diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index a19fb99caaf..67944baa22f 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -4207,6 +4207,9 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device, case WINED3D_RS_INDEXEDVERTEXBLENDENABLE: break; + case WINED3D_RS_TWEENFACTOR: + break; + default: wined3d_device_set_render_state(device, idx, state->rs[idx]); break; diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 749f980ea03..7dc0de1b596 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -11970,7 +11970,6 @@ static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states[] = {STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE }, {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 }, /* 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 diff --git a/dlls/wined3d/shader_spirv.c b/dlls/wined3d/shader_spirv.c index fa99df0388a..57912249f05 100644 --- a/dlls/wined3d/shader_spirv.c +++ b/dlls/wined3d/shader_spirv.c @@ -1145,7 +1145,6 @@ 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_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}}, {STATE_LIGHT_TYPE, {STATE_LIGHT_TYPE, state_nop}}, diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index ed369064640..253d9d3b749 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -4986,7 +4986,6 @@ static const struct wined3d_state_entry_template vp_ffp_states[] = { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS }, { 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 }, /* 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. @@ -5381,8 +5380,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table) {149, 150}, {153, 153}, {162, 165}, - {167, 169}, - {171, 171}, + {167, 171}, {174, 177}, {185, 193}, {195, 209},