Commit 3082c1a9 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Get rid of the WINED3DRENDERSTATETYPE typedef.

parent 5bddd442
......@@ -587,7 +587,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_Reset(IDirect3DDevice8 *iface,
hr = wined3d_device_reset(This->wined3d_device, &swapchain_desc, reset_enum_callback);
if (SUCCEEDED(hr))
{
hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_POINTSIZE_MIN, 0);
hr = wined3d_device_set_render_state(This->wined3d_device, WINED3D_RS_POINTSIZE_MIN, 0);
This->lost = FALSE;
}
else
......@@ -1439,7 +1439,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(IDirect3DDevice8 *ifac
switch (State)
{
case D3DRS_ZBIAS:
hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, Value);
hr = wined3d_device_set_render_state(This->wined3d_device, WINED3D_RS_DEPTHBIAS, Value);
break;
default:
......@@ -1462,7 +1462,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetRenderState(IDirect3DDevice8 *ifac
switch (State)
{
case D3DRS_ZBIAS:
hr = wined3d_device_get_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, pValue);
hr = wined3d_device_get_render_state(This->wined3d_device, WINED3D_RS_DEPTHBIAS, pValue);
break;
default:
......@@ -3112,7 +3112,7 @@ HRESULT device_init(IDirect3DDevice8Impl *device, IDirect3D8Impl *parent, struct
return hr;
}
hr = wined3d_device_set_render_state(device->wined3d_device, WINED3DRS_POINTSIZE_MIN, 0);
hr = wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_POINTSIZE_MIN, 0);
wined3d_mutex_unlock();
if (FAILED(hr))
{
......
......@@ -2456,7 +2456,7 @@ static HRESULT IDirect3DDeviceImpl_7_GetRenderState(IDirect3DDevice7 *iface,
break;
case D3DRENDERSTATE_ZBIAS:
hr = wined3d_device_get_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, Value);
hr = wined3d_device_get_render_state(This->wined3d_device, WINED3D_RS_DEPTHBIAS, Value);
break;
default:
......@@ -2765,7 +2765,7 @@ IDirect3DDeviceImpl_7_SetRenderState(IDirect3DDevice7 *iface,
break;
case D3DRENDERSTATE_ZBIAS:
hr = wined3d_device_set_render_state(This->wined3d_device, WINED3DRS_DEPTHBIAS, Value);
hr = wined3d_device_set_render_state(This->wined3d_device, WINED3D_RS_DEPTHBIAS, Value);
break;
default:
......@@ -6972,7 +6972,7 @@ HRESULT d3d_device_init(IDirect3DDeviceImpl *device, IDirectDrawImpl *ddraw, IDi
ddraw->d3ddevice = device;
wined3d_device_set_render_state(ddraw->wined3d_device, WINED3DRS_ZENABLE,
wined3d_device_set_render_state(ddraw->wined3d_device, WINED3D_RS_ZENABLE,
IDirect3DDeviceImpl_UpdateDepthStencil(device));
return D3D_OK;
......
......@@ -156,7 +156,7 @@ HRESULT d3d_execute_buffer_execute(IDirect3DExecuteBufferImpl *This,
/* IDirect3DDevices have color keying always enabled -
* enable it before drawing. This overwrites any ALPHA*
* render state. */
wined3d_device_set_render_state(lpDevice->wined3d_device, WINED3DRS_COLORKEYENABLE, 1);
wined3d_device_set_render_state(lpDevice->wined3d_device, WINED3D_RS_COLORKEYENABLE, 1);
IDirect3DDevice7_DrawIndexedPrimitive(&lpDevice->IDirect3DDevice7_iface,
D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX, tl_vx, 0, This->indices, count * 3, 0);
} break;
......
......@@ -335,9 +335,9 @@ static HRESULT WINAPI IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexB
* the vertex ops
*/
doClip = VertexOp & D3DVOP_CLIP ? TRUE : FALSE;
wined3d_device_get_render_state(device_impl->wined3d_device, WINED3DRS_CLIPPING, (DWORD *)&oldClip);
wined3d_device_get_render_state(device_impl->wined3d_device, WINED3D_RS_CLIPPING, (DWORD *)&oldClip);
if (doClip != oldClip)
wined3d_device_set_render_state(device_impl->wined3d_device, WINED3DRS_CLIPPING, doClip);
wined3d_device_set_render_state(device_impl->wined3d_device, WINED3D_RS_CLIPPING, doClip);
wined3d_device_set_stream_source(device_impl->wined3d_device,
0, Src->wineD3DVertexBuffer, 0, get_flexible_vertex_size(Src->fvf));
......@@ -347,7 +347,7 @@ static HRESULT WINAPI IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexB
/* Restore the states if needed */
if (doClip != oldClip)
wined3d_device_set_render_state(device_impl->wined3d_device, WINED3DRS_CLIPPING, oldClip);
wined3d_device_set_render_state(device_impl->wined3d_device, WINED3D_RS_CLIPPING, oldClip);
wined3d_mutex_unlock();
......
......@@ -4476,8 +4476,8 @@ static void find_arb_ps_compile_args(const struct wined3d_state *state,
* duplicate the shader than have a no-op KIL instruction in every shader
*/
if (!device->vs_clipping && use_vs(state)
&& state->render_states[WINED3DRS_CLIPPING]
&& state->render_states[WINED3DRS_CLIPPLANEENABLE])
&& state->render_states[WINED3D_RS_CLIPPING]
&& state->render_states[WINED3D_RS_CLIPPLANEENABLE])
args->clip = 1;
else
args->clip = 0;
......@@ -4538,8 +4538,8 @@ static void find_arb_vs_compile_args(const struct wined3d_state *state,
if (args->clip.boolclip.clip_texcoord)
{
if (state->render_states[WINED3DRS_CLIPPING])
args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3DRS_CLIPPLANEENABLE];
if (state->render_states[WINED3D_RS_CLIPPING])
args->clip.boolclip.clipplane_mask = (unsigned char)state->render_states[WINED3D_RS_CLIPPLANEENABLE];
/* clipplane_mask was set to 0 by setting boolclip_compare to 0 */
}
......@@ -5673,7 +5673,7 @@ static void state_texfactor_arbfp(struct wined3d_context *context,
priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_TFACTOR + 1);
}
D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col));
checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_TFACTOR, col)");
}
......@@ -5699,7 +5699,7 @@ static void state_arb_specularenable(struct wined3d_context *context,
priv->highest_dirty_ps_const = max(priv->highest_dirty_ps_const, ARB_FFP_CONST_SPECULAR_ENABLE + 1);
}
if (state->render_states[WINED3DRS_SPECULARENABLE])
if (state->render_states[WINED3D_RS_SPECULARENABLE])
{
/* The specular color has no alpha */
col[0] = 1.0f; col[1] = 1.0f;
......@@ -6301,7 +6301,7 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
if (isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE)))
if (isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
{
if (!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader)
{
......@@ -6311,8 +6311,8 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
{
set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00));
}
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3DRS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3DRS_SPECULARENABLE));
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
}
else if (use_pshader && !isStateDirty(context, context->state_table[STATE_VSHADER].representative))
{
......@@ -6364,8 +6364,8 @@ static void fragment_prog_arbfp(struct wined3d_context *context, const struct wi
{
set_bumpmat_arbfp(context, state, STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00));
}
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3DRS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3DRS_SPECULARENABLE));
state_texfactor_arbfp(context, state, STATE_RENDER(WINED3D_RS_TEXTUREFACTOR));
state_arb_specularenable(context, state, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
}
context->last_was_pshader = FALSE;
} else {
......@@ -6408,10 +6408,10 @@ static void state_arbfp_fog(struct wined3d_context *context, const struct wined3
if (!isStateDirty(context, STATE_PIXELSHADER))
fragment_prog_arbfp(context, state, state_id);
if (!state->render_states[WINED3DRS_FOGENABLE])
if (!state->render_states[WINED3D_RS_FOGENABLE])
return;
if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
{
if (use_vs(state))
{
......@@ -6419,7 +6419,7 @@ static void state_arbfp_fog(struct wined3d_context *context, const struct wined3
}
else
{
if (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw)
new_source = FOGSOURCE_COORD;
else
new_source = FOGSOURCE_FFP;
......@@ -6433,7 +6433,7 @@ static void state_arbfp_fog(struct wined3d_context *context, const struct wined3
if (new_source != context->fog_source)
{
context->fog_source = new_source;
state_fogstartend(context, state, STATE_RENDER(WINED3DRS_FOGSTART));
state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
}
}
......@@ -6443,8 +6443,9 @@ static void textransform(struct wined3d_context *context, const struct wined3d_s
fragment_prog_arbfp(context, state, state_id);
}
static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
{STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
static const struct StateEntryTemplate arbfp_fragmentstate_template[] =
{
{STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
......@@ -6566,14 +6567,14 @@ static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlum_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_PIXELSHADER, { STATE_PIXELSHADER, fragment_prog_arbfp }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_arbfp_fog }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
......@@ -6582,7 +6583,7 @@ static const struct StateEntryTemplate arbfp_fragmentstate_template[] = {
{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7, WINED3DTSS_TEXTURETRANSFORMFLAGS), textransform }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_arb_specularenable}, WINED3D_GL_EXT_NONE },
{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
};
......
......@@ -867,8 +867,8 @@ static void state_texfactor_atifs(struct wined3d_context *context, const struct
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float col[4];
D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
GL_EXTCALL(glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col));
checkGLcall("glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)");
}
......@@ -934,20 +934,20 @@ static void atifs_apply_pixelshader(struct wined3d_context *context, const struc
static void atifs_srgbwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
if (state->render_states[WINED3DRS_SRGBWRITEENABLE])
if (state->render_states[WINED3D_RS_SRGBWRITEENABLE])
WARN("sRGB writes are not supported by this fragment pipe.\n");
}
static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
{STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor_atifs }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), atifs_srgbwriteenable }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor_atifs }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), atifs_srgbwriteenable }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), set_tex_op_atifs }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
{STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
......
