d3d8: For render states D3DRS_POINTSPRITEENABLE and
D3DRS_MULTISAMPLEANTIALIAS, use GL_SUPPORT correctly.
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@ -3083,39 +3083,33 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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}
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case D3DRS_POINTSPRITEENABLE :
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{
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if(Value) {
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if(GL_SUPPORT(GL_ARB_point_sprite)) {
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if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
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TRACE("Point sprites not supported\n");
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break;
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}
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if (Value) {
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glEnable(GL_POINT_SPRITE_ARB);
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checkGLcall("glEnable GL_POINT_SPRITE_ARB");
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} else {
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TRACE("Point sprites cannot be enabled in this version of opengl\n");
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}
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} else {
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if(GL_SUPPORT(GL_ARB_point_sprite)) {
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glDisable(GL_POINT_SPRITE_ARB);
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checkGLcall("glDisable GL_POINT_SPRITE_ARB");
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} else {
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TRACE("Point sprites cannot be disabled in this version of opengl\n");
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}
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}
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break;
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}
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case D3DRS_MULTISAMPLEANTIALIAS :
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{
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if (!GL_SUPPORT(ARB_MULTISAMPLE)) {
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TRACE("Multisample antialiasing not supported\n");
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break;
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}
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if(Value) {
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if(GL_SUPPORT(GL_ARB_multisample)) {
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glEnable(GL_MULTISAMPLE_ARB);
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checkGLcall("glEnable GL_MULTISAMPLE_ARB");
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} else {
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TRACE("Multisample antialiasing cannot be enabled in this version of opengl\n");
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}
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} else {
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if(GL_SUPPORT(GL_ARB_multisample)) {
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glDisable(GL_MULTISAMPLE_ARB);
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checkGLcall("glDisable GL_MULTISAMPLE_ARB");
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} else {
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TRACE("Multisample antialiasing cannot be disabled in this version of opengl\n");
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}
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}
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break;
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}
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