WineD3D: Move WINED3DRS_ZENABLE to the state table
Stefan Dösinger
stefan at codeweavers.com
Thu Dec 7 18:40:51 CST 2006
-------------- next part --------------
From c5c0c03c3c9058dfbae62c7036ba37be9f84434d Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <stefan at codeweavers.com>
Date: Fri, 8 Dec 2006 00:40:18 +0100
Subject: [PATCH] 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 },
--
1.4.2.4
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