1 |
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2 | /*
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3 | * Direct3D state management
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4 | *
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5 | * Copyright 2002 Lionel Ulmer
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6 | * Copyright 2002-2005 Jason Edmeades
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7 | * Copyright 2003-2004 Raphael Junqueira
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8 | * Copyright 2004 Christian Costa
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9 | * Copyright 2005 Oliver Stieber
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10 | * Copyright 2006 Henri Verbeet
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11 | * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
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12 | *
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13 | * This library is free software; you can redistribute it and/or
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14 | * modify it under the terms of the GNU Lesser General Public
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15 | * License as published by the Free Software Foundation; either
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16 | * version 2.1 of the License, or (at your option) any later version.
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17 | *
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18 | * This library is distributed in the hope that it will be useful,
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19 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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20 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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21 | * Lesser General Public License for more details.
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22 | *
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23 | * You should have received a copy of the GNU Lesser General Public
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24 | * License along with this library; if not, write to the Free Software
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25 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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26 | */
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27 |
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28 | /*
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29 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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30 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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31 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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32 | * a choice of LGPL license versions is made available with the language indicating
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33 | * that LGPLv2 or any later version may be used, or where a choice of which version
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34 | * of the LGPL is applied is otherwise unspecified.
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35 | */
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36 |
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37 | #include "config.h"
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38 | #include <stdio.h>
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39 | #ifdef HAVE_FLOAT_H
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40 | # include <float.h>
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41 | #endif
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42 | #include "wined3d_private.h"
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43 |
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44 | WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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45 | WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
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46 |
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47 | #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
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48 |
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49 | static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
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50 |
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51 | static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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52 | /* Used for states which are not mapped to a gl state as-is, but used somehow different,
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53 | * e.g as a parameter for drawing, or which are unimplemented in windows d3d
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54 | */
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55 | if(STATE_IS_RENDER(state)) {
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56 | WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
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57 | TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
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58 | } else {
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59 | /* Shouldn't have an unknown type here */
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60 | FIXME("%d no direct mapping to gl of state with unknown type\n", state);
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61 | }
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62 | }
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63 |
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64 | static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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65 | /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
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66 | * list without causing confusing terminal output. Deliberately no special debug name here
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67 | * because its undefined.
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68 | */
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69 | WARN("undefined state %d\n", state);
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70 | }
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71 |
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72 | static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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73 | WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
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74 |
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75 | switch(Value) {
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76 | case WINED3DFILL_POINT:
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77 | glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
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78 | checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
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79 | break;
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80 | case WINED3DFILL_WIREFRAME:
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81 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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82 | checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
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83 | break;
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84 | case WINED3DFILL_SOLID:
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85 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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86 | checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
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87 | break;
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88 | default:
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89 | FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
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90 | }
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91 | }
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92 |
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93 | static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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94 | BOOL transformed;
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95 |
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96 | /* Lighting is not enabled if transformed vertices are drawn
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97 | * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
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98 | * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
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99 | * vertex declaration applying function calls this function for updating
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100 | */
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101 |
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102 | if(isStateDirty(context, STATE_VDECL)) {
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103 | return;
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104 | }
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105 |
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106 | transformed = ((stateblock->wineD3DDevice->strided_streams.u.s.position.lpData != NULL ||
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107 | stateblock->wineD3DDevice->strided_streams.u.s.position.VBO != 0) &&
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108 | stateblock->wineD3DDevice->strided_streams.u.s.position_transformed) ? TRUE : FALSE;
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109 |
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110 | if (stateblock->renderState[WINED3DRS_LIGHTING] && !transformed) {
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111 | glEnable(GL_LIGHTING);
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112 | checkGLcall("glEnable GL_LIGHTING");
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113 | } else {
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114 | glDisable(GL_LIGHTING);
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115 | checkGLcall("glDisable GL_LIGHTING");
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116 | }
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117 | }
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118 |
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119 | static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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120 | /* No z test without depth stencil buffers */
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121 | if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
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122 | TRACE("No Z buffer - disabling depth test\n");
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123 | glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
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124 | checkGLcall("glDisable GL_DEPTH_TEST");
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125 | return;
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126 | }
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127 |
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128 | switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
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129 | case WINED3DZB_FALSE:
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130 | glDisable(GL_DEPTH_TEST);
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131 | checkGLcall("glDisable GL_DEPTH_TEST");
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132 | break;
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133 | case WINED3DZB_TRUE:
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134 | glEnable(GL_DEPTH_TEST);
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135 | checkGLcall("glEnable GL_DEPTH_TEST");
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136 | break;
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137 | case WINED3DZB_USEW:
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138 | glEnable(GL_DEPTH_TEST);
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139 | checkGLcall("glEnable GL_DEPTH_TEST");
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140 | FIXME("W buffer is not well handled\n");
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141 | break;
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142 | default:
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143 | FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
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144 | }
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145 | }
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146 |
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147 | static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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148 | /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
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149 | * switch
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150 | */
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151 | switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
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152 | case WINED3DCULL_NONE:
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153 | glDisable(GL_CULL_FACE);
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154 | checkGLcall("glDisable GL_CULL_FACE");
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155 | break;
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156 | case WINED3DCULL_CW:
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157 | glEnable(GL_CULL_FACE);
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158 | checkGLcall("glEnable GL_CULL_FACE");
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159 | glCullFace(GL_FRONT);
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160 | checkGLcall("glCullFace(GL_FRONT)");
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161 | break;
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162 | case WINED3DCULL_CCW:
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163 | glEnable(GL_CULL_FACE);
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164 | checkGLcall("glEnable GL_CULL_FACE");
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165 | glCullFace(GL_BACK);
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166 | checkGLcall("glCullFace(GL_BACK)");
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167 | break;
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168 | default:
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169 | FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
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170 | }
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171 | }
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172 |
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173 | static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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174 | switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
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175 | case WINED3DSHADE_FLAT:
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176 | glShadeModel(GL_FLAT);
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177 | checkGLcall("glShadeModel(GL_FLAT)");
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178 | break;
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179 | case WINED3DSHADE_GOURAUD:
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180 | glShadeModel(GL_SMOOTH);
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181 | checkGLcall("glShadeModel(GL_SMOOTH)");
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182 | break;
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183 | case WINED3DSHADE_PHONG:
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184 | FIXME("WINED3DSHADE_PHONG isn't supported\n");
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185 | break;
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186 | default:
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187 | FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
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188 | }
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189 | }
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190 |
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191 | static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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192 | if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
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193 | glEnable(GL_DITHER);
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194 | checkGLcall("glEnable GL_DITHER");
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195 | } else {
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196 | glDisable(GL_DITHER);
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197 | checkGLcall("glDisable GL_DITHER");
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198 | }
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199 | }
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200 |
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201 | static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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202 | /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
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203 | * this has to be merged with ZENABLE and ZFUNC
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204 | */
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205 | if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
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206 | glDepthMask(1);
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207 | checkGLcall("glDepthMask(1)");
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208 | } else {
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209 | glDepthMask(0);
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210 | checkGLcall("glDepthMask(0)");
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211 | }
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212 | }
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213 |
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214 | static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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215 | int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
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216 |
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217 | if(glParm) {
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218 | if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
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219 | static BOOL once = FALSE;
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220 | /* There are a few issues with this: First, our inability to
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221 | * select a proper Z depth, most of the time we're stuck with
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222 | * D24S8, even if the app selects D32 or D16. There seem to be
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223 | * some other precision problems which have to be debugged to
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224 | * make NOTEQUAL and EQUAL work properly
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225 | */
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226 | if(!once) {
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227 | once = TRUE;
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228 | FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
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229 | }
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230 | }
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231 |
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232 | glDepthFunc(glParm);
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233 | checkGLcall("glDepthFunc");
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234 | }
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235 | }
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236 |
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237 | static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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238 | float col[4];
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239 | D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
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240 |
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241 | TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
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242 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
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243 | checkGLcall("glLightModel for MODEL_AMBIENT");
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244 | }
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245 |
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246 | static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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247 | int srcBlend = GL_ZERO;
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248 | int dstBlend = GL_ZERO;
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249 | const StaticPixelFormatDesc *rtFormat;
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250 | IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
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251 |
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252 | /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
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253 | if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
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254 | stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
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255 | stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
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256 | const struct GlPixelFormatDesc *glDesc;
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257 | getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
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258 |
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259 | /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
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260 | * The d3d9 visual test confirms the behavior. */
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261 | if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
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262 | glDisable(GL_BLEND);
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263 | checkGLcall("glDisable GL_BLEND");
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264 | return;
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265 | } else {
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266 | glEnable(GL_BLEND);
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267 | checkGLcall("glEnable GL_BLEND");
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268 | }
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269 | } else {
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270 | glDisable(GL_BLEND);
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271 | checkGLcall("glDisable GL_BLEND");
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272 | /* Nothing more to do - get out */
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273 | return;
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274 | };
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275 |
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276 | switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
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277 | case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
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278 | case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
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279 | case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
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280 | case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
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281 | case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
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282 | case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
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283 | case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
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284 | case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
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285 |
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286 | /* To compensate the lack of format switching with backbuffer offscreen rendering,
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287 | * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
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288 | * if the render target doesn't support alpha blending. A nonexistent alpha channel
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289 | * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
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290 | */
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291 | case WINED3DBLEND_DESTALPHA :
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292 | rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
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293 | dstBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
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294 | break;
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295 | case WINED3DBLEND_INVDESTALPHA :
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296 | rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
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297 | dstBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
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298 | break;
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299 |
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300 | case WINED3DBLEND_SRCALPHASAT :
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301 | dstBlend = GL_SRC_ALPHA_SATURATE;
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302 | WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
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303 | break;
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304 |
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305 | /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
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306 | * values which are still valid up to d3d9. They should not occur as dest blend values
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307 | */
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308 | case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
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309 | srcBlend = GL_SRC_ALPHA;
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310 | FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
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311 | break;
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312 |
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313 | case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
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314 | srcBlend = GL_ONE_MINUS_SRC_ALPHA;
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315 | FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
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316 | break;
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317 |
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318 | case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
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319 | case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
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320 | default:
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321 | FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
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322 | }
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323 |
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324 | switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
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325 | case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
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326 | case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
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327 | case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
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328 | case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
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329 | case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
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330 | case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
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331 | case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
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332 | case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
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333 | case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
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334 |
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335 | case WINED3DBLEND_DESTALPHA :
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336 | rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
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337 | srcBlend = rtFormat->alphaMask ? GL_DST_ALPHA : GL_ONE;
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338 | break;
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339 | case WINED3DBLEND_INVDESTALPHA :
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340 | rtFormat = getFormatDescEntry(target->resource.format, NULL, NULL);
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341 | srcBlend = rtFormat->alphaMask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
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342 | break;
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343 |
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344 | case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
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345 | dstBlend = GL_ONE_MINUS_SRC_ALPHA;
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346 | break;
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347 |
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348 | case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
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349 | dstBlend = GL_SRC_ALPHA;
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350 | break;
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351 |
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352 | case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
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353 | case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
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354 | default:
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355 | FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
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356 | }
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357 |
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358 | if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
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359 | stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
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360 | glEnable(GL_LINE_SMOOTH);
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361 | checkGLcall("glEnable(GL_LINE_SMOOTH)");
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362 | if(srcBlend != GL_SRC_ALPHA) {
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363 | WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
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364 | }
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365 | if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
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366 | WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
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367 | }
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---|
368 | } else {
|
---|
369 | glDisable(GL_LINE_SMOOTH);
|
---|
370 | checkGLcall("glDisable(GL_LINE_SMOOTH)");
|
---|
371 | }
|
---|
372 |
|
---|
373 | /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
|
---|
374 | if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
|
---|
375 | state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
|
---|
376 | }
|
---|
377 |
|
---|
378 | if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
|
---|
379 | int srcBlendAlpha = GL_ZERO;
|
---|
380 | int dstBlendAlpha = GL_ZERO;
|
---|
381 |
|
---|
382 | /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
|
---|
383 | if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
|
---|
384 | WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
|
---|
385 | return;
|
---|
386 | }
|
---|
387 |
|
---|
388 | switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
|
---|
389 | case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
|
---|
390 | case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
|
---|
391 | case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
|
---|
392 | case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
393 | case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
|
---|
394 | case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
395 | case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
|
---|
396 | case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
|
---|
397 | case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
|
---|
398 | case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
|
---|
399 | case WINED3DBLEND_SRCALPHASAT :
|
---|
400 | dstBlend = GL_SRC_ALPHA_SATURATE;
|
---|
401 | WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
|
---|
402 | break;
|
---|
403 | /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
|
---|
404 | * values which are still valid up to d3d9. They should not occur as dest blend values
|
---|
405 | */
|
---|
406 | case WINED3DBLEND_BOTHSRCALPHA :
|
---|
407 | dstBlendAlpha = GL_SRC_ALPHA;
|
---|
408 | srcBlendAlpha = GL_SRC_ALPHA;
|
---|
409 | FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
|
---|
410 | break;
|
---|
411 | case WINED3DBLEND_BOTHINVSRCALPHA :
|
---|
412 | dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
|
---|
413 | srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
|
---|
414 | FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
|
---|
415 | break;
|
---|
416 | case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
|
---|
417 | case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
|
---|
418 | default:
|
---|
419 | FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
|
---|
420 | }
|
---|
421 |
|
---|
422 | switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
|
---|
423 | case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
|
---|
424 | case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
|
---|
425 | case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
|
---|
426 | case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
427 | case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
|
---|
428 | case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
429 | case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
|
---|
430 | case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
|
---|
431 | case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
|
---|
432 | case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
|
---|
433 | case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
|
---|
434 | case WINED3DBLEND_BOTHSRCALPHA :
|
---|
435 | srcBlendAlpha = GL_SRC_ALPHA;
|
---|
436 | dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
|
---|
437 | break;
|
---|
438 | case WINED3DBLEND_BOTHINVSRCALPHA :
|
---|
439 | srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
|
---|
440 | dstBlendAlpha = GL_SRC_ALPHA;
|
---|
441 | break;
|
---|
442 | case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
|
---|
443 | case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
|
---|
444 | default:
|
---|
445 | FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
|
---|
446 | }
|
---|
447 |
|
---|
448 | GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
|
---|
449 | checkGLcall("glBlendFuncSeparateEXT");
|
---|
450 | } else {
|
---|
451 | TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
|
---|
452 | glBlendFunc(srcBlend, dstBlend);
|
---|
453 | checkGLcall("glBlendFunc");
|
---|
454 | }
|
---|
455 |
|
---|
456 | /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
|
---|
457 | so it may need updating */
|
---|
458 | if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
|
---|
459 | const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
|
---|
460 | StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
|
---|
461 | }
|
---|
462 | }
|
---|
463 |
|
---|
464 | static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
465 | WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
|
---|
466 | }
|
---|
467 |
|
---|
468 | static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
469 | float col[4];
|
---|
470 |
|
---|
471 | TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
|
---|
472 | D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
|
---|
473 | GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
|
---|
474 | checkGLcall("glBlendColor");
|
---|
475 | }
|
---|
476 |
|
---|
477 | static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
478 | int glParm = 0;
|
---|
479 | float ref;
|
---|
480 | BOOL enable_ckey = FALSE;
|
---|
481 |
|
---|
482 | IWineD3DSurfaceImpl *surf;
|
---|
483 |
|
---|
484 | /* Find out if the texture on the first stage has a ckey set
|
---|
485 | * The alpha state func reads the texture settings, even though alpha and texture are not grouped
|
---|
486 | * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
|
---|
487 | * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
|
---|
488 | * in case it finds some texture+colorkeyenable combination which needs extra care.