......@@ -1780,44 +1780,44 @@ static void SetupForBlit(const struct wined3d_device *device, struct wined3d_con
/* Other misc states */
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable(GL_ALPHA_TEST)");
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
glDisable(GL_LIGHTING);
checkGLcall("glDisable GL_LIGHTING");
context_invalidate_state(context, STATE_RENDER(WINED3DRS_LIGHTING));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_LIGHTING));
glDisable(GL_DEPTH_TEST);
checkGLcall("glDisable GL_DEPTH_TEST");
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
glDisableWINE(GL_FOG);
checkGLcall("glDisable GL_FOG");
context_invalidate_state(context, STATE_RENDER(WINED3DRS_FOGENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FOGENABLE));
glDisable(GL_BLEND);
checkGLcall("glDisable GL_BLEND");
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
glDisable(GL_CULL_FACE);
checkGLcall("glDisable GL_CULL_FACE");
context_invalidate_state(context, STATE_RENDER(WINED3DRS_CULLMODE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CULLMODE));
glDisable(GL_STENCIL_TEST);
checkGLcall("glDisable GL_STENCIL_TEST");
context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
glDisable(GL_SCISSOR_TEST);
checkGLcall("glDisable GL_SCISSOR_TEST");
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
if (gl_info->supported[ARB_POINT_SPRITE])
{
glDisable(GL_POINT_SPRITE_ARB);
checkGLcall("glDisable GL_POINT_SPRITE_ARB");
context_invalidate_state(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE));
}
glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
checkGLcall("glColorMask");
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
if (gl_info->supported[EXT_SECONDARY_COLOR])
{
glDisable(GL_COLOR_SUM_EXT);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SPECULARENABLE));
checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
}
......@@ -1837,7 +1837,7 @@ static void SetupForBlit(const struct wined3d_device *device, struct wined3d_con
glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
context_invalidate_state(context, STATE_RENDER(WINED3DRS_CLIPPING));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_CLIPPING));
set_blit_dimension(width, height);
device->frag_pipe->enable_extension(FALSE);
......@@ -2206,8 +2206,8 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
checkGLcall("glEnable GL_SCISSOR_TEST");
LEAVE_GL();
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
context_invalidate_state(context, STATE_SCISSORRECT);
return TRUE;
......@@ -2351,7 +2351,7 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d
* the alpha blend state changes with different render target formats. */
if (!context->current_rt)
{
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
}
else
{
......@@ -2363,11 +2363,11 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d
/* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
|| !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
/* Update sRGB writing when switching between formats that do/do not support sRGB writing */
if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE));
}
/* When switching away from an offscreen render target, and we're not
......
......@@ -718,10 +718,10 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
}
glStencilMask(~0U);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
glClearStencil(stencil);
checkGLcall("glClearStencil");
clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
......@@ -732,7 +732,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
surface_modify_location(fb->depth_stencil, fb->depth_stencil->draw_binding, TRUE);
glDepthMask(GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
glClearDepth(depth);
checkGLcall("glClearDepth");
clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
......@@ -749,10 +749,10 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
glClearColor(color->r, color->g, color->b, color->a);
checkGLcall("glClearColor");
clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
......@@ -2419,7 +2419,7 @@ HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, s
}
HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
WINED3DRENDERSTATETYPE state, DWORD value)
enum wined3d_render_state state, DWORD value)
{
DWORD old_value = device->stateBlock->state.render_states[state];
......@@ -2445,7 +2445,7 @@ HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
}
HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
WINED3DRENDERSTATETYPE state, DWORD *value)
enum wined3d_render_state state, DWORD *value)
{
TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
......@@ -3227,7 +3227,7 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO
dest_conv = dest_conv_addr;
}
if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
{
static BOOL warned = FALSE;
/*
......@@ -4497,8 +4497,8 @@ HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device
}
}
if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
state->render_states[WINED3DRS_STENCILENABLE])
if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
|| state->render_states[WINED3D_RS_STENCILENABLE])
{
struct wined3d_surface *ds = device->fb.depth_stencil;
struct wined3d_surface *target = device->fb.render_targets[0];
......@@ -4949,14 +4949,14 @@ HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, st
if (!prev != !depth_stencil)
{
/* Swapping NULL / non NULL depth stencil affects the depth and tests */
device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
}
else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
{
device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
}
if (prev)
wined3d_surface_decref(prev);
......
......@@ -143,10 +143,10 @@ static void drawStridedSlow(const struct wined3d_device *device, const struct wi
specular = element->data.addr;
/* special case where the fog density is stored in the specular alpha channel */
if (state->render_states[WINED3DRS_FOGENABLE]
&& (state->render_states[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
if (state->render_states[WINED3D_RS_FOGENABLE]
&& (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3DFOG_NONE
|| si->elements[WINED3D_FFP_POSITION].format->id == WINED3DFMT_R32G32B32A32_FLOAT)
&& state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
&& state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
{
if (gl_info->supported[EXT_FOG_COORD])
{
......@@ -583,7 +583,7 @@ void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartId
if (!index_count) return;
if (state->render_states[WINED3DRS_COLORWRITEENABLE])
if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
{
/* Invalidate the back buffer memory so LockRect will read it the next time */
for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
......@@ -616,7 +616,7 @@ void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartId
* depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
* that we never copy the stencil data.*/
DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
if (state->render_states[WINED3DRS_ZWRITEENABLE] || state->render_states[WINED3DRS_ZENABLE])
if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
{
struct wined3d_surface *ds = device->fb.depth_stencil;
RECT current_rect, draw_rect, r;
......@@ -635,7 +635,7 @@ void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartId
if (!EqualRect(&r, &draw_rect))
surface_load_ds_location(ds, context, location);
if (state->render_states[WINED3DRS_ZWRITEENABLE])
if (state->render_states[WINED3D_RS_ZWRITEENABLE])
{
surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
surface_modify_location(ds, ds->draw_binding, TRUE);
......@@ -653,7 +653,7 @@ void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartId
if ((!context->gl_info->supported[WINED3D_GL_VERSION_2_0]
|| (!glPointParameteri && !context->gl_info->supported[NV_POINT_SPRITE]))
&& context->render_offscreen
&& state->render_states[WINED3DRS_POINTSPRITEENABLE]
&& state->render_states[WINED3D_RS_POINTSPRITEENABLE]
&& state->gl_primitive_type == GL_POINTS)
{
FIXME("Point sprite coordinate origin switching not supported.\n");
......@@ -671,7 +671,7 @@ void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartId
if (!use_vs(state))
{
if (!stream_info->position_transformed && context->num_untracked_materials
&& state->render_states[WINED3DRS_LIGHTING])
&& state->render_states[WINED3D_RS_LIGHTING])
{
static BOOL warned;
if (!warned) {
......@@ -682,7 +682,7 @@ void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartId
}
emulation = TRUE;
}
else if (context->fog_coord && state->render_states[WINED3DRS_FOGENABLE])
else if (context->fog_coord && state->render_states[WINED3D_RS_FOGENABLE])
{
/* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
* to a float in the vertex buffer
......@@ -875,7 +875,7 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
*/
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
context_invalidate_state(context, STATE_RENDER(WINED3DRS_FILLMODE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_FILLMODE));
if (patch->has_normals)
{
static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
......@@ -887,7 +887,7 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
checkGLcall("glEnable(GL_LIGHTING)");
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
checkGLcall("glLightModel for MODEL_AMBIENT");
context_invalidate_state(context, STATE_RENDER(WINED3DRS_AMBIENT));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_AMBIENT));
for (i = 3; i < context->gl_info->limits.lights; ++i)
{
......@@ -919,7 +919,7 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
checkGLcall("Setting up light 3");
context_invalidate_state(context, STATE_MATERIAL);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORVERTEX));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORVERTEX));
glDisable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
......
......@@ -612,7 +612,8 @@ static void nvrc_texfactor(struct wined3d_context *context, const struct wined3d
{
const struct wined3d_gl_info *gl_info = context->gl_info;
float col[4];
D3DCOLORTOGLFLOAT4(state->render_states[WINED3DRS_TEXTUREFACTOR], col);
D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
}
......@@ -821,15 +822,15 @@ static const struct StateEntryTemplate nvrc_fragmentstate_template[] = {
{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), nvrc_texfactor }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_PIXELSHADER, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), nvrc_texfactor }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(0), { STATE_SAMPLER(0), nvts_texdim }, NV_TEXTURE_SHADER2 },
{ STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLER(1), { STATE_SAMPLER(1), nvts_texdim }, NV_TEXTURE_SHADER2 },
......
......@@ -1709,10 +1709,10 @@ HRESULT CDECL wined3d_shader_set_local_constants_float(struct wined3d_shader *sh
void find_vs_compile_args(const struct wined3d_state *state,
const struct wined3d_shader *shader, struct vs_compile_args *args)
{
args->fog_src = state->render_states[WINED3DRS_FOGTABLEMODE]
args->fog_src = state->render_states[WINED3D_RS_FOGTABLEMODE]
== WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
args->clip_enabled = state->render_states[WINED3DRS_CLIPPING]
&& state->render_states[WINED3DRS_CLIPPLANEENABLE];
args->clip_enabled = state->render_states[WINED3D_RS_CLIPPING]
&& state->render_states[WINED3D_RS_CLIPPLANEENABLE];
args->swizzle_map = shader->device->strided_streams.swizzle_map;
}
......@@ -1899,7 +1899,7 @@ void find_ps_compile_args(const struct wined3d_state *state,
UINT i;
memset(args, 0, sizeof(*args)); /* FIXME: Make sure all bits are set. */
if (state->render_states[WINED3DRS_SRGBWRITEENABLE])
if (state->render_states[WINED3D_RS_SRGBWRITEENABLE])
{
const struct wined3d_surface *rt = state->fb->render_targets[0];
if (rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE) args->srgb_correction = 1;
......@@ -1976,9 +1976,9 @@ void find_ps_compile_args(const struct wined3d_state *state,
else
{
args->vp_mode = vertexshader;
if (state->render_states[WINED3DRS_FOGENABLE])
if (state->render_states[WINED3D_RS_FOGENABLE])
{
switch (state->render_states[WINED3DRS_FOGTABLEMODE])
switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
{
case WINED3DFOG_NONE:
if (device->strided_streams.position_transformed || use_vs(state))
......@@ -1987,7 +1987,7 @@ void find_ps_compile_args(const struct wined3d_state *state,
break;
}
switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
{
case WINED3DFOG_NONE: /* Fall through. */
case WINED3DFOG_LINEAR: args->fog = FOG_LINEAR; break;
......
