wined3d: Move WINED3DRS_DEPTHBIAS to the state table.
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d7e55c2841
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@ -3425,6 +3425,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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case WINED3DRS_WRAP15 :
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case WINED3DRS_MULTISAMPLEANTIALIAS :
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case WINED3DRS_SCISSORTESTENABLE :
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case WINED3DRS_SLOPESCALEDEPTHBIAS :
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case WINED3DRS_DEPTHBIAS :
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StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
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break;
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@ -3435,51 +3437,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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return WINED3DERR_INVALIDCALL;
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}
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case WINED3DRS_SLOPESCALEDEPTHBIAS :
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{
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if(Value) {
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tmpvalue.d = Value;
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glEnable(GL_POLYGON_OFFSET_FILL);
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checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
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glPolygonOffset(tmpvalue.f, *((float*)&This->stateBlock->renderState[WINED3DRS_DEPTHBIAS]));
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checkGLcall("glPolygonOffset(...)");
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} else {
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glDisable(GL_POLYGON_OFFSET_FILL);
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checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
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}
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break;
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}
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{
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if(Value) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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checkGLcall("glEnable(GL_BLEND)");
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glEnable(GL_LINE_SMOOTH);
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checkGLcall("glEnable(GL_LINE_SMOOTH)");
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} else {
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glDisable(GL_BLEND);
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checkGLcall("glDisable(GL_BLEND)");
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glDisable(GL_LINE_SMOOTH);
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checkGLcall("glDisable(GL_LINE_SMOOTH)");
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}
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break;
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}
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case WINED3DRS_DEPTHBIAS :
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{
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if(Value) {
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tmpvalue.d = Value;
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glEnable(GL_POLYGON_OFFSET_FILL);
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checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
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glPolygonOffset(*((float*)&This->stateBlock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]), tmpvalue.f);
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checkGLcall("glPolygonOffset(...)");
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} else {
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glDisable(GL_POLYGON_OFFSET_FILL);
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checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
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}
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break;
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}
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case WINED3DRS_TEXTUREPERSPECTIVE :
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{
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if (Value)
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@ -1125,6 +1125,25 @@ static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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}
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static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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union {
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DWORD d;
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float f;
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} tmpvalue;
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if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
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stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
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tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
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glEnable(GL_POLYGON_OFFSET_FILL);
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checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
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glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
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checkGLcall("glPolygonOffset(...)");
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} else {
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glDisable(GL_POLYGON_OFFSET_FILL);
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checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
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}
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}
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const struct StateEntry StateTable[] =
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{
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/* State name representative, apply function */
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@ -1307,7 +1326,7 @@ const struct StateEntry StateTable[] =
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/*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
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/*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
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{ /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor },
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{ /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_unknown },
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{ /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
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{ /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
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{ /*177, undefined */ 0, state_undefined },
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{ /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
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@ -1327,7 +1346,7 @@ const struct StateEntry StateTable[] =
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{ /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite },
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{ /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
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{ /*194, WINED3DRS_SRGBWRITEENABLE */ 0, state_nogl },
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{ /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_unknown },
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{ /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias },
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{ /*196, undefined */ 0, state_undefined },
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{ /*197, undefined */ 0, state_undefined },
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{ /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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