wined3d: Avoid storing a transformation matrix pointer in struct wined3d_cs_set_transform.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Stefan Dösinger 2016-03-21 17:40:15 +01:00 committed by Alexandre Julliard
parent d868f85ee8
commit 1422add1df
1 changed files with 3 additions and 3 deletions

View File

@ -229,7 +229,7 @@ struct wined3d_cs_set_transform
{
enum wined3d_cs_op opcode;
enum wined3d_transform_state state;
const struct wined3d_matrix *matrix;
struct wined3d_matrix matrix;
};
struct wined3d_cs_set_clip_plane
@ -854,7 +854,7 @@ static void wined3d_cs_exec_set_transform(struct wined3d_cs *cs, const void *dat
{
const struct wined3d_cs_set_transform *op = data;
cs->state.transforms[op->state] = *op->matrix;
cs->state.transforms[op->state] = op->matrix;
if (op->state < WINED3D_TS_WORLD_MATRIX(cs->device->adapter->d3d_info.limits.ffp_vertex_blend_matrices))
device_invalidate_state(cs->device, STATE_TRANSFORM(op->state));
}
@ -867,7 +867,7 @@ void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform
op = cs->ops->require_space(cs, sizeof(*op));
op->opcode = WINED3D_CS_OP_SET_TRANSFORM;
op->state = state;
op->matrix = matrix;
op->matrix = *matrix;
cs->ops->submit(cs);
}