|
---|
489 | */
|
---|
490 | if(stateblock->textures[0] && (
|
---|
491 | stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
|
---|
492 | stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
|
---|
493 | surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
|
---|
494 |
|
---|
495 | if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
|
---|
496 | const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
|
---|
497 | /* The surface conversion does not do color keying conversion for surfaces that have an alpha
|
---|
498 | * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
|
---|
499 | * surface has alpha bits
|
---|
500 | */
|
---|
501 | if(fmt->alphaMask == 0x00000000) {
|
---|
502 | enable_ckey = TRUE;
|
---|
503 | }
|
---|
504 | }
|
---|
505 | }
|
---|
506 |
|
---|
507 | if(enable_ckey || context->last_was_ckey) {
|
---|
508 | const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
|
---|
509 | StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
|
---|
510 | }
|
---|
511 | context->last_was_ckey = enable_ckey;
|
---|
512 |
|
---|
513 | if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
|
---|
514 | (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
|
---|
515 | glEnable(GL_ALPHA_TEST);
|
---|
516 | checkGLcall("glEnable GL_ALPHA_TEST");
|
---|
517 | } else {
|
---|
518 | glDisable(GL_ALPHA_TEST);
|
---|
519 | checkGLcall("glDisable GL_ALPHA_TEST");
|
---|
520 | /* Alpha test is disabled, don't bother setting the params - it will happen on the next
|
---|
521 | * enable call
|
---|
522 | */
|
---|
523 | return;
|
---|
524 | }
|
---|
525 |
|
---|
526 | if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
|
---|
527 | glParm = GL_NOTEQUAL;
|
---|
528 | ref = 0.0;
|
---|
529 | } else {
|
---|
530 | ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
|
---|
531 | glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
|
---|
532 | }
|
---|
533 | if(glParm) {
|
---|
534 | glAlphaFunc(glParm, ref);
|
---|
535 | checkGLcall("glAlphaFunc");
|
---|
536 | }
|
---|
537 | }
|
---|
538 |
|
---|
539 | static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
540 | DWORD enable = 0xFFFFFFFF;
|
---|
541 | DWORD disable = 0x00000000;
|
---|
542 |
|
---|
543 | if (use_vs(stateblock->wineD3DDevice)) {
|
---|
544 | /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
|
---|
545 | * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
|
---|
546 | * conditions I got sick of tracking down. The shader state handler disables all clip planes because
|
---|
547 | * of that - don't do anything here and keep them disabled
|
---|
548 | */
|
---|
549 | if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
|
---|
550 | static BOOL warned = FALSE;
|
---|
551 | if(!warned) {
|
---|
552 | FIXME("Clipping not supported with vertex shaders\n");
|
---|
553 | warned = TRUE;
|
---|
554 | }
|
---|
555 | }
|
---|
556 | return;
|
---|
557 | }
|
---|
558 |
|
---|
559 | /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
|
---|
560 | * of already set values
|
---|
561 | */
|
---|
562 |
|
---|
563 | /* If enabling / disabling all
|
---|
564 | * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
|
---|
565 | */
|
---|
566 | if (stateblock->renderState[WINED3DRS_CLIPPING]) {
|
---|
567 | enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
|
---|
568 | disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
|
---|
569 | if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
|
---|
570 | glDisable(GL_DEPTH_CLAMP_NV);
|
---|
571 | checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
|
---|
572 | }
|
---|
573 | } else {
|
---|
574 | disable = 0xffffffff;
|
---|
575 | enable = 0x00;
|
---|
576 | if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
|
---|
577 | glEnable(GL_DEPTH_CLAMP_NV);
|
---|
578 | checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
|
---|
579 | }
|
---|
580 | }
|
---|
581 |
|
---|
582 | if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
|
---|
583 | if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
|
---|
584 | if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
|
---|
585 | if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
|
---|
586 | if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
|
---|
587 | if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
|
---|
588 |
|
---|
589 | if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
|
---|
590 | if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
|
---|
591 | if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
|
---|
592 | if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
|
---|
593 | if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
|
---|
594 | if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
|
---|
595 |
|
---|
596 | /** update clipping status */
|
---|
597 | if (enable) {
|
---|
598 | stateblock->clip_status.ClipUnion = 0;
|
---|
599 | stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
|
---|
600 | } else {
|
---|
601 | stateblock->clip_status.ClipUnion = 0;
|
---|
602 | stateblock->clip_status.ClipIntersection = 0;
|
---|
603 | }
|
---|
604 | }
|
---|
605 |
|
---|
606 | static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
607 | WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
|
---|
608 | }
|
---|
609 |
|
---|
610 | static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
611 | int blendEquation = GL_FUNC_ADD;
|
---|
612 | int blendEquationAlpha = GL_FUNC_ADD;
|
---|
613 |
|
---|
614 | /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
|
---|
615 | if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
|
---|
616 | WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
|
---|
617 | return;
|
---|
618 | }
|
---|
619 |
|
---|
620 | switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
|
---|
621 | case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
|
---|
622 | case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
|
---|
623 | case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
|
---|
624 | case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
|
---|
625 | case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
|
---|
626 | default:
|
---|
627 | FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
|
---|
628 | }
|
---|
629 |
|
---|
630 | switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
|
---|
631 | case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
|
---|
632 | case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
|
---|
633 | case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
|
---|
634 | case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
|
---|
635 | case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
|
---|
636 | default:
|
---|
637 | FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
|
---|
638 | }
|
---|
639 |
|
---|
640 | if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
|
---|
641 | TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
|
---|
642 | GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
|
---|
643 | checkGLcall("glBlendEquationSeparateEXT");
|
---|
644 | } else {
|
---|
645 | TRACE("glBlendEquation(%x)\n", blendEquation);
|
---|
646 | GL_EXTCALL(glBlendEquationEXT(blendEquation));
|
---|
647 | checkGLcall("glBlendEquation");
|
---|
648 | }
|
---|
649 | }
|
---|
650 |
|
---|
651 | static void
|
---|
652 | state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
653 | /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
|
---|
654 | * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
|
---|
655 | * specular color. This is wrong:
|
---|
656 | * Separate specular color means the specular colour is maintained separately, whereas
|
---|
657 | * single color means it is merged in. However in both cases they are being used to
|
---|
658 | * some extent.
|
---|
659 | * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
|
---|
660 | * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
|
---|
661 | * running 1.4 yet!
|
---|
662 | *
|
---|
663 | *
|
---|
664 | * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
|
---|
665 | * Instead, we need to setup the FinalCombiner properly.
|
---|
666 | *
|
---|
667 | * The default setup for the FinalCombiner is:
|
---|
668 | *
|
---|
669 | * <variable> <input> <mapping> <usage>
|
---|
670 | * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
|
---|
671 | * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
672 | * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
673 | * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
674 | * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
675 | * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
676 | * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
|
---|
677 | *
|
---|
678 | * That's pretty much fine as it is, except for variable B, which needs to take
|
---|
679 | * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
|
---|
680 | * whether WINED3DRS_SPECULARENABLE is enabled or not.
|
---|
681 | */
|
---|
682 |
|
---|
683 | TRACE("Setting specular enable state and materials\n");
|
---|
684 | if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
|
---|
685 | glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
|
---|
686 | checkGLcall("glMaterialfv");
|
---|
687 |
|
---|
688 | if(stateblock->material.Power > GL_LIMITS(shininess)) {
|
---|
689 | /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
|
---|
690 | * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
|
---|
691 | * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
|
---|
692 | * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
|
---|
693 | * them, it should be safe to do so without major visual distortions.
|
---|
694 | */
|
---|
695 | WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
|
---|
696 | glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
|
---|
697 | } else {
|
---|
698 | glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
|
---|
699 | }
|
---|
700 | checkGLcall("glMaterialf(GL_SHININESS)");
|
---|
701 |
|
---|
702 | if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
---|
703 | glEnable(GL_COLOR_SUM_EXT);
|
---|
704 | } else {
|
---|
705 | TRACE("Specular colors cannot be enabled in this version of opengl\n");
|
---|
706 | }
|
---|
707 | checkGLcall("glEnable(GL_COLOR_SUM)");
|
---|
708 |
|
---|
709 | if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
---|
710 | GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
|
---|
711 | checkGLcall("glFinalCombinerInputNV()");
|
---|
712 | }
|
---|
713 | } else {
|
---|
714 | const GLfloat black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
---|
715 |
|
---|
716 | /* for the case of enabled lighting: */
|
---|
717 | glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
|
---|
718 | checkGLcall("glMaterialfv");
|
---|
719 |
|
---|
720 | /* for the case of disabled lighting: */
|
---|
721 | if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
---|
722 | glDisable(GL_COLOR_SUM_EXT);
|
---|
723 | } else {
|
---|
724 | TRACE("Specular colors cannot be disabled in this version of opengl\n");
|
---|
725 | }
|
---|
726 | checkGLcall("glDisable(GL_COLOR_SUM)");
|
---|
727 |
|
---|
728 | if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
---|
729 | GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
|
---|
730 | checkGLcall("glFinalCombinerInputNV()");
|
---|
731 | }
|
---|
732 | }
|
---|
733 |
|
---|
734 | TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
|
---|
735 | stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
|
---|
736 | TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
|
---|
737 | stateblock->material.Ambient.b, stateblock->material.Ambient.a);
|
---|
738 | TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
|
---|
739 | stateblock->material.Specular.b, stateblock->material.Specular.a);
|
---|
740 | TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
|
---|
741 | stateblock->material.Emissive.b, stateblock->material.Emissive.a);
|
---|
742 |
|
---|
743 | glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
|
---|
744 | checkGLcall("glMaterialfv(GL_AMBIENT)");
|
---|
745 | glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
|
---|
746 | checkGLcall("glMaterialfv(GL_DIFFUSE)");
|
---|
747 | glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
|
---|
748 | checkGLcall("glMaterialfv(GL_EMISSION)");
|
---|
749 | }
|
---|
750 |
|
---|
751 | static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
752 | unsigned int i;
|
---|
753 |
|
---|
754 | /* Note the texture color applies to all textures whereas
|
---|
755 | * GL_TEXTURE_ENV_COLOR applies to active only
|
---|
756 | */
|
---|
757 | float col[4];
|
---|
758 | D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
|
---|
759 |
|
---|
760 | /* And now the default texture color as well */
|
---|
761 | for (i = 0; i < GL_LIMITS(texture_stages); i++) {
|
---|
762 | /* Note the WINED3DRS value applies to all textures, but GL has one
|
---|
763 | * per texture, so apply it now ready to be used!
|
---|
764 | */
|
---|
765 | if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
---|
766 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
|
---|
767 | checkGLcall("glActiveTextureARB");
|
---|
768 | } else if (i>0) {
|
---|
769 | FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
---|
770 | }
|
---|
771 |
|
---|
772 | glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
|
---|
773 | checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
|
---|
774 | }
|
---|
775 | }
|
---|
776 |
|
---|
777 | static void
|
---|
778 | renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
|
---|
779 | glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
---|
780 | checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
|
---|
781 | GL_EXTCALL(glActiveStencilFaceEXT(face));
|
---|
782 | checkGLcall("glActiveStencilFaceEXT(...)");
|
---|
783 | glStencilFunc(func, ref, mask);
|
---|
784 | checkGLcall("glStencilFunc(...)");
|
---|
785 | glStencilOp(stencilFail, depthFail, stencilPass);
|
---|
786 | checkGLcall("glStencilOp(...)");
|
---|
787 | }
|
---|
788 |
|
---|
789 | static void
|
---|
790 | state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
791 | DWORD onesided_enable = FALSE;
|
---|
792 | DWORD twosided_enable = FALSE;
|
---|
793 | GLint func = GL_ALWAYS;
|
---|
794 | GLint func_ccw = GL_ALWAYS;
|
---|
795 | GLint ref = 0;
|
---|
796 | GLuint mask = 0;
|
---|
797 | GLint stencilFail = GL_KEEP;
|
---|
798 | GLint depthFail = GL_KEEP;
|
---|
799 | GLint stencilPass = GL_KEEP;
|
---|
800 | GLint stencilFail_ccw = GL_KEEP;
|
---|
801 | GLint depthFail_ccw = GL_KEEP;
|
---|
802 | GLint stencilPass_ccw = GL_KEEP;
|
---|
803 |
|
---|
804 | /* No stencil test without a stencil buffer */
|
---|
805 | if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
|
---|
806 | glDisable(GL_STENCIL_TEST);
|
---|
807 | checkGLcall("glDisable GL_STENCIL_TEST");
|
---|
808 | return;
|
---|
809 | }
|
---|
810 |
|
---|
811 | onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
|
---|
812 | twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
|
---|
813 | if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
|
---|
814 | func = GL_ALWAYS;
|
---|
815 | if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
|
---|
816 | func_ccw = GL_ALWAYS;
|
---|
817 | ref = stateblock->renderState[WINED3DRS_STENCILREF];
|
---|
818 | mask = stateblock->renderState[WINED3DRS_STENCILMASK];
|
---|
819 | stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
|
---|
820 | depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
|
---|
821 | stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
|
---|
822 | stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
|
---|
823 | depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
|
---|
824 | stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
|
---|
825 |
|
---|
826 | TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
|
---|
827 | "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
|
---|
828 | "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
|
---|
829 | onesided_enable, twosided_enable, ref, mask,
|
---|
830 | func, stencilFail, depthFail, stencilPass,
|
---|
831 | func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
|
---|
832 |
|
---|
833 | if (twosided_enable && onesided_enable) {
|
---|
834 | glEnable(GL_STENCIL_TEST);
|
---|
835 | checkGLcall("glEnable GL_STENCIL_TEST");
|
---|
836 |
|
---|
837 | if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
|
---|
838 | /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
|
---|
839 | * which has an effect on the code below too. If we apply the front face
|
---|
840 | * afterwards, we are sure that the active stencil face is set to front,
|
---|
841 | * and other stencil functions which do not use two sided stencil do not have
|
---|
842 | * to set it back
|
---|
843 | */
|
---|
844 | renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
|
---|
845 | stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
|
---|
846 | renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
|
---|
847 | stencilFail, depthFail, stencilPass);
|
---|
848 | } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
|
---|
849 | GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
|
---|
850 | checkGLcall("glStencilFuncSeparateATI(...)");
|
---|
851 | GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
|
---|
852 | checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
|
---|
853 | GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
|
---|
854 | checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
|
---|
855 | } else {
|
---|
856 | ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
|
---|
857 | }
|
---|
858 | } else if(onesided_enable) {
|
---|
859 | if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
|
---|
860 | glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
---|
861 | checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
|
---|
862 | }
|
---|
863 |
|
---|
864 | /* This code disables the ATI extension as well, since the standard stencil functions are equal
|
---|
865 | * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
|
---|
866 | */
|
---|
867 | glEnable(GL_STENCIL_TEST);
|
---|
868 | checkGLcall("glEnable GL_STENCIL_TEST");
|
---|
869 | glStencilFunc(func, ref, mask);
|
---|
870 | checkGLcall("glStencilFunc(...)");
|
---|
871 | glStencilOp(stencilFail, depthFail, stencilPass);
|
---|
872 | checkGLcall("glStencilOp(...)");
|
---|
873 | } else {
|
---|
874 | glDisable(GL_STENCIL_TEST);
|
---|
875 | checkGLcall("glDisable GL_STENCIL_TEST");
|
---|
876 | }
|
---|
877 | }
|
---|
878 |
|
---|
879 | static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
880 | DWORD mask;
|
---|
881 |
|
---|
882 | if(stateblock->wineD3DDevice->stencilBufferTarget) {
|
---|
883 | mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
|
---|
884 | } else {
|
---|
885 | mask = 0;
|
---|
886 | }
|
---|
887 |
|
---|
888 | GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
|
---|
889 | checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
|
---|
890 | glStencilMask(mask);
|
---|
891 | checkGLcall("glStencilMask");
|
---|
892 | GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
|
---|
893 | checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
|
---|
894 | glStencilMask(mask);
|
---|
895 | }
|
---|
896 |
|
---|
897 | static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
898 | DWORD mask;
|
---|
899 |
|
---|
900 | if(stateblock->wineD3DDevice->stencilBufferTarget) {
|
---|
901 | mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
|
---|
902 | } else {
|
---|
903 | mask = 0;
|
---|
904 | }
|
---|
905 |
|
---|
906 | glStencilMask(mask);
|
---|
907 | checkGLcall("glStencilMask");
|
---|
908 | }
|
---|
909 |
|
---|
910 | static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
911 | BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
|
---|
912 | BOOL is_ps3 = use_ps(stateblock->wineD3DDevice)
|
---|
913 | && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version >= WINED3DPS_VERSION(3,0);
|
---|
914 | float fogstart, fogend;
|
---|
915 |
|
---|
916 | union {
|
---|
917 | DWORD d;
|
---|
918 | float f;
|
---|
919 | } tmpvalue;
|
---|
920 |
|
---|
921 | if (!fogenable) {
|
---|
922 | /* No fog? Disable it, and we're done :-) */
|
---|
923 | glDisable(GL_FOG);
|
---|
924 | checkGLcall("glDisable GL_FOG");
|
---|
925 | if( use_ps(stateblock->wineD3DDevice)
|
---|
926 | && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.hex_version < WINED3DPS_VERSION(3,0) ) {
|
---|
927 | /* disable fog in the pixel shader
|
---|
928 | * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
|
---|
929 | * -1/(e-s) and e/(e-s) respectively.
