Matteo Bruni : wined3d: Don' t try to set line stippling on core profile contexts.
Alexandre Julliard
julliard at wine.codeweavers.com
Tue Mar 29 08:53:21 CDT 2016
Module: wine
Branch: master
Commit: 73f50876ace489adb03a09970269a3182e2beee1
URL: http://source.winehq.org/git/wine.git/?a=commit;h=73f50876ace489adb03a09970269a3182e2beee1
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Mon Mar 28 23:03:31 2016 +0200
wined3d: Don't try to set line stippling on core profile contexts.
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/state.c | 11 ++++++++++-
1 file changed, 10 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 70f053b..937df15 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1355,6 +1355,14 @@ static void state_linepattern(struct wined3d_context *context, const struct wine
}
}
+static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+{
+ static unsigned int once;
+
+ if (!once++)
+ FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
+}
+
static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
@@ -4959,7 +4967,8 @@ const struct StateEntryTemplate misc_state_template[] =
{ 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 },
{ STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
+ { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
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