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -29,66 +29,66 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
static const DWORD pixel_states_render[] =
{
WINED3DRS_ALPHABLENDENABLE,
WINED3DRS_ALPHAFUNC,
WINED3DRS_ALPHAREF,
WINED3DRS_ALPHATESTENABLE,
WINED3DRS_ANTIALIASEDLINEENABLE,
WINED3DRS_BLENDFACTOR,
WINED3DRS_BLENDOP,
WINED3DRS_BLENDOPALPHA,
WINED3DRS_CCW_STENCILFAIL,
WINED3DRS_CCW_STENCILPASS,
WINED3DRS_CCW_STENCILZFAIL,
WINED3DRS_COLORWRITEENABLE,
WINED3DRS_COLORWRITEENABLE1,
WINED3DRS_COLORWRITEENABLE2,
WINED3DRS_COLORWRITEENABLE3,
WINED3DRS_DEPTHBIAS,
WINED3DRS_DESTBLEND,
WINED3DRS_DESTBLENDALPHA,
WINED3DRS_DITHERENABLE,
WINED3DRS_FILLMODE,
WINED3DRS_FOGDENSITY,
WINED3DRS_FOGEND,
WINED3DRS_FOGSTART,
WINED3DRS_LASTPIXEL,
WINED3DRS_SCISSORTESTENABLE,
WINED3DRS_SEPARATEALPHABLENDENABLE,
WINED3DRS_SHADEMODE,
WINED3DRS_SLOPESCALEDEPTHBIAS,
WINED3DRS_SRCBLEND,
WINED3DRS_SRCBLENDALPHA,
WINED3DRS_SRGBWRITEENABLE,
WINED3DRS_STENCILENABLE,
WINED3DRS_STENCILFAIL,
WINED3DRS_STENCILFUNC,
WINED3DRS_STENCILMASK,
WINED3DRS_STENCILPASS,
WINED3DRS_STENCILREF,
WINED3DRS_STENCILWRITEMASK,
WINED3DRS_STENCILZFAIL,
WINED3DRS_TEXTUREFACTOR,
WINED3DRS_TWOSIDEDSTENCILMODE,
WINED3DRS_WRAP0,
WINED3DRS_WRAP1,
WINED3DRS_WRAP10,
WINED3DRS_WRAP11,
WINED3DRS_WRAP12,
WINED3DRS_WRAP13,
WINED3DRS_WRAP14,
WINED3DRS_WRAP15,
WINED3DRS_WRAP2,
WINED3DRS_WRAP3,
WINED3DRS_WRAP4,
WINED3DRS_WRAP5,
WINED3DRS_WRAP6,
WINED3DRS_WRAP7,
WINED3DRS_WRAP8,
WINED3DRS_WRAP9,
WINED3DRS_ZENABLE,
WINED3DRS_ZFUNC,
WINED3DRS_ZWRITEENABLE,
WINED3D_RS_ALPHABLENDENABLE,
WINED3D_RS_ALPHAFUNC,
WINED3D_RS_ALPHAREF,
WINED3D_RS_ALPHATESTENABLE,
WINED3D_RS_ANTIALIASEDLINEENABLE,
WINED3D_RS_BLENDFACTOR,
WINED3D_RS_BLENDOP,
WINED3D_RS_BLENDOPALPHA,
WINED3D_RS_CCW_STENCILFAIL,
WINED3D_RS_CCW_STENCILPASS,
WINED3D_RS_CCW_STENCILZFAIL,
WINED3D_RS_COLORWRITEENABLE,
WINED3D_RS_COLORWRITEENABLE1,
WINED3D_RS_COLORWRITEENABLE2,
WINED3D_RS_COLORWRITEENABLE3,
WINED3D_RS_DEPTHBIAS,
WINED3D_RS_DESTBLEND,
WINED3D_RS_DESTBLENDALPHA,
WINED3D_RS_DITHERENABLE,
WINED3D_RS_FILLMODE,
WINED3D_RS_FOGDENSITY,
WINED3D_RS_FOGEND,
WINED3D_RS_FOGSTART,
WINED3D_RS_LASTPIXEL,
WINED3D_RS_SCISSORTESTENABLE,
WINED3D_RS_SEPARATEALPHABLENDENABLE,
WINED3D_RS_SHADEMODE,
WINED3D_RS_SLOPESCALEDEPTHBIAS,
WINED3D_RS_SRCBLEND,
WINED3D_RS_SRCBLENDALPHA,
WINED3D_RS_SRGBWRITEENABLE,
WINED3D_RS_STENCILENABLE,
WINED3D_RS_STENCILFAIL,
WINED3D_RS_STENCILFUNC,
WINED3D_RS_STENCILMASK,
WINED3D_RS_STENCILPASS,
WINED3D_RS_STENCILREF,
WINED3D_RS_STENCILWRITEMASK,
WINED3D_RS_STENCILZFAIL,
WINED3D_RS_TEXTUREFACTOR,
WINED3D_RS_TWOSIDEDSTENCILMODE,
WINED3D_RS_WRAP0,
WINED3D_RS_WRAP1,
WINED3D_RS_WRAP10,
WINED3D_RS_WRAP11,
WINED3D_RS_WRAP12,
WINED3D_RS_WRAP13,
WINED3D_RS_WRAP14,
WINED3D_RS_WRAP15,
WINED3D_RS_WRAP2,
WINED3D_RS_WRAP3,
WINED3D_RS_WRAP4,
WINED3D_RS_WRAP5,
WINED3D_RS_WRAP6,
WINED3D_RS_WRAP7,
WINED3D_RS_WRAP8,
WINED3D_RS_WRAP9,
WINED3D_RS_ZENABLE,
WINED3D_RS_ZFUNC,
WINED3D_RS_ZWRITEENABLE,
};
static const DWORD pixel_states_texture[] =
......@@ -130,51 +130,51 @@ static const DWORD pixel_states_sampler[] =
static const DWORD vertex_states_render[] =
{
WINED3DRS_ADAPTIVETESS_W,
WINED3DRS_ADAPTIVETESS_X,
WINED3DRS_ADAPTIVETESS_Y,
WINED3DRS_ADAPTIVETESS_Z,
WINED3DRS_AMBIENT,
WINED3DRS_AMBIENTMATERIALSOURCE,
WINED3DRS_CLIPPING,
WINED3DRS_CLIPPLANEENABLE,
WINED3DRS_COLORVERTEX,
WINED3DRS_CULLMODE,
WINED3DRS_DIFFUSEMATERIALSOURCE,
WINED3DRS_EMISSIVEMATERIALSOURCE,
WINED3DRS_ENABLEADAPTIVETESSELLATION,
WINED3DRS_FOGCOLOR,
WINED3DRS_FOGDENSITY,
WINED3DRS_FOGENABLE,
WINED3DRS_FOGEND,
WINED3DRS_FOGSTART,
WINED3DRS_FOGTABLEMODE,
WINED3DRS_FOGVERTEXMODE,
WINED3DRS_INDEXEDVERTEXBLENDENABLE,
WINED3DRS_LIGHTING,
WINED3DRS_LOCALVIEWER,
WINED3DRS_MAXTESSELLATIONLEVEL,
WINED3DRS_MINTESSELLATIONLEVEL,
WINED3DRS_MULTISAMPLEANTIALIAS,
WINED3DRS_MULTISAMPLEMASK,
WINED3DRS_NORMALDEGREE,
WINED3DRS_NORMALIZENORMALS,
WINED3DRS_PATCHEDGESTYLE,
WINED3DRS_POINTSCALE_A,
WINED3DRS_POINTSCALE_B,
WINED3DRS_POINTSCALE_C,
WINED3DRS_POINTSCALEENABLE,
WINED3DRS_POINTSIZE,
WINED3DRS_POINTSIZE_MAX,
WINED3DRS_POINTSIZE_MIN,
WINED3DRS_POINTSPRITEENABLE,
WINED3DRS_POSITIONDEGREE,
WINED3DRS_RANGEFOGENABLE,
WINED3DRS_SHADEMODE,
WINED3DRS_SPECULARENABLE,
WINED3DRS_SPECULARMATERIALSOURCE,
WINED3DRS_TWEENFACTOR,
WINED3DRS_VERTEXBLEND,
WINED3D_RS_ADAPTIVETESS_W,
WINED3D_RS_ADAPTIVETESS_X,
WINED3D_RS_ADAPTIVETESS_Y,
WINED3D_RS_ADAPTIVETESS_Z,
WINED3D_RS_AMBIENT,
WINED3D_RS_AMBIENTMATERIALSOURCE,
WINED3D_RS_CLIPPING,
WINED3D_RS_CLIPPLANEENABLE,
WINED3D_RS_COLORVERTEX,
WINED3D_RS_CULLMODE,
WINED3D_RS_DIFFUSEMATERIALSOURCE,
WINED3D_RS_EMISSIVEMATERIALSOURCE,
WINED3D_RS_ENABLEADAPTIVETESSELLATION,
WINED3D_RS_FOGCOLOR,
WINED3D_RS_FOGDENSITY,
WINED3D_RS_FOGENABLE,
WINED3D_RS_FOGEND,
WINED3D_RS_FOGSTART,
WINED3D_RS_FOGTABLEMODE,
WINED3D_RS_FOGVERTEXMODE,
WINED3D_RS_INDEXEDVERTEXBLENDENABLE,
WINED3D_RS_LIGHTING,
WINED3D_RS_LOCALVIEWER,
WINED3D_RS_MAXTESSELLATIONLEVEL,
WINED3D_RS_MINTESSELLATIONLEVEL,
WINED3D_RS_MULTISAMPLEANTIALIAS,
WINED3D_RS_MULTISAMPLEMASK,
WINED3D_RS_NORMALDEGREE,
WINED3D_RS_NORMALIZENORMALS,
WINED3D_RS_PATCHEDGESTYLE,
WINED3D_RS_POINTSCALE_A,
WINED3D_RS_POINTSCALE_B,
WINED3D_RS_POINTSCALE_C,
WINED3D_RS_POINTSCALEENABLE,
WINED3D_RS_POINTSIZE,
WINED3D_RS_POINTSIZE_MAX,
WINED3D_RS_POINTSIZE_MIN,
WINED3D_RS_POINTSPRITEENABLE,
WINED3D_RS_POSITIONDEGREE,
WINED3D_RS_RANGEFOGENABLE,
WINED3D_RS_SHADEMODE,
WINED3D_RS_SPECULARENABLE,
WINED3D_RS_SPECULARMATERIALSOURCE,
WINED3D_RS_TWEENFACTOR,
WINED3D_RS_VERTEXBLEND,
};
static const DWORD vertex_states_texture[] =
......@@ -838,7 +838,7 @@ HRESULT CDECL wined3d_stateblock_capture(struct wined3d_stateblock *stateblock)
/* Render */
for (i = 0; i < stateblock->num_contained_render_states; ++i)
{
WINED3DRENDERSTATETYPE rs = stateblock->contained_render_states[i];
enum wined3d_render_state rs = stateblock->contained_render_states[i];
TRACE("Updating render state %#x to %u.\n", rs, src_state->render_states[rs]);
......@@ -1120,134 +1120,134 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
TRACE("Render states\n");
/* Render states: */
if (device->auto_depth_stencil)
state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_TRUE;
state->render_states[WINED3D_RS_ZENABLE] = WINED3DZB_TRUE;
else
state->render_states[WINED3DRS_ZENABLE] = WINED3DZB_FALSE;
state->render_states[WINED3DRS_FILLMODE] = WINED3DFILL_SOLID;
state->render_states[WINED3DRS_SHADEMODE] = WINED3DSHADE_GOURAUD;
state->render_states[WINED3D_RS_ZENABLE] = WINED3DZB_FALSE;
state->render_states[WINED3D_RS_FILLMODE] = WINED3DFILL_SOLID;
state->render_states[WINED3D_RS_SHADEMODE] = WINED3DSHADE_GOURAUD;
lp.lp.repeat_factor = 0;
lp.lp.line_pattern = 0;
