[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=

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