Matteo Bruni : wined3d: Don' t try to set line stippling on core profile contexts.

Alexandre Julliard julliard at wine.codeweavers.com
Tue Mar 29 08:53:21 CDT 2016


Module: wine
Branch: master
Commit: 73f50876ace489adb03a09970269a3182e2beee1
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=73f50876ace489adb03a09970269a3182e2beee1

Author: Matteo Bruni <mbruni at codeweavers.com>
Date:   Mon Mar 28 23:03:31 2016 +0200

wined3d: Don't try to set line stippling on core profile contexts.

Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/wined3d/state.c | 11 ++++++++++-
 1 file changed, 10 insertions(+), 1 deletion(-)

diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 70f053b..937df15 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1355,6 +1355,14 @@ static void state_linepattern(struct wined3d_context *context, const struct wine
     }
 }
 
+static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+{
+    static unsigned int once;
+
+    if (!once++)
+        FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
+}
+
 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
@@ -4959,7 +4967,8 @@ const struct StateEntryTemplate misc_state_template[] =
     { STATE_RENDER(WINED3D_RS_WRAPU),                     { STATE_RENDER(WINED3D_RS_WRAPU),                     state_wrapu         }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3D_RS_WRAPV),                     { STATE_RENDER(WINED3D_RS_WRAPV),                     state_wrapv         }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3D_RS_FILLMODE),                  { STATE_RENDER(WINED3D_RS_FILLMODE),                  state_fillmode      }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_LINEPATTERN),               { STATE_RENDER(WINED3D_RS_LINEPATTERN),               state_linepattern   }, WINED3D_GL_EXT_NONE             },
+    { STATE_RENDER(WINED3D_RS_LINEPATTERN),               { STATE_RENDER(WINED3D_RS_LINEPATTERN),               state_linepattern   }, WINED3D_GL_LEGACY_CONTEXT       },
+    { STATE_RENDER(WINED3D_RS_LINEPATTERN),               { STATE_RENDER(WINED3D_RS_LINEPATTERN),               state_linepattern_w }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3D_RS_MONOENABLE),                { STATE_RENDER(WINED3D_RS_MONOENABLE),                state_monoenable    }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3D_RS_ROP2),                      { STATE_RENDER(WINED3D_RS_ROP2),                      state_rop2          }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3D_RS_PLANEMASK),                 { STATE_RENDER(WINED3D_RS_PLANEMASK),                 state_planemask     }, WINED3D_GL_EXT_NONE             },




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