state->render_states[WINED3DRS_LINEPATTERN] = lp.d;
state->render_states[WINED3DRS_ZWRITEENABLE] = TRUE;
state->render_states[WINED3DRS_ALPHATESTENABLE] = FALSE;
state->render_states[WINED3DRS_LASTPIXEL] = TRUE;
state->render_states[WINED3DRS_SRCBLEND] = WINED3D_BLEND_ONE;
state->render_states[WINED3DRS_DESTBLEND] = WINED3D_BLEND_ZERO;
state->render_states[WINED3DRS_CULLMODE] = WINED3DCULL_CCW;
state->render_states[WINED3DRS_ZFUNC] = WINED3DCMP_LESSEQUAL;
state->render_states[WINED3DRS_ALPHAFUNC] = WINED3DCMP_ALWAYS;
state->render_states[WINED3DRS_ALPHAREF] = 0;
state->render_states[WINED3DRS_DITHERENABLE] = FALSE;
state->render_states[WINED3DRS_ALPHABLENDENABLE] = FALSE;
state->render_states[WINED3DRS_FOGENABLE] = FALSE;
state->render_states[WINED3DRS_SPECULARENABLE] = FALSE;
state->render_states[WINED3DRS_ZVISIBLE] = 0;
state->render_states[WINED3DRS_FOGCOLOR] = 0;
state->render_states[WINED3DRS_FOGTABLEMODE] = WINED3DFOG_NONE;
state->render_states[WINED3D_RS_LINEPATTERN] = lp.d;
state->render_states[WINED3D_RS_ZWRITEENABLE] = TRUE;
state->render_states[WINED3D_RS_ALPHATESTENABLE] = FALSE;
state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
state->render_states[WINED3D_RS_CULLMODE] = WINED3DCULL_CCW;
state->render_states[WINED3D_RS_ZFUNC] = WINED3DCMP_LESSEQUAL;
state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3DCMP_ALWAYS;
state->render_states[WINED3D_RS_ALPHAREF] = 0;
state->render_states[WINED3D_RS_DITHERENABLE] = FALSE;
state->render_states[WINED3D_RS_ALPHABLENDENABLE] = FALSE;
state->render_states[WINED3D_RS_FOGENABLE] = FALSE;
state->render_states[WINED3D_RS_SPECULARENABLE] = FALSE;
state->render_states[WINED3D_RS_ZVISIBLE] = 0;
state->render_states[WINED3D_RS_FOGCOLOR] = 0;
state->render_states[WINED3D_RS_FOGTABLEMODE] = WINED3DFOG_NONE;
tmpfloat.f = 0.0f;
state->render_states[WINED3DRS_FOGSTART] = tmpfloat.d;
state->render_states[WINED3D_RS_FOGSTART] = tmpfloat.d;
tmpfloat.f = 1.0f;
state->render_states[WINED3DRS_FOGEND] = tmpfloat.d;
state->render_states[WINED3D_RS_FOGEND] = tmpfloat.d;
tmpfloat.f = 1.0f;
state->render_states[WINED3DRS_FOGDENSITY] = tmpfloat.d;
state->render_states[WINED3DRS_EDGEANTIALIAS] = FALSE;
state->render_states[WINED3DRS_RANGEFOGENABLE] = FALSE;
state->render_states[WINED3DRS_STENCILENABLE] = FALSE;
state->render_states[WINED3DRS_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
state->render_states[WINED3DRS_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
state->render_states[WINED3DRS_STENCILPASS] = WINED3DSTENCILOP_KEEP;
state->render_states[WINED3DRS_STENCILREF] = 0;
state->render_states[WINED3DRS_STENCILMASK] = 0xffffffff;
state->render_states[WINED3DRS_STENCILFUNC] = WINED3DCMP_ALWAYS;
state->render_states[WINED3DRS_STENCILWRITEMASK] = 0xffffffff;
state->render_states[WINED3DRS_TEXTUREFACTOR] = 0xffffffff;
state->render_states[WINED3DRS_WRAP0] = 0;
state->render_states[WINED3DRS_WRAP1] = 0;
state->render_states[WINED3DRS_WRAP2] = 0;
state->render_states[WINED3DRS_WRAP3] = 0;
state->render_states[WINED3DRS_WRAP4] = 0;
state->render_states[WINED3DRS_WRAP5] = 0;
state->render_states[WINED3DRS_WRAP6] = 0;
state->render_states[WINED3DRS_WRAP7] = 0;
state->render_states[WINED3DRS_CLIPPING] = TRUE;
state->render_states[WINED3DRS_LIGHTING] = TRUE;
state->render_states[WINED3DRS_AMBIENT] = 0;
state->render_states[WINED3DRS_FOGVERTEXMODE] = WINED3DFOG_NONE;
state->render_states[WINED3DRS_COLORVERTEX] = TRUE;
state->render_states[WINED3DRS_LOCALVIEWER] = TRUE;
state->render_states[WINED3DRS_NORMALIZENORMALS] = FALSE;
state->render_states[WINED3DRS_DIFFUSEMATERIALSOURCE] = WINED3DMCS_COLOR1;
state->render_states[WINED3DRS_SPECULARMATERIALSOURCE] = WINED3DMCS_COLOR2;
state->render_states[WINED3DRS_AMBIENTMATERIALSOURCE] = WINED3DMCS_MATERIAL;
state->render_states[WINED3DRS_EMISSIVEMATERIALSOURCE] = WINED3DMCS_MATERIAL;
state->render_states[WINED3DRS_VERTEXBLEND] = WINED3DVBF_DISABLE;
state->render_states[WINED3DRS_CLIPPLANEENABLE] = 0;
state->render_states[WINED3DRS_SOFTWAREVERTEXPROCESSING] = FALSE;
state->render_states[WINED3D_RS_FOGDENSITY] = tmpfloat.d;
state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
state->render_states[WINED3D_RS_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
state->render_states[WINED3D_RS_STENCILPASS] = WINED3DSTENCILOP_KEEP;
state->render_states[WINED3D_RS_STENCILREF] = 0;
state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
state->render_states[WINED3D_RS_STENCILFUNC] = WINED3DCMP_ALWAYS;
state->render_states[WINED3D_RS_STENCILWRITEMASK] = 0xffffffff;
state->render_states[WINED3D_RS_TEXTUREFACTOR] = 0xffffffff;
state->render_states[WINED3D_RS_WRAP0] = 0;
state->render_states[WINED3D_RS_WRAP1] = 0;
state->render_states[WINED3D_RS_WRAP2] = 0;
state->render_states[WINED3D_RS_WRAP3] = 0;
state->render_states[WINED3D_RS_WRAP4] = 0;
state->render_states[WINED3D_RS_WRAP5] = 0;
state->render_states[WINED3D_RS_WRAP6] = 0;
state->render_states[WINED3D_RS_WRAP7] = 0;
state->render_states[WINED3D_RS_CLIPPING] = TRUE;
state->render_states[WINED3D_RS_LIGHTING] = TRUE;
state->render_states[WINED3D_RS_AMBIENT] = 0;
state->render_states[WINED3D_RS_FOGVERTEXMODE] = WINED3DFOG_NONE;
state->render_states[WINED3D_RS_COLORVERTEX] = TRUE;
state->render_states[WINED3D_RS_LOCALVIEWER] = TRUE;
state->render_states[WINED3D_RS_NORMALIZENORMALS] = FALSE;
state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] = WINED3DMCS_COLOR1;
state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] = WINED3DMCS_COLOR2;
state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] = WINED3DMCS_MATERIAL;
state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] = WINED3DMCS_MATERIAL;
state->render_states[WINED3D_RS_VERTEXBLEND] = WINED3DVBF_DISABLE;
state->render_states[WINED3D_RS_CLIPPLANEENABLE] = 0;
state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING] = FALSE;
tmpfloat.f = 1.0f;
state->render_states[WINED3DRS_POINTSIZE] = tmpfloat.d;
state->render_states[WINED3D_RS_POINTSIZE] = tmpfloat.d;
tmpfloat.f = 1.0f;
state->render_states[WINED3DRS_POINTSIZE_MIN] = tmpfloat.d;
state->render_states[WINED3DRS_POINTSPRITEENABLE] = FALSE;
state->render_states[WINED3DRS_POINTSCALEENABLE] = FALSE;
state->render_states[WINED3D_RS_POINTSIZE_MIN] = tmpfloat.d;
state->render_states[WINED3D_RS_POINTSPRITEENABLE] = FALSE;
state->render_states[WINED3D_RS_POINTSCALEENABLE] = FALSE;
tmpfloat.f = 1.0f;
state->render_states[WINED3DRS_POINTSCALE_A] = tmpfloat.d;
state->render_states[WINED3D_RS_POINTSCALE_A] = tmpfloat.d;
tmpfloat.f = 0.0f;
state->render_states[WINED3DRS_POINTSCALE_B] = tmpfloat.d;
state->render_states[WINED3D_RS_POINTSCALE_B] = tmpfloat.d;
