On 03/14/2017 12:47 AM, Matteo Bruni wrote:
2017-03-09 23:15 GMT+01:00 Paul Gofman <gofmanp(a)gmail.com>:
Signed-off-by: Paul Gofman <gofmanp(a)gmail.com> ---
struct d3dx_state *states; struct d3dx_parameter *annotations; + + D3DLIGHT9 current_light[8]; + D3DMATERIAL9 current_material; }; I think these might be stored in the effect struct instead. Yes actually, too passes can't be active at a time and each BeginPass should initialize this in effect structure correctly. +static void clear_dirty_all(struct d3dx9_base_effect *base) clear_dirty_params() or something like that would be a clearer name. I will change the name. @@ -1570,8 +1587,12 @@ static HRESULT d3dx9_base_effect_set_int(struct d3dx9_base_effect *base, D3DXHAN { if (param->rows == 1 && param->columns == 1) { - set_number(param->data, param->type, &n, D3DXPT_INT); - set_dirty(param); + DWORD value; + + set_number(&value, param->type, &n, D3DXPT_INT); + if (value != *(DWORD *)param->data) + set_dirty(param); + *(DWORD *)param->data = value; Shouldn't this go in the previous patch?
Yes, sure. There is actually another fix I made in the next patches which makes SetLight go in one call for all light attributes, probably I should bring it here at once too? Just the test for that goes later in my patches when I test & implement effect state manager.