Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
8197470d
Commit
8197470d
authored
Dec 10, 2006
by
Stefan Dösinger
Committed by
Alexandre Julliard
Dec 11, 2006
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Move WINED3DRS_PATCHSEGMENTS to the state table.
parent
e498a161
Show whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
14 additions
and
16 deletions
+14
-16
device.c
dlls/wined3d/device.c
+1
-15
state.c
dlls/wined3d/state.c
+13
-1
No files found.
dlls/wined3d/device.c
View file @
8197470d
...
...
@@ -3316,12 +3316,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
/* Simple way of referring to either a DWORD or a 4 byte float */
union
{
DWORD
d
;
float
f
;
}
tmpvalue
;
TRACE
(
"(%p)->state = %s(%d), value = %d
\n
"
,
This
,
debug_d3drenderstate
(
State
),
State
,
Value
);
This
->
updateStateBlock
->
changed
.
renderState
[
State
]
=
TRUE
;
This
->
updateStateBlock
->
set
.
renderState
[
State
]
=
TRUE
;
...
...
@@ -3432,6 +3426,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
case
WINED3DRS_ANTIALIAS
:
case
WINED3DRS_MULTISAMPLEMASK
:
case
WINED3DRS_PATCHEDGESTYLE
:
case
WINED3DRS_PATCHSEGMENTS
:
StateTable
[
STATE_RENDER
(
State
)].
apply
(
STATE_RENDER
(
State
),
This
->
stateBlock
);
break
;
...
...
@@ -3442,15 +3437,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
return
WINED3DERR_INVALIDCALL
;
}
case
WINED3DRS_PATCHSEGMENTS
:
{
/* available in d3d8 but in d3d9 it was replaced by IDirect3DDevice9::SetNPatchMode */
tmpvalue
.
f
=
1
.
0
f
;
if
(
tmpvalue
.
d
!=
Value
)
ERR
(
"(%p)->(%s,%d) not yet implemented
\n
"
,
This
,
debug_d3drenderstate
(
State
),
Value
);
break
;
}
case
WINED3DRS_DEBUGMONITORTOKEN
:
{
/* Only useful for "debug builds". */
...
...
dlls/wined3d/state.c
View file @
8197470d
...
...
@@ -1178,6 +1178,18 @@ static void state_patchededge(DWORD state, IWineD3DStateBlockImpl *stateblock) {
ERR
(
"(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented
\n
"
,
stateblock
->
renderState
[
WINED3DRS_PATCHEDGESTYLE
]);
}
static
void
state_patchsegments
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
)
{
union
{
DWORD
d
;
float
f
;
}
tmpvalue
;
tmpvalue
.
f
=
1
.
0
f
;
TRACE
(
"Stub
\n
"
);
if
(
stateblock
->
renderState
[
WINED3DRS_PATCHSEGMENTS
]
!=
tmpvalue
.
d
)
ERR
(
"(WINED3DRS_PATCHSEGMENTS,%d) not yet implemented
\n
"
,
tmpvalue
.
d
);
}
const
struct
StateEntry
StateTable
[]
=
{
/* State name representative, apply function */
...
...
@@ -1347,7 +1359,7 @@ const struct StateEntry StateTable[] =
{
/*161, WINED3DRS_MULTISAMPLEANTIALIAS */
STATE_RENDER
(
WINED3DRS_MULTISAMPLEANTIALIAS
),
state_multisampleaa
},
{
/*162, WINED3DRS_MULTISAMPLEMASK */
STATE_RENDER
(
WINED3DRS_MULTISAMPLEMASK
),
state_multisampmask
},
{
/*163, WINED3DRS_PATCHEDGESTYLE */
STATE_RENDER
(
WINED3DRS_PATCHEDGESTYLE
),
state_patchededge
},
{
/*164, WINED3DRS_PATCHSEGMENTS */
STATE_RENDER
(
WINED3DRS_PATCHSEGMENTS
),
state_
unknown
},
{
/*164, WINED3DRS_PATCHSEGMENTS */
STATE_RENDER
(
WINED3DRS_PATCHSEGMENTS
),
state_
patchsegments
},
{
/*165, WINED3DRS_DEBUGMONITORTOKEN */
STATE_RENDER
(
WINED3DRS_DEBUGMONITORTOKEN
),
state_unknown
},
{
/*166, WINED3DRS_POINTSIZE_MAX */
STATE_RENDER
(
WINED3DRS_POINTSIZE_MAX
),
state_psizemax
},
{
/*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */
0
,
state_nogl
},
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment