wined3d: Move the WINED3D_RS_INDEXEDVERTEXBLENDENABLE stub to wined3d_device_apply_stateblock.

This commit is contained in:
Max Figura 2022-12-13 09:25:54 -06:00 committed by Alexandre Julliard
parent 79ea470d4d
commit 21079819e8
4 changed files with 4 additions and 4 deletions

View file

@ -4204,6 +4204,9 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
WARN("token: %#x.\n", state->rs[WINED3D_RS_DEBUGMONITORTOKEN]);
break;
case WINED3D_RS_INDEXEDVERTEXBLENDENABLE:
break;
default:
wined3d_device_set_render_state(device, idx, state->rs[idx]);
break;

View file

@ -11971,7 +11971,6 @@ static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states[] =
{STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
{STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
/* NP2 texture matrix fixups. They are not needed if
* GL_ARB_texture_non_power_of_two is supported. Otherwise, register
* glsl_vertex_pipe_texmatrix(), which takes care of updating the texture

View file

@ -1147,7 +1147,6 @@ static const struct wined3d_state_entry_template spirv_vertex_pipe_vk_vp_states[
{STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALE_B), state_nop}},
{STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALE_C), state_nop}},
{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), state_nop}},
{STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), state_nop}},
{STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_RENDER(WINED3D_RS_TWEENFACTOR), state_nop}},
{STATE_MATERIAL, {STATE_MATERIAL, state_nop}},
{STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), state_nop}},

View file

@ -4987,7 +4987,6 @@ static const struct wined3d_state_entry_template vp_ffp_states[] =
{ STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
{ STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
/* 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.
@ -5382,7 +5381,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
{149, 150},
{153, 153},
{162, 165},
{168, 169},
{167, 169},
{171, 171},
{174, 177},
{185, 193},