Henri Verbeet : wined3d: Add a handler for WINED3DRS_SRGBWRITEENABLE to the atifs fragment pipe.

Alexandre Julliard julliard at winehq.org
Fri Sep 3 10:07:09 CDT 2010


Module: wine
Branch: master
Commit: fa3a72c63a4435e015baa706cc7150a8224c2997
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=fa3a72c63a4435e015baa706cc7150a8224c2997

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Thu Sep  2 19:25:03 2010 +0200

wined3d: Add a handler for WINED3DRS_SRGBWRITEENABLE to the atifs fragment pipe.

---

 dlls/wined3d/ati_fragment_shader.c |    7 +++++++
 1 files changed, 7 insertions(+), 0 deletions(-)

diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index 993ece0..5aaac3b 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -912,6 +912,12 @@ static void atifs_apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *statebl
     }
 }
 
+static void atifs_srgbwriteenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
+{
+    if (stateblock->renderState[WINED3DRS_SRGBWRITEENABLE])
+        WARN("sRGB writes are not supported by this fragment pipe.\n");
+}
+
 static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
     {STATE_RENDER(WINED3DRS_TEXTUREFACTOR),               { STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor_atifs   }, WINED3D_GL_EXT_NONE             },
     {STATE_RENDER(WINED3DRS_FOGCOLOR),                    { STATE_RENDER(WINED3DRS_FOGCOLOR),                   state_fogcolor          }, WINED3D_GL_EXT_NONE             },
@@ -921,6 +927,7 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
     {STATE_RENDER(WINED3DRS_FOGVERTEXMODE),               { STATE_RENDER(WINED3DRS_FOGENABLE),                  NULL                    }, WINED3D_GL_EXT_NONE             },
     {STATE_RENDER(WINED3DRS_FOGSTART),                    { STATE_RENDER(WINED3DRS_FOGSTART),                   state_fogstartend       }, WINED3D_GL_EXT_NONE             },
     {STATE_RENDER(WINED3DRS_FOGEND),                      { STATE_RENDER(WINED3DRS_FOGSTART),                   NULL                    }, WINED3D_GL_EXT_NONE             },
+    {STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),             { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE),            atifs_srgbwriteenable   }, WINED3D_GL_EXT_NONE             },
     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),           { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          set_tex_op_atifs        }, WINED3D_GL_EXT_NONE             },
     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },
     {STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2),         { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          NULL                    }, WINED3D_GL_EXT_NONE             },




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