d3d8: Introduce a helper to convert d3d8 render states to wined3d states.
Signed-off-by: Chip Davis <cdavis@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -442,6 +442,13 @@ static enum wined3d_transform_state wined3d_transform_state_from_d3d(D3DTRANSFOR
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return (enum wined3d_transform_state)state;
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}
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static enum wined3d_render_state wined3d_render_state_from_d3d(D3DRENDERSTATETYPE state)
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{
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if (state == D3DRS_ZBIAS)
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return WINED3D_RS_DEPTHBIAS;
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return (enum wined3d_render_state)state;
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}
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/* Handle table functions */
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static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object, enum d3d8_handle_type type)
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{
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@ -1910,9 +1917,7 @@ static HRESULT WINAPI d3d8_device_SetRenderState(IDirect3DDevice8 *iface,
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TRACE("iface %p, state %#x, value %#x.\n", iface, state, value);
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wined3d_mutex_lock();
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if (state == D3DRS_ZBIAS)
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state = WINED3D_RS_DEPTHBIAS;
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wined3d_stateblock_set_render_state(device->update_state, state, value);
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wined3d_stateblock_set_render_state(device->update_state, wined3d_render_state_from_d3d(state), value);
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if (state == D3DRS_POINTSIZE && value == D3D8_RESZ_CODE)
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resolve_depth_buffer(device);
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wined3d_mutex_unlock();
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