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wined3d: Get rid of device->view_ident.
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@ -53,17 +53,6 @@ const struct wined3d_light WINED3D_default_light =
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0.0f /* Phi */
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};
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/**********************************************************
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* Global variable / Constants follow
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**********************************************************/
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const struct wined3d_matrix identity =
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{{{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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}}}; /* When needed for comparisons */
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/* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
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* actually have the same values in GL and D3D. */
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GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
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@ -1208,8 +1197,6 @@ HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
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create_dummy_textures(device, context);
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/* Initialize the current view state */
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device->view_ident = 1;
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device->contexts[0]->last_was_rhw = 0;
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switch (wined3d_settings.offscreen_rendering_mode)
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@ -1684,8 +1671,6 @@ void CDECL wined3d_device_set_transform(struct wined3d_device *device,
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}
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device->stateBlock->state.transforms[d3dts] = *matrix;
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if (d3dts == WINED3D_TS_VIEW)
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device->view_ident = !memcmp(matrix, &identity, sizeof(identity));
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if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
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device_invalidate_state(device, STATE_TRANSFORM(d3dts));
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@ -3801,19 +3801,10 @@ static void transform_world(struct wined3d_context *context, const struct wined3
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}
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else
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{
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/* In the general case, the view matrix is the identity matrix */
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if (context->swapchain->device->view_ident)
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{
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gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(0)].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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}
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else
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{
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gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(0)].u.m[0][0]);
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checkGLcall("glMultMatrixf");
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}
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gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(0)].u.m[0][0]);
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checkGLcall("glMultMatrixf");
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}
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}
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@ -3883,18 +3874,10 @@ static void transform_worldex(struct wined3d_context *context, const struct wine
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/* World matrix 0 is multiplied with the view matrix because d3d uses 3
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* matrices while gl uses only 2. To avoid weighting the view matrix
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* incorrectly it has to be multiplied into every GL modelview matrix. */
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if (context->swapchain->device->view_ident)
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{
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gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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}
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else
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{
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gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)].u.m[0][0]);
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checkGLcall("glMultMatrixf");
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}
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gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)].u.m[0][0]);
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checkGLcall("glMultMatrixf");
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}
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static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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@ -1161,6 +1161,13 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
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unsigned int i;
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struct wined3d_swapchain *swapchain;
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struct wined3d_surface *backbuffer;
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static const struct wined3d_matrix identity =
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{{{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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}}};
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TRACE("stateblock %p.\n", stateblock);
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@ -863,9 +863,6 @@ do { \
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#define checkGLcall(A) do {} while(0)
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#endif
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/* Global variables */
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extern const struct wined3d_matrix identity DECLSPEC_HIDDEN;
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enum wined3d_ffp_idx
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{
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WINED3D_FFP_POSITION = 0,
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@ -1704,7 +1701,6 @@ struct wined3d_device
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DWORD vs_clipping;
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UINT instance_count;
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WORD view_ident : 1; /* true iff view matrix is identity */
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WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
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WORD isRecordingState : 1;
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WORD isInDraw : 1;
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@ -1714,7 +1710,7 @@ struct wined3d_device
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WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
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WORD useDrawStridedSlow : 1;
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WORD filter_messages : 1;
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WORD padding : 6;
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WORD padding : 7;
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BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
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