Commit a24d1479 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Remove the useless "changed" and "enabledChanged" fields from struct wined3d_light_info.

parent 3bc9d189
......@@ -2485,7 +2485,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I
list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
object->glIndex = -1;
object->OriginalIndex = Index;
object->changed = TRUE;
}
/* Initialize the object */
......@@ -2636,7 +2635,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, D
}
}
lightInfo->enabledChanged = TRUE;
if(!Enable) {
if(lightInfo->glIndex != -1) {
if(!This->isRecordingState) {
......
......@@ -447,8 +447,6 @@ static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct li
struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
*dst_light = *src_light;
dst_light->changed = TRUE;
dst_light->enabledChanged = TRUE;
list_add_tail(&stateblock->lightMap[i], &dst_light->entry);
}
}
......@@ -561,42 +559,34 @@ static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlock
LIST_FOR_EACH(e, &This->lightMap[i]) {
BOOL updated = FALSE;
struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
if (!src->changed && !src->enabledChanged) continue;
/* Look up the light in the destination */
LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
if(realLight->OriginalIndex == src->OriginalIndex) {
if(src->changed) {
src->OriginalParms = realLight->OriginalParms;
if (realLight->OriginalIndex == src->OriginalIndex)
{
src->OriginalParms = realLight->OriginalParms;
if (realLight->glIndex == -1 && src->glIndex != -1)
{
/* Light disabled */
This->activeLights[src->glIndex] = NULL;
}
if(src->enabledChanged) {
/* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
* or disabled -> enabled -> disabled changes
*/
if(realLight->glIndex == -1 && src->glIndex != -1) {
/* Light disabled */
This->activeLights[src->glIndex] = NULL;
} else if(realLight->glIndex != -1 && src->glIndex == -1){
/* Light enabled */
This->activeLights[realLight->glIndex] = src;
}
src->glIndex = realLight->glIndex;
else if (realLight->glIndex != -1 && src->glIndex == -1)
{
/* Light enabled */
This->activeLights[realLight->glIndex] = src;
}
src->glIndex = realLight->glIndex;
updated = TRUE;
break;
}
}
if(updated) {
/* Found a light, all done, proceed with next hash entry */
continue;
} else if(src->changed) {
/* Otherwise assign defaul params */
src->OriginalParms = WINED3D_default_light;
} else {
/* Not enabled by default */
src->glIndex = -1;
if (!updated)
{
ERR("Light %u in stateblock %p does not exist in device stateblock %p.\n",
src->OriginalIndex, This, targetStateBlock);
}
}
}
......@@ -987,12 +977,8 @@ static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *
{
const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
if(light->changed) {
IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
}
if(light->enabledChanged) {
IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
}
IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
}
}
}
......
......@@ -1208,8 +1208,6 @@ struct wined3d_light_info
WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
DWORD OriginalIndex;
LONG glIndex;
BOOL changed;
BOOL enabledChanged;
BOOL enabled;
/* Converted parms to speed up swapping lights */
......
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