tmpfloat.f = 0.0f;
state->render_states[WINED3DRS_POINTSCALE_C] = tmpfloat.d;
state->render_states[WINED3DRS_MULTISAMPLEANTIALIAS] = TRUE;
state->render_states[WINED3DRS_MULTISAMPLEMASK] = 0xffffffff;
state->render_states[WINED3DRS_PATCHEDGESTYLE] = WINED3DPATCHEDGE_DISCRETE;
state->render_states[WINED3D_RS_POINTSCALE_C] = tmpfloat.d;
state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS] = TRUE;
state->render_states[WINED3D_RS_MULTISAMPLEMASK] = 0xffffffff;
state->render_states[WINED3D_RS_PATCHEDGESTYLE] = WINED3DPATCHEDGE_DISCRETE;
tmpfloat.f = 1.0f;
state->render_states[WINED3DRS_PATCHSEGMENTS] = tmpfloat.d;
state->render_states[WINED3DRS_DEBUGMONITORTOKEN] = 0xbaadcafe;
state->render_states[WINED3D_RS_PATCHSEGMENTS] = tmpfloat.d;
state->render_states[WINED3D_RS_DEBUGMONITORTOKEN] = 0xbaadcafe;
tmpfloat.f = gl_info->limits.pointsize_max;
state->render_states[WINED3DRS_POINTSIZE_MAX] = tmpfloat.d;
state->render_states[WINED3DRS_INDEXEDVERTEXBLENDENABLE] = FALSE;
state->render_states[WINED3DRS_COLORWRITEENABLE] = 0x0000000f;
state->render_states[WINED3D_RS_POINTSIZE_MAX] = tmpfloat.d;
state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE] = FALSE;
state->render_states[WINED3D_RS_COLORWRITEENABLE] = 0x0000000f;
tmpfloat.f = 0.0f;
state->render_states[WINED3DRS_TWEENFACTOR] = tmpfloat.d;
state->render_states[WINED3DRS_BLENDOP] = WINED3D_BLEND_OP_ADD;
state->render_states[WINED3DRS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
state->render_states[WINED3DRS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
state->render_states[WINED3D_RS_TWEENFACTOR] = tmpfloat.d;
state->render_states[WINED3D_RS_BLENDOP] = WINED3D_BLEND_OP_ADD;
state->render_states[WINED3D_RS_POSITIONDEGREE] = WINED3D_DEGREE_CUBIC;
state->render_states[WINED3D_RS_NORMALDEGREE] = WINED3D_DEGREE_LINEAR;
/* states new in d3d9 */
state->render_states[WINED3DRS_SCISSORTESTENABLE] = FALSE;
state->render_states[WINED3DRS_SLOPESCALEDEPTHBIAS] = 0;
state->render_states[WINED3D_RS_SCISSORTESTENABLE] = FALSE;
state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS] = 0;
tmpfloat.f = 1.0f;
state->render_states[WINED3DRS_MINTESSELLATIONLEVEL] = tmpfloat.d;
state->render_states[WINED3DRS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
state->render_states[WINED3DRS_ANTIALIASEDLINEENABLE] = FALSE;
state->render_states[WINED3D_RS_MINTESSELLATIONLEVEL] = tmpfloat.d;
state->render_states[WINED3D_RS_MAXTESSELLATIONLEVEL] = tmpfloat.d;
state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE] = FALSE;
tmpfloat.f = 0.0f;
state->render_states[WINED3DRS_ADAPTIVETESS_X] = tmpfloat.d;
state->render_states[WINED3DRS_ADAPTIVETESS_Y] = tmpfloat.d;
state->render_states[WINED3D_RS_ADAPTIVETESS_X] = tmpfloat.d;
state->render_states[WINED3D_RS_ADAPTIVETESS_Y] = tmpfloat.d;
tmpfloat.f = 1.0f;
state->render_states[WINED3DRS_ADAPTIVETESS_Z] = tmpfloat.d;
state->render_states[WINED3D_RS_ADAPTIVETESS_Z] = tmpfloat.d;
tmpfloat.f = 0.0f;
state->render_states[WINED3DRS_ADAPTIVETESS_W] = tmpfloat.d;
state->render_states[WINED3DRS_ENABLEADAPTIVETESSELLATION] = FALSE;
state->render_states[WINED3DRS_TWOSIDEDSTENCILMODE] = FALSE;
state->render_states[WINED3DRS_CCW_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
state->render_states[WINED3DRS_CCW_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
state->render_states[WINED3DRS_CCW_STENCILPASS] = WINED3DSTENCILOP_KEEP;
state->render_states[WINED3DRS_CCW_STENCILFUNC] = WINED3DCMP_ALWAYS;
state->render_states[WINED3DRS_COLORWRITEENABLE1] = 0x0000000f;
state->render_states[WINED3DRS_COLORWRITEENABLE2] = 0x0000000f;
state->render_states[WINED3DRS_COLORWRITEENABLE3] = 0x0000000f;
state->render_states[WINED3DRS_BLENDFACTOR] = 0xFFFFFFFF;
state->render_states[WINED3DRS_SRGBWRITEENABLE] = 0;
state->render_states[WINED3DRS_DEPTHBIAS] = 0;
state->render_states[WINED3DRS_WRAP8] = 0;
state->render_states[WINED3DRS_WRAP9] = 0;
state->render_states[WINED3DRS_WRAP10] = 0;
state->render_states[WINED3DRS_WRAP11] = 0;
state->render_states[WINED3DRS_WRAP12] = 0;
state->render_states[WINED3DRS_WRAP13] = 0;
state->render_states[WINED3DRS_WRAP14] = 0;
state->render_states[WINED3DRS_WRAP15] = 0;
state->render_states[WINED3DRS_SEPARATEALPHABLENDENABLE] = FALSE;
state->render_states[WINED3DRS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
state->render_states[WINED3DRS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
state->render_states[WINED3DRS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3DSTENCILOP_KEEP;
state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3DCMP_ALWAYS;
state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
state->render_states[WINED3D_RS_BLENDFACTOR] = 0xFFFFFFFF;
state->render_states[WINED3D_RS_SRGBWRITEENABLE] = 0;
state->render_states[WINED3D_RS_DEPTHBIAS] = 0;
state->render_states[WINED3D_RS_WRAP8] = 0;
state->render_states[WINED3D_RS_WRAP9] = 0;
state->render_states[WINED3D_RS_WRAP10] = 0;
state->render_states[WINED3D_RS_WRAP11] = 0;
state->render_states[WINED3D_RS_WRAP12] = 0;
state->render_states[WINED3D_RS_WRAP13] = 0;
state->render_states[WINED3D_RS_WRAP14] = 0;
state->render_states[WINED3D_RS_WRAP15] = 0;
state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE] = FALSE;
state->render_states[WINED3D_RS_SRCBLENDALPHA] = WINED3D_BLEND_ONE;
state->render_states[WINED3D_RS_DESTBLENDALPHA] = WINED3D_BLEND_ZERO;
state->render_states[WINED3D_RS_BLENDOPALPHA] = WINED3D_BLEND_OP_ADD;
/* Texture Stage States - Put directly into state block, we will call function below */
for (i = 0; i < MAX_TEXTURES; ++i)
......
......@@ -1077,21 +1077,21 @@ static void wined3d_surface_depth_blt_fbo(const struct wined3d_device *device, s
if (gl_mask & GL_DEPTH_BUFFER_BIT)
{
glDepthMask(GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
}
if (gl_mask & GL_STENCIL_BUFFER_BIT)
{
if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
}
glStencilMask(~0U);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
}
glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
......@@ -1206,13 +1206,13 @@ static void surface_blt_fbo(const struct wined3d_device *device, const WINED3DTE
context_invalidate_state(context, STATE_FRAMEBUFFER);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
gl_info->fbo_ops.glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom, GL_COLOR_BUFFER_BIT, gl_filter);
......
......@@ -327,13 +327,13 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
context_invalidate_state(context, STATE_FRAMEBUFFER);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
/* Note that the texture is upside down */
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
......
