d3drm: Use existing helper to manage lights array.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -71,8 +71,8 @@ struct d3drm_frame
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ULONG nb_visuals;
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ULONG nb_visuals;
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ULONG visuals_capacity;
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ULONG visuals_capacity;
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IDirect3DRMVisual **visuals;
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IDirect3DRMVisual **visuals;
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ULONG nb_lights;
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SIZE_T nb_lights;
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ULONG lights_capacity;
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SIZE_T lights_size;
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IDirect3DRMLight **lights;
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IDirect3DRMLight **lights;
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D3DRMMATRIX4D transform;
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D3DRMMATRIX4D transform;
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D3DCOLOR scenebackground;
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D3DCOLOR scenebackground;
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@ -875,9 +875,8 @@ static HRESULT WINAPI d3drm_frame1_AddChild(IDirect3DRMFrame *iface, IDirect3DRM
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static HRESULT WINAPI d3drm_frame3_AddLight(IDirect3DRMFrame3 *iface, IDirect3DRMLight *light)
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static HRESULT WINAPI d3drm_frame3_AddLight(IDirect3DRMFrame3 *iface, IDirect3DRMLight *light)
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{
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{
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struct d3drm_frame *This = impl_from_IDirect3DRMFrame3(iface);
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struct d3drm_frame *frame = impl_from_IDirect3DRMFrame3(iface);
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ULONG i;
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ULONG i;
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IDirect3DRMLight** lights;
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TRACE("iface %p, light %p.\n", iface, light);
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TRACE("iface %p, light %p.\n", iface, light);
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@ -885,33 +884,15 @@ static HRESULT WINAPI d3drm_frame3_AddLight(IDirect3DRMFrame3 *iface, IDirect3DR
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return D3DRMERR_BADOBJECT;
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return D3DRMERR_BADOBJECT;
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/* Check if already existing and return gracefully without increasing ref count */
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/* Check if already existing and return gracefully without increasing ref count */
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for (i = 0; i < This->nb_lights; i++)
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for (i = 0; i < frame->nb_lights; i++)
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if (This->lights[i] == light)
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if (frame->lights[i] == light)
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return D3DRM_OK;
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return D3DRM_OK;
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if ((This->nb_lights + 1) > This->lights_capacity)
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if (!d3drm_array_reserve((void **)&frame->lights, &frame->lights_size,
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{
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frame->nb_lights + 1, sizeof(*frame->lights)))
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ULONG new_capacity;
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if (!This->lights_capacity)
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{
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new_capacity = 16;
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lights = HeapAlloc(GetProcessHeap(), 0, new_capacity * sizeof(IDirect3DRMLight*));
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}
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else
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{
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new_capacity = This->lights_capacity * 2;
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lights = HeapReAlloc(GetProcessHeap(), 0, This->lights, new_capacity * sizeof(IDirect3DRMLight*));
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}
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if (!lights)
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return E_OUTOFMEMORY;
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return E_OUTOFMEMORY;
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This->lights_capacity = new_capacity;
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frame->lights[frame->nb_lights++] = light;
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This->lights = lights;
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}
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This->lights[This->nb_lights++] = light;
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IDirect3DRMLight_AddRef(light);
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IDirect3DRMLight_AddRef(light);
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return D3DRM_OK;
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return D3DRM_OK;
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