wined3d: texturefactor-> fragment states.
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@ -3881,7 +3881,7 @@ const struct StateEntry FFPStateTable[] =
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{ /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), NULL },
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{ /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), NULL },
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{ /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), NULL },
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{ /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
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{ /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), NULL },
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{ /* 61, Undefined */ 0, state_undefined },
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{ /* 62, Undefined */ 0, state_undefined },
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{ /* 63, Undefined */ 0, state_undefined },
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@ -5435,6 +5435,7 @@ const struct StateEntryTemplate ffp_fragmentstate_template[] = {
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{ STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }},
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{ STATE_PIXELSHADER, { STATE_PIXELSHADER, pixelshader }},
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{ STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }},
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{ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }},
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{0 /* Terminate */, { 0, 0 }},
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};
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