|
---|
930 | */
|
---|
931 | glFogf(GL_FOG_START, 0.0f);
|
---|
932 | checkGLcall("glFogf(GL_FOG_START, fogstart)");
|
---|
933 | glFogf(GL_FOG_END, 1.0f);
|
---|
934 | checkGLcall("glFogf(GL_FOG_END, fogend)");
|
---|
935 | }
|
---|
936 | return;
|
---|
937 | }
|
---|
938 |
|
---|
939 | tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
|
---|
940 | fogstart = tmpvalue.f;
|
---|
941 | tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
|
---|
942 | fogend = tmpvalue.f;
|
---|
943 |
|
---|
944 | /* Fog Rules:
|
---|
945 | *
|
---|
946 | * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
|
---|
947 | * It can use the Z value of the vertex, or the alpha component of the specular color.
|
---|
948 | * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
|
---|
949 | * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
|
---|
950 | * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
|
---|
951 | *
|
---|
952 | * FOGTABLEMODE != NONE:
|
---|
953 | * The Z value is used, with the equation specified, no matter what vertex type.
|
---|
954 | *
|
---|
955 | * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
|
---|
956 | * Per vertex fog is calculated using the specified fog equation and the parameters
|
---|
957 | *
|
---|
958 | * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
|
---|
959 | * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
|
---|
960 | * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
|
---|
961 | *
|
---|
962 | *
|
---|
963 | * Rules for vertex fog with shaders:
|
---|
964 | *
|
---|
965 | * When mixing fixed function functionality with the programmable pipeline, D3D expects
|
---|
966 | * the fog computation to happen during transformation while openGL expects it to happen
|
---|
967 | * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
|
---|
968 | * the pixel shader while openGL always expects the pixel shader to handle the blending.
|
---|
969 | * To solve this problem, WineD3D does:
|
---|
970 | * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
|
---|
971 | * shader,
|
---|
972 | * and 2) disables the fog computation (in either the fixed function or programmable
|
---|
973 | * rasterizer) if using a vertex program.
|
---|
974 | *
|
---|
975 | *
|
---|
976 | * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
|
---|
977 | * without shaders).
|
---|
978 | */
|
---|
979 |
|
---|
980 | if( is_ps3 ) {
|
---|
981 | if( !use_vs(stateblock->wineD3DDevice)
|
---|
982 | && stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ) {
|
---|
983 | FIXME("Implement vertex fog for pixel shader >= 3.0 and fixed function pipeline\n");
|
---|
984 | }
|
---|
985 | }
|
---|
986 |
|
---|
987 | if (use_vs(stateblock->wineD3DDevice)
|
---|
988 | && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog) {
|
---|
989 | if( stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE ) {
|
---|
990 | if(!is_ps3) FIXME("Implement table fog for foggy vertex shader\n");
|
---|
991 | /* Disable fog */
|
---|
992 | fogenable = FALSE;
|
---|
993 | } else {
|
---|
994 | /* Set fog computation in the rasterizer to pass through the value (just blend it) */
|
---|
995 | glFogi(GL_FOG_MODE, GL_LINEAR);
|
---|
996 | checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
|
---|
997 | fogstart = 1.0;
|
---|
998 | fogend = 0.0;
|
---|
999 | }
|
---|
1000 |
|
---|
1001 | if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
|
---|
1002 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
---|
1003 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
|
---|
1004 | context->fog_coord = FALSE;
|
---|
1005 | }
|
---|
1006 | context->last_was_foggy_shader = TRUE;
|
---|
1007 | }
|
---|
1008 | else if( use_ps(stateblock->wineD3DDevice) ) {
|
---|
1009 | /* NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
|
---|
1010 | * -1/(e-s) and e/(e-s) respectively to simplify fog computation in the shader.
|
---|
1011 | */
|
---|
1012 | WINED3DFOGMODE mode;
|
---|
1013 | context->last_was_foggy_shader = FALSE;
|
---|
1014 |
|
---|
1015 | /* If both fogmodes are set use the table fog mode */
|
---|
1016 | if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
|
---|
1017 | mode = stateblock->renderState[WINED3DRS_FOGVERTEXMODE];
|
---|
1018 | else
|
---|
1019 | mode = stateblock->renderState[WINED3DRS_FOGTABLEMODE];
|
---|
1020 |
|
---|
1021 | switch (mode) {
|
---|
1022 | case WINED3DFOG_EXP:
|
---|
1023 | case WINED3DFOG_EXP2:
|
---|
1024 | if(!is_ps3) FIXME("Implement non linear fog for pixel shader < 3.0\n");
|
---|
1025 | /* Disable fog */
|
---|
1026 | fogenable = FALSE;
|
---|
1027 | break;
|
---|
1028 |
|
---|
1029 | case WINED3DFOG_LINEAR:
|
---|
1030 | fogstart = -1.0f/(fogend-fogstart);
|
---|
1031 | fogend *= -fogstart;
|
---|
1032 | break;
|
---|
1033 |
|
---|
1034 | case WINED3DFOG_NONE:
|
---|
1035 | if(!is_ps3) FIXME("Implement software vertex fog for pixel shader < 3.0\n");
|
---|
1036 | /* Disable fog */
|
---|
1037 | fogenable = FALSE;
|
---|
1038 | break;
|
---|
1039 | default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
|
---|
1040 | }
|
---|
1041 |
|
---|
1042 | if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
|
---|
1043 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
---|
1044 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
|
---|
1045 | context->fog_coord = FALSE;
|
---|
1046 | }
|
---|
1047 | }
|
---|
1048 | /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
|
---|
1049 | * the system will apply only pixel(=table) fog effects."
|
---|
1050 | */
|
---|
1051 | else if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
|
---|
1052 | glHint(GL_FOG_HINT, GL_FASTEST);
|
---|
1053 | checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
|
---|
1054 | context->last_was_foggy_shader = FALSE;
|
---|
1055 |
|
---|
1056 | switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
|
---|
1057 | /* If processed vertices are used, fall through to the NONE case */
|
---|
1058 | case WINED3DFOG_EXP: {
|
---|
1059 | if(!context->last_was_rhw) {
|
---|
1060 | glFogi(GL_FOG_MODE, GL_EXP);
|
---|
1061 | checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
|
---|
1062 | if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
|
---|
1063 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
---|
1064 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
|
---|
1065 | context->fog_coord = FALSE;
|
---|
1066 | }
|
---|
1067 | break;
|
---|
1068 | }
|
---|
1069 | }
|
---|
1070 | case WINED3DFOG_EXP2: {
|
---|
1071 | if(!context->last_was_rhw) {
|
---|
1072 | glFogi(GL_FOG_MODE, GL_EXP2);
|
---|
1073 | checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
|
---|
1074 | if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
|
---|
1075 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
---|
1076 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
|
---|
1077 | context->fog_coord = FALSE;
|
---|
1078 | }
|
---|
1079 | break;
|
---|
1080 | }
|
---|
1081 | }
|
---|
1082 | case WINED3DFOG_LINEAR: {
|
---|
1083 | if(!context->last_was_rhw) {
|
---|
1084 | glFogi(GL_FOG_MODE, GL_LINEAR);
|
---|
1085 | checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
|
---|
1086 | if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
|
---|
1087 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
---|
1088 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
|
---|
1089 | context->fog_coord = FALSE;
|
---|
1090 | }
|
---|
1091 | break;
|
---|
1092 | }
|
---|
1093 | }
|
---|
1094 | case WINED3DFOG_NONE: {
|
---|
1095 | /* Both are none? According to msdn the alpha channel of the specular
|
---|
1096 | * color contains a fog factor. Set it in drawStridedSlow.
|
---|
1097 | * Same happens with Vertexfog on transformed vertices
|
---|
1098 | */
|
---|
1099 | if(GL_SUPPORT(EXT_FOG_COORD)) {
|
---|
1100 | if(context->fog_coord == FALSE) {
|
---|
1101 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
|
---|
1102 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
|
---|
1103 | context->fog_coord = TRUE;
|
---|
1104 | }
|
---|
1105 | glFogi(GL_FOG_MODE, GL_LINEAR);
|
---|
1106 | checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
|
---|
1107 | fogstart = 0xff;
|
---|
1108 | fogend = 0x0;
|
---|
1109 | } else {
|
---|
1110 | /* Disable GL fog, handle this in software in drawStridedSlow */
|
---|
1111 | fogenable = FALSE;
|
---|
1112 | }
|
---|
1113 | break;
|
---|
1114 | }
|
---|
1115 | default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
|
---|
1116 | }
|
---|
1117 | } else {
|
---|
1118 | glHint(GL_FOG_HINT, GL_NICEST);
|
---|
1119 | checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
|
---|
1120 | context->last_was_foggy_shader = FALSE;
|
---|
1121 |
|
---|
1122 | switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
|
---|
1123 | case WINED3DFOG_EXP:
|
---|
1124 | glFogi(GL_FOG_MODE, GL_EXP);
|
---|
1125 | checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
|
---|
1126 | if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
|
---|
1127 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
---|
1128 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
|
---|
1129 | context->fog_coord = FALSE;
|
---|
1130 | }
|
---|
1131 | break;
|
---|
1132 |
|
---|
1133 | case WINED3DFOG_EXP2:
|
---|
1134 | glFogi(GL_FOG_MODE, GL_EXP2);
|
---|
1135 | checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
|
---|
1136 | if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
|
---|
1137 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
---|
1138 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
|
---|
1139 | context->fog_coord = FALSE;
|
---|
1140 | }
|
---|
1141 | break;
|
---|
1142 |
|
---|
1143 | case WINED3DFOG_LINEAR:
|
---|
1144 | glFogi(GL_FOG_MODE, GL_LINEAR);
|
---|
1145 | checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
|
---|
1146 | if(GL_SUPPORT(EXT_FOG_COORD) && context->fog_coord) {
|
---|
1147 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
---|
1148 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
|
---|
1149 | context->fog_coord = FALSE;
|
---|
1150 | }
|
---|
1151 | break;
|
---|
1152 |
|
---|
1153 | case WINED3DFOG_NONE: /* Won't happen */
|
---|
1154 | default:
|
---|
1155 | FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
|
---|
1156 | }
|
---|
1157 | }
|
---|
1158 |
|
---|
1159 | if(fogenable) {
|
---|
1160 | glEnable(GL_FOG);
|
---|
1161 | checkGLcall("glEnable GL_FOG");
|
---|
1162 |
|
---|
1163 | if(fogstart != fogend)
|
---|
1164 | {
|
---|
1165 | glFogfv(GL_FOG_START, &fogstart);
|
---|
1166 | checkGLcall("glFogf(GL_FOG_START, fogstart)");
|
---|
1167 | TRACE("Fog Start == %f\n", fogstart);
|
---|
1168 |
|
---|
1169 | glFogfv(GL_FOG_END, &fogend);
|
---|
1170 | checkGLcall("glFogf(GL_FOG_END, fogend)");
|
---|
1171 | TRACE("Fog End == %f\n", fogend);
|
---|
1172 | }
|
---|
1173 | else
|
---|
1174 | {
|
---|
1175 | unsigned long fMInf = 0xff800000;
|
---|
1176 | //glFogf(GL_FOG_START, -1.0 / 0.0);
|
---|
1177 | glFogf(GL_FOG_START, *(float*)(&fMInf));
|
---|
1178 | checkGLcall("glFogf(GL_FOG_START, fogstart)");
|
---|
1179 | TRACE("Fog Start == %f\n", fogstart);
|
---|
1180 |
|
---|
1181 | glFogf(GL_FOG_END, 0.0);
|
---|
1182 | checkGLcall("glFogf(GL_FOG_END, fogend)");
|
---|
1183 | TRACE("Fog End == %f\n", fogend);
|
---|
1184 | }
|
---|
1185 | } else {
|
---|
1186 | glDisable(GL_FOG);
|
---|
1187 | checkGLcall("glDisable GL_FOG");
|
---|
1188 | if( use_ps(stateblock->wineD3DDevice) ) {
|
---|
1189 | /* disable fog in the pixel shader
|
---|
1190 | * NOTE: For pixel shader, GL_FOG_START and GL_FOG_END don't hold fog start s and end e but
|
---|
1191 | * -1/(e-s) and e/(e-s) respectively.
|
---|
1192 | */
|
---|
1193 | glFogf(GL_FOG_START, 0.0f);
|
---|
1194 | checkGLcall("glFogf(GL_FOG_START, fogstart)");
|
---|
1195 | glFogf(GL_FOG_END, 1.0f);
|
---|
1196 | checkGLcall("glFogf(GL_FOG_END, fogend)");
|
---|
1197 | }
|
---|
1198 | }
|
---|
1199 | }
|
---|
1200 |
|
---|
1201 | static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1202 | if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
|
---|
1203 | WARN("Range fog enabled, but not supported by this opengl implementation\n");
|
---|
1204 | }
|
---|
1205 | }
|
---|
1206 |
|
---|
1207 | static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1208 | if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
|
---|
1209 | glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
|
---|
1210 | checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
|
---|
1211 | } else {
|
---|
1212 | glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
|
---|
1213 | checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
|
---|
1214 | }
|
---|
1215 | }
|
---|
1216 |
|
---|
1217 | static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1218 | float col[4];
|
---|
1219 | D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
|
---|
1220 | glFogfv(GL_FOG_COLOR, &col[0]);
|
---|
1221 | checkGLcall("glFog GL_FOG_COLOR");
|
---|
1222 | }
|
---|
1223 |
|
---|
1224 | static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1225 | union {
|
---|
1226 | DWORD d;
|
---|
1227 | float f;
|
---|
1228 | } tmpvalue;
|
---|
1229 | tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
|
---|
1230 | glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
|
---|
1231 | checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
|
---|
1232 | }
|
---|
1233 |
|
---|
1234 | /* TODO: Merge with primitive type + init_materials()!! */
|
---|
1235 | static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1236 | IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
---|
1237 | GLenum Parm = 0;
|
---|
1238 | const WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
|
---|
1239 | BOOL isDiffuseSupplied;
|
---|
1240 |
|
---|
1241 | /* Depends on the decoded vertex declaration to read the existence of diffuse data.
|
---|
1242 | * The vertex declaration will call this function if the fixed function pipeline is used.
|
---|
1243 | */
|
---|
1244 |
|
---|
1245 | if(isStateDirty(context, STATE_VDECL)) {
|
---|
1246 | return;
|
---|
1247 | }
|
---|
1248 |
|
---|
1249 | isDiffuseSupplied = diffuse->lpData || diffuse->VBO;
|
---|
1250 |
|
---|
1251 | context->num_untracked_materials = 0;
|
---|
1252 | if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
|
---|
1253 | TRACE("diff %d, amb %d, emis %d, spec %d\n",
|
---|
1254 | stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
|
---|
1255 | stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
|
---|
1256 | stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
|
---|
1257 | stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
|
---|
1258 |
|
---|
1259 | if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1260 | if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1261 | Parm = GL_AMBIENT_AND_DIFFUSE;
|
---|
1262 | } else {
|
---|
1263 | Parm = GL_DIFFUSE;
|
---|
1264 | }
|
---|
1265 | if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1266 | context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
|
---|
1267 | context->num_untracked_materials++;
|
---|
1268 | }
|
---|
1269 | if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1270 | context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
|
---|
1271 | context->num_untracked_materials++;
|
---|
1272 | }
|
---|
1273 | } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1274 | Parm = GL_AMBIENT;
|
---|
1275 | if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1276 | context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
|
---|
1277 | context->num_untracked_materials++;
|
---|
1278 | }
|
---|
1279 | if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1280 | context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
|
---|
1281 | context->num_untracked_materials++;
|
---|
1282 | }
|
---|
1283 | } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1284 | Parm = GL_EMISSION;
|
---|
1285 | if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1286 | context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
|
---|
1287 | context->num_untracked_materials++;
|
---|
1288 | }
|
---|
1289 | } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1290 | Parm = GL_SPECULAR;
|
---|
1291 | }
|
---|
1292 | }
|
---|
1293 |
|
---|
1294 | /* Nothing changed, return. */
|
---|
1295 | if (Parm == context->tracking_parm) return;
|
---|
1296 |
|
---|
1297 | if(!Parm) {
|
---|
1298 | glDisable(GL_COLOR_MATERIAL);
|
---|
1299 | checkGLcall("glDisable GL_COLOR_MATERIAL");
|
---|
1300 | } else {
|
---|
1301 | glColorMaterial(GL_FRONT_AND_BACK, Parm);
|
---|
1302 | checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
|
---|
1303 | glEnable(GL_COLOR_MATERIAL);
|
---|
1304 | checkGLcall("glEnable(GL_COLOR_MATERIAL)");
|
---|
1305 | }
|
---|
1306 |
|
---|
1307 | /* Apparently calls to glMaterialfv are ignored for properties we're
|
---|
1308 | * tracking with glColorMaterial, so apply those here. */
|
---|
1309 | switch (context->tracking_parm) {
|
---|
1310 | case GL_AMBIENT_AND_DIFFUSE:
|
---|
1311 | glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
|
---|
1312 | glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
|
---|
1313 | checkGLcall("glMaterialfv");
|
---|
1314 | break;
|
---|
1315 |
|
---|
1316 | case GL_DIFFUSE:
|
---|
1317 | glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
|
---|
1318 | checkGLcall("glMaterialfv");
|
---|
1319 | break;
|
---|
1320 |
|
---|
1321 | case GL_AMBIENT:
|
---|
1322 | glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
|
---|
1323 | checkGLcall("glMaterialfv");
|
---|
1324 | break;
|
---|
1325 |
|
---|
1326 | case GL_EMISSION:
|
---|
1327 | glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
|
---|
1328 | checkGLcall("glMaterialfv");
|
---|
1329 | break;
|
---|
1330 |
|
---|
1331 | case GL_SPECULAR:
|
---|
1332 | /* Only change material color if specular is enabled, otherwise it is set to black */
|
---|
1333 | if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
|
---|
1334 | glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
|
---|
1335 | checkGLcall("glMaterialfv");
|
---|
1336 | } else {
|
---|
1337 | const GLfloat black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
---|
1338 | glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
|
---|
1339 | checkGLcall("glMaterialfv");
|
---|
1340 | }
|
---|
1341 | break;
|
---|
1342 | }
|
---|
1343 |
|
---|
1344 | context->tracking_parm = Parm;
|
---|
1345 | }
|
---|
1346 |
|
---|
1347 | static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1348 | union {
|
---|
1349 | DWORD d;
|
---|
1350 | WINED3DLINEPATTERN lp;
|
---|
1351 | } tmppattern;
|
---|
1352 | tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
|
---|
1353 |
|
---|
1354 | TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
|
---|
1355 |
|
---|
1356 | if (tmppattern.lp.wRepeatFactor) {
|
---|
1357 | glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
|
---|
1358 | checkGLcall("glLineStipple(repeat, linepattern)");
|
---|
1359 | glEnable(GL_LINE_STIPPLE);
|
---|
1360 | checkGLcall("glEnable(GL_LINE_STIPPLE);");
|
---|
1361 | } else {
|
---|
1362 | glDisable(GL_LINE_STIPPLE);
|
---|
1363 | checkGLcall("glDisable(GL_LINE_STIPPLE);");
|
---|
1364 | }
|
---|
1365 | }
|
---|
1366 |
|
---|
1367 | static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1368 | union {
|
---|
1369 | DWORD d;
|
---|
1370 | float f;
|
---|
1371 | } tmpvalue;
|
---|
1372 |
|
---|
1373 | if (stateblock->renderState[WINED3DRS_ZBIAS]) {
|
---|
1374 | tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
|
---|
1375 | TRACE("ZBias value %f\n", tmpvalue.f);
|
---|
1376 | glPolygonOffset(0, -tmpvalue.f);
|
---|
1377 | checkGLcall("glPolygonOffset(0, -Value)");
|
---|
1378 | glEnable(GL_POLYGON_OFFSET_FILL);
|
---|
1379 | checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
|
---|
1380 | glEnable(GL_POLYGON_OFFSET_LINE);
|
---|
1381 | checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
|
---|
1382 | glEnable(GL_POLYGON_OFFSET_POINT);
|
---|
1383 | checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
|
---|
1384 | } else {
|
---|
1385 | glDisable(GL_POLYGON_OFFSET_FILL);
|
---|
1386 | checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
|
---|
1387 | glDisable(GL_POLYGON_OFFSET_LINE);
|
---|
1388 | checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
|
---|
1389 | glDisable(GL_POLYGON_OFFSET_POINT);
|
---|
1390 | checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
|
---|
1391 | }
|
---|
1392 | }
|
---|
1393 |
|
---|
1394 |
|
---|
1395 | static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1396 | if(isStateDirty(context, STATE_VDECL)) {
|
---|
1397 | return;
|
---|
1398 | }
|
---|
1399 | /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
|
---|
1400 | * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
|
---|
1401 | * by zero and is not properly defined in opengl, so avoid it
|
---|
1402 | */
|
---|
1403 | if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS] && (
|
---|
1404 | stateblock->wineD3DDevice->strided_streams.u.s.normal.lpData ||
|
---|
1405 | stateblock->wineD3DDevice->strided_streams.u.s.normal.VBO)) {
|
---|
1406 | glEnable(GL_NORMALIZE);
|
---|
1407 | checkGLcall("glEnable(GL_NORMALIZE);");
|
---|
1408 | } else {
|
---|
1409 | glDisable(GL_NORMALIZE);
|
---|
1410 | checkGLcall("glDisable(GL_NORMALIZE);");
|
---|
1411 | }
|
---|
1412 | }
|
---|
1413 |
|
---|
1414 | static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1415 | union {
|
---|
1416 | DWORD d;
|
---|
1417 | float f;
|
---|
1418 | } tmpvalue;
|
---|
1419 |
|
---|
1420 | tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
|
---|
1421 | if(tmpvalue.f != 1.0) {
|
---|
1422 | FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
|
---|
1423 | }
|
---|
1424 | tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
|
---|
1425 | if(tmpvalue.f != 64.0) {
|
---|
1426 | FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
|
---|
1427 | }
|
---|
1428 |
|
---|
1429 | }
|
---|
1430 |
|
---|
1431 | static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1432 | union {
|
---|
1433 | DWORD d;
|
---|
1434 | float f;
|
---|
1435 | } min, max;
|
---|
1436 |
|
---|
1437 | min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
|
---|
1438 | max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
|
---|
1439 |
|
---|
1440 | /* Max point size trumps min point size */
|
---|
1441 | if(min.f > max.f) {
|
---|
1442 | min.f = max.f;
|
---|
1443 | }
|
---|
1444 |
|
---|
1445 | GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
|
---|
1446 | checkGLcall("glPointParameterfEXT(...)");
|
---|
1447 | GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
|
---|
1448 | checkGLcall("glPointParameterfEXT(...)");
|
---|
1449 | }
|
---|
1450 |
|
---|
1451 | static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1452 | union {
|
---|
1453 | DWORD d;
|
---|
1454 | float f;
|
---|
1455 | } min, max;
|
---|
1456 |
|
---|
1457 | min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
|
---|
1458 | max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
|
---|
1459 |
|
---|
1460 | /* Max point size trumps min point size */
|
---|
1461 | if(min.f > max.f) {
|
---|
1462 | min.f = max.f;
|
---|
1463 | }
|
---|
1464 |
|
---|
1465 | GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
|
---|
1466 | checkGLcall("glPointParameterfARB(...)");
|
---|
1467 | GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
|
---|
1468 | checkGLcall("glPointParameterfARB(...)");
|
---|
1469 | }
|
---|
1470 |
|
---|
1471 | static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1472 | /* TODO: Group this with the viewport */
|
---|
1473 | /*
|
---|
1474 | * POINTSCALEENABLE controls how point size value is treated. If set to
|
---|
1475 | * true, the point size is scaled with respect to height of viewport.
|
---|
1476 | * When set to false point size is in pixels.
|
---|
1477 | */
|
---|
1478 |
|
---|
1479 | /* Default values */
|
---|
1480 | GLfloat att[3] = {1.0f, 0.0f, 0.0f};
|
---|
1481 | union {
|
---|
1482 | DWORD d;
|
---|
1483 | float f;
|
---|
1484 | } pointSize, A, B, C;
|
---|
1485 |
|
---|
1486 | pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
|
---|
1487 | A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
|
---|
1488 | B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
|
---|
1489 | C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
|
---|
1490 |
|
---|
1491 | if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
|
---|
1492 | GLfloat scaleFactor;
|
---|
1493 | float h = stateblock->viewport.Height;
|
---|
1494 |
|
---|
1495 | if(pointSize.f < GL_LIMITS(pointsizemin)) {
|
---|
1496 | /*
|
---|
1497 | * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
|
---|
1498 | * 0.0f. This means that OpenGL will clamp really small point sizes to the
|
---|
1499 | * driver minimum. To correct for this we need to multiply by the scale factor when sizes
|
---|
1500 | * are less than 1.0f. scale_factor = 1.0f / point_size.
|
---|
1501 | */
|
---|
1502 | scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
|
---|
1503 | /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
|
---|
1504 | * is 1.0, but then accepts points below that and draws too small points
|
---|
1505 | */
|
---|
1506 | pointSize.f = GL_LIMITS(pointsizemin);
|
---|
1507 | } else if(pointSize.f > GL_LIMITS(pointsize)) {
|
---|
1508 | /* gl already scales the input to glPointSize,
|
---|
1509 | * d3d scales the result after the point size scale.
