wined3d: Add a state handler for WINED3DRS_ZVISIBLE.
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ef34b0ba06
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@ -1730,6 +1730,12 @@ static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, str
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}
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}
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static void state_zvisible(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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{
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if (stateblock->renderState[WINED3DRS_ZVISIBLE])
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FIXME("WINED3DRS_ZVISIBLE not implemented.\n");
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}
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static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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{
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if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
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@ -5016,6 +5022,7 @@ const struct StateEntryTemplate misc_state_template[] = {
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{ STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
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{ STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3DRS_ZVISIBLE), { STATE_RENDER(WINED3DRS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
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/* Samplers */
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{ STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
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{ STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
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