wined3d: Rename wined3d_cull enum values.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -836,7 +836,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceCon
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{
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{
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wined3d_device_set_rasterizer_state(device->wined3d_device, NULL);
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wined3d_device_set_rasterizer_state(device->wined3d_device, NULL);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_FILLMODE, WINED3D_FILL_SOLID);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_FILLMODE, WINED3D_FILL_SOLID);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CULLMODE, WINED3D_CULL_CCW);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CULLMODE, WINED3D_CULL_BACK);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SCISSORTESTENABLE, FALSE);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SCISSORTESTENABLE, FALSE);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, FALSE);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, FALSE);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ANTIALIASEDLINEENABLE, FALSE);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ANTIALIASEDLINEENABLE, FALSE);
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@ -194,13 +194,13 @@ static void state_cullmode(struct wined3d_context *context, const struct wined3d
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gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
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gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
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checkGLcall("glDisable GL_CULL_FACE");
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checkGLcall("glDisable GL_CULL_FACE");
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break;
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break;
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case WINED3D_CULL_CW:
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case WINED3D_CULL_FRONT:
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gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
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gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
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checkGLcall("glEnable GL_CULL_FACE");
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checkGLcall("glEnable GL_CULL_FACE");
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gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
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gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
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checkGLcall("glCullFace(GL_FRONT)");
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checkGLcall("glCullFace(GL_FRONT)");
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break;
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break;
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case WINED3D_CULL_CCW:
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case WINED3D_CULL_BACK:
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gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
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gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
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checkGLcall("glEnable GL_CULL_FACE");
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checkGLcall("glEnable GL_CULL_FACE");
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gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
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gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
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@ -1083,7 +1083,7 @@ static void state_init_default(struct wined3d_state *state, const struct wined3d
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state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
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state->render_states[WINED3D_RS_LASTPIXEL] = TRUE;
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state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
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state->render_states[WINED3D_RS_SRCBLEND] = WINED3D_BLEND_ONE;
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state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
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state->render_states[WINED3D_RS_DESTBLEND] = WINED3D_BLEND_ZERO;
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state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_CCW;
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state->render_states[WINED3D_RS_CULLMODE] = WINED3D_CULL_BACK;
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state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
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state->render_states[WINED3D_RS_ZFUNC] = WINED3D_CMP_LESSEQUAL;
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state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
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state->render_states[WINED3D_RS_ALPHAFUNC] = WINED3D_CMP_ALWAYS;
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state->render_states[WINED3D_RS_ALPHAREF] = 0;
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state->render_states[WINED3D_RS_ALPHAREF] = 0;
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@ -462,8 +462,8 @@ enum wined3d_fill_mode
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enum wined3d_cull
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enum wined3d_cull
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{
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{
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WINED3D_CULL_NONE = 1,
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WINED3D_CULL_NONE = 1,
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WINED3D_CULL_CW = 2,
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WINED3D_CULL_FRONT = 2,
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WINED3D_CULL_CCW = 3,
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WINED3D_CULL_BACK = 3,
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};
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};
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enum wined3d_stencil_op
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enum wined3d_stencil_op
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