wined3d: Use the wined3d_matrix structure for the identity matrix.

oldstable
Henri Verbeet 2012-05-03 21:49:38 +02:00 committed by Alexandre Julliard
parent e103a7a52d
commit 6b9018ccd2
3 changed files with 9 additions and 9 deletions

View File

@ -52,13 +52,13 @@ const struct wined3d_light WINED3D_default_light =
/**********************************************************
* Global variable / Constants follow
**********************************************************/
const float identity[] =
{
const struct wined3d_matrix identity =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}; /* When needed for comparisons */
}}}; /* When needed for comparisons */
/* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
* actually have the same values in GL and D3D. */
@ -1832,7 +1832,7 @@ HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
* matrix. The Projection matrix stay projection matrix. */
if (d3dts == WINED3D_TS_VIEW)
device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
device->view_ident = !memcmp(matrix, &identity, sizeof(identity));
if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
device_invalidate_state(device, STATE_TRANSFORM(d3dts));

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@ -1108,11 +1108,11 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
memset(stateblock->changed.vertexShaderConstantsF, 0, device->d3d_vshader_constantF * sizeof(BOOL));
/* Set some of the defaults for lights, transforms etc */
memcpy(&state->transforms[WINED3D_TS_PROJECTION], identity, sizeof(identity));
memcpy(&state->transforms[WINED3D_TS_VIEW], identity, sizeof(identity));
memcpy(&state->transforms[WINED3D_TS_PROJECTION], &identity, sizeof(identity));
memcpy(&state->transforms[WINED3D_TS_VIEW], &identity, sizeof(identity));
for (i = 0; i < 256; ++i)
{
memcpy(&state->transforms[WINED3D_TS_WORLD_MATRIX(i)], identity, sizeof(identity));
memcpy(&state->transforms[WINED3D_TS_WORLD_MATRIX(i)], &identity, sizeof(identity));
}
state->fb = &device->fb;
@ -1253,7 +1253,7 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
for (i = 0; i < MAX_TEXTURES; ++i)
{
TRACE("Setting up default texture states for texture Stage %u.\n", i);
memcpy(&state->transforms[WINED3D_TS_TEXTURE0 + i], identity, sizeof(identity));
memcpy(&state->transforms[WINED3D_TS_TEXTURE0 + i], &identity, sizeof(identity));
state->texture_states[i][WINED3D_TSS_COLOR_OP] = i ? WINED3D_TOP_DISABLE : WINED3D_TOP_MODULATE;
state->texture_states[i][WINED3D_TSS_COLOR_ARG1] = WINED3DTA_TEXTURE;
state->texture_states[i][WINED3D_TSS_COLOR_ARG2] = WINED3DTA_CURRENT;

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@ -860,7 +860,7 @@ do {
debug_d3dformat(si->elements[name].format->id), si->elements[name].stream_idx); } while(0)
/* Global variables */
extern const float identity[16] DECLSPEC_HIDDEN;
extern const struct wined3d_matrix identity DECLSPEC_HIDDEN;
enum wined3d_ffp_idx
{