Commit ff8f7874 authored by Max Figura's avatar Max Figura Committed by Alexandre Julliard

wined3d: Move the WINED3D_RS_TWEENFACTOR stub to wined3d_device_apply_stateblock.

parent be1ef8ed
......@@ -4207,6 +4207,9 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
case WINED3D_RS_INDEXEDVERTEXBLENDENABLE:
break;
case WINED3D_RS_TWEENFACTOR:
break;
default:
wined3d_device_set_render_state(device, idx, state->rs[idx]);
break;
......
......@@ -11970,7 +11970,6 @@ static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states[] =
{STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
/* NP2 texture matrix fixups. They are not needed if
* GL_ARB_texture_non_power_of_two is supported. Otherwise, register
* glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
......
......@@ -1145,7 +1145,6 @@ static const struct wined3d_state_entry_template spirv_vertex_pipe_vk_vp_states[
{STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALE_B), state_nop}},
{STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALE_C), state_nop}},
{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), state_nop}},
{STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_RENDER(WINED3D_RS_TWEENFACTOR), state_nop}},
{STATE_MATERIAL, {STATE_MATERIAL, state_nop}},
{STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), state_nop}},
{STATE_LIGHT_TYPE, {STATE_LIGHT_TYPE, state_nop}},
......
......@@ -4986,7 +4986,6 @@ static const struct wined3d_state_entry_template vp_ffp_states[] =
{ STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
{ STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
{ STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
/* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
* so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
......@@ -5381,8 +5380,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
{149, 150},
{153, 153},
{162, 165},
{167, 169},
{171, 171},
{167, 171},
{174, 177},
{185, 193},
{195, 209},
......
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