Module: wine Branch: master Commit: 061087811f14c708dcba87925bc2fbd2b4302afb URL: http://source.winehq.org/git/wine.git/?a=commit;h=061087811f14c708dcba87925b...
Author: Stefan Dösinger stefan@codeweavers.com Date: Sun Dec 14 17:51:32 2008 +0100
wined3d: Remove the apply_pshader_fog state handler.
The fog doesn't depend on pixel shaders any longer(but still vice versa), so we don't need this state any more.
---
dlls/wined3d/state.c | 17 ----------------- 1 files changed, 0 insertions(+), 17 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 60ab923..650141d 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -3370,21 +3370,6 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont } }
-static void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { - if (use_ps(stateblock)) - { - if(!context->last_was_pshader) { - state_fog(state, stateblock, context); - } - context->last_was_pshader = TRUE; - } else { - if(context->last_was_pshader) { - state_fog(state, stateblock, context); - } - context->last_was_pshader = FALSE; - } -} - void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; BOOL use_pshader = use_ps(stateblock); @@ -5208,8 +5193,6 @@ const struct StateEntryTemplate ffp_vertexstate_template[] = { { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS }, { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS }, { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 }, - /* pixel shaders need a different fog input */ - { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pshader_fog }, 0 }, /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported, * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states. * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix