Commit ac021bd3 authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Factor out init_default_sampler_states().

parent 63fab710
......@@ -1340,6 +1340,31 @@ static void init_default_texture_state(unsigned int i, DWORD stage[WINED3D_HIGHE
stage[WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
}
static void init_default_sampler_states(DWORD states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1])
{
unsigned int i;
for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
{
TRACE("Setting up default samplers states for sampler %u.\n", i);
states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
/* TODO: Indicates which element of a multielement texture to use. */
states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
/* TODO: Vertex offset in the presampled displacement map. */
states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
}
}
static void state_init_default(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
{
unsigned int i;
......@@ -1369,25 +1394,7 @@ static void state_init_default(struct wined3d_state *state, const struct wined3d
init_default_texture_state(i, state->texture_states[i]);
}
for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
{
TRACE("Setting up default samplers states for sampler %u.\n", i);
state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
/* TODO: Indicates which element of a multielement texture to use. */
state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
/* TODO: Vertex offset in the presampled displacement map. */
state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
}
init_default_sampler_states(state->sampler_states);
state->blend_factor.r = 1.0f;
state->blend_factor.g = 1.0f;
......
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