wined3d: Add D3DVERTEXBLENDFLAGS to the WINED3D namespace.
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@ -4029,7 +4029,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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case WINED3DRS_VERTEXBLEND :
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{
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This->updateStateBlock->vertex_blend = (D3DVERTEXBLENDFLAGS) Value;
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This->updateStateBlock->vertex_blend = (WINED3DVERTEXBLENDFLAGS) Value;
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TRACE("Vertex Blending state to %d\n", Value);
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}
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break;
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@ -908,7 +908,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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IWineD3DDevice_SetRenderState(device, WINED3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_EMISSIVEMATERIALSOURCE, D3DMCS_MATERIAL);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, D3DVBF_DISABLE);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_VERTEXBLEND, WINED3DVBF_DISABLE);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_CLIPPLANEENABLE, 0);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_SOFTWAREVERTEXPROCESSING, FALSE);
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tmpfloat.f = 1.0f;
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@ -1135,7 +1135,7 @@ struct IWineD3DStateBlockImpl
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float *pixelShaderConstantF;
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/* Indexed Vertex Blending */
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D3DVERTEXBLENDFLAGS vertex_blend;
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WINED3DVERTEXBLENDFLAGS vertex_blend;
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FLOAT tween_factor;
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/* RenderState */
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@ -442,6 +442,14 @@ typedef enum _WINED3DRENDERSTATETYPE {
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#define WINEHIGHEST_RENDER_STATE WINED3DRS_BLENDOPALPHA
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/* Highest WINED3DRS_ value */
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typedef enum _WINED3DVERTEXBLENDFLAGS {
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WINED3DVBF_DISABLE = 0,
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WINED3DVBF_1WEIGHTS = 1,
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WINED3DVBF_2WEIGHTS = 2,
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WINED3DVBF_3WEIGHTS = 3,
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WINED3DVBF_TWEENING = 255,
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WINED3DVBF_0WEIGHTS = 256
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} WINED3DVERTEXBLENDFLAGS;
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typedef struct _WINED3DDISPLAYMODE {
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UINT Width;
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