|
---|
1510 | * If the point size is bigger than the max size, use the
|
---|
1511 | * scaling to scale it bigger, and set the gl point size to max
|
---|
1512 | */
|
---|
1513 | scaleFactor = pointSize.f / GL_LIMITS(pointsize);
|
---|
1514 | TRACE("scale: %f\n", scaleFactor);
|
---|
1515 | pointSize.f = GL_LIMITS(pointsize);
|
---|
1516 | } else {
|
---|
1517 | scaleFactor = 1.0f;
|
---|
1518 | }
|
---|
1519 | scaleFactor = pow(h * scaleFactor, 2);
|
---|
1520 |
|
---|
1521 | att[0] = A.f / scaleFactor;
|
---|
1522 | att[1] = B.f / scaleFactor;
|
---|
1523 | att[2] = C.f / scaleFactor;
|
---|
1524 | }
|
---|
1525 |
|
---|
1526 | if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
|
---|
1527 | GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
|
---|
1528 | checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
|
---|
1529 | }
|
---|
1530 | else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
|
---|
1531 | GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
|
---|
1532 | checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
|
---|
1533 | } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
|
---|
1534 | WARN("POINT_PARAMETERS not supported in this version of opengl\n");
|
---|
1535 | }
|
---|
1536 |
|
---|
1537 | glPointSize(pointSize.f);
|
---|
1538 | checkGLcall("glPointSize(...);");
|
---|
1539 | }
|
---|
1540 |
|
---|
1541 | static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1542 | DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
|
---|
1543 |
|
---|
1544 | TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
|
---|
1545 | Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
|
---|
1546 | Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
|
---|
1547 | Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
|
---|
1548 | Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
|
---|
1549 | glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
|
---|
1550 | Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
|
---|
1551 | Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
|
---|
1552 | Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
|
---|
1553 | checkGLcall("glColorMask(...)");
|
---|
1554 |
|
---|
1555 | /* depends on WINED3DRS_COLORWRITEENABLE. */
|
---|
1556 | if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
|
---|
1557 | stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
|
---|
1558 | stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
|
---|
1559 | ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
|
---|
1560 | stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
|
---|
1561 | stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
|
---|
1562 | stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
|
---|
1563 | }
|
---|
1564 | }
|
---|
1565 |
|
---|
1566 | static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1567 | if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
|
---|
1568 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
|
---|
1569 | checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
|
---|
1570 | } else {
|
---|
1571 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
|
---|
1572 | checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
|
---|
1573 | }
|
---|
1574 | }
|
---|
1575 |
|
---|
1576 | static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1577 | if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
|
---|
1578 | TRACE("Last Pixel Drawing Enabled\n");
|
---|
1579 | } else {
|
---|
1580 | static BOOL warned;
|
---|
1581 | if (!warned) {
|
---|
1582 | FIXME("Last Pixel Drawing Disabled, not handled yet\n");
|
---|
1583 | warned = TRUE;
|
---|
1584 | } else {
|
---|
1585 | TRACE("Last Pixel Drawing Disabled, not handled yet\n");
|
---|
1586 | }
|
---|
1587 | }
|
---|
1588 | }
|
---|
1589 |
|
---|
1590 | static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1591 | /* TODO: NV_POINT_SPRITE */
|
---|
1592 | if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
|
---|
1593 | TRACE("Point sprites not supported\n");
|
---|
1594 | }
|
---|
1595 | }
|
---|
1596 |
|
---|
1597 | static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1598 | if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
|
---|
1599 | glEnable(GL_POINT_SPRITE_ARB);
|
---|
1600 | checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
|
---|
1601 | } else {
|
---|
1602 | glDisable(GL_POINT_SPRITE_ARB);
|
---|
1603 | checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
|
---|
1604 | }
|
---|
1605 | }
|
---|
1606 |
|
---|
1607 | static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1608 | /**
|
---|
1609 | http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
|
---|
1610 | http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
|
---|
1611 | Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
|
---|
1612 | http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
|
---|
1613 |
|
---|
1614 | so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
|
---|
1615 | */
|
---|
1616 | TRACE("Stub\n");
|
---|
1617 | if(stateblock->renderState[WINED3DRS_WRAP0] ||
|
---|
1618 | stateblock->renderState[WINED3DRS_WRAP1] ||
|
---|
1619 | stateblock->renderState[WINED3DRS_WRAP2] ||
|
---|
1620 | stateblock->renderState[WINED3DRS_WRAP3] ||
|
---|
1621 | stateblock->renderState[WINED3DRS_WRAP4] ||
|
---|
1622 | stateblock->renderState[WINED3DRS_WRAP5] ||
|
---|
1623 | stateblock->renderState[WINED3DRS_WRAP6] ||
|
---|
1624 | stateblock->renderState[WINED3DRS_WRAP7] ||
|
---|
1625 | stateblock->renderState[WINED3DRS_WRAP8] ||
|
---|
1626 | stateblock->renderState[WINED3DRS_WRAP9] ||
|
---|
1627 | stateblock->renderState[WINED3DRS_WRAP10] ||
|
---|
1628 | stateblock->renderState[WINED3DRS_WRAP11] ||
|
---|
1629 | stateblock->renderState[WINED3DRS_WRAP12] ||
|
---|
1630 | stateblock->renderState[WINED3DRS_WRAP13] ||
|
---|
1631 | stateblock->renderState[WINED3DRS_WRAP14] ||
|
---|
1632 | stateblock->renderState[WINED3DRS_WRAP15] ) {
|
---|
1633 | FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
|
---|
1634 | }
|
---|
1635 | }
|
---|
1636 |
|
---|
1637 | static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1638 | if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
|
---|
1639 | WARN("Multisample antialiasing not supported by gl\n");
|
---|
1640 | }
|
---|
1641 | }
|
---|
1642 |
|
---|
1643 | static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1644 | if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
|
---|
1645 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
1646 | checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
|
---|
1647 | } else {
|
---|
1648 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
1649 | checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
|
---|
1650 | }
|
---|
1651 | }
|
---|
1652 |
|
---|
1653 | static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1654 | if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
|
---|
1655 | glEnable(GL_SCISSOR_TEST);
|
---|
1656 | checkGLcall("glEnable(GL_SCISSOR_TEST)");
|
---|
1657 | } else {
|
---|
1658 | glDisable(GL_SCISSOR_TEST);
|
---|
1659 | checkGLcall("glDisable(GL_SCISSOR_TEST)");
|
---|
1660 | }
|
---|
1661 | }
|
---|
1662 |
|
---|
1663 | static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1664 | union {
|
---|
1665 | DWORD d;
|
---|
1666 | float f;
|
---|
1667 | } tmpvalue;
|
---|
1668 |
|
---|
1669 | if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
|
---|
1670 | stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
|
---|
1671 | tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
|
---|
1672 | glEnable(GL_POLYGON_OFFSET_FILL);
|
---|
1673 | checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
|
---|
1674 | glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
|
---|
1675 | checkGLcall("glPolygonOffset(...)");
|
---|
1676 | } else {
|
---|
1677 | glDisable(GL_POLYGON_OFFSET_FILL);
|
---|
1678 | checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
|
---|
1679 | }
|
---|
1680 | }
|
---|
1681 |
|
---|
1682 | static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1683 | if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
|
---|
1684 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
---|
1685 | checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
|
---|
1686 | } else {
|
---|
1687 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
---|
1688 | checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
|
---|
1689 | }
|
---|
1690 | }
|
---|
1691 |
|
---|
1692 | static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1693 | TRACE("Stub\n");
|
---|
1694 | if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
|
---|
1695 | FIXME(" Stippled Alpha not supported yet.\n");
|
---|
1696 | }
|
---|
1697 |
|
---|
1698 | static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1699 | TRACE("Stub\n");
|
---|
1700 | if (stateblock->renderState[WINED3DRS_ANTIALIAS])
|
---|
1701 | FIXME(" Antialias not supported yet.\n");
|
---|
1702 | }
|
---|
1703 |
|
---|
1704 | static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1705 | TRACE("Stub\n");
|
---|
1706 | if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
|
---|
1707 | FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
|
---|
1708 | }
|
---|
1709 |
|
---|
1710 | static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1711 | TRACE("Stub\n");
|
---|
1712 | if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
|
---|
1713 | FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
|
---|
1714 | }
|
---|
1715 |
|
---|
1716 | static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1717 | union {
|
---|
1718 | DWORD d;
|
---|
1719 | float f;
|
---|
1720 | } tmpvalue;
|
---|
1721 | tmpvalue.f = 1.0f;
|
---|
1722 |
|
---|
1723 | TRACE("Stub\n");
|
---|
1724 | if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
|
---|
1725 | {
|
---|
1726 | static BOOL displayed = FALSE;
|
---|
1727 |
|
---|
1728 | tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
|
---|
1729 | if(!displayed)
|
---|
1730 | FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
|
---|
1731 |
|
---|
1732 | displayed = TRUE;
|
---|
1733 | }
|
---|
1734 | }
|
---|
1735 |
|
---|
1736 | static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1737 | TRACE("Stub\n");
|
---|
1738 | if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
|
---|
1739 | FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
|
---|
1740 | }
|
---|
1741 |
|
---|
1742 | static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1743 | TRACE("Stub\n");
|
---|
1744 | if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
|
---|
1745 | FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
|
---|
1746 | }
|
---|
1747 |
|
---|
1748 | static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1749 | TRACE("Stub\n");
|
---|
1750 | if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
|
---|
1751 | FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
|
---|
1752 | }
|
---|
1753 |
|
---|
1754 | static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1755 | if(stateblock->renderState[WINED3DRS_WRAPU]) {
|
---|
1756 | FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
|
---|
1757 | }
|
---|
1758 | }
|
---|
1759 |
|
---|
1760 | static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1761 | if(stateblock->renderState[WINED3DRS_WRAPV]) {
|
---|
1762 | FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
|
---|
1763 | }
|
---|
1764 | }
|
---|
1765 |
|
---|
1766 | static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1767 | if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
|
---|
1768 | FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
|
---|
1769 | }
|
---|
1770 | }
|
---|
1771 |
|
---|
1772 | static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1773 | if(stateblock->renderState[WINED3DRS_ROP2]) {
|
---|
1774 | FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
|
---|
1775 | }
|
---|
1776 | }
|
---|
1777 |
|
---|
1778 | static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1779 | if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
|
---|
1780 | FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
|
---|
1781 | }
|
---|
1782 | }
|
---|
1783 |
|
---|
1784 | static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1785 | if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
|
---|
1786 | FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
|
---|
1787 | }
|
---|
1788 | }
|
---|
1789 |
|
---|
1790 | static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1791 | if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
|
---|
1792 | FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
|
---|
1793 | }
|
---|
1794 | }
|
---|
1795 |
|
---|
1796 | static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1797 | if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
|
---|
1798 | FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
|
---|
1799 | }
|
---|
1800 | }
|
---|
1801 |
|
---|
1802 | static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1803 | if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
|
---|
1804 | FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
|
---|
1805 | }
|
---|
1806 | }
|
---|
1807 |
|
---|
1808 | static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1809 | if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
|
---|
1810 | FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
|
---|
1811 | }
|
---|
1812 | }
|
---|
1813 |
|
---|
1814 | static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1815 | if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
|
---|
1816 | FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
|
---|
1817 | }
|
---|
1818 | }
|
---|
1819 |
|
---|
1820 | static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1821 | if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
|
---|
1822 | FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
|
---|
1823 | }
|
---|
1824 | }
|
---|
1825 |
|
---|
1826 | static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1827 | if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
|
---|
1828 | FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
|
---|
1829 | }
|
---|
1830 | }
|
---|
1831 |
|
---|
1832 | static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1833 | if(stateblock->renderState[WINED3DRS_EXTENTS]) {
|
---|
1834 | FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
|
---|
1835 | }
|
---|
1836 | }
|
---|
1837 |
|
---|
1838 | static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1839 | if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
|
---|
1840 | FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
|
---|
1841 | }
|
---|
1842 | }
|
---|
1843 |
|
---|
1844 | /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
|
---|
1845 | #if defined (GL_VERSION_1_3)
|
---|
1846 | # define useext(A) A
|
---|
1847 | #elif defined (GL_EXT_texture_env_combine)
|
---|
1848 | # define useext(A) A##_EXT
|
---|
1849 | #elif defined (GL_ARB_texture_env_combine)
|
---|
1850 | # define useext(A) A##_ARB
|
---|
1851 | #endif
|
---|
1852 |
|
---|
1853 | static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
|
---|
1854 | /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
|
---|
1855 | * input should be used for all input components. The WINED3DTA_COMPLEMENT
|
---|
1856 | * flag specifies the complement of the input should be used. */
|
---|
1857 | BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
|
---|
1858 | BOOL complement = arg & WINED3DTA_COMPLEMENT;
|
---|
1859 |
|
---|
1860 | /* Calculate the operand */
|
---|
1861 | if (complement) {
|
---|
1862 | if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
|
---|
1863 | else *operand = GL_ONE_MINUS_SRC_COLOR;
|
---|
1864 | } else {
|
---|
1865 | if (from_alpha) *operand = GL_SRC_ALPHA;
|
---|
1866 | else *operand = GL_SRC_COLOR;
|
---|
1867 | }
|
---|
1868 |
|
---|
1869 | /* Calculate the source */
|
---|
1870 | switch (arg & WINED3DTA_SELECTMASK) {
|
---|
1871 | case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
|
---|
1872 | case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
|
---|
1873 | case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
|
---|
1874 | case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
|
---|
1875 | case WINED3DTA_SPECULAR:
|
---|
1876 | /*
|
---|
1877 | * According to the GL_ARB_texture_env_combine specs, SPECULAR is
|
---|
1878 | * 'Secondary color' and isn't supported until base GL supports it
|
---|
1879 | * There is no concept of temp registers as far as I can tell
|
---|
1880 | */
|
---|
1881 | FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
|
---|
1882 | *source = GL_TEXTURE;
|
---|
1883 | break;
|
---|
1884 | default:
|
---|
1885 | FIXME("Unrecognized texture arg %#x\n", arg);
|
---|
1886 | *source = GL_TEXTURE;
|
---|
1887 | break;
|
---|
1888 | }
|
---|
1889 | }
|
---|
1890 |
|
---|
1891 | /* Setup the texture operations texture stage states */
|
---|
1892 | static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
|
---|
1893 | {
|
---|
1894 | GLenum src1, src2, src3;
|
---|
1895 | GLenum opr1, opr2, opr3;
|
---|
1896 | GLenum comb_target;
|
---|
1897 | GLenum src0_target, src1_target, src2_target;
|
---|
1898 | GLenum opr0_target, opr1_target, opr2_target;
|
---|
1899 | GLenum scal_target;
|
---|
1900 | GLenum opr=0, invopr, src3_target, opr3_target;
|
---|
1901 | BOOL Handled = FALSE;
|
---|
1902 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1903 | IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
|
---|
1904 |
|
---|
1905 | TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
|
---|
1906 |
|
---|
1907 | /* This is called by a state handler which has the gl lock held and a context for the thread */
|
---|
1908 |
|
---|
1909 | /* Note: Operations usually involve two ars, src0 and src1 and are operations of
|
---|
1910 | the form (a1 <operation> a2). However, some of the more complex operations
|
---|
1911 | take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
|
---|
1912 | in a third parameter called a0. Therefore these are operations of the form
|
---|
1913 | a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
|
---|
1914 |
|
---|
1915 | However, below we treat the new (a0) parameter as src2/opr2, so in the actual
|
---|
1916 | functions below, expect their syntax to differ slightly to those listed in the
|
---|
1917 | manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
|
---|
1918 | This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
|
---|
1919 |
|
---|
1920 | if (isAlpha) {
|
---|
1921 | comb_target = useext(GL_COMBINE_ALPHA);
|
---|
1922 | src0_target = useext(GL_SOURCE0_ALPHA);
|
---|
1923 | src1_target = useext(GL_SOURCE1_ALPHA);
|
---|
1924 | src2_target = useext(GL_SOURCE2_ALPHA);
|
---|
1925 | opr0_target = useext(GL_OPERAND0_ALPHA);
|
---|
1926 | opr1_target = useext(GL_OPERAND1_ALPHA);
|
---|
1927 | opr2_target = useext(GL_OPERAND2_ALPHA);
|
---|
1928 | scal_target = GL_ALPHA_SCALE;
|
---|
1929 | }
|
---|
1930 | else {
|
---|
1931 | comb_target = useext(GL_COMBINE_RGB);
|
---|
1932 | src0_target = useext(GL_SOURCE0_RGB);
|
---|
1933 | src1_target = useext(GL_SOURCE1_RGB);
|
---|
1934 | src2_target = useext(GL_SOURCE2_RGB);
|
---|
1935 | opr0_target = useext(GL_OPERAND0_RGB);
|
---|
1936 | opr1_target = useext(GL_OPERAND1_RGB);
|
---|
1937 | opr2_target = useext(GL_OPERAND2_RGB);
|
---|
1938 | scal_target = useext(GL_RGB_SCALE);
|
---|
1939 | }
|
---|
1940 |
|
---|
1941 | /* If a texture stage references an invalid texture unit the stage just
|
---|
1942 | * passes through the result from the previous stage */
|
---|
1943 | if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
|
---|
1944 | arg1 = WINED3DTA_CURRENT;
|
---|
1945 | op = WINED3DTOP_SELECTARG1;
|
---|
1946 | }
|
---|
1947 |
|
---|
1948 | /* From MSDN (WINED3DTSS_ALPHAARG1) :
|
---|
1949 | The default argument is WINED3DTA_TEXTURE. If no texture is set for this stage,
|
---|
1950 | then the default argument is WINED3DTA_DIFFUSE.
