d3dx9: Use bitmask instead of BOOL array for light_updated.
Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -178,7 +178,7 @@ struct ID3DXEffectImpl
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DWORD begin_flags;
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D3DLIGHT9 current_light[8];
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BOOL light_updated[8];
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unsigned int light_updated;
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D3DMATERIAL9 current_material;
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BOOL material_updated;
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};
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@ -3067,7 +3067,7 @@ static HRESULT d3dx9_apply_state(struct ID3DXEffectImpl *effect, struct d3dx_pas
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state_table[state->operation].op);
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d3dx9_set_light_parameter(state_table[state->operation].op,
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&effect->current_light[state->index], param_value);
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effect->light_updated[state->index] = TRUE;
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effect->light_updated |= 1u << state->index;
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return D3D_OK;
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}
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case SC_MATERIAL:
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@ -3112,15 +3112,19 @@ static HRESULT d3dx9_apply_pass_states(struct ID3DXEffectImpl *effect, struct d3
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ret = hr;
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}
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}
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if (effect->light_updated)
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{
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for (i = 0; i < ARRAY_SIZE(effect->current_light); ++i)
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{
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if (effect->light_updated[i]
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if ((effect->light_updated & (1u << i))
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&& FAILED(hr = SET_D3D_STATE(effect, SetLight, i, &effect->current_light[i])))
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{
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WARN("Error setting light, hr %#x.\n", hr);
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ret = hr;
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}
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effect->light_updated[i] = FALSE;
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}
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effect->light_updated = 0;
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}
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if (effect->material_updated
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