Module: wine Branch: master Commit: 35a2406900b88ead932cd998c85dabefb8a4b987 URL: http://source.winehq.org/git/wine.git/?a=commit;h=35a2406900b88ead932cd998c8...
Author: Matteo Bruni mbruni@codeweavers.com Date: Tue Jun 16 22:45:40 2015 +0200
wined3d: Drop WINED3D_RS_TEXTUREPERSPECTIVE handling.
The hint is not supported on core profiles. It's not guaranteed to do anything on compatibility profile either: "The interpretation of hints is implementation dependent. An implementation may ignore them entirely."
This state was only available on D3D 7 and below (and not guaranteed to do anything there either, according to older DX SDK docs). If necessary we could implement it via the GLSL 1.50 "noperspective" interpolation qualifier, which is what we need to use for the equivalent D3D10 feature anyway.
---
dlls/wined3d/state.c | 18 +----------------- 1 file changed, 1 insertion(+), 17 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 67558fd..f5a9a24 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -1698,22 +1698,6 @@ static void state_zvisible(struct wined3d_context *context, const struct wined3d FIXME("WINED3D_RS_ZVISIBLE not implemented.\n"); }
-static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) -{ - const struct wined3d_gl_info *gl_info = context->gl_info; - - if (state->render_states[WINED3D_RS_TEXTUREPERSPECTIVE]) - { - gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); - checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)"); - } - else - { - gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); - checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)"); - } -} - static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { if (state->render_states[WINED3D_RS_STIPPLEDALPHA]) @@ -4939,7 +4923,7 @@ const struct StateEntryTemplate misc_state_template[] = { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT }, { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE }, + { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE }, { 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 },