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