wined3d: Remove the useless "changed" and "enabledChanged" fields from struct wined3d_light_info.
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@ -2485,7 +2485,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I
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list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
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object->glIndex = -1;
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object->OriginalIndex = Index;
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object->changed = TRUE;
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}
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/* Initialize the object */
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@ -2636,7 +2635,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, D
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}
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}
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lightInfo->enabledChanged = TRUE;
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if(!Enable) {
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if(lightInfo->glIndex != -1) {
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if(!This->isRecordingState) {
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@ -447,8 +447,6 @@ static void stateblock_init_lights(IWineD3DStateBlockImpl *stateblock, struct li
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struct wined3d_light_info *dst_light = HeapAlloc(GetProcessHeap(), 0, sizeof(*dst_light));
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*dst_light = *src_light;
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dst_light->changed = TRUE;
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dst_light->enabledChanged = TRUE;
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list_add_tail(&stateblock->lightMap[i], &dst_light->entry);
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}
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}
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@ -561,42 +559,34 @@ static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlock
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LIST_FOR_EACH(e, &This->lightMap[i]) {
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BOOL updated = FALSE;
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struct wined3d_light_info *src = LIST_ENTRY(e, struct wined3d_light_info, entry), *realLight;
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if (!src->changed && !src->enabledChanged) continue;
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/* Look up the light in the destination */
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LIST_FOR_EACH(f, &targetStateBlock->lightMap[i]) {
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realLight = LIST_ENTRY(f, struct wined3d_light_info, entry);
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if(realLight->OriginalIndex == src->OriginalIndex) {
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if(src->changed) {
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if (realLight->OriginalIndex == src->OriginalIndex)
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{
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src->OriginalParms = realLight->OriginalParms;
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}
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if(src->enabledChanged) {
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/* Need to double check because enabledChanged does not catch enabled -> disabled -> enabled
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* or disabled -> enabled -> disabled changes
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*/
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if(realLight->glIndex == -1 && src->glIndex != -1) {
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if (realLight->glIndex == -1 && src->glIndex != -1)
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{
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/* Light disabled */
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This->activeLights[src->glIndex] = NULL;
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} else if(realLight->glIndex != -1 && src->glIndex == -1){
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}
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else if (realLight->glIndex != -1 && src->glIndex == -1)
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{
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/* Light enabled */
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This->activeLights[realLight->glIndex] = src;
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}
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src->glIndex = realLight->glIndex;
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}
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updated = TRUE;
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break;
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}
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}
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if(updated) {
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/* Found a light, all done, proceed with next hash entry */
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continue;
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} else if(src->changed) {
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/* Otherwise assign defaul params */
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src->OriginalParms = WINED3D_default_light;
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} else {
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/* Not enabled by default */
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src->glIndex = -1;
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if (!updated)
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{
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ERR("Light %u in stateblock %p does not exist in device stateblock %p.\n",
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src->OriginalIndex, This, targetStateBlock);
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}
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}
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}
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@ -987,15 +977,11 @@ static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *
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{
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const struct wined3d_light_info *light = LIST_ENTRY(e, struct wined3d_light_info, entry);
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if(light->changed) {
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IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
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}
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if(light->enabledChanged) {
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IWineD3DDevice_SetLightEnable(pDevice, light->OriginalIndex, light->glIndex != -1);
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}
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}
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}
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}
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static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface){
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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@ -1208,8 +1208,6 @@ struct wined3d_light_info
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WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
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DWORD OriginalIndex;
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LONG glIndex;
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BOOL changed;
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BOOL enabledChanged;
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BOOL enabled;
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/* Converted parms to speed up swapping lights */
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