wined3d: Factor out init_default_sampler_states().
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1340,6 +1340,31 @@ static void init_default_texture_state(unsigned int i, DWORD stage[WINED3D_HIGHE
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stage[WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
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stage[WINED3D_TSS_RESULT_ARG] = WINED3DTA_CURRENT;
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}
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}
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static void init_default_sampler_states(DWORD states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1])
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{
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unsigned int i;
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for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
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{
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TRACE("Setting up default samplers states for sampler %u.\n", i);
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states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
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states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
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states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
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states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
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states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
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states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
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states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
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states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
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states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
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states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
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states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
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/* TODO: Indicates which element of a multielement texture to use. */
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states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
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/* TODO: Vertex offset in the presampled displacement map. */
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states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
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}
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}
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static void state_init_default(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
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static void state_init_default(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info)
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{
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{
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unsigned int i;
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unsigned int i;
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@ -1369,25 +1394,7 @@ static void state_init_default(struct wined3d_state *state, const struct wined3d
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init_default_texture_state(i, state->texture_states[i]);
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init_default_texture_state(i, state->texture_states[i]);
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}
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}
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for (i = 0 ; i < MAX_COMBINED_SAMPLERS; ++i)
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init_default_sampler_states(state->sampler_states);
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{
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TRACE("Setting up default samplers states for sampler %u.\n", i);
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state->sampler_states[i][WINED3D_SAMP_ADDRESS_U] = WINED3D_TADDRESS_WRAP;
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state->sampler_states[i][WINED3D_SAMP_ADDRESS_V] = WINED3D_TADDRESS_WRAP;
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state->sampler_states[i][WINED3D_SAMP_ADDRESS_W] = WINED3D_TADDRESS_WRAP;
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state->sampler_states[i][WINED3D_SAMP_BORDER_COLOR] = 0;
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state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] = WINED3D_TEXF_POINT;
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state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] = WINED3D_TEXF_POINT;
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state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] = WINED3D_TEXF_NONE;
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state->sampler_states[i][WINED3D_SAMP_MIPMAP_LOD_BIAS] = 0;
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state->sampler_states[i][WINED3D_SAMP_MAX_MIP_LEVEL] = 0;
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state->sampler_states[i][WINED3D_SAMP_MAX_ANISOTROPY] = 1;
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state->sampler_states[i][WINED3D_SAMP_SRGB_TEXTURE] = 0;
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/* TODO: Indicates which element of a multielement texture to use. */
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state->sampler_states[i][WINED3D_SAMP_ELEMENT_INDEX] = 0;
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/* TODO: Vertex offset in the presampled displacement map. */
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state->sampler_states[i][WINED3D_SAMP_DMAP_OFFSET] = 0;
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}
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state->blend_factor.r = 1.0f;
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state->blend_factor.r = 1.0f;
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state->blend_factor.g = 1.0f;
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state->blend_factor.g = 1.0f;
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