[PATCH] WineD3D: Remove the apply_pshader_fog state handler=0A=
Stefan Doesinger
stefan at codeweavers.com
Sun Dec 14 17:51:32 CST 2008
=0A=
The fog doesn't depend on pixel shaders any longer(but still vice =
versa), so=0A=
we don't need this state any more.=0A=
---=0A=
dlls/wined3d/state.c | 17 -----------------=0A=
1 files changed, 0 insertions(+), 17 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c=0A=
index 8a5a8ae..03cdaae 100644=0A=
--- a/dlls/wined3d/state.c=0A=
+++ b/dlls/wined3d/state.c=0A=
@@ -3370,21 +3370,6 @@ static void sampler(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3DCont=0A=
}=0A=
}=0A=
=0A=
-static void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
- if (use_ps(stateblock))=0A=
- {=0A=
- if(!context->last_was_pshader) {=0A=
- state_fog(state, stateblock, context);=0A=
- }=0A=
- context->last_was_pshader =3D TRUE;=0A=
- } else {=0A=
- if(context->last_was_pshader) {=0A=
- state_fog(state, stateblock, context);=0A=
- }=0A=
- context->last_was_pshader =3D FALSE;=0A=
- }=0A=
-}=0A=
-=0A=
void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, =
WineD3DContext *context) {=0A=
IWineD3DDeviceImpl *device =3D stateblock->wineD3DDevice;=0A=
BOOL use_pshader =3D use_ps(stateblock);=0A=
@@ -5208,8 +5193,6 @@ const struct StateEntryTemplate =
ffp_vertexstate_template[] =3D {=0A=
{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { =
STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb =
}, ARB_POINT_PARAMETERS },=0A=
{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { =
STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext =
}, EXT_POINT_PARAMETERS },=0A=
{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { =
STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w =
}, 0 },=0A=
- /* pixel shaders need a different fog input */=0A=
- { STATE_PIXELSHADER, { =
STATE_PIXELSHADER, apply_pshader_fog =
}, 0 },=0A=
/* Samplers for NP2 texture matrix adjustions. They are not needed =
if GL_ARB_texture_non_power_of_two is supported,=0A=
* so register a NULL state handler in that case to get the vertex =
part of sampler() skipped(VTF is handled in the misc states.=0A=
* otherwise, register sampler_texmatrix, which takes care of =
updating the texture matrix=0A=
-- =0A=
1.6.0.6=0A=
=0A=
------=_NextPart_000_000D_01C97342.D07B5830--
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