WineD3D: Move WINED3DRS_CULLMODE to the state table

Stefan Dösinger stefan at codeweavers.com
Thu Dec 7 18:41:43 CST 2006


-------------- next part --------------
From c9453749a4c7161d6e4e1c647a317a244fd53c25 Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <stefan at codeweavers.com>
Date: Fri, 8 Dec 2006 00:41:26 +0100
Subject: [PATCH] WineD3D: Move WINED3DRS_CULLMODE to the state table

---
 dlls/wined3d/device.c |   40 +---------------------------------------
 dlls/wined3d/state.c  |   42 +++++++++++++++++++++++++++++++++++++++++-
 2 files changed, 42 insertions(+), 40 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 4936fa6..9c58a7b 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3439,46 +3439,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl
     case WINED3DRS_FILLMODE                  :
     case WINED3DRS_LIGHTING                  :
     case WINED3DRS_ZENABLE                   :
-        StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
-        break;
-
     case WINED3DRS_CULLMODE                  :
-
-        /* If we are culling "back faces with clockwise vertices" then
-           set front faces to be counter clockwise and enable culling
-           of back faces                                               */
-        switch ((WINED3DCULL) Value) {
-        case WINED3DCULL_NONE:
-            glDisable(GL_CULL_FACE);
-            checkGLcall("glDisable GL_CULL_FACE");
-            break;
-        case WINED3DCULL_CW:
-            glEnable(GL_CULL_FACE);
-            checkGLcall("glEnable GL_CULL_FACE");
-            if (This->render_offscreen) {
-                glFrontFace(GL_CW);
-                checkGLcall("glFrontFace GL_CW");
-            } else {
-                glFrontFace(GL_CCW);
-                checkGLcall("glFrontFace GL_CCW");
-            }
-            glCullFace(GL_BACK);
-            break;
-        case WINED3DCULL_CCW:
-            glEnable(GL_CULL_FACE);
-            checkGLcall("glEnable GL_CULL_FACE");
-            if (This->render_offscreen) {
-                glFrontFace(GL_CCW);
-                checkGLcall("glFrontFace GL_CCW");
-            } else {
-                glFrontFace(GL_CW);
-                checkGLcall("glFrontFace GL_CW");
-            }
-            glCullFace(GL_BACK);
-            break;
-        default:
-            FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", Value);
-        }
+        StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
         break;
 
     case WINED3DRS_SHADEMODE                 :
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index b47847a..59f1cba 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -114,6 +114,46 @@ static void state_zenable(DWORD state, I
     }
 }
 
+static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
+    /* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
+
+    /* If we are culling "back faces with clockwise vertices" then
+       set front faces to be counter clockwise and enable culling
+       of back faces                                               */
+    switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
+        case WINED3DCULL_NONE:
+            glDisable(GL_CULL_FACE);
+            checkGLcall("glDisable GL_CULL_FACE");
+            break;
+        case WINED3DCULL_CW:
+            glEnable(GL_CULL_FACE);
+            checkGLcall("glEnable GL_CULL_FACE");
+            if (stateblock->wineD3DDevice->render_offscreen) {
+                glFrontFace(GL_CW);
+                checkGLcall("glFrontFace GL_CW");
+            } else {
+                glFrontFace(GL_CCW);
+                checkGLcall("glFrontFace GL_CCW");
+            }
+            glCullFace(GL_BACK);
+            break;
+        case WINED3DCULL_CCW:
+            glEnable(GL_CULL_FACE);
+            checkGLcall("glEnable GL_CULL_FACE");
+            if (stateblock->wineD3DDevice->render_offscreen) {
+                glFrontFace(GL_CCW);
+                checkGLcall("glFrontFace GL_CCW");
+            } else {
+                glFrontFace(GL_CW);
+                checkGLcall("glFrontFace GL_CW");
+            }
+            glCullFace(GL_BACK);
+            break;
+        default:
+            FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
+    }
+}
+
 const struct StateEntry StateTable[] =
 {
       /* State name                                         representative,                                     apply function */
@@ -139,7 +179,7 @@ const struct StateEntry StateTable[] =
     { /* 19, WINED3DRS_SRCBLEND                     */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_unknown       },
     { /* 20, WINED3DRS_DESTBLEND                    */      STATE_RENDER(WINED3DRS_ALPHABLENDENABLE),           state_unknown       },
     { /* 21, WINED3DRS_TEXTUREMAPBLEND              */      0 /* Handled in ddraw */,                           state_undefined     },
-    { /* 22, WINED3DRS_CULLMODE                     */      STATE_RENDER(WINED3DRS_CULLMODE),                   state_unknown       },
+    { /* 22, WINED3DRS_CULLMODE                     */      STATE_RENDER(WINED3DRS_CULLMODE),                   state_cullmode      },
     { /* 23, WINED3DRS_ZFUNC                        */      STATE_RENDER(WINED3DRS_ZFUNC),                      state_unknown       },
     { /* 24, WINED3DRS_ALPHAREF                     */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_unknown       },
     { /* 25, WINED3DRS_ALPHAFUNC                    */      STATE_RENDER(WINED3DRS_ALPHATESTENABLE),            state_unknown       },
-- 
1.4.2.4



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