......@@ -2016,137 +2016,137 @@ const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type)
}
}
const char *debug_d3drenderstate(WINED3DRENDERSTATETYPE state)
const char *debug_d3drenderstate(enum wined3d_render_state state)
{
switch (state)
{
#define D3DSTATE_TO_STR(u) case u: return #u
D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS);
D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE);
D3DSTATE_TO_STR(WINED3DRS_WRAPU);
D3DSTATE_TO_STR(WINED3DRS_WRAPV);
D3DSTATE_TO_STR(WINED3DRS_ZENABLE);
D3DSTATE_TO_STR(WINED3DRS_FILLMODE);
D3DSTATE_TO_STR(WINED3DRS_SHADEMODE);
D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN);
D3DSTATE_TO_STR(WINED3DRS_MONOENABLE);
D3DSTATE_TO_STR(WINED3DRS_ROP2);
D3DSTATE_TO_STR(WINED3DRS_PLANEMASK);
D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE);
D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE);
D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL);
D3DSTATE_TO_STR(WINED3DRS_SRCBLEND);
D3DSTATE_TO_STR(WINED3DRS_DESTBLEND);
D3DSTATE_TO_STR(WINED3DRS_CULLMODE);
D3DSTATE_TO_STR(WINED3DRS_ZFUNC);
D3DSTATE_TO_STR(WINED3DRS_ALPHAREF);
D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC);
D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE);
D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE);
D3DSTATE_TO_STR(WINED3DRS_FOGENABLE);
D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE);
D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE);
D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL);
D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX);
D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA);
D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR);
D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE);
D3DSTATE_TO_STR(WINED3DRS_FOGSTART);
D3DSTATE_TO_STR(WINED3DRS_FOGEND);
D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY);
D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE);
D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS);
D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE);
D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS);
D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE);
D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY);
D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH);
D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE);
D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL);
D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL);
D3DSTATE_TO_STR(WINED3DRS_STENCILPASS);
D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC);
D3DSTATE_TO_STR(WINED3DRS_STENCILREF);
D3DSTATE_TO_STR(WINED3DRS_STENCILMASK);
D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK);
D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR);
D3DSTATE_TO_STR(WINED3DRS_WRAP0);
D3DSTATE_TO_STR(WINED3DRS_WRAP1);
D3DSTATE_TO_STR(WINED3DRS_WRAP2);
D3DSTATE_TO_STR(WINED3DRS_WRAP3);
D3DSTATE_TO_STR(WINED3DRS_WRAP4);
D3DSTATE_TO_STR(WINED3DRS_WRAP5);
D3DSTATE_TO_STR(WINED3DRS_WRAP6);
D3DSTATE_TO_STR(WINED3DRS_WRAP7);
D3DSTATE_TO_STR(WINED3DRS_CLIPPING);
D3DSTATE_TO_STR(WINED3DRS_LIGHTING);
D3DSTATE_TO_STR(WINED3DRS_EXTENTS);
D3DSTATE_TO_STR(WINED3DRS_AMBIENT);
D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE);
D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX);
D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER);
D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS);
D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE);
D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND);
D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE);
D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING);
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE);
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN);
D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE);
D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE);
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A);
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B);
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C);
D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS);
D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK);
D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE);
D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS);
D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN);
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX);
D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE);
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE);
D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR);
D3DSTATE_TO_STR(WINED3DRS_BLENDOP);
D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE);
D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE);
D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE);
D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS);
D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE);
D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL);
D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL);
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X);
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y);
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z);
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W);
D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE);
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL);
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL);
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS);
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC);
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1);
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2);
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3);
D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR);
D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE);
D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS);
D3DSTATE_TO_STR(WINED3DRS_WRAP8);
D3DSTATE_TO_STR(WINED3DRS_WRAP9);
D3DSTATE_TO_STR(WINED3DRS_WRAP10);
D3DSTATE_TO_STR(WINED3DRS_WRAP11);
D3DSTATE_TO_STR(WINED3DRS_WRAP12);
D3DSTATE_TO_STR(WINED3DRS_WRAP13);
D3DSTATE_TO_STR(WINED3DRS_WRAP14);
D3DSTATE_TO_STR(WINED3DRS_WRAP15);
D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE);
D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA);
D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA);
D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA);
D3DSTATE_TO_STR(WINED3D_RS_ANTIALIAS);
D3DSTATE_TO_STR(WINED3D_RS_TEXTUREPERSPECTIVE);
D3DSTATE_TO_STR(WINED3D_RS_WRAPU);
D3DSTATE_TO_STR(WINED3D_RS_WRAPV);
D3DSTATE_TO_STR(WINED3D_RS_ZENABLE);
D3DSTATE_TO_STR(WINED3D_RS_FILLMODE);
D3DSTATE_TO_STR(WINED3D_RS_SHADEMODE);
D3DSTATE_TO_STR(WINED3D_RS_LINEPATTERN);
D3DSTATE_TO_STR(WINED3D_RS_MONOENABLE);
D3DSTATE_TO_STR(WINED3D_RS_ROP2);
D3DSTATE_TO_STR(WINED3D_RS_PLANEMASK);
D3DSTATE_TO_STR(WINED3D_RS_ZWRITEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_ALPHATESTENABLE);
D3DSTATE_TO_STR(WINED3D_RS_LASTPIXEL);
D3DSTATE_TO_STR(WINED3D_RS_SRCBLEND);
D3DSTATE_TO_STR(WINED3D_RS_DESTBLEND);
D3DSTATE_TO_STR(WINED3D_RS_CULLMODE);
D3DSTATE_TO_STR(WINED3D_RS_ZFUNC);
D3DSTATE_TO_STR(WINED3D_RS_ALPHAREF);
D3DSTATE_TO_STR(WINED3D_RS_ALPHAFUNC);
D3DSTATE_TO_STR(WINED3D_RS_DITHERENABLE);
D3DSTATE_TO_STR(WINED3D_RS_ALPHABLENDENABLE);
D3DSTATE_TO_STR(WINED3D_RS_FOGENABLE);
D3DSTATE_TO_STR(WINED3D_RS_SPECULARENABLE);
D3DSTATE_TO_STR(WINED3D_RS_ZVISIBLE);
D3DSTATE_TO_STR(WINED3D_RS_SUBPIXEL);
D3DSTATE_TO_STR(WINED3D_RS_SUBPIXELX);
D3DSTATE_TO_STR(WINED3D_RS_STIPPLEDALPHA);
D3DSTATE_TO_STR(WINED3D_RS_FOGCOLOR);
D3DSTATE_TO_STR(WINED3D_RS_FOGTABLEMODE);
D3DSTATE_TO_STR(WINED3D_RS_FOGSTART);
D3DSTATE_TO_STR(WINED3D_RS_FOGEND);
D3DSTATE_TO_STR(WINED3D_RS_FOGDENSITY);
D3DSTATE_TO_STR(WINED3D_RS_STIPPLEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_EDGEANTIALIAS);
D3DSTATE_TO_STR(WINED3D_RS_COLORKEYENABLE);
D3DSTATE_TO_STR(WINED3D_RS_MIPMAPLODBIAS);
D3DSTATE_TO_STR(WINED3D_RS_RANGEFOGENABLE);
D3DSTATE_TO_STR(WINED3D_RS_ANISOTROPY);
D3DSTATE_TO_STR(WINED3D_RS_FLUSHBATCH);
D3DSTATE_TO_STR(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT);
D3DSTATE_TO_STR(WINED3D_RS_STENCILENABLE);
D3DSTATE_TO_STR(WINED3D_RS_STENCILFAIL);
