[PATCH] WineD3D: Move more fog stuff to the vertex states=0A=
Stefan Doesinger
stefan at codeweavers.com
Wed Jul 2 21:18:52 CDT 2008
=0A=
Should we move a part of state_fog() to the fragment pipeline we may =
want to move some of those over as well=0A=
---=0A=
dlls/wined3d/state.c | 9 ++++++---=0A=
1 files changed, 6 insertions(+), 3 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c=0A=
index ea4a5c4..b54da6e 100644=0A=
--- a/dlls/wined3d/state.c=0A=
+++ b/dlls/wined3d/state.c=0A=
@@ -3855,11 +3855,11 @@ const struct StateEntry FFPStateTable[] =3D=0A=
{ /* 31, WINED3DRS_SUBPIXEL */ =
STATE_RENDER(WINED3DRS_SUBPIXEL), NULL =
},=0A=
{ /* 32, WINED3DRS_SUBPIXELX */ =
STATE_RENDER(WINED3DRS_SUBPIXELX), NULL =
},=0A=
{ /* 33, WINED3DRS_STIPPLEDALPHA */ =
STATE_RENDER(WINED3DRS_STIPPLEDALPHA), NULL =
},=0A=
- { /* 34, WINED3DRS_FOGCOLOR */ =
STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor =
},=0A=
+ { /* 34, WINED3DRS_FOGCOLOR */ =
STATE_RENDER(WINED3DRS_FOGCOLOR), NULL =
},=0A=
{ /* 35, WINED3DRS_FOGTABLEMODE */ =
STATE_RENDER(WINED3DRS_FOGENABLE), NULL =
},=0A=
{ /* 36, WINED3DRS_FOGSTART */ =
STATE_RENDER(WINED3DRS_FOGENABLE), NULL =
},=0A=
{ /* 37, WINED3DRS_FOGEND */ =
STATE_RENDER(WINED3DRS_FOGENABLE), NULL =
},=0A=
- { /* 38, WINED3DRS_FOGDENSITY */ =
STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity =
},=0A=
+ { /* 38, WINED3DRS_FOGDENSITY */ =
STATE_RENDER(WINED3DRS_FOGDENSITY), NULL =
},=0A=
{ /* 39, WINED3DRS_STIPPLEENABLE */ =
STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable =
},=0A=
{ /* 40, WINED3DRS_EDGEANTIALIAS */ =
STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL =
},=0A=
{ /* 41, WINED3DRS_COLORKEYENABLE */ =
STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL =
},=0A=
@@ -3869,7 +3869,7 @@ const struct StateEntry FFPStateTable[] =3D=0A=
{ /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* =
Handled in ddraw */ state_undefined },=0A=
{ /* 46, WINED3DRS_MIPMAPLODBIAS */ =
STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias =
},=0A=
{ /* 47, WINED3DRS_ZBIAS */ =
STATE_RENDER(WINED3DRS_ZBIAS), state_zbias =
},=0A=
- { /* 48, WINED3DRS_RANGEFOGENABLE */ =
STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog =
},=0A=
+ { /* 48, WINED3DRS_RANGEFOGENABLE */ =
STATE_RENDER(WINED3DRS_RANGEFOGENABLE), NULL =
},=0A=
{ /* 49, WINED3DRS_ANISOTROPY */ =
STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy =
},=0A=
{ /* 50, WINED3DRS_FLUSHBATCH */ =
STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch =
},=0A=
{ /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ =
STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi =
},=0A=
@@ -5271,6 +5271,9 @@ const struct StateEntryTemplate =
ffp_vertexstate_template[] =3D {=0A=
{ STATE_RENDER(WINED3DRS_FOGSTART), { =
STATE_RENDER(WINED3DRS_FOGENABLE), state_fog =
}},=0A=
{ STATE_RENDER(WINED3DRS_FOGEND), { =
STATE_RENDER(WINED3DRS_FOGENABLE), state_fog =
}},=0A=
{ STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { =
STATE_RENDER(WINED3DRS_FOGENABLE), state_fog =
}},=0A=
+ { STATE_RENDER(WINED3DRS_FOGCOLOR), { =
STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor =
}},=0A=
+ { STATE_RENDER(WINED3DRS_FOGDENSITY), { =
STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity =
}},=0A=
+ { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { =
STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog =
}},=0A=
{0 /* Terminate */, { 0, =
0 }},=0A=
};=0A=
=0A=
-- =0A=
1.5.4.5=0A=
=0A=
------=_NextPart_000_0025_01C8E1AF.CF474520--
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