Commit bb622e81 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Move WINED3DRS_DITHERENABLE to the state table.

parent 68f10822
......@@ -3441,18 +3441,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
case WINED3DRS_ZENABLE :
case WINED3DRS_CULLMODE :
case WINED3DRS_SHADEMODE :
StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
break;
case WINED3DRS_DITHERENABLE :
if (Value) {
glEnable(GL_DITHER);
checkGLcall("glEnable GL_DITHER");
} else {
glDisable(GL_DITHER);
checkGLcall("glDisable GL_DITHER");
}
StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
break;
case WINED3DRS_ZWRITEENABLE :
......
......@@ -172,6 +172,16 @@ static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
}
}
static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
glEnable(GL_DITHER);
checkGLcall("glEnable GL_DITHER");
} else {
glDisable(GL_DITHER);
checkGLcall("glDisable GL_DITHER");
}
}
const struct StateEntry StateTable[] =
{
/* State name representative, apply function */
......@@ -201,7 +211,7 @@ const struct StateEntry StateTable[] =
{ /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_unknown },
{ /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_unknown },
{ /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_unknown },
{ /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_unknown },
{ /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
{ /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_unknown },
{ /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_unknown },
{ /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_unknown },
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment