wined3d: Move WINED3DRS_ZENABLE to the state table.
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@ -3438,27 +3438,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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switch (State) {
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case WINED3DRS_FILLMODE :
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case WINED3DRS_LIGHTING :
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StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
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break;
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case WINED3DRS_ZENABLE :
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switch ((WINED3DZBUFFERTYPE) Value) {
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case WINED3DZB_FALSE:
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glDisable(GL_DEPTH_TEST);
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checkGLcall("glDisable GL_DEPTH_TEST");
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break;
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case WINED3DZB_TRUE:
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glEnable(GL_DEPTH_TEST);
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checkGLcall("glEnable GL_DEPTH_TEST");
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break;
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case WINED3DZB_USEW:
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glEnable(GL_DEPTH_TEST);
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checkGLcall("glEnable GL_DEPTH_TEST");
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FIXME("W buffer is not well handled\n");
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break;
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default:
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FIXME("Unrecognized WINED3DZBUFFERTYPE value %d\n", Value);
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}
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StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
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break;
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case WINED3DRS_CULLMODE :
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@ -94,6 +94,26 @@ static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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}
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static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
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case WINED3DZB_FALSE:
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glDisable(GL_DEPTH_TEST);
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checkGLcall("glDisable GL_DEPTH_TEST");
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break;
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case WINED3DZB_TRUE:
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glEnable(GL_DEPTH_TEST);
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checkGLcall("glEnable GL_DEPTH_TEST");
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break;
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case WINED3DZB_USEW:
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glEnable(GL_DEPTH_TEST);
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checkGLcall("glEnable GL_DEPTH_TEST");
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FIXME("W buffer is not well handled\n");
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break;
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default:
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FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
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}
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}
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const struct StateEntry StateTable[] =
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{
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/* State name representative, apply function */
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@ -104,7 +124,7 @@ const struct StateEntry StateTable[] =
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{ /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_unknown },
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{ /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_unknown },
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{ /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_unknown },
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{ /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_unknown },
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{ /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
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{ /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
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{ /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_unknown },
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{ /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_unknown },
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