wined3d: Use the wined3d_matrix structure for the identity matrix.
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@ -52,13 +52,13 @@ const struct wined3d_light WINED3D_default_light =
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/**********************************************************
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* Global variable / Constants follow
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**********************************************************/
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const float identity[] =
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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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}}}; /* 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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@ -1832,7 +1832,7 @@ HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
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* matrix. The Projection matrix stay projection matrix. */
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if (d3dts == WINED3D_TS_VIEW)
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device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
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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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@ -1108,11 +1108,11 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
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memset(stateblock->changed.vertexShaderConstantsF, 0, device->d3d_vshader_constantF * sizeof(BOOL));
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/* Set some of the defaults for lights, transforms etc */
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memcpy(&state->transforms[WINED3D_TS_PROJECTION], identity, sizeof(identity));
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memcpy(&state->transforms[WINED3D_TS_VIEW], identity, sizeof(identity));
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memcpy(&state->transforms[WINED3D_TS_PROJECTION], &identity, sizeof(identity));
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memcpy(&state->transforms[WINED3D_TS_VIEW], &identity, sizeof(identity));
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for (i = 0; i < 256; ++i)
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{
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memcpy(&state->transforms[WINED3D_TS_WORLD_MATRIX(i)], identity, sizeof(identity));
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memcpy(&state->transforms[WINED3D_TS_WORLD_MATRIX(i)], &identity, sizeof(identity));
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}
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state->fb = &device->fb;
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@ -1253,7 +1253,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
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for (i = 0; i < MAX_TEXTURES; ++i)
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{
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TRACE("Setting up default texture states for texture Stage %u.\n", i);
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memcpy(&state->transforms[WINED3D_TS_TEXTURE0 + i], identity, sizeof(identity));
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memcpy(&state->transforms[WINED3D_TS_TEXTURE0 + i], &identity, sizeof(identity));
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state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
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state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
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state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;
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@ -860,7 +860,7 @@ do {
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debug_d3dformat(si->elements[name].format->id), si->elements[name].stream_idx); } while(0)
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/* Global variables */
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extern const float identity[16] DECLSPEC_HIDDEN;
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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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