wined3d: Remove the apply_pshader_fog state handler.
The fog doesn't depend on pixel shaders any longer(but still vice versa), so we don't need this state any more.
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@ -3370,21 +3370,6 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
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}
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}
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static void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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if (use_ps(stateblock))
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{
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if(!context->last_was_pshader) {
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state_fog(state, stateblock, context);
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}
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context->last_was_pshader = TRUE;
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} else {
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if(context->last_was_pshader) {
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state_fog(state, stateblock, context);
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}
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context->last_was_pshader = FALSE;
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}
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}
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void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
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BOOL use_pshader = use_ps(stateblock);
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@ -5208,8 +5193,6 @@ const struct StateEntryTemplate ffp_vertexstate_template[] = {
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{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
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{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
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{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
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/* pixel shaders need a different fog input */
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{ STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pshader_fog }, 0 },
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/* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
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* so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
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* otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
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