wined3d: Move the WINED3D_RS_ADAPTIVETESS_Z stub to wined3d_device_apply_stateblock.
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4de7feb8e1
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c90d3bfcbc
4 changed files with 2 additions and 5 deletions
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@ -98,7 +98,6 @@ static const struct wined3d_state_entry_template misc_state_template_vk[] =
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{STATE_INDEXBUFFER, {STATE_INDEXBUFFER, state_nop}},
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{STATE_RENDER(WINED3D_RS_LINEPATTERN), {STATE_RENDER(WINED3D_RS_LINEPATTERN), state_nop}},
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{STATE_RENDER(WINED3D_RS_DITHERENABLE), {STATE_RENDER(WINED3D_RS_DITHERENABLE), state_nop}},
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{STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), {STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION)}},
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{STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), {STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION)}},
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{STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION), {STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION), state_nop}},
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{STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), {STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_nop}},
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@ -4033,10 +4033,10 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
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break;
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case WINED3D_RS_ADAPTIVETESS_X:
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case WINED3D_RS_ADAPTIVETESS_Z:
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set_depth_bounds = true;
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break;
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case WINED3D_RS_ADAPTIVETESS_Z:
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case WINED3D_RS_ADAPTIVETESS_W:
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set_depth_bounds = true;
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wined3d_device_set_render_state(device, idx, state->rs[idx]);
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@ -2811,7 +2811,6 @@ static const struct wined3d_state_entry_template misc_state_template_no3d[] =
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{STATE_RENDER(WINED3D_RS_LINEPATTERN), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_ZFUNC), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_DITHERENABLE), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), {STATE_VDECL}},
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@ -4589,7 +4589,6 @@ const struct wined3d_state_entry_template misc_state_template_gl[] =
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{ STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
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{ STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
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@ -5360,7 +5359,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
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{149, 150},
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{153, 153},
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{162, 165},
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{167, 181},
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{167, 182},
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{185, 193},
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{195, 209},
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{ 0, 0},
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