|
---|
1951 | FIXME? If texture added/removed, may need to reset back as well? */
|
---|
1952 | if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
|
---|
1953 | get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
|
---|
1954 | } else {
|
---|
1955 | get_src_and_opr(arg1, isAlpha, &src1, &opr1);
|
---|
1956 | }
|
---|
1957 | get_src_and_opr(arg2, isAlpha, &src2, &opr2);
|
---|
1958 | get_src_and_opr(arg3, isAlpha, &src3, &opr3);
|
---|
1959 |
|
---|
1960 | TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
|
---|
1961 |
|
---|
1962 | Handled = TRUE; /* Assume will be handled */
|
---|
1963 |
|
---|
1964 | /* Other texture operations require special extensions: */
|
---|
1965 | if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
|
---|
1966 | if (isAlpha) {
|
---|
1967 | opr = GL_SRC_ALPHA;
|
---|
1968 | invopr = GL_ONE_MINUS_SRC_ALPHA;
|
---|
1969 | src3_target = GL_SOURCE3_ALPHA_NV;
|
---|
1970 | opr3_target = GL_OPERAND3_ALPHA_NV;
|
---|
1971 | } else {
|
---|
1972 | opr = GL_SRC_COLOR;
|
---|
1973 | invopr = GL_ONE_MINUS_SRC_COLOR;
|
---|
1974 | src3_target = GL_SOURCE3_RGB_NV;
|
---|
1975 | opr3_target = GL_OPERAND3_RGB_NV;
|
---|
1976 | }
|
---|
1977 | switch (op) {
|
---|
1978 | case WINED3DTOP_DISABLE: /* Only for alpha */
|
---|
1979 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
1980 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
|
---|
1981 | glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
|
---|
1982 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
1983 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
|
---|
1984 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
1985 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
1986 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
1987 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
1988 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
1989 | glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
1990 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
|
---|
1991 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
1992 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
---|
1993 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
1994 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
1995 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
1996 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
1997 | break;
|
---|
1998 | case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
|
---|
1999 | case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
|
---|
2000 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2001 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2002 | if (op == WINED3DTOP_SELECTARG1) {
|
---|
2003 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2004 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2005 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2006 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2007 | } else {
|
---|
2008 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
|
---|
2009 | checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
|
---|
2010 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
|
---|
2011 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
|
---|
2012 | }
|
---|
2013 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2014 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2015 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2016 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2017 | glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
2018 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
|
---|
2019 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2020 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
---|
2021 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2022 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2023 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2024 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
2025 | break;
|
---|
2026 |
|
---|
2027 | case WINED3DTOP_MODULATE:
|
---|
2028 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2029 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
---|
2030 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2031 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2032 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2033 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2034 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2035 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2036 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2037 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2038 | glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
2039 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2040 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2041 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2042 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2043 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2044 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2045 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
|
---|
2046 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2047 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2048 | break;
|
---|
2049 | case WINED3DTOP_MODULATE2X:
|
---|
2050 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2051 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
---|
2052 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2053 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2054 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2055 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2056 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2057 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2058 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2059 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2060 | glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
2061 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2062 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2063 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2064 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2065 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2066 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2067 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
|
---|
2068 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
|
---|
2069 | checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
|
---|
2070 | break;
|
---|
2071 | case WINED3DTOP_MODULATE4X:
|
---|
2072 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2073 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
---|
2074 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2075 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2076 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2077 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2078 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2079 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2080 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2081 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2082 | glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
2083 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2084 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2085 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2086 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2087 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2088 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2089 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
|
---|
2090 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
|
---|
2091 | checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
|
---|
2092 | break;
|
---|
2093 |
|
---|
2094 | case WINED3DTOP_ADD:
|
---|
2095 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2096 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2097 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2098 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2099 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2100 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2101 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2102 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2103 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2104 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2105 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2106 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2107 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2108 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2109 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2110 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2111 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2112 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2113 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2114 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2115 | break;
|
---|
2116 |
|
---|
2117 | case WINED3DTOP_ADDSIGNED:
|
---|
2118 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
|
---|
2119 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
|
---|
2120 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2121 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2122 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2123 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2124 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2125 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2126 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2127 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2128 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2129 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2130 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2131 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2132 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2133 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2134 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2135 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2136 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2137 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2138 | break;
|
---|
2139 |
|
---|
2140 | case WINED3DTOP_ADDSIGNED2X:
|
---|
2141 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
|
---|
2142 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
|
---|
2143 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2144 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2145 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2146 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2147 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2148 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2149 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2150 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2151 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2152 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2153 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2154 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2155 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2156 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2157 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2158 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2159 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
|
---|
2160 | checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
|
---|
2161 | break;
|
---|
2162 |
|
---|
2163 | case WINED3DTOP_ADDSMOOTH:
|
---|
2164 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2165 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2166 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2167 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2168 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2169 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2170 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2171 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2172 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2173 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2174 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2175 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2176 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2177 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2178 | glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
|
---|
2179 | checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
|
---|
2180 | switch (opr1) {
|
---|
2181 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
2182 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
|
---|
2183 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2184 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2185 | }
|
---|
2186 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2187 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
2188 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2189 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2190 | break;
|
---|
2191 |
|
---|
2192 | case WINED3DTOP_BLENDDIFFUSEALPHA:
|
---|
2193 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2194 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2195 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2196 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2197 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2198 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2199 | glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
|
---|
2200 | checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
|
---|
2201 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2202 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2203 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2204 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2205 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2206 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2207 | glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
|
---|
2208 | checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
|
---|
2209 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2210 | checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
|
---|
2211 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2212 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2213 | break;
|
---|
2214 | case WINED3DTOP_BLENDTEXTUREALPHA:
|
---|
2215 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2216 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2217 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2218 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2219 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2220 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2221 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
|
---|
2222 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
|
---|
2223 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2224 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2225 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2226 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2227 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2228 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2229 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
|
---|
2230 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
|
---|
2231 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2232 | checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
|
---|
2233 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2234 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2235 | break;
|
---|
2236 | case WINED3DTOP_BLENDFACTORALPHA:
|
---|
2237 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2238 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2239 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2240 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2241 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2242 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2243 | glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
|
---|
2244 | checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
|
---|
2245 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2246 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2247 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2248 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2249 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2250 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2251 | glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
|
---|
2252 | checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
|
---|
2253 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2254 | checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
|
---|
2255 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2256 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2257 | break;
|
---|
2258 | case WINED3DTOP_BLENDTEXTUREALPHAPM:
|
---|
2259 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2260 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2261 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2262 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2263 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2264 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2265 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2266 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2267 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2268 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2269 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2270 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2271 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2272 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2273 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
|
---|
2274 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
|
---|
2275 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2276 | checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
|
---|
2277 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2278 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2279 | break;
|
---|
2280 | case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
|
---|
2281 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2282 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
---|
2283 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
|
---|
2284 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2285 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2286 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
|
---|
2287 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2288 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2289 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2290 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2291 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
|
---|
2292 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2293 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2294 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
|
---|
2295 | glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
|
---|
2296 | checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
|
---|
2297 | switch (opr) {
|
---|
2298 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2299 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2300 | }
|
---|
2301 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2302 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
2303 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2304 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2305 | break;
|
---|
2306 | case WINED3DTOP_MODULATECOLOR_ADDALPHA:
|
---|
2307 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2308 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2309 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2310 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2311 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2312 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2313 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2314 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2315 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2316 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2317 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
|
---|
2318 | checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
|
---|
2319 | switch (opr1) {
|
---|
2320 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2321 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2322 | }
|
---|
2323 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2324 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
---|
2325 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2326 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2327 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2328 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2329 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2330 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2331 | break;
|
---|
2332 | case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
|
---|
2333 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2334 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2335 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2336 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2337 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2338 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2339 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2340 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2341 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2342 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2343 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2344 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2345 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2346 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2347 | glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
|
---|
2348 | checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
|
---|
2349 | switch (opr1) {
|
---|
2350 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2351 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2352 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2353 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2354 | }
|
---|
2355 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2356 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
2357 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2358 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2359 | break;
|
---|
2360 | case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
|
---|
2361 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2362 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2363 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2364 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2365 | switch (opr1) {
|
---|
2366 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
2367 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
|
---|
2368 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2369 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2370 | }
|
---|
2371 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
2372 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
2373 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2374 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2375 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2376 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2377 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
|
---|
2378 | checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
|
---|
2379 | switch (opr1) {
|
---|
2380 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2381 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2382 | }
|
---|
2383 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2384 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
---|
2385 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2386 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2387 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2388 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2389 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2390 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2391 | break;
|
---|
2392 | case WINED3DTOP_MULTIPLYADD:
|
---|
2393 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2394 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2395 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
|
---|
2396 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2397 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
|
---|
2398 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2399 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2400 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2401 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2402 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2403 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
|
---|
2404 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2405 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
|
---|
2406 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2407 | glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
|
---|
2408 | checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
|
---|
2409 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
|
---|
2410 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
|
---|
2411 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2412 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2413 | break;
|
---|
2414 |
|
---|
2415 | case WINED3DTOP_BUMPENVMAP:
|
---|
2416 | {
|
---|
2417 | }
|
---|
2418 |
|
---|
2419 | case WINED3DTOP_BUMPENVMAPLUMINANCE:
|
---|
2420 | FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
|
---|
2421 |
|
---|
2422 | default:
|
---|
2423 | Handled = FALSE;
|
---|
2424 | }
|
---|
2425 | if (Handled) {
|
---|
2426 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
|
---|
2427 | checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
|
---|
2428 |
|
---|
2429 | return;
|
---|
2430 | }
|
---|
2431 | } /* GL_NV_texture_env_combine4 */
|
---|
2432 |
|
---|
2433 | Handled = TRUE; /* Again, assume handled */
|
---|
2434 | switch (op) {
|
---|
2435 | case WINED3DTOP_DISABLE: /* Only for alpha */
|
---|
2436 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
|
---|
2437 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
|
---|
2438 | glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
|
---|
2439 | checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
|
---|
2440 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
|
---|
2441 | checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
|
---|
2442 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2443 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2444 | break;
|
---|
2445 | case WINED3DTOP_SELECTARG1:
|
---|
2446 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
|
---|
2447 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
|
---|
2448 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2449 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2450 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2451 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2452 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2453 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2454 | break;
|
---|
2455 | case WINED3DTOP_SELECTARG2:
|
---|
2456 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
|
---|
2457 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
|
---|
2458 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
|
---|
2459 | checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
|
---|
2460 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
|
---|
2461 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
|
---|
2462 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2463 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2464 | break;
|
---|
2465 | case WINED3DTOP_MODULATE:
|
---|
2466 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
|
---|
2467 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
|
---|
2468 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2469 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2470 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2471 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2472 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2473 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2474 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2475 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2476 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2477 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2478 | break;
|
---|
2479 | case WINED3DTOP_MODULATE2X:
|
---|
2480 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
|
---|
2481 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
|
---|
2482 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2483 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2484 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2485 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2486 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2487 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2488 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2489 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2490 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
|
---|
2491 | checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
|
---|
2492 | break;
|
---|
2493 | case WINED3DTOP_MODULATE4X:
|
---|
2494 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
|
---|
2495 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
|
---|
2496 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2497 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2498 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2499 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2500 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2501 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2502 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2503 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2504 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
|
---|
2505 | checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
|
---|
2506 | break;
|
---|
2507 | case WINED3DTOP_ADD:
|
---|