D3DSTATE_TO_STR(WINED3D_RS_STENCILZFAIL);
D3DSTATE_TO_STR(WINED3D_RS_STENCILPASS);
D3DSTATE_TO_STR(WINED3D_RS_STENCILFUNC);
D3DSTATE_TO_STR(WINED3D_RS_STENCILREF);
D3DSTATE_TO_STR(WINED3D_RS_STENCILMASK);
D3DSTATE_TO_STR(WINED3D_RS_STENCILWRITEMASK);
D3DSTATE_TO_STR(WINED3D_RS_TEXTUREFACTOR);
D3DSTATE_TO_STR(WINED3D_RS_WRAP0);
D3DSTATE_TO_STR(WINED3D_RS_WRAP1);
D3DSTATE_TO_STR(WINED3D_RS_WRAP2);
D3DSTATE_TO_STR(WINED3D_RS_WRAP3);
D3DSTATE_TO_STR(WINED3D_RS_WRAP4);
D3DSTATE_TO_STR(WINED3D_RS_WRAP5);
D3DSTATE_TO_STR(WINED3D_RS_WRAP6);
D3DSTATE_TO_STR(WINED3D_RS_WRAP7);
D3DSTATE_TO_STR(WINED3D_RS_CLIPPING);
D3DSTATE_TO_STR(WINED3D_RS_LIGHTING);
D3DSTATE_TO_STR(WINED3D_RS_EXTENTS);
D3DSTATE_TO_STR(WINED3D_RS_AMBIENT);
D3DSTATE_TO_STR(WINED3D_RS_FOGVERTEXMODE);
D3DSTATE_TO_STR(WINED3D_RS_COLORVERTEX);
D3DSTATE_TO_STR(WINED3D_RS_LOCALVIEWER);
D3DSTATE_TO_STR(WINED3D_RS_NORMALIZENORMALS);
D3DSTATE_TO_STR(WINED3D_RS_COLORKEYBLENDENABLE);
D3DSTATE_TO_STR(WINED3D_RS_DIFFUSEMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3D_RS_SPECULARMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3D_RS_AMBIENTMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3D_RS_EMISSIVEMATERIALSOURCE);
D3DSTATE_TO_STR(WINED3D_RS_VERTEXBLEND);
D3DSTATE_TO_STR(WINED3D_RS_CLIPPLANEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_SOFTWAREVERTEXPROCESSING);
D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE);
D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MIN);
D3DSTATE_TO_STR(WINED3D_RS_POINTSPRITEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_POINTSCALEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_A);
D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_B);
D3DSTATE_TO_STR(WINED3D_RS_POINTSCALE_C);
D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEANTIALIAS);
D3DSTATE_TO_STR(WINED3D_RS_MULTISAMPLEMASK);
D3DSTATE_TO_STR(WINED3D_RS_PATCHEDGESTYLE);
D3DSTATE_TO_STR(WINED3D_RS_PATCHSEGMENTS);
D3DSTATE_TO_STR(WINED3D_RS_DEBUGMONITORTOKEN);
D3DSTATE_TO_STR(WINED3D_RS_POINTSIZE_MAX);
D3DSTATE_TO_STR(WINED3D_RS_INDEXEDVERTEXBLENDENABLE);
D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_TWEENFACTOR);
D3DSTATE_TO_STR(WINED3D_RS_BLENDOP);
D3DSTATE_TO_STR(WINED3D_RS_POSITIONDEGREE);
D3DSTATE_TO_STR(WINED3D_RS_NORMALDEGREE);
D3DSTATE_TO_STR(WINED3D_RS_SCISSORTESTENABLE);
D3DSTATE_TO_STR(WINED3D_RS_SLOPESCALEDEPTHBIAS);
D3DSTATE_TO_STR(WINED3D_RS_ANTIALIASEDLINEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_MINTESSELLATIONLEVEL);
D3DSTATE_TO_STR(WINED3D_RS_MAXTESSELLATIONLEVEL);
D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_X);
D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Y);
D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_Z);
D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
D3DSTATE_TO_STR(WINED3D_RS_BLENDFACTOR);
D3DSTATE_TO_STR(WINED3D_RS_SRGBWRITEENABLE);
D3DSTATE_TO_STR(WINED3D_RS_DEPTHBIAS);
D3DSTATE_TO_STR(WINED3D_RS_WRAP8);
D3DSTATE_TO_STR(WINED3D_RS_WRAP9);
D3DSTATE_TO_STR(WINED3D_RS_WRAP10);
D3DSTATE_TO_STR(WINED3D_RS_WRAP11);
D3DSTATE_TO_STR(WINED3D_RS_WRAP12);
D3DSTATE_TO_STR(WINED3D_RS_WRAP13);
D3DSTATE_TO_STR(WINED3D_RS_WRAP14);
D3DSTATE_TO_STR(WINED3D_RS_WRAP15);
D3DSTATE_TO_STR(WINED3D_RS_SEPARATEALPHABLENDENABLE);
D3DSTATE_TO_STR(WINED3D_RS_SRCBLENDALPHA);
D3DSTATE_TO_STR(WINED3D_RS_DESTBLENDALPHA);
D3DSTATE_TO_STR(WINED3D_RS_BLENDOPALPHA);
#undef D3DSTATE_TO_STR
default:
FIXME("Unrecognized %u render state!\n", state);
......@@ -2998,7 +2998,7 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
}
if (!i && state->textures[0] && state->render_states[WINED3DRS_COLORKEYENABLE])
if (!i && state->textures[0] && state->render_states[WINED3D_RS_COLORKEYENABLE])
{
GLenum texture_dimensions;
......@@ -3018,7 +3018,7 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
}
else if (aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE)
{
if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
{
aarg2 = WINED3DTA_TEXTURE;
aop = WINED3DTOP_MODULATE;
......@@ -3027,7 +3027,7 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
}
else if (aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE)
{
if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
{
aarg1 = WINED3DTA_TEXTURE;
aop = WINED3DTOP_MODULATE;
......@@ -3082,11 +3082,11 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
}
if (!state->render_states[WINED3DRS_FOGENABLE])
if (!state->render_states[WINED3D_RS_FOGENABLE])
{
settings->fog = FOG_OFF;
}
else if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
else if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3DFOG_NONE)
{
if (use_vs(state) || state->vertex_declaration->position_transformed)
{
......@@ -3094,7 +3094,7 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
}
else
{
switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
{
case WINED3DFOG_NONE:
case WINED3DFOG_LINEAR:
......@@ -3111,7 +3111,7 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
}
else
{
switch (state->render_states[WINED3DRS_FOGTABLEMODE])
switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
{
case WINED3DFOG_LINEAR:
settings->fog = FOG_LINEAR;
......@@ -3124,15 +3124,15 @@ void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_s
break;
}
}
if (state->render_states[WINED3DRS_SRGBWRITEENABLE]
if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
&& rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
{
settings->sRGB_write = 1;
} else {
settings->sRGB_write = 0;
}
if (device->vs_clipping || !use_vs(state) || !state->render_states[WINED3DRS_CLIPPING]
|| !state->render_states[WINED3DRS_CLIPPLANEENABLE])
if (device->vs_clipping || !use_vs(state) || !state->render_states[WINED3D_RS_CLIPPING]
|| !state->render_states[WINED3D_RS_CLIPPLANEENABLE])
{
/* No need to emulate clipplanes if GL supports native vertex shader clipping or if
* the fixed function vertex pipeline is used(which always supports clipplanes), or
......@@ -3380,6 +3380,6 @@ void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect)
SetRect(rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
if (state->render_states[WINED3DRS_SCISSORTESTENABLE])
if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
IntersectRect(rect, rect, &state->scissor_rect);
}
......@@ -2475,7 +2475,7 @@ const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
const char *debug_d3drenderstate(WINED3DRENDERSTATETYPE state) DECLSPEC_HIDDEN;
const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
......
......@@ -252,137 +252,136 @@ enum wined3d_format_id
WINED3DFMT_FORCE_DWORD = 0xffffffff
};
typedef enum _WINED3DRENDERSTATETYPE
{
WINED3DRS_ANTIALIAS = 2, /* d3d7 */
WINED3DRS_TEXTUREPERSPECTIVE = 4, /* d3d7 */
WINED3DRS_WRAPU = 5, /* d3d7 */
WINED3DRS_WRAPV = 6, /* d3d7 */
WINED3DRS_ZENABLE = 7,
WINED3DRS_FILLMODE = 8,
WINED3DRS_SHADEMODE = 9,
WINED3DRS_LINEPATTERN = 10, /* d3d7, d3d8 */
WINED3DRS_MONOENABLE = 11, /* d3d7 */
WINED3DRS_ROP2 = 12, /* d3d7 */
WINED3DRS_PLANEMASK = 13, /* d3d7 */
WINED3DRS_ZWRITEENABLE = 14,
WINED3DRS_ALPHATESTENABLE = 15,
WINED3DRS_LASTPIXEL = 16,
WINED3DRS_SRCBLEND = 19,
WINED3DRS_DESTBLEND = 20,
WINED3DRS_CULLMODE = 22,
WINED3DRS_ZFUNC = 23,
WINED3DRS_ALPHAREF = 24,
WINED3DRS_ALPHAFUNC = 25,
WINED3DRS_DITHERENABLE = 26,
WINED3DRS_ALPHABLENDENABLE = 27,
WINED3DRS_FOGENABLE = 28,
WINED3DRS_SPECULARENABLE = 29,
WINED3DRS_ZVISIBLE = 30, /* d3d7, d3d8 */
WINED3DRS_SUBPIXEL = 31, /* d3d7 */
WINED3DRS_SUBPIXELX = 32, /* d3d7 */
WINED3DRS_STIPPLEDALPHA = 33, /* d3d7 */
WINED3DRS_FOGCOLOR = 34,
WINED3DRS_FOGTABLEMODE = 35,
WINED3DRS_FOGSTART = 36,
WINED3DRS_FOGEND = 37,
WINED3DRS_FOGDENSITY = 38,
WINED3DRS_STIPPLEENABLE = 39, /* d3d7 */
WINED3DRS_EDGEANTIALIAS = 40, /* d3d7, d3d8 */
WINED3DRS_COLORKEYENABLE = 41, /* d3d7 */
WINED3DRS_MIPMAPLODBIAS = 46, /* d3d7 */
WINED3DRS_RANGEFOGENABLE = 48,
WINED3DRS_ANISOTROPY = 49, /* d3d7 */
WINED3DRS_FLUSHBATCH = 50, /* d3d7 */
WINED3DRS_TRANSLUCENTSORTINDEPENDENT = 51, /* d3d7 */
WINED3DRS_STENCILENABLE = 52,
WINED3DRS_STENCILFAIL = 53,
WINED3DRS_STENCILZFAIL = 54,
WINED3DRS_STENCILPASS = 55,
WINED3DRS_STENCILFUNC = 56,
WINED3DRS_STENCILREF = 57,
WINED3DRS_STENCILMASK = 58,
WINED3DRS_STENCILWRITEMASK = 59,
WINED3DRS_TEXTUREFACTOR = 60,
