wined3d: Pass a wined3d_state structure to apply_lights().

This commit is contained in:
Henri Verbeet 2010-09-27 12:07:54 +02:00 committed by Alexandre Julliard
parent 8b54093bbc
commit 9f75633a4f
1 changed files with 6 additions and 4 deletions

View File

@ -895,13 +895,15 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
return WINED3D_OK;
}
static void apply_lights(IWineD3DDevice *device, const IWineD3DStateBlockImpl *This)
static void apply_lights(IWineD3DDevice *device, const struct wined3d_state *state)
{
UINT i;
for(i = 0; i < LIGHTMAP_SIZE; i++) {
for (i = 0; i < LIGHTMAP_SIZE; ++i)
{
struct list *e;
LIST_FOR_EACH(e, &This->state.light_map[i])
LIST_FOR_EACH(e, &state->light_map[i])
{
const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
@ -942,7 +944,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface)
This->state.vs_consts_b + This->contained_vs_consts_b[i], 1);
}
apply_lights(device, This);
apply_lights(device, &This->state);
if (This->changed.pixelShader)
IWineD3DDevice_SetPixelShader(device, (IWineD3DPixelShader *)This->state.pixel_shader);