wined3d: Test for multisampling in the template.
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@ -1633,8 +1633,13 @@ static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
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}
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}
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static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
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static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
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WARN("Multisample antialiasing not supported by gl\n");
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}
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}
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static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
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glEnable(GL_MULTISAMPLE_ARB);
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checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
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@ -1642,11 +1647,6 @@ static void state_multisampleaa(DWORD state, IWineD3DStateBlockImpl *stateblock,
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glDisable(GL_MULTISAMPLE_ARB);
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checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
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}
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} else {
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if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
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WARN("Multisample antialiasing not supported by gl\n");
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}
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}
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}
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static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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@ -3940,7 +3940,8 @@ const struct StateEntryTemplate misc_state_template[] = {
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{ STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
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{ STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
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{ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
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{ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa }, 0 },
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{ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
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{ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, 0 },
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{ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, 0 },
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{ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
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{ STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
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