WINED3DRS_WRAP0 = 128,
WINED3DRS_WRAP1 = 129,
WINED3DRS_WRAP2 = 130,
WINED3DRS_WRAP3 = 131,
WINED3DRS_WRAP4 = 132,
WINED3DRS_WRAP5 = 133,
WINED3DRS_WRAP6 = 134,
WINED3DRS_WRAP7 = 135,
WINED3DRS_CLIPPING = 136,
WINED3DRS_LIGHTING = 137,
WINED3DRS_EXTENTS = 138, /* d3d7 */
WINED3DRS_AMBIENT = 139,
WINED3DRS_FOGVERTEXMODE = 140,
WINED3DRS_COLORVERTEX = 141,
WINED3DRS_LOCALVIEWER = 142,
WINED3DRS_NORMALIZENORMALS = 143,
WINED3DRS_COLORKEYBLENDENABLE = 144, /* d3d7 */
WINED3DRS_DIFFUSEMATERIALSOURCE = 145,
WINED3DRS_SPECULARMATERIALSOURCE = 146,
WINED3DRS_AMBIENTMATERIALSOURCE = 147,
WINED3DRS_EMISSIVEMATERIALSOURCE = 148,
WINED3DRS_VERTEXBLEND = 151,
WINED3DRS_CLIPPLANEENABLE = 152,
WINED3DRS_SOFTWAREVERTEXPROCESSING = 153, /* d3d8 */
WINED3DRS_POINTSIZE = 154,
WINED3DRS_POINTSIZE_MIN = 155,
WINED3DRS_POINTSPRITEENABLE = 156,
WINED3DRS_POINTSCALEENABLE = 157,
WINED3DRS_POINTSCALE_A = 158,
WINED3DRS_POINTSCALE_B = 159,
WINED3DRS_POINTSCALE_C = 160,
WINED3DRS_MULTISAMPLEANTIALIAS = 161,
WINED3DRS_MULTISAMPLEMASK = 162,
WINED3DRS_PATCHEDGESTYLE = 163,
WINED3DRS_PATCHSEGMENTS = 164, /* d3d8 */
WINED3DRS_DEBUGMONITORTOKEN = 165,
WINED3DRS_POINTSIZE_MAX = 166,
WINED3DRS_INDEXEDVERTEXBLENDENABLE = 167,
WINED3DRS_COLORWRITEENABLE = 168,
WINED3DRS_TWEENFACTOR = 170,
WINED3DRS_BLENDOP = 171,
WINED3DRS_POSITIONDEGREE = 172,
WINED3DRS_NORMALDEGREE = 173,
WINED3DRS_SCISSORTESTENABLE = 174,
WINED3DRS_SLOPESCALEDEPTHBIAS = 175,
WINED3DRS_ANTIALIASEDLINEENABLE = 176,
WINED3DRS_MINTESSELLATIONLEVEL = 178,
WINED3DRS_MAXTESSELLATIONLEVEL = 179,
WINED3DRS_ADAPTIVETESS_X = 180,
WINED3DRS_ADAPTIVETESS_Y = 181,
WINED3DRS_ADAPTIVETESS_Z = 182,
WINED3DRS_ADAPTIVETESS_W = 183,
WINED3DRS_ENABLEADAPTIVETESSELLATION = 184,
WINED3DRS_TWOSIDEDSTENCILMODE = 185,
WINED3DRS_CCW_STENCILFAIL = 186,
WINED3DRS_CCW_STENCILZFAIL = 187,
WINED3DRS_CCW_STENCILPASS = 188,
WINED3DRS_CCW_STENCILFUNC = 189,
WINED3DRS_COLORWRITEENABLE1 = 190,
WINED3DRS_COLORWRITEENABLE2 = 191,
WINED3DRS_COLORWRITEENABLE3 = 192,
WINED3DRS_BLENDFACTOR = 193,
WINED3DRS_SRGBWRITEENABLE = 194,
WINED3DRS_DEPTHBIAS = 195,
WINED3DRS_WRAP8 = 198,
WINED3DRS_WRAP9 = 199,
WINED3DRS_WRAP10 = 200,
WINED3DRS_WRAP11 = 201,
WINED3DRS_WRAP12 = 202,
WINED3DRS_WRAP13 = 203,
WINED3DRS_WRAP14 = 204,
WINED3DRS_WRAP15 = 205,
WINED3DRS_SEPARATEALPHABLENDENABLE = 206,
WINED3DRS_SRCBLENDALPHA = 207,
WINED3DRS_DESTBLENDALPHA = 208,
WINED3DRS_BLENDOPALPHA = 209,
WINED3DRS_FORCE_DWORD = 0x7fffffff
} WINED3DRENDERSTATETYPE;
#define WINEHIGHEST_RENDER_STATE WINED3DRS_BLENDOPALPHA
enum wined3d_render_state
{
WINED3D_RS_ANTIALIAS = 2, /* d3d7 */
WINED3D_RS_TEXTUREPERSPECTIVE = 4, /* d3d7 */
WINED3D_RS_WRAPU = 5, /* d3d7 */
WINED3D_RS_WRAPV = 6, /* d3d7 */
WINED3D_RS_ZENABLE = 7,
WINED3D_RS_FILLMODE = 8,
WINED3D_RS_SHADEMODE = 9,
WINED3D_RS_LINEPATTERN = 10, /* d3d7, d3d8 */
WINED3D_RS_MONOENABLE = 11, /* d3d7 */
WINED3D_RS_ROP2 = 12, /* d3d7 */
WINED3D_RS_PLANEMASK = 13, /* d3d7 */
WINED3D_RS_ZWRITEENABLE = 14,
WINED3D_RS_ALPHATESTENABLE = 15,
WINED3D_RS_LASTPIXEL = 16,
WINED3D_RS_SRCBLEND = 19,
WINED3D_RS_DESTBLEND = 20,
WINED3D_RS_CULLMODE = 22,
WINED3D_RS_ZFUNC = 23,
WINED3D_RS_ALPHAREF = 24,
WINED3D_RS_ALPHAFUNC = 25,
WINED3D_RS_DITHERENABLE = 26,
WINED3D_RS_ALPHABLENDENABLE = 27,
WINED3D_RS_FOGENABLE = 28,
WINED3D_RS_SPECULARENABLE = 29,
WINED3D_RS_ZVISIBLE = 30, /* d3d7, d3d8 */
WINED3D_RS_SUBPIXEL = 31, /* d3d7 */
WINED3D_RS_SUBPIXELX = 32, /* d3d7 */
WINED3D_RS_STIPPLEDALPHA = 33, /* d3d7 */
WINED3D_RS_FOGCOLOR = 34,
WINED3D_RS_FOGTABLEMODE = 35,
WINED3D_RS_FOGSTART = 36,
WINED3D_RS_FOGEND = 37,
WINED3D_RS_FOGDENSITY = 38,
WINED3D_RS_STIPPLEENABLE = 39, /* d3d7 */
WINED3D_RS_EDGEANTIALIAS = 40, /* d3d7, d3d8 */
WINED3D_RS_COLORKEYENABLE = 41, /* d3d7 */
WINED3D_RS_MIPMAPLODBIAS = 46, /* d3d7 */
WINED3D_RS_RANGEFOGENABLE = 48,
WINED3D_RS_ANISOTROPY = 49, /* d3d7 */
WINED3D_RS_FLUSHBATCH = 50, /* d3d7 */
WINED3D_RS_TRANSLUCENTSORTINDEPENDENT = 51, /* d3d7 */
WINED3D_RS_STENCILENABLE = 52,
WINED3D_RS_STENCILFAIL = 53,
WINED3D_RS_STENCILZFAIL = 54,
WINED3D_RS_STENCILPASS = 55,
WINED3D_RS_STENCILFUNC = 56,
WINED3D_RS_STENCILREF = 57,
WINED3D_RS_STENCILMASK = 58,
WINED3D_RS_STENCILWRITEMASK = 59,
WINED3D_RS_TEXTUREFACTOR = 60,
WINED3D_RS_WRAP0 = 128,
WINED3D_RS_WRAP1 = 129,
WINED3D_RS_WRAP2 = 130,
WINED3D_RS_WRAP3 = 131,
WINED3D_RS_WRAP4 = 132,
WINED3D_RS_WRAP5 = 133,
WINED3D_RS_WRAP6 = 134,
WINED3D_RS_WRAP7 = 135,
WINED3D_RS_CLIPPING = 136,
WINED3D_RS_LIGHTING = 137,
WINED3D_RS_EXTENTS = 138, /* d3d7 */
WINED3D_RS_AMBIENT = 139,
WINED3D_RS_FOGVERTEXMODE = 140,
WINED3D_RS_COLORVERTEX = 141,
WINED3D_RS_LOCALVIEWER = 142,
WINED3D_RS_NORMALIZENORMALS = 143,
WINED3D_RS_COLORKEYBLENDENABLE = 144, /* d3d7 */
WINED3D_RS_DIFFUSEMATERIALSOURCE = 145,
WINED3D_RS_SPECULARMATERIALSOURCE = 146,
WINED3D_RS_AMBIENTMATERIALSOURCE = 147,
WINED3D_RS_EMISSIVEMATERIALSOURCE = 148,
WINED3D_RS_VERTEXBLEND = 151,
WINED3D_RS_CLIPPLANEENABLE = 152,
WINED3D_RS_SOFTWAREVERTEXPROCESSING = 153, /* d3d8 */
WINED3D_RS_POINTSIZE = 154,
WINED3D_RS_POINTSIZE_MIN = 155,
WINED3D_RS_POINTSPRITEENABLE = 156,
WINED3D_RS_POINTSCALEENABLE = 157,
WINED3D_RS_POINTSCALE_A = 158,
WINED3D_RS_POINTSCALE_B = 159,
WINED3D_RS_POINTSCALE_C = 160,
WINED3D_RS_MULTISAMPLEANTIALIAS = 161,
WINED3D_RS_MULTISAMPLEMASK = 162,
WINED3D_RS_PATCHEDGESTYLE = 163,
WINED3D_RS_PATCHSEGMENTS = 164, /* d3d8 */
WINED3D_RS_DEBUGMONITORTOKEN = 165,
WINED3D_RS_POINTSIZE_MAX = 166,
WINED3D_RS_INDEXEDVERTEXBLENDENABLE = 167,
WINED3D_RS_COLORWRITEENABLE = 168,
WINED3D_RS_TWEENFACTOR = 170,
WINED3D_RS_BLENDOP = 171,
WINED3D_RS_POSITIONDEGREE = 172,
WINED3D_RS_NORMALDEGREE = 173,
WINED3D_RS_SCISSORTESTENABLE = 174,
WINED3D_RS_SLOPESCALEDEPTHBIAS = 175,
WINED3D_RS_ANTIALIASEDLINEENABLE = 176,
WINED3D_RS_MINTESSELLATIONLEVEL = 178,
WINED3D_RS_MAXTESSELLATIONLEVEL = 179,
WINED3D_RS_ADAPTIVETESS_X = 180,
WINED3D_RS_ADAPTIVETESS_Y = 181,
WINED3D_RS_ADAPTIVETESS_Z = 182,
WINED3D_RS_ADAPTIVETESS_W = 183,
WINED3D_RS_ENABLEADAPTIVETESSELLATION = 184,
WINED3D_RS_TWOSIDEDSTENCILMODE = 185,
WINED3D_RS_CCW_STENCILFAIL = 186,
WINED3D_RS_CCW_STENCILZFAIL = 187,
WINED3D_RS_CCW_STENCILPASS = 188,
WINED3D_RS_CCW_STENCILFUNC = 189,
WINED3D_RS_COLORWRITEENABLE1 = 190,
WINED3D_RS_COLORWRITEENABLE2 = 191,
WINED3D_RS_COLORWRITEENABLE3 = 192,
WINED3D_RS_BLENDFACTOR = 193,
WINED3D_RS_SRGBWRITEENABLE = 194,
WINED3D_RS_DEPTHBIAS = 195,
WINED3D_RS_WRAP8 = 198,
WINED3D_RS_WRAP9 = 199,
WINED3D_RS_WRAP10 = 200,
WINED3D_RS_WRAP11 = 201,
WINED3D_RS_WRAP12 = 202,
WINED3D_RS_WRAP13 = 203,
WINED3D_RS_WRAP14 = 204,
WINED3D_RS_WRAP15 = 205,
WINED3D_RS_SEPARATEALPHABLENDENABLE = 206,
WINED3D_RS_SRCBLENDALPHA = 207,
WINED3D_RS_DESTBLENDALPHA = 208,
WINED3D_RS_BLENDOPALPHA = 209,
};
#define WINEHIGHEST_RENDER_STATE WINED3D_RS_BLENDOPALPHA
enum wined3d_blend
{
......@@ -2144,7 +2143,7 @@ HRESULT __cdecl wined3d_device_get_ps_consts_i(const struct wined3d_device *devi
HRESULT __cdecl wined3d_device_get_raster_status(const struct wined3d_device *device,
UINT swapchain_idx, struct wined3d_raster_status *raster_status);
HRESULT __cdecl wined3d_device_get_render_state(const struct wined3d_device *device,
WINED3DRENDERSTATETYPE state, DWORD *value);
enum wined3d_render_state state, DWORD *value);
HRESULT __cdecl wined3d_device_get_render_target(const struct wined3d_device *device,
UINT render_target_idx, struct wined3d_surface **render_target);
HRESULT __cdecl wined3d_device_get_sampler_state(const struct wined3d_device *device,
......@@ -2223,7 +2222,7 @@ HRESULT __cdecl wined3d_device_set_ps_consts_f(struct wined3d_device *device,
HRESULT __cdecl wined3d_device_set_ps_consts_i(struct wined3d_device *device,
UINT start_register, const int *constants, UINT vector4i_count);
HRESULT __cdecl wined3d_device_set_render_state(struct wined3d_device *device,
WINED3DRENDERSTATETYPE state, DWORD value);
enum wined3d_render_state state, DWORD value);
HRESULT __cdecl wined3d_device_set_render_target(struct wined3d_device *device,
UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport);
HRESULT __cdecl wined3d_device_set_sampler_state(struct wined3d_device *device,
......
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