From: Elizabeth Figura zfigura@codeweavers.com
9313c14c63a9b941b66ea367b72f0f928e39c68b and following commits moved invalidation to the client side of the CS, and removed the state table entries since nothing needed to be done. However, in order to avoid errors, the state table still validates that all states have a representative, and thus complains at the missing representatives for all of these states. Avoid this by adding state_nop entries, as is done in some other places.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=57207 --- dlls/wined3d/ffp_gl.c | 11 +++-- dlls/wined3d/glsl_shader.c | 92 ++++++++++++++++++++++++++++++++++++++ 2 files changed, 99 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/ffp_gl.c b/dlls/wined3d/ffp_gl.c index 20f9828d0a2..9012ba2215e 100644 --- a/dlls/wined3d/ffp_gl.c +++ b/dlls/wined3d/ffp_gl.c @@ -1653,10 +1653,13 @@ static void validate_state_table(struct wined3d_state_entry *state_table) { 11, 14}, { 16, 23}, { 27, 27}, - { 29, 33}, - { 39, 135}, - {137, 139}, - {141, 151}, + { 30, 33}, + { 39, 40}, + { 42, 47}, + { 49, 135}, + {138, 139}, + {144, 144}, + {149, 150}, {153, 153}, {157, 160}, {162, 165}, diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 61b53da540a..b94ba5ac373 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -12005,9 +12005,20 @@ static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states[] = /* Viewport */ {STATE_VIEWPORT, {STATE_VIEWPORT, glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE }, /* Fog */ + {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), state_nop }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE }, @@ -12018,6 +12029,14 @@ static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states[] = {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_shademode}, WINED3D_GLSL_130 }, {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_nop }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, {0 /* Terminate */, {0, NULL }, WINED3D_GL_EXT_NONE }, };
@@ -12267,6 +12286,7 @@ static const struct wined3d_state_entry_template glsl_fragment_pipe_state_templa {STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAREF), glsl_fragment_pipe_core_alpha_test_ref }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_alpha_test }, WINED3D_GL_LEGACY_CONTEXT}, {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_core_alpha_test }, WINED3D_GL_EXT_NONE }, + {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), state_nop }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_fragment_pipe_fog }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), glsl_fragment_pipe_fog }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE }, @@ -12278,6 +12298,78 @@ static const struct wined3d_state_entry_template glsl_fragment_pipe_state_templa {STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE }, {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, ARB_POINT_SPRITE }, {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, WINED3D_GL_VERSION_2_0}, + {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, + {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), NULL }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(0,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(1,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE }, {STATE_TEXTURESTAGE(2,WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_fragment_pipe_tex_transform }, WINED3D_GL_EXT_NONE },
This merge request was approved by Matteo Bruni.
This merge request was approved by Jan Sikorski.