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wine
wine-winehq
Commits
ecc7b5fb
Commit
ecc7b5fb
authored
Jul 02, 2008
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jul 09, 2008
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Plain Diff
wined3d: Move fog to the vertex states.
parent
cd9690d9
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1 changed file
with
11 additions
and
6 deletions
+11
-6
state.c
dlls/wined3d/state.c
+11
-6
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dlls/wined3d/state.c
View file @
ecc7b5fb
...
...
@@ -896,7 +896,6 @@ static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock,
}
static
void
state_fog
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
WineD3DContext
*
context
)
{
/* TODO: Put this into the vertex type block once that is in the state table */
BOOL
fogenable
=
stateblock
->
renderState
[
WINED3DRS_FOGENABLE
];
BOOL
is_ps3
=
use_ps
(
stateblock
->
wineD3DDevice
)
&&
((
IWineD3DPixelShaderImpl
*
)
stateblock
->
pixelShader
)
->
baseShader
.
hex_version
>=
WINED3DPS_VERSION
(
3
,
0
);
...
...
@@ -3850,16 +3849,16 @@ const struct StateEntry FFPStateTable[] =
{
/* 25, WINED3DRS_ALPHAFUNC */
STATE_RENDER
(
WINED3DRS_ALPHATESTENABLE
),
NULL
},
{
/* 26, WINED3DRS_DITHERENABLE */
STATE_RENDER
(
WINED3DRS_DITHERENABLE
),
NULL
},
{
/* 27, WINED3DRS_ALPHABLENDENABLE */
STATE_RENDER
(
WINED3DRS_ALPHABLENDENABLE
),
NULL
},
{
/* 28, WINED3DRS_FOGENABLE */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_fog
},
{
/* 28, WINED3DRS_FOGENABLE */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
NULL
},
{
/* 29, WINED3DRS_SPECULARENABLE */
STATE_RENDER
(
WINED3DRS_SPECULARENABLE
),
NULL
},
{
/* 30, WINED3DRS_ZVISIBLE */
0
/* Not supported according to the msdn */
,
state_nogl
},
{
/* 31, WINED3DRS_SUBPIXEL */
STATE_RENDER
(
WINED3DRS_SUBPIXEL
),
NULL
},
{
/* 32, WINED3DRS_SUBPIXELX */
STATE_RENDER
(
WINED3DRS_SUBPIXELX
),
NULL
},
{
/* 33, WINED3DRS_STIPPLEDALPHA */
STATE_RENDER
(
WINED3DRS_STIPPLEDALPHA
),
NULL
},
{
/* 34, WINED3DRS_FOGCOLOR */
STATE_RENDER
(
WINED3DRS_FOGCOLOR
),
state_fogcolor
},
{
/* 35, WINED3DRS_FOGTABLEMODE */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_fog
},
{
/* 36, WINED3DRS_FOGSTART */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_fog
},
{
/* 37, WINED3DRS_FOGEND */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_fog
},
{
/* 35, WINED3DRS_FOGTABLEMODE */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
NULL
},
{
/* 36, WINED3DRS_FOGSTART */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
NULL
},
{
/* 37, WINED3DRS_FOGEND */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
NULL
},
{
/* 38, WINED3DRS_FOGDENSITY */
STATE_RENDER
(
WINED3DRS_FOGDENSITY
),
state_fogdensity
},
{
/* 39, WINED3DRS_STIPPLEENABLE */
STATE_RENDER
(
WINED3DRS_STIPPLEENABLE
),
state_stippleenable
},
{
/* 40, WINED3DRS_EDGEANTIALIAS */
STATE_RENDER
(
WINED3DRS_ALPHABLENDENABLE
),
NULL
},
...
...
@@ -3963,7 +3962,7 @@ const struct StateEntry FFPStateTable[] =
{
/*137, WINED3DRS_LIGHTING */
STATE_RENDER
(
WINED3DRS_LIGHTING
),
state_lighting
},
{
/*138, WINED3DRS_EXTENTS */
STATE_RENDER
(
WINED3DRS_EXTENTS
),
state_extents
},
{
/*139, WINED3DRS_AMBIENT */
STATE_RENDER
(
WINED3DRS_AMBIENT
),
state_ambient
},
{
/*140, WINED3DRS_FOGVERTEXMODE */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_fog
},
{
/*140, WINED3DRS_FOGVERTEXMODE */
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
NULL
},
{
/*141, WINED3DRS_COLORVERTEX */
STATE_RENDER
(
WINED3DRS_COLORVERTEX
),
state_colormat
},
{
/*142, WINED3DRS_LOCALVIEWER */
STATE_RENDER
(
WINED3DRS_LOCALVIEWER
),
state_localviewer
},
{
/*143, WINED3DRS_NORMALIZENORMALS */
STATE_RENDER
(
WINED3DRS_NORMALIZENORMALS
),
state_normalize
},
...
...
@@ -5266,6 +5265,12 @@ const struct StateEntryTemplate ffp_vertexstate_template[] = {
{
STATE_TEXTURESTAGE
(
5
,
WINED3DTSS_TEXTURETRANSFORMFLAGS
),{
STATE_TRANSFORM
(
WINED3DTS_TEXTURE5
),
transform_texture
}},
{
STATE_TEXTURESTAGE
(
6
,
WINED3DTSS_TEXTURETRANSFORMFLAGS
),{
STATE_TRANSFORM
(
WINED3DTS_TEXTURE6
),
transform_texture
}},
{
STATE_TEXTURESTAGE
(
7
,
WINED3DTSS_TEXTURETRANSFORMFLAGS
),{
STATE_TRANSFORM
(
WINED3DTS_TEXTURE7
),
transform_texture
}},
/* Fog */
{
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
{
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_fog
}},
{
STATE_RENDER
(
WINED3DRS_FOGTABLEMODE
),
{
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_fog
}},
{
STATE_RENDER
(
WINED3DRS_FOGSTART
),
{
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_fog
}},
{
STATE_RENDER
(
WINED3DRS_FOGEND
),
{
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_fog
}},
{
STATE_RENDER
(
WINED3DRS_FOGVERTEXMODE
),
{
STATE_RENDER
(
WINED3DRS_FOGENABLE
),
state_fog
}},
{
0
/* Terminate */
,
{
0
,
0
}},
};
...
...
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