7 +2280,7 @@ HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device
return WINED3D_OK;
}
-HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material)
+HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
{
TRACE("device %p, material %p.\n", device, material);
@@ -2299,25 +2299,25 @@ HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const W
return WINED3D_OK;
}
-HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, WINED3DMATERIAL *material)
+HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
{
TRACE("device %p, material %p.\n", device, material);
*material = device->updateStateBlock->state.material;
- TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
- material->Diffuse.r, material->Diffuse.g,
- material->Diffuse.b, material->Diffuse.a);
- TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
- material->Ambient.r, material->Ambient.g,
- material->Ambient.b, material->Ambient.a);
- TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
- material->Specular.r, material->Specular.g,
- material->Specular.b, material->Specular.a);
- TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
- material->Emissive.r, material->Emissive.g,
- material->Emissive.b, material->Emissive.a);
- TRACE("Power %.8e.\n", material->Power);
+ TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
+ material->diffuse.r, material->diffuse.g,
+ material->diffuse.b, material->diffuse.a);
+ TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
+ material->ambient.r, material->ambient.g,
+ material->ambient.b, material->ambient.a);
+ TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
+ material->specular.r, material->specular.g,
+ material->specular.b, material->specular.a);
+ TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
+ material->emissive.r, material->emissive.g,
+ material->emissive.b, material->emissive.a);
+ TRACE("power %.8e.\n", material->power);
return WINED3D_OK;
}
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 5fbb042..7675cd2 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -656,10 +656,10 @@ static void state_specularenable(struct wined3d_context *context, const struct w
TRACE("Setting specular enable state and materials\n");
if (state->render_states[WINED3DRS_SPECULARENABLE])
{
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
checkGLcall("glMaterialfv");
- if (state->material.Power > gl_info->limits.shininess)
+ if (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
@@ -667,12 +667,12 @@ static void state_specularenable(struct wined3d_context *context, const struct w
* 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 = %.8e, limit %.8e\n", state->material.Power, gl_info->limits.shininess);
+ WARN("Material power = %.8e, limit %.8e\n", 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, state->material.Power);
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
}
checkGLcall("glMaterialf(GL_SHININESS)");
@@ -716,24 +716,24 @@ static void state_specularenable(struct wined3d_context *context, const struct w
}
}
- TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
- state->material.Diffuse.r, state->material.Diffuse.g,
- state->material.Diffuse.b, state->material.Diffuse.a);
- TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
- state->material.Ambient.r, state->material.Ambient.g,
- state->material.Ambient.b, state->material.Ambient.a);
- TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
- state->material.Specular.r, state->material.Specular.g,
- state->material.Specular.b, state->material.Specular.a);
- TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
- state->material.Emissive.r, state->material.Emissive.g,
- state->material.Emissive.b, state->material.Emissive.a);
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
+ TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
+ state->material.diffuse.r, state->material.diffuse.g,
+ state->material.diffuse.b, state->material.diffuse.a);
+ TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
+ state->material.ambient.r, state->material.ambient.g,
+ state->material.ambient.b, state->material.ambient.a);
+ TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
+ state->material.specular.r, state->material.specular.g,
+ state->material.specular.b, state->material.specular.a);
+ TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
+ state->material.emissive.r, state->material.emissive.g,
+ state->material.emissive.b, state->material.emissive.a);
+
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
checkGLcall("glMaterialfv(GL_AMBIENT)");
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
checkGLcall("glMaterialfv(GL_DIFFUSE)");
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
checkGLcall("glMaterialfv(GL_EMISSION)");
}
@@ -1272,23 +1272,23 @@ static void state_colormat(struct wined3d_context *context, const struct wined3d
* tracking with glColorMaterial, so apply those here. */
switch (context->tracking_parm) {
case GL_AMBIENT_AND_DIFFUSE:
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
checkGLcall("glMaterialfv");
break;
case GL_DIFFUSE:
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.Diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
checkGLcall("glMaterialfv");
break;
case GL_AMBIENT:
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.Ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
checkGLcall("glMaterialfv");
break;
case GL_EMISSION:
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.Emissive);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
checkGLcall("glMaterialfv");
break;
@@ -1296,9 +1296,11 @@ static void state_colormat(struct wined3d_context *context, const struct wined3d
/* Only change material color if specular is enabled, otherwise it is set to black */
if (state->render_states[WINED3DRS_SPECULARENABLE])
{
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.Specular);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
checkGLcall("glMaterialfv");
- } else {
+ }
+ else
+ {
static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
checkGLcall("glMaterialfv");
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index f6fb85e..7a22faf 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2279,7 +2279,7 @@ struct wined3d_state
struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
double clip_planes[MAX_CLIPPLANES][4];
- WINED3DMATERIAL material;
+ struct wined3d_material material;
WINED3DVIEWPORT viewport;
RECT scissor_rect;
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index 5b44200..11b85f1 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -1564,14 +1564,14 @@ struct wined3d_light
float phi;
};
-typedef struct _WINED3DMATERIAL
+struct wined3d_material
{
- struct wined3d_color Diffuse;
- struct wined3d_color Ambient;
- struct wined3d_color Specular;
- struct wined3d_color Emissive;
- float Power;
-} WINED3DMATERIAL;
+ struct wined3d_color diffuse;
+ struct wined3d_color ambient;
+ struct wined3d_color specular;
+ struct wined3d_color emissive;
+ float power;
+};
typedef struct _WINED3DVIEWPORT
{
@@ -2217,7 +2217,7 @@ HRESULT __cdecl wined3d_device_get_index_buffer(const struct wined3d_device *dev
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);
+HRESULT __cdecl wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material);
float __cdecl wined3d_device_get_npatch_mode(const struct wined3d_device *device);
struct wined3d_shader * __cdecl wined3d_device_get_pixel_shader(const struct wined3d_device *device);
void __cdecl wined3d_device_get_primitive_type(const struct wined3d_device *device,
@@ -2296,7 +2296,7 @@ HRESULT __cdecl wined3d_device_set_index_buffer(struct wined3d_device *device,
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);
+HRESULT __cdecl wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material);
void __cdecl wined3d_device_set_multithreaded(struct wined3d_device *device);
HRESULT __cdecl wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments);
HRESULT __cdecl wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader);
--
1.7.3.4
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