wined3d: Get rid of the WINED3DZBUFFERTYPE typedef.
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@ -329,7 +329,7 @@ extern const GUID IID_D3DDEVICE_WineD3D DECLSPEC_HIDDEN;
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/* Helper functions */
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HRESULT IDirect3DImpl_GetCaps(const struct wined3d *wined3d,
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D3DDEVICEDESC *Desc123, D3DDEVICEDESC7 *Desc7) DECLSPEC_HIDDEN;
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WINED3DZBUFFERTYPE IDirect3DDeviceImpl_UpdateDepthStencil(IDirect3DDeviceImpl *This) DECLSPEC_HIDDEN;
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enum wined3d_depth_buffer_type IDirect3DDeviceImpl_UpdateDepthStencil(IDirect3DDeviceImpl *device) DECLSPEC_HIDDEN;
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static inline IDirect3DDeviceImpl *impl_from_IDirect3DDevice(IDirect3DDevice *iface)
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{
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@ -6933,8 +6933,7 @@ IDirect3DDeviceImpl *unsafe_impl_from_IDirect3DDevice(IDirect3DDevice *iface)
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* The depth stencil state to set if creating the device
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*
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*****************************************************************************/
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WINED3DZBUFFERTYPE
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IDirect3DDeviceImpl_UpdateDepthStencil(IDirect3DDeviceImpl *This)
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enum wined3d_depth_buffer_type IDirect3DDeviceImpl_UpdateDepthStencil(IDirect3DDeviceImpl *This)
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{
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IDirectDrawSurface7 *depthStencil = NULL;
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IDirectDrawSurfaceImpl *dsi;
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@ -6945,7 +6944,7 @@ IDirect3DDeviceImpl_UpdateDepthStencil(IDirect3DDeviceImpl *This)
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{
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TRACE("Setting wined3d depth stencil to NULL\n");
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wined3d_device_set_depth_stencil(This->wined3d_device, NULL);
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return WINED3DZB_FALSE;
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return WINED3D_ZB_FALSE;
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}
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dsi = impl_from_IDirectDrawSurface7(depthStencil);
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@ -6953,7 +6952,7 @@ IDirect3DDeviceImpl_UpdateDepthStencil(IDirect3DDeviceImpl *This)
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wined3d_device_set_depth_stencil(This->wined3d_device, dsi->wined3d_surface);
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IDirectDrawSurface7_Release(depthStencil);
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return WINED3DZB_TRUE;
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return WINED3D_ZB_TRUE;
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}
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HRESULT d3d_device_init(IDirect3DDeviceImpl *device, IDirectDrawImpl *ddraw, IDirectDrawSurfaceImpl *target)
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@ -104,21 +104,21 @@ static void state_zenable(struct wined3d_context *context, const struct wined3d_
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switch (state->render_states[WINED3D_RS_ZENABLE])
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{
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case WINED3DZB_FALSE:
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case WINED3D_ZB_FALSE:
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glDisable(GL_DEPTH_TEST);
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checkGLcall("glDisable GL_DEPTH_TEST");
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break;
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case WINED3DZB_TRUE:
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case WINED3D_ZB_TRUE:
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glEnable(GL_DEPTH_TEST);
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checkGLcall("glEnable GL_DEPTH_TEST");
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break;
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case WINED3DZB_USEW:
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case WINED3D_ZB_USEW:
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glEnable(GL_DEPTH_TEST);
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checkGLcall("glEnable GL_DEPTH_TEST");
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FIXME("W buffer is not well handled\n");
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break;
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default:
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FIXME("Unrecognized D3DZBUFFERTYPE value %#x.\n",
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FIXME("Unrecognized depth buffer type %#x.\n",
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state->render_states[WINED3D_RS_ZENABLE]);
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}
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}
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@ -1120,9 +1120,9 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
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TRACE("Render states\n");
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/* Render states: */
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if (device->auto_depth_stencil)
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state->render_states[WINED3D_RS_ZENABLE] = WINED3DZB_TRUE;
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state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_TRUE;
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else
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state->render_states[WINED3D_RS_ZENABLE] = WINED3DZB_FALSE;
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state->render_states[WINED3D_RS_ZENABLE] = WINED3D_ZB_FALSE;
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state->render_states[WINED3D_RS_FILLMODE] = WINED3DFILL_SOLID;
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state->render_states[WINED3D_RS_SHADEMODE] = WINED3DSHADE_GOURAUD;
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lp.lp.repeat_factor = 0;
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@ -423,23 +423,22 @@ enum wined3d_vertex_blend_flags
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enum wined3d_cmp_func
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{
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WINED3D_CMP_NEVER = 1,
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WINED3D_CMP_LESS = 2,
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WINED3D_CMP_EQUAL = 3,
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WINED3D_CMP_LESSEQUAL = 4,
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WINED3D_CMP_GREATER = 5,
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WINED3D_CMP_NOTEQUAL = 6,
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WINED3D_CMP_GREATEREQUAL = 7,
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WINED3D_CMP_ALWAYS = 8,
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WINED3D_CMP_NEVER = 1,
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WINED3D_CMP_LESS = 2,
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WINED3D_CMP_EQUAL = 3,
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WINED3D_CMP_LESSEQUAL = 4,
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WINED3D_CMP_GREATER = 5,
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WINED3D_CMP_NOTEQUAL = 6,
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WINED3D_CMP_GREATEREQUAL = 7,
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WINED3D_CMP_ALWAYS = 8,
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};
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typedef enum _WINED3DZBUFFERTYPE
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enum wined3d_depth_buffer_type
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{
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WINED3DZB_FALSE = 0,
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WINED3DZB_TRUE = 1,
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WINED3DZB_USEW = 2,
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WINED3DZB_FORCE_DWORD = 0x7fffffff
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} WINED3DZBUFFERTYPE;
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WINED3D_ZB_FALSE = 0,
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WINED3D_ZB_TRUE = 1,
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WINED3D_ZB_USEW = 2,
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};
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typedef enum _WINED3DFOGMODE
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{
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