ddraw: Do not limit inactive light count in viewport.

Signed-off-by: Paul Gofman <gofmanp@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Paul Gofman 2019-06-11 13:06:19 +03:00 committed by Alexandre Julliard
parent 87a0edafbb
commit d864cece53
3 changed files with 34 additions and 13 deletions

View File

@ -661,4 +661,7 @@ struct member_info
HRESULT hr_ddraw_from_wined3d(HRESULT hr) DECLSPEC_HIDDEN; HRESULT hr_ddraw_from_wined3d(HRESULT hr) DECLSPEC_HIDDEN;
void viewport_alloc_active_light_index(struct d3d_light *light) DECLSPEC_HIDDEN;
void viewport_free_active_light_index(struct d3d_light *light) DECLSPEC_HIDDEN;
#endif #endif

View File

@ -59,9 +59,14 @@ void light_activate(struct d3d_light *light)
return; return;
device = light->active_viewport->active_device; device = light->active_viewport->active_device;
light_update(light);
if (light->light.dwFlags & D3DLIGHT_ACTIVE) if (light->light.dwFlags & D3DLIGHT_ACTIVE)
{
viewport_alloc_active_light_index(light);
if (!light->active_light_index)
return;
light_update(light);
IDirect3DDevice7_LightEnable(&device->IDirect3DDevice7_iface, light->active_light_index, TRUE); IDirect3DDevice7_LightEnable(&device->IDirect3DDevice7_iface, light->active_light_index, TRUE);
}
} }
/***************************************************************************** /*****************************************************************************
@ -79,11 +84,17 @@ void light_deactivate(struct d3d_light *light)
if (!light->active_viewport || !light->active_viewport->active_device if (!light->active_viewport || !light->active_viewport->active_device
|| light->active_viewport->active_device->current_viewport != light->active_viewport) || light->active_viewport->active_device->current_viewport != light->active_viewport)
{
assert(!light->active_light_index);
return; return;
}
device = light->active_viewport->active_device; device = light->active_viewport->active_device;
if (light->light.dwFlags & D3DLIGHT_ACTIVE) if (light->active_light_index)
{
IDirect3DDevice7_LightEnable(&device->IDirect3DDevice7_iface, light->active_light_index, FALSE); IDirect3DDevice7_LightEnable(&device->IDirect3DDevice7_iface, light->active_light_index, FALSE);
viewport_free_active_light_index(light);
}
} }
static inline struct d3d_light *impl_from_IDirect3DLight(IDirect3DLight *iface) static inline struct d3d_light *impl_from_IDirect3DLight(IDirect3DLight *iface)

View File

@ -122,7 +122,7 @@ void viewport_deactivate(struct d3d_viewport *viewport)
} }
} }
static void viewport_alloc_active_light_index(struct d3d_light *light) void viewport_alloc_active_light_index(struct d3d_light *light)
{ {
struct d3d_viewport *vp = light->active_viewport; struct d3d_viewport *vp = light->active_viewport;
unsigned int i; unsigned int i;
@ -150,6 +150,23 @@ static void viewport_alloc_active_light_index(struct d3d_light *light)
vp->map_lights |= 1u << i; vp->map_lights |= 1u << i;
} }
void viewport_free_active_light_index(struct d3d_light *light)
{
struct d3d_viewport *vp = light->active_viewport;
TRACE("vp %p, light %p, index %u, active_lights_count %u, map_lights %#x.\n",
vp, light, light->active_light_index, vp->active_lights_count, vp->map_lights);
if (!light->active_light_index)
return;
assert(vp->map_lights & (1u << (light->active_light_index - 1)));
--vp->active_lights_count;
vp->map_lights &= ~(1u << (light->active_light_index - 1));
light->active_light_index = 0;
}
/***************************************************************************** /*****************************************************************************
* _dump_D3DVIEWPORT, _dump_D3DVIEWPORT2 * _dump_D3DVIEWPORT, _dump_D3DVIEWPORT2
* *
@ -798,19 +815,11 @@ static HRESULT WINAPI d3d_viewport_AddLight(IDirect3DViewport3 *viewport, IDirec
} }
light_impl->active_viewport = vp; light_impl->active_viewport = vp;
viewport_alloc_active_light_index(light_impl);
if (!light_impl->active_light_index)
{
light_impl->active_viewport = NULL;
wined3d_mutex_unlock();
return DDERR_INVALIDPARAMS;
}
/* Add the light in the 'linked' chain */ /* Add the light in the 'linked' chain */
list_add_head(&vp->light_list, &light_impl->entry); list_add_head(&vp->light_list, &light_impl->entry);
IDirect3DLight_AddRef(light); IDirect3DLight_AddRef(light);
/* Attach the light to the viewport */
light_activate(light_impl); light_activate(light_impl);
wined3d_mutex_unlock(); wined3d_mutex_unlock();
@ -851,8 +860,6 @@ static HRESULT WINAPI d3d_viewport_DeleteLight(IDirect3DViewport3 *iface, IDirec
list_remove(&l->entry); list_remove(&l->entry);
l->active_viewport = NULL; l->active_viewport = NULL;
IDirect3DLight_Release(lpDirect3DLight); IDirect3DLight_Release(lpDirect3DLight);
--viewport->active_lights_count;
viewport->map_lights &= ~(1 << l->active_light_index);
wined3d_mutex_unlock(); wined3d_mutex_unlock();