2508 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2509 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2510 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2511 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2512 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2513 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2514 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2515 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2516 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2517 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2518 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2519 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2520 | break;
|
---|
2521 | case WINED3DTOP_ADDSIGNED:
|
---|
2522 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
|
---|
2523 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
|
---|
2524 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2525 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2526 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2527 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2528 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2529 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2530 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2531 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2532 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2533 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2534 | break;
|
---|
2535 | case WINED3DTOP_ADDSIGNED2X:
|
---|
2536 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
|
---|
2537 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
|
---|
2538 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2539 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2540 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2541 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2542 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2543 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2544 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2545 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2546 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
|
---|
2547 | checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
|
---|
2548 | break;
|
---|
2549 | case WINED3DTOP_SUBTRACT:
|
---|
2550 | if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
|
---|
2551 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
|
---|
2552 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
|
---|
2553 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2554 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2555 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2556 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2557 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2558 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2559 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2560 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2561 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2562 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2563 | } else {
|
---|
2564 | FIXME("This version of opengl does not support GL_SUBTRACT\n");
|
---|
2565 | }
|
---|
2566 | break;
|
---|
2567 |
|
---|
2568 | case WINED3DTOP_BLENDDIFFUSEALPHA:
|
---|
2569 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
|
---|
2570 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
|
---|
2571 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2572 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2573 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2574 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2575 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2576 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2577 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2578 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2579 | glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
|
---|
2580 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
|
---|
2581 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
|
---|
2582 | checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
|
---|
2583 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2584 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2585 | break;
|
---|
2586 | case WINED3DTOP_BLENDTEXTUREALPHA:
|
---|
2587 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
|
---|
2588 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
|
---|
2589 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2590 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2591 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2592 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2593 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2594 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2595 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2596 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2597 | glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
|
---|
2598 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
|
---|
2599 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
|
---|
2600 | checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
|
---|
2601 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2602 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2603 | break;
|
---|
2604 | case WINED3DTOP_BLENDFACTORALPHA:
|
---|
2605 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
|
---|
2606 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
|
---|
2607 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2608 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2609 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2610 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2611 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2612 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2613 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2614 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2615 | glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
|
---|
2616 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
|
---|
2617 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
|
---|
2618 | checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
|
---|
2619 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2620 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2621 | break;
|
---|
2622 | case WINED3DTOP_BLENDCURRENTALPHA:
|
---|
2623 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
|
---|
2624 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
|
---|
2625 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2626 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2627 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2628 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2629 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2630 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2631 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2632 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2633 | glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
|
---|
2634 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
|
---|
2635 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
|
---|
2636 | checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
|
---|
2637 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2638 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2639 | break;
|
---|
2640 | case WINED3DTOP_DOTPRODUCT3:
|
---|
2641 | if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
|
---|
2642 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
|
---|
2643 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
|
---|
2644 | } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
|
---|
2645 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
|
---|
2646 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
|
---|
2647 | } else {
|
---|
2648 | FIXME("This version of opengl does not support GL_DOT3\n");
|
---|
2649 | }
|
---|
2650 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2651 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2652 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2653 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2654 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2655 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2656 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2657 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2658 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2659 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2660 | break;
|
---|
2661 | case WINED3DTOP_LERP:
|
---|
2662 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
|
---|
2663 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
|
---|
2664 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2665 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2666 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2667 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2668 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2669 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2670 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2671 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2672 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
|
---|
2673 | checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
|
---|
2674 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
|
---|
2675 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
|
---|
2676 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2677 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2678 | break;
|
---|
2679 | case WINED3DTOP_ADDSMOOTH:
|
---|
2680 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
|
---|
2681 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2682 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2683 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2684 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2685 | switch (opr1) {
|
---|
2686 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
2687 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
|
---|
2688 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2689 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2690 | }
|
---|
2691 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
2692 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
2693 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2694 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2695 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
|
---|
2696 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
|
---|
2697 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2698 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2699 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2700 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2701 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2702 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2703 | } else
|
---|
2704 | Handled = FALSE;
|
---|
2705 | break;
|
---|
2706 | case WINED3DTOP_BLENDTEXTUREALPHAPM:
|
---|
2707 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
|
---|
2708 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2709 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2710 | glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
|
---|
2711 | checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
|
---|
2712 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2713 | checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
|
---|
2714 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2715 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2716 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
|
---|
2717 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
|
---|
2718 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2719 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2720 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2721 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2722 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2723 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2724 | } else
|
---|
2725 | Handled = FALSE;
|
---|
2726 | break;
|
---|
2727 | case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
|
---|
2728 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
|
---|
2729 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2730 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2731 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2732 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2733 | switch (opr1) {
|
---|
2734 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2735 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2736 | case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2737 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2738 | }
|
---|
2739 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
2740 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
2741 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2742 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2743 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
|
---|
2744 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
|
---|
2745 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2746 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2747 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2748 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2749 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2750 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2751 | } else
|
---|
2752 | Handled = FALSE;
|
---|
2753 | break;
|
---|
2754 | case WINED3DTOP_MODULATECOLOR_ADDALPHA:
|
---|
2755 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
|
---|
2756 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2757 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2758 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2759 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2760 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2761 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2762 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2763 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2764 | switch (opr1) {
|
---|
2765 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2766 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2767 | case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2768 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2769 | }
|
---|
2770 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
|
---|
2771 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
|
---|
2772 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2773 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2774 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2775 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2776 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2777 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2778 | } else
|
---|
2779 | Handled = FALSE;
|
---|
2780 | break;
|
---|
2781 | case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
|
---|
2782 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
|
---|
2783 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2784 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2785 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2786 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2787 | switch (opr1) {
|
---|
2788 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2789 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2790 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2791 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2792 | }
|
---|
2793 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
2794 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
2795 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2796 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2797 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
|
---|
2798 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
|
---|
2799 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2800 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2801 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2802 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2803 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2804 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2805 | } else
|
---|
2806 | Handled = FALSE;
|
---|
2807 | break;
|
---|
2808 | case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
|
---|
2809 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
|
---|
2810 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2811 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2812 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2813 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2814 | switch (opr1) {
|
---|
2815 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
2816 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
|
---|
2817 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2818 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2819 | }
|
---|
2820 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
2821 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
2822 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2823 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2824 | switch (opr1) {
|
---|
2825 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2826 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2827 | case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2828 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2829 | }
|
---|
2830 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
|
---|
2831 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
|
---|
2832 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2833 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2834 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2835 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2836 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2837 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2838 | } else
|
---|
2839 | Handled = FALSE;
|
---|
2840 | break;
|
---|
2841 | case WINED3DTOP_MULTIPLYADD:
|
---|
2842 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
|
---|
2843 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2844 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2845 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2846 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2847 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2848 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2849 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
|
---|
2850 | checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
|
---|
2851 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
|
---|
2852 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
|
---|
2853 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2854 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2855 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2856 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2857 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2858 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2859 | } else
|
---|
2860 | Handled = FALSE;
|
---|
2861 | break;
|
---|
2862 | case WINED3DTOP_BUMPENVMAPLUMINANCE:
|
---|
2863 | case WINED3DTOP_BUMPENVMAP:
|
---|
2864 | if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
|
---|
2865 | /* Technically texture shader support without register combiners is possible, but not expected to occur
|
---|
2866 | * on real world cards, so for now a fixme should be enough
|
---|
2867 | */
|
---|
2868 | FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
|
---|
2869 | }
|
---|
2870 | default:
|
---|
2871 | Handled = FALSE;
|
---|
2872 | }
|
---|
2873 |
|
---|
2874 | if (Handled) {
|
---|
2875 | BOOL combineOK = TRUE;
|
---|
2876 | if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
|
---|
2877 | DWORD op2;
|
---|
2878 |
|
---|
2879 | if (isAlpha) {
|
---|
2880 | op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
|
---|
2881 | } else {
|
---|
2882 | op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
|
---|
2883 | }
|
---|
2884 |
|
---|
2885 | /* Note: If COMBINE4 in effect can't go back to combine! */
|
---|
2886 | switch (op2) {
|
---|
2887 | case WINED3DTOP_ADDSMOOTH:
|
---|
2888 | case WINED3DTOP_BLENDTEXTUREALPHAPM:
|
---|
2889 | case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
|
---|
2890 | case WINED3DTOP_MODULATECOLOR_ADDALPHA:
|
---|
2891 | case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
|
---|
2892 | case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
|
---|
2893 | case WINED3DTOP_MULTIPLYADD:
|
---|
2894 | /* Ignore those implemented in both cases */
|
---|
2895 | switch (op) {
|
---|
2896 | case WINED3DTOP_SELECTARG1:
|
---|
2897 | case WINED3DTOP_SELECTARG2:
|
---|
2898 | combineOK = FALSE;
|
---|
2899 | Handled = FALSE;
|
---|
2900 | break;
|
---|
2901 | default:
|
---|
2902 | FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
|
---|
2903 | return;
|
---|
2904 | }
|
---|
2905 | }
|
---|
2906 | }
|
---|
2907 |
|
---|
2908 | if (combineOK) {
|
---|
2909 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
|
---|
2910 | checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
|
---|
2911 |
|
---|
2912 | return;
|
---|
2913 | }
|
---|
2914 | }
|
---|
2915 |
|
---|
2916 | /* After all the extensions, if still unhandled, report fixme */
|
---|
2917 | FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
|
---|
2918 | }
|
---|
2919 |
|
---|
2920 |
|
---|
2921 | static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
2922 | DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
|
---|
2923 | DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
|
---|
2924 | BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
|
---|
2925 |
|
---|
2926 | TRACE("Setting color op for stage %d\n", stage);
|
---|
2927 |
|
---|
2928 | if (stateblock->pixelShader && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE &&
|
---|
2929 | ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
|
---|
2930 | /* Using a pixel shader? Don't care for anything here, the shader applying does it */
|
---|
2931 | return;
|
---|
2932 | }
|
---|
2933 |
|
---|
2934 | if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
|
---|
2935 |
|
---|
2936 | if (mapped_stage != -1) {
|
---|
2937 | if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
---|
2938 | if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
|
---|
2939 | FIXME("Attempt to enable unsupported stage!\n");
|
---|
2940 | return;
|
---|
2941 | }
|
---|
2942 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
---|
2943 | checkGLcall("glActiveTextureARB");
|
---|
2944 | } else if (stage > 0) {
|
---|
2945 | WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
---|
2946 | return;
|
---|
2947 | }
|
---|
2948 | }
|
---|
2949 |
|
---|
2950 | if(stage >= stateblock->lowest_disabled_stage) {
|
---|
2951 | TRACE("Stage disabled\n");
|
---|
2952 | if (mapped_stage != -1) {
|
---|
2953 | /* Disable everything here */
|
---|
2954 | glDisable(GL_TEXTURE_2D);
|
---|
2955 | checkGLcall("glDisable(GL_TEXTURE_2D)");
|
---|
2956 | glDisable(GL_TEXTURE_3D);
|
---|
2957 | checkGLcall("glDisable(GL_TEXTURE_3D)");
|
---|
2958 | if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
---|
2959 | glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
---|
2960 | checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
|
---|
2961 | }
|
---|
2962 | if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
---|
2963 | glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
---|
2964 | checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
|
---|
2965 | }
|
---|
2966 | }
|
---|
2967 | /* All done */
|
---|
2968 | return;
|
---|
2969 | }
|
---|
2970 |
|
---|
2971 | /* The sampler will also activate the correct texture dimensions, so no need to do it here
|
---|
2972 | * if the sampler for this stage is dirty
|
---|
2973 | */
|
---|
2974 | if(!isStateDirty(context, STATE_SAMPLER(stage))) {
|
---|
2975 | if (tex_used) texture_activate_dimensions(stage, stateblock, context);
|
---|
2976 | }
|
---|
2977 |
|
---|
2978 | set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
|
---|
2979 | stateblock->textureState[stage][WINED3DTSS_COLOROP],
|
---|
2980 | stateblock->textureState[stage][WINED3DTSS_COLORARG1],
|
---|
2981 | stateblock->textureState[stage][WINED3DTSS_COLORARG2],
|
---|
2982 | stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
|
---|
2983 | }
|
---|
2984 |
|
---|
2985 | void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
2986 | DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
|
---|
2987 | DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
|
---|
2988 | BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map[stage];
|
---|
2989 | DWORD op, arg1, arg2, arg0;
|
---|
2990 |
|
---|
2991 | TRACE("Setting alpha op for stage %d\n", stage);
|
---|
2992 | /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
|
---|
2993 | if (mapped_stage != -1) {
|
---|
2994 | if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
---|
2995 | if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
|
---|
2996 | FIXME("Attempt to enable unsupported stage!\n");
|
---|
2997 | return;
|
---|
2998 | }
|
---|
2999 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
---|
3000 | checkGLcall("glActiveTextureARB");
|
---|
3001 | } else if (stage > 0) {
|
---|
3002 | /* We can't do anything here */
|
---|
3003 | WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
---|
3004 | return;
|
---|
3005 | }
|
---|
3006 | }
|
---|
3007 |
|
---|
3008 | op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
|
---|
3009 | arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
|
---|
3010 | arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
|
---|
3011 | arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
|
---|
3012 |
|
---|
3013 | if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
|
---|
3014 | stateblock->textures[0] &&
|
---|
3015 | (stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
|
---|
3016 | IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
|
---|
3017 |
|
---|
3018 | if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
|
---|
3019 | getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
|
---|
3020 |
|
---|
3021 | /* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
|
---|
3022 | * On the other hand applications can still use texture combiners apparently. This code takes care that apps
|
---|
3023 | * cannot remove the texture's alpha channel entirely.
|
---|
3024 | *
|
---|
3025 | * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
|
---|
3026 | * on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
|
---|
3027 | * draw things like translucent text and perform other blending effects.
|
---|
3028 | *
|
---|
3029 | * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
|
---|
3030 | * behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
|
---|
3031 | * OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
|
---|
3032 | * (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
|
---|
3033 | * wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
|
---|
3034 | * (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
|
---|
3035 | * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
|
---|
3036 | * otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
|
---|
3037 |
|
---|
3038 | * What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
|
---|
3039 | */
|
---|
3040 | if(op == WINED3DTOP_DISABLE) {
|
---|
3041 | arg1 = WINED3DTA_TEXTURE;
|
---|
3042 | op = WINED3DTOP_SELECTARG1;
|
---|
3043 | }
|
---|
3044 | else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
|
---|
3045 | if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
|
---|
3046 | arg2 = WINED3DTA_TEXTURE;
|
---|
3047 | op = WINED3DTOP_MODULATE;
|
---|
3048 | }
|
---|
3049 | else arg1 = WINED3DTA_TEXTURE;
|
---|
3050 | }
|
---|
3051 | else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
|
---|
3052 | if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
|
---|
3053 | arg1 = WINED3DTA_TEXTURE;
|
---|
3054 | op = WINED3DTOP_MODULATE;
|
---|
3055 | }
|
---|
3056 | else arg2 = WINED3DTA_TEXTURE;
|
---|
3057 | }
|
---|
3058 | }
|
---|
3059 | }
|
---|
3060 |
|
---|
3061 | /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
|
---|
3062 | * this if block here, and the other code(color keying, texture unit selection) are the same
|
---|
3063 | */
|
---|
3064 | TRACE("Setting alpha op for stage %d\n", stage);
|
---|
3065 | if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
---|
3066 | set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
|
---|
3067 | op, arg1, arg2, arg0,
|
---|
3068 | mapped_stage,
|
---|
3069 | stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
|
---|
3070 | } else {
|
---|
3071 | set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
|
---|
3072 | op, arg1, arg2, arg0);
|
---|
3073 | }
|
---|
3074 | }
|
---|
3075 |
|
---|
3076 | static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3077 | DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
|
---|
3078 | DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
|
---|
3079 | BOOL generated;
|
---|
3080 | int coordIdx;
|
---|
3081 |
|
---|
3082 | /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
|
---|
3083 | if(use_vs(stateblock->wineD3DDevice) ||
|
---|
3084 | isStateDirty(context, STATE_VDECL)) {
|
---|
3085 | TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
|
---|
3086 | return;
|
---|
3087 | }
|
---|
3088 |
|
---|
3089 | if (mapped_stage == -1) return;
|
---|
3090 |
|
---|
3091 | if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
---|
3092 | if(mapped_stage >= GL_LIMITS(textures)) {
|
---|
3093 | return;
|
---|
3094 | }
|
---|
3095 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
---|
3096 | checkGLcall("glActiveTextureARB");
|
---|
3097 | } else if (mapped_stage > 0) {
|
---|
3098 | /* We can't do anything here */
|
---|
3099 | WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
---|
3100 | return;
|
---|
3101 | }
|
---|
3102 | generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
|
---|
3103 | coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
|
---|
3104 |
|
---|
3105 | set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
|
---|
3106 | stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS],
|
---|
3107 | generated,
|
---|
3108 | context->last_was_rhw,
|
---|
3109 | stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwStride ?
