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wine
wine-cw
Commits
17eabc42
Commit
17eabc42
authored
Dec 14, 2006
by
Stefan Dösinger
Committed by
Alexandre Julliard
Dec 15, 2006
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wined3d: Clean up SetRenderState.
parent
46028b08
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1 changed file
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2 additions
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122 deletions
+2
-122
device.c
dlls/wined3d/device.c
+2
-122
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dlls/wined3d/device.c
View file @
17eabc42
...
...
@@ -3328,128 +3328,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
}
ENTER_GL
();
switch
(
State
)
{
case
WINED3DRS_FILLMODE
:
case
WINED3DRS_LIGHTING
:
case
WINED3DRS_ZENABLE
:
case
WINED3DRS_CULLMODE
:
case
WINED3DRS_SHADEMODE
:
case
WINED3DRS_DITHERENABLE
:
case
WINED3DRS_ZWRITEENABLE
:
case
WINED3DRS_ZFUNC
:
case
WINED3DRS_AMBIENT
:
case
WINED3DRS_ALPHABLENDENABLE
:
case
WINED3DRS_SRCBLEND
:
case
WINED3DRS_DESTBLEND
:
case
WINED3DRS_ANTIALIASEDLINEENABLE
:
case
WINED3DRS_BLENDFACTOR
:
case
WINED3DRS_ALPHATESTENABLE
:
case
WINED3DRS_ALPHAFUNC
:
case
WINED3DRS_ALPHAREF
:
case
WINED3DRS_COLORKEYENABLE
:
case
WINED3DRS_CLIPPLANEENABLE
:
case
WINED3DRS_CLIPPING
:
case
WINED3DRS_BLENDOP
:
case
WINED3DRS_TEXTUREFACTOR
:
case
WINED3DRS_SPECULARENABLE
:
case
WINED3DRS_STENCILENABLE
:
case
WINED3DRS_TWOSIDEDSTENCILMODE
:
case
WINED3DRS_STENCILFUNC
:
case
WINED3DRS_CCW_STENCILFUNC
:
case
WINED3DRS_STENCILREF
:
case
WINED3DRS_STENCILMASK
:
case
WINED3DRS_STENCILFAIL
:
case
WINED3DRS_STENCILZFAIL
:
case
WINED3DRS_STENCILPASS
:
case
WINED3DRS_CCW_STENCILFAIL
:
case
WINED3DRS_CCW_STENCILZFAIL
:
case
WINED3DRS_CCW_STENCILPASS
:
case
WINED3DRS_EDGEANTIALIAS
:
case
WINED3DRS_STENCILWRITEMASK
:
case
WINED3DRS_FOGENABLE
:
case
WINED3DRS_FOGTABLEMODE
:
case
WINED3DRS_FOGVERTEXMODE
:
case
WINED3DRS_FOGSTART
:
case
WINED3DRS_FOGEND
:
case
WINED3DRS_RANGEFOGENABLE
:
case
WINED3DRS_FOGCOLOR
:
case
WINED3DRS_FOGDENSITY
:
case
WINED3DRS_VERTEXBLEND
:
case
WINED3DRS_TWEENFACTOR
:
case
WINED3DRS_INDEXEDVERTEXBLENDENABLE
:
case
WINED3DRS_COLORVERTEX
:
case
WINED3DRS_DIFFUSEMATERIALSOURCE
:
case
WINED3DRS_SPECULARMATERIALSOURCE
:
case
WINED3DRS_AMBIENTMATERIALSOURCE
:
case
WINED3DRS_EMISSIVEMATERIALSOURCE
:
case
WINED3DRS_LINEPATTERN
:
case
WINED3DRS_ZBIAS
:
/* D3D8 only */
case
WINED3DRS_NORMALIZENORMALS
:
case
WINED3DRS_POINTSIZE
:
case
WINED3DRS_POINTSIZE_MIN
:
case
WINED3DRS_POINTSIZE_MAX
:
case
WINED3DRS_POINTSCALE_A
:
case
WINED3DRS_POINTSCALE_B
:
case
WINED3DRS_POINTSCALE_C
:
case
WINED3DRS_POINTSCALEENABLE
:
case
WINED3DRS_COLORWRITEENABLE
:
case
WINED3DRS_COLORWRITEENABLE1
:
case
WINED3DRS_COLORWRITEENABLE2
:
case
WINED3DRS_COLORWRITEENABLE3
:
case
WINED3DRS_LOCALVIEWER
:
case
WINED3DRS_LASTPIXEL
:
case
WINED3DRS_SOFTWAREVERTEXPROCESSING
:
case
WINED3DRS_POINTSPRITEENABLE
:
case
WINED3DRS_WRAP0
:
case
WINED3DRS_WRAP1
:
case
WINED3DRS_WRAP2
:
case
WINED3DRS_WRAP3
:
case
WINED3DRS_WRAP4
:
case
WINED3DRS_WRAP5
:
case
WINED3DRS_WRAP6
:
case
WINED3DRS_WRAP7
:
case
WINED3DRS_WRAP8
:
case
WINED3DRS_WRAP9
:
case
WINED3DRS_WRAP10
:
case
WINED3DRS_WRAP11
:
case
WINED3DRS_WRAP12
:
case
WINED3DRS_WRAP13
:
case
WINED3DRS_WRAP14
:
case
WINED3DRS_WRAP15
:
case
WINED3DRS_MULTISAMPLEANTIALIAS
:
case
WINED3DRS_SCISSORTESTENABLE
:
case
WINED3DRS_SLOPESCALEDEPTHBIAS
:
case
WINED3DRS_DEPTHBIAS
:
case
WINED3DRS_TEXTUREPERSPECTIVE
:
case
WINED3DRS_STIPPLEDALPHA
:
case
WINED3DRS_ANTIALIAS
:
case
WINED3DRS_MULTISAMPLEMASK
:
case
WINED3DRS_PATCHEDGESTYLE
:
case
WINED3DRS_PATCHSEGMENTS
:
case
WINED3DRS_DEBUGMONITORTOKEN
:
case
WINED3DRS_POSITIONDEGREE
:
case
WINED3DRS_NORMALDEGREE
:
case
WINED3DRS_MINTESSELLATIONLEVEL
:
case
WINED3DRS_MAXTESSELLATIONLEVEL
:
case
WINED3DRS_ADAPTIVETESS_X
:
case
WINED3DRS_ADAPTIVETESS_Y
:
case
WINED3DRS_ADAPTIVETESS_Z
:
case
WINED3DRS_ADAPTIVETESS_W
:
case
WINED3DRS_ENABLEADAPTIVETESSELLATION
:
case
WINED3DRS_SRGBWRITEENABLE
:
case
WINED3DRS_SEPARATEALPHABLENDENABLE
:
case
WINED3DRS_SRCBLENDALPHA
:
case
WINED3DRS_DESTBLENDALPHA
:
case
WINED3DRS_BLENDOPALPHA
:
case
WINED3DRS_ZVISIBLE
:
StateTable
[
STATE_RENDER
(
State
)].
apply
(
STATE_RENDER
(
State
),
This
->
stateBlock
);
break
;
default:
FIXME
(
"(%p)->(%s,%d) unknown state
\n
"
,
This
,
debug_d3drenderstate
(
State
),
Value
);
}
/* TODO: Mark the state dirty instead of immediate applying */
StateTable
[
STATE_RENDER
(
State
)].
apply
(
STATE_RENDER
(
State
),
This
->
stateBlock
);
LEAVE_GL
();
return
WINED3D_OK
;
...
...
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