Stefan Dösinger : wined3d: Move WINED3DRS_ZENABLE to the state table.
Alexandre Julliard
julliard at wine.codeweavers.com
Fri Dec 8 06:07:03 CST 2006
Module: wine
Branch: master
Commit: bb564dc6fa7ca6ed44ad9ca6c41050f9bfc6720d
URL: http://source.winehq.org/git/wine.git/?a=commit;h=bb564dc6fa7ca6ed44ad9ca6c41050f9bfc6720d
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Fri Dec 8 01:40:51 2006 +0100
wined3d: Move WINED3DRS_ZENABLE to the state table.
---
dlls/wined3d/device.c | 21 +--------------------
dlls/wined3d/state.c | 22 +++++++++++++++++++++-
2 files changed, 22 insertions(+), 21 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index dc1467b..4936fa6 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3438,27 +3438,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl
switch (State) {
case WINED3DRS_FILLMODE :
case WINED3DRS_LIGHTING :
- StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
- break;
-
case WINED3DRS_ZENABLE :
- switch ((WINED3DZBUFFERTYPE) Value) {
- case WINED3DZB_FALSE:
- glDisable(GL_DEPTH_TEST);
- checkGLcall("glDisable GL_DEPTH_TEST");
- break;
- case WINED3DZB_TRUE:
- glEnable(GL_DEPTH_TEST);
- checkGLcall("glEnable GL_DEPTH_TEST");
- break;
- case WINED3DZB_USEW:
- glEnable(GL_DEPTH_TEST);
- checkGLcall("glEnable GL_DEPTH_TEST");
- FIXME("W buffer is not well handled\n");
- break;
- default:
- FIXME("Unrecognized WINED3DZBUFFERTYPE value %d\n", Value);
- }
+ StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
break;
case WINED3DRS_CULLMODE :
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 06cb342..b47847a 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -94,6 +94,26 @@ static void state_lighting(DWORD state,
}
}
+static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
+ switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
+ case WINED3DZB_FALSE:
+ glDisable(GL_DEPTH_TEST);
+ checkGLcall("glDisable GL_DEPTH_TEST");
+ break;
+ case WINED3DZB_TRUE:
+ glEnable(GL_DEPTH_TEST);
+ checkGLcall("glEnable GL_DEPTH_TEST");
+ break;
+ case WINED3DZB_USEW:
+ glEnable(GL_DEPTH_TEST);
+ checkGLcall("glEnable GL_DEPTH_TEST");
+ FIXME("W buffer is not well handled\n");
+ break;
+ default:
+ FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
+ }
+}
+
const struct StateEntry StateTable[] =
{
/* State name representative, apply function */
@@ -104,7 +124,7 @@ const struct StateEntry StateTable[] =
{ /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_unknown },
{ /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_unknown },
{ /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_unknown },
- { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_unknown },
+ { /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
{ /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
{ /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_unknown },
{ /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_unknown },
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