Commit 06108781 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Remove the apply_pshader_fog state handler.

The fog doesn't depend on pixel shaders any longer(but still vice versa), so we don't need this state any more.
parent 2dd18635
......@@ -3370,21 +3370,6 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
}
}
static void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if (use_ps(stateblock))
{
if(!context->last_was_pshader) {
state_fog(state, stateblock, context);
}
context->last_was_pshader = TRUE;
} else {
if(context->last_was_pshader) {
state_fog(state, stateblock, context);
}
context->last_was_pshader = FALSE;
}
}
void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
BOOL use_pshader = use_ps(stateblock);
......@@ -5208,8 +5193,6 @@ const struct StateEntryTemplate ffp_vertexstate_template[] = {
{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
/* pixel shaders need a different fog input */
{ STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pshader_fog }, 0 },
/* 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.
* otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
......
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