wined3d: Remove now redundant error handling from wined3d_device_set_light().

Signed-off-by: Zebediah Figura <z.figura12@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2020-03-04 22:46:49 -06:00 committed by Alexandre Julliard
parent 0ada209125
commit 63dc466aa6
1 changed files with 3 additions and 35 deletions

View File

@ -1372,46 +1372,16 @@ static void wined3d_device_get_transform(const struct wined3d_device *device,
* stateblock problems. When capturing the state block, I duplicate the
* hashmap, but when recording, just build a chain pretty much of commands to
* be replayed. */
static HRESULT wined3d_device_set_light(struct wined3d_device *device,
static void wined3d_device_set_light(struct wined3d_device *device,
UINT light_idx, const struct wined3d_light *light)
{
struct wined3d_light_info *object = NULL;
HRESULT hr;
float rho;
TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
/* Check the parameter range. Need for speed most wanted sets junk lights
* which confuse the GL driver. */
if (!light)
return WINED3DERR_INVALIDCALL;
switch (light->type)
{
case WINED3D_LIGHT_POINT:
case WINED3D_LIGHT_SPOT:
case WINED3D_LIGHT_GLSPOT:
/* Incorrect attenuation values can cause the gl driver to crash.
* Happens with Need for speed most wanted. */
if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
{
WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
break;
case WINED3D_LIGHT_DIRECTIONAL:
case WINED3D_LIGHT_PARALLELPOINT:
/* Ignores attenuation */
break;
default:
WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
return WINED3DERR_INVALIDCALL;
}
if (FAILED(hr = wined3d_light_state_set_light(&device->state.light_state, light_idx, light, &object)))
return hr;
if (FAILED(wined3d_light_state_set_light(&device->state.light_state, light_idx, light, &object)))
return;
/* Initialize the object. */
TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
@ -1500,8 +1470,6 @@ static HRESULT wined3d_device_set_light(struct wined3d_device *device,
}
wined3d_cs_emit_set_light(device->cs, object);
return WINED3D_OK;
}
static HRESULT wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)