wined3d: Move pixelshader application to the fragment pipeline.
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@ -4321,7 +4321,7 @@ const struct StateEntry FFPStateTable[] =
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{ /*18, Vertex sampler 2 */ STATE_SAMPLER(18), sampler },
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{ /*19, Vertex sampler 3 */ STATE_SAMPLER(19), sampler },
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/* Pixel shader */
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{ /* , Pixel Shader */ STATE_PIXELSHADER, pixelshader },
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{ /* , Pixel Shader */ STATE_PIXELSHADER, NULL },
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/* Transform states follow */
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{ /* 1, undefined */ 0, state_undefined },
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{ /* 2, WINED3DTS_VIEW */ STATE_TRANSFORM(WINED3DTS_VIEW), NULL },
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@ -5383,6 +5383,7 @@ const struct StateEntryTemplate ffp_fragmentstate_template[] = {
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{ STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }},
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{ STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }},
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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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{0 /* Terminate */, { 0, 0 }},
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};
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