|
---|
3110 | stateblock->wineD3DDevice->strided_streams.u.s.texCoords[coordIdx].dwType:
|
---|
3111 | WINED3DDECLTYPE_UNUSED,
|
---|
3112 | stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
|
---|
3113 |
|
---|
3114 | /* The sampler applying function calls us if this changes */
|
---|
3115 | if(context->lastWasPow2Texture[texUnit] && stateblock->textures[texUnit]) {
|
---|
3116 | if(generated) {
|
---|
3117 | FIXME("Non-power2 texture being used with generated texture coords\n");
|
---|
3118 | }
|
---|
3119 | TRACE("Non power two matrix multiply fixup\n");
|
---|
3120 | glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
|
---|
3121 | }
|
---|
3122 | }
|
---|
3123 |
|
---|
3124 | static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
|
---|
3125 | int texture_idx;
|
---|
3126 |
|
---|
3127 | for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
|
---|
3128 | GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
|
---|
3129 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
3130 | }
|
---|
3131 | }
|
---|
3132 |
|
---|
3133 | static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *sd, GLint *curVBO)
|
---|
3134 | {
|
---|
3135 | const UINT *offset = stateblock->streamOffset;
|
---|
3136 | unsigned int mapped_stage = 0;
|
---|
3137 | unsigned int textureNo = 0;
|
---|
3138 |
|
---|
3139 | /* The code below uses glClientActiveTexture and glMultiTexCoord* which are all part of the GL_ARB_multitexture extension. */
|
---|
3140 | /* Abort if we don't support the extension. */
|
---|
3141 | if (!GL_SUPPORT(ARB_MULTITEXTURE)) {
|
---|
3142 | FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
---|
3143 | return;
|
---|
3144 | }
|
---|
3145 |
|
---|
3146 | for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
|
---|
3147 | int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
|
---|
3148 |
|
---|
3149 | mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
|
---|
3150 | if (mapped_stage == -1) continue;
|
---|
3151 |
|
---|
3152 | if (coordIdx < MAX_TEXTURES && (sd->u.s.texCoords[coordIdx].lpData || sd->u.s.texCoords[coordIdx].VBO)) {
|
---|
3153 | TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
|
---|
3154 | textureNo, mapped_stage, coordIdx, sd->u.s.texCoords[coordIdx].lpData);
|
---|
3155 |
|
---|
3156 | if (*curVBO != sd->u.s.texCoords[coordIdx].VBO) {
|
---|
3157 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.texCoords[coordIdx].VBO));
|
---|
3158 | checkGLcall("glBindBufferARB");
|
---|
3159 | *curVBO = sd->u.s.texCoords[coordIdx].VBO;
|
---|
3160 | }
|
---|
3161 |
|
---|
3162 | GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
---|
3163 | checkGLcall("glClientActiveTextureARB");
|
---|
3164 |
|
---|
3165 | /* The coords to supply depend completely on the fvf / vertex shader */
|
---|
3166 | glTexCoordPointer(
|
---|
3167 | WINED3D_ATR_SIZE(sd->u.s.texCoords[coordIdx].dwType),
|
---|
3168 | WINED3D_ATR_GLTYPE(sd->u.s.texCoords[coordIdx].dwType),
|
---|
3169 | sd->u.s.texCoords[coordIdx].dwStride,
|
---|
3170 | sd->u.s.texCoords[coordIdx].lpData + stateblock->loadBaseVertexIndex * sd->u.s.texCoords[coordIdx].dwStride + offset[sd->u.s.texCoords[coordIdx].streamNo]);
|
---|
3171 | glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
3172 | } else {
|
---|
3173 | GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
|
---|
3174 | }
|
---|
3175 | }
|
---|
3176 | if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
---|
3177 | /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
|
---|
3178 | for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
|
---|
3179 | GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
|
---|
3180 | }
|
---|
3181 | }
|
---|
3182 |
|
---|
3183 | checkGLcall("loadTexCoords");
|
---|
3184 | }
|
---|
3185 |
|
---|
3186 | static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3187 | DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
|
---|
3188 | DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
|
---|
3189 | const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
|
---|
3190 | const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
|
---|
3191 | const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
|
---|
3192 | const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
|
---|
3193 |
|
---|
3194 | if (mapped_stage == -1) {
|
---|
3195 | TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
|
---|
3196 | return;
|
---|
3197 | }
|
---|
3198 |
|
---|
3199 | if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
---|
3200 | if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
|
---|
3201 | return;
|
---|
3202 | }
|
---|
3203 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
---|
3204 | checkGLcall("glActiveTextureARB");
|
---|
3205 | } else if (stage > 0) {
|
---|
3206 | /* We can't do anything here */
|
---|
3207 | WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
---|
3208 | return;
|
---|
3209 | }
|
---|
3210 |
|
---|
3211 | /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
|
---|
3212 | *
|
---|
3213 | * FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
|
---|
3214 | * one flag, you can still specify an index value, which the system uses to
|
---|
3215 | * determine the texture wrapping mode.
|
---|
3216 | * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
|
---|
3217 | * means use the vertex position (camera-space) as the input texture coordinates
|
---|
3218 | * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
|
---|
3219 | * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
|
---|
3220 | * to the TEXCOORDINDEX value
|
---|
3221 | */
|
---|
3222 |
|
---|
3223 | /*
|
---|
3224 | * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
|
---|
3225 | */
|
---|
3226 | switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
|
---|
3227 | case WINED3DTSS_TCI_PASSTHRU:
|
---|
3228 | /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
|
---|
3229 | glDisable(GL_TEXTURE_GEN_S);
|
---|
3230 | glDisable(GL_TEXTURE_GEN_T);
|
---|
3231 | glDisable(GL_TEXTURE_GEN_R);
|
---|
3232 | glDisable(GL_TEXTURE_GEN_Q);
|
---|
3233 | checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
|
---|
3234 | break;
|
---|
3235 |
|
---|
3236 | case WINED3DTSS_TCI_CAMERASPACEPOSITION:
|
---|
3237 | /* CameraSpacePosition means use the vertex position, transformed to camera space,
|
---|
3238 | * as the input texture coordinates for this stage's texture transformation. This
|
---|
3239 | * equates roughly to EYE_LINEAR
|
---|
3240 | */
|
---|
3241 | {
|
---|
3242 | TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
|
---|
3243 |
|
---|
3244 | glMatrixMode(GL_MODELVIEW);
|
---|
3245 | glPushMatrix();
|
---|
3246 | glLoadIdentity();
|
---|
3247 | glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
---|
3248 | glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
---|
3249 | glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
---|
3250 | glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
---|
3251 | glPopMatrix();
|
---|
3252 |
|
---|
3253 | TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
|
---|
3254 | glEnable(GL_TEXTURE_GEN_S);
|
---|
3255 | checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
|
---|
3256 | glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
---|
3257 | checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
|
---|
3258 | glEnable(GL_TEXTURE_GEN_T);
|
---|
3259 | checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
|
---|
3260 | glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
---|
3261 | checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
|
---|
3262 | glEnable(GL_TEXTURE_GEN_R);
|
---|
3263 | checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
|
---|
3264 | glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
---|
3265 | checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
|
---|
3266 | }
|
---|
3267 | break;
|
---|
3268 |
|
---|
3269 | case WINED3DTSS_TCI_CAMERASPACENORMAL:
|
---|
3270 | {
|
---|
3271 | if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
|
---|
3272 | TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
|
---|
3273 |
|
---|
3274 | glMatrixMode(GL_MODELVIEW);
|
---|
3275 | glPushMatrix();
|
---|
3276 | glLoadIdentity();
|
---|
3277 | glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
---|
3278 | glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
---|
3279 | glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
---|
3280 | glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
---|
3281 | glPopMatrix();
|
---|
3282 |
|
---|
3283 | glEnable(GL_TEXTURE_GEN_S);
|
---|
3284 | checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
|
---|
3285 | glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
---|
3286 | checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
|
---|
3287 | glEnable(GL_TEXTURE_GEN_T);
|
---|
3288 | checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
|
---|
3289 | glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
---|
3290 | checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
|
---|
3291 | glEnable(GL_TEXTURE_GEN_R);
|
---|
3292 | checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
|
---|
3293 | glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
---|
3294 | checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
|
---|
3295 | }
|
---|
3296 | }
|
---|
3297 | break;
|
---|
3298 |
|
---|
3299 | case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
|
---|
3300 | {
|
---|
3301 | if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
|
---|
3302 | TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
|
---|
3303 |
|
---|
3304 | glMatrixMode(GL_MODELVIEW);
|
---|
3305 | glPushMatrix();
|
---|
3306 | glLoadIdentity();
|
---|
3307 | glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
---|
3308 | glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
---|
3309 | glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
---|
3310 | glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
---|
3311 | glPopMatrix();
|
---|
3312 |
|
---|
3313 | glEnable(GL_TEXTURE_GEN_S);
|
---|
3314 | checkGLcall("glEnable(GL_TEXTURE_GEN_S)");
|
---|
3315 | glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
---|
3316 | checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
|
---|
3317 | glEnable(GL_TEXTURE_GEN_T);
|
---|
3318 | checkGLcall("glEnable(GL_TEXTURE_GEN_T)");
|
---|
3319 | glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
---|
3320 | checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
|
---|
3321 | glEnable(GL_TEXTURE_GEN_R);
|
---|
3322 | checkGLcall("glEnable(GL_TEXTURE_GEN_R)");
|
---|
3323 | glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
---|
3324 | checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
|
---|
3325 | }
|
---|
3326 | }
|
---|
3327 | break;
|
---|
3328 |
|
---|
3329 | /* Unhandled types: */
|
---|
3330 | default:
|
---|
3331 | /* Todo: */
|
---|
3332 | /* ? disable GL_TEXTURE_GEN_n ? */
|
---|
3333 | glDisable(GL_TEXTURE_GEN_S);
|
---|
3334 | glDisable(GL_TEXTURE_GEN_T);
|
---|
3335 | glDisable(GL_TEXTURE_GEN_R);
|
---|
3336 | glDisable(GL_TEXTURE_GEN_Q);
|
---|
3337 | FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
|
---|
3338 | break;
|
---|
3339 | }
|
---|
3340 |
|
---|
3341 | /* Update the texture matrix */
|
---|
3342 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
|
---|
3343 | transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
|
---|
3344 | }
|
---|
3345 |
|
---|
3346 | if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
|
---|
3347 | /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
|
---|
3348 | * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
|
---|
3349 | * and do all the things linked to it
|
---|
3350 | * TODO: Tidy that up to reload only the arrays of the changed unit
|
---|
3351 | */
|
---|
3352 | GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
|
---|
3353 |
|
---|
3354 | unloadTexCoords(stateblock);
|
---|
3355 | loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
|
---|
3356 | }
|
---|
3357 | }
|
---|
3358 |
|
---|
3359 | static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3360 | IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
---|
3361 |
|
---|
3362 | /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
|
---|
3363 | * has an update pending
|
---|
3364 | */
|
---|
3365 | if(isStateDirty(context, STATE_VDECL) ||
|
---|
3366 | isStateDirty(context, STATE_PIXELSHADER)) {
|
---|
3367 | return;
|
---|
3368 | }
|
---|
3369 |
|
---|
3370 | device->shader_backend->shader_load_constants((IWineD3DDevice *) device, use_ps(device), use_vs(device));
|
---|
3371 | }
|
---|
3372 |
|
---|
3373 | static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3374 | DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
|
---|
3375 |
|
---|
3376 | if(stateblock->pixelShader && stage != 0 &&
|
---|
3377 | ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
|
---|
3378 | /* The pixel shader has to know the luminance scale. Do a constants update if it
|
---|
3379 | * isn't scheduled anyway
|
---|
3380 | */
|
---|
3381 | if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
|
---|
3382 | !isStateDirty(context, STATE_PIXELSHADER)) {
|
---|
3383 | shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
|
---|
3384 | }
|
---|
3385 | }
|
---|
3386 | }
|
---|
3387 |
|
---|
3388 | static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3389 | BOOL texIsPow2 = FALSE;
|
---|
3390 | DWORD sampler = state - STATE_SAMPLER(0);
|
---|
3391 | IWineD3DBaseTexture *texture = stateblock->textures[sampler];
|
---|
3392 |
|
---|
3393 | if(!texture) return;
|
---|
3394 | /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
|
---|
3395 | * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
|
---|
3396 | * scaling is reapplied or removed, the texture matrix has to be reapplied
|
---|
3397 | *
|
---|
3398 | * The mapped stage is already active because the sampler() function below, which is part of the
|
---|
3399 | * misc pipeline
|
---|
3400 | */
|
---|
3401 | if(sampler < MAX_TEXTURES) {
|
---|
3402 | if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
|
---|
3403 | stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
|
---|
3404 | if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
|
---|
3405 | ((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
|
---|
3406 | texIsPow2 = TRUE;
|
---|
3407 | }
|
---|
3408 | } else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
|
---|
3409 | if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
|
---|
3410 | texIsPow2 = TRUE;
|
---|
3411 | }
|
---|
3412 | }
|
---|
3413 |
|
---|
3414 | if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
|
---|
3415 | context->lastWasPow2Texture[sampler] = texIsPow2;
|
---|
3416 | transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
|
---|
3417 | }
|
---|
3418 | }
|
---|
3419 | }
|
---|
3420 |
|
---|
3421 | static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3422 | DWORD sampler = state - STATE_SAMPLER(0);
|
---|
3423 | DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
|
---|
3424 | union {
|
---|
3425 | float f;
|
---|
3426 | DWORD d;
|
---|
3427 | } tmpvalue;
|
---|
3428 |
|
---|
3429 | TRACE("Sampler: %d\n", sampler);
|
---|
3430 | /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
|
---|
3431 | * only has to bind textures and set the per texture states
|
---|
3432 | */
|
---|
3433 |
|
---|
3434 | if (mapped_stage == -1) {
|
---|
3435 | TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
|
---|
3436 | return;
|
---|
3437 | }
|
---|
3438 |
|
---|
3439 | if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
---|
3440 | if (mapped_stage >= GL_LIMITS(combined_samplers)) {
|
---|
3441 | return;
|
---|
3442 | }
|
---|
3443 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
---|
3444 | checkGLcall("glActiveTextureARB");
|
---|
3445 | } else if (sampler > 0) {
|
---|
3446 | /* We can't do anything here */
|
---|
3447 | WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
---|
3448 | return;
|
---|
3449 | }
|
---|
3450 |
|
---|
3451 | if(stateblock->textures[sampler]) {
|
---|
3452 | IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
|
---|
3453 | IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler]);
|
---|
3454 | IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
|
---|
3455 |
|
---|
3456 | if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
|
---|
3457 | tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
|
---|
3458 | glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
|
---|
3459 | GL_TEXTURE_LOD_BIAS_EXT,
|
---|
3460 | tmpvalue.f);
|
---|
3461 | checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
|
---|
3462 | }
|
---|
3463 |
|
---|
3464 | if(!use_ps(stateblock->wineD3DDevice) && sampler < stateblock->lowest_disabled_stage) {
|
---|
3465 | if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
|
---|
3466 | /* If color keying is enabled update the alpha test, it depends on the existence
|
---|
3467 | * of a color key in stage 0
|
---|
3468 | */
|
---|
3469 | state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
|
---|
3470 | }
|
---|
3471 | }
|
---|
3472 | } else if(mapped_stage < GL_LIMITS(textures)) {
|
---|
3473 | if(sampler < stateblock->lowest_disabled_stage) {
|
---|
3474 | /* TODO: What should I do with pixel shaders here ??? */
|
---|
3475 | if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
|
---|
3476 | /* If color keying is enabled update the alpha test, it depends on the existence
|
---|
3477 | * of a color key in stage 0
|
---|
3478 | */
|
---|
3479 | state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
|
---|
3480 | }
|
---|
3481 | } /* Otherwise tex_colorop disables the stage */
|
---|
3482 | glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
|
---|
3483 | checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
|
---|
3484 | }
|
---|
3485 | }
|
---|
3486 |
|
---|
3487 | static void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3488 | IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
---|
3489 |
|
---|
3490 | if (use_ps(device)) {
|
---|
3491 | if(!context->last_was_pshader) {
|
---|
3492 | state_fog(state, stateblock, context);
|
---|
3493 | }
|
---|
3494 | context->last_was_pshader = TRUE;
|
---|
3495 | } else {
|
---|
3496 | if(context->last_was_pshader) {
|
---|
3497 | state_fog(state, stateblock, context);
|
---|
3498 | }
|
---|
3499 | context->last_was_pshader = FALSE;
|
---|
3500 | }
|
---|
3501 | }
|
---|
3502 |
|
---|
3503 | void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3504 | IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
---|
3505 | BOOL use_pshader = use_ps(device);
|
---|
3506 | BOOL use_vshader = use_vs(device);
|
---|
3507 | int i;
|
---|
3508 |
|
---|
3509 | if (use_pshader) {
|
---|
3510 | if(!context->last_was_pshader) {
|
---|
3511 | /* Former draw without a pixel shader, some samplers
|
---|
3512 | * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
|
---|
3513 | * make sure to enable them
|
---|
3514 | */
|
---|
3515 | for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
|
---|
3516 | if(!isStateDirty(context, STATE_SAMPLER(i))) {
|
---|
3517 | sampler(STATE_SAMPLER(i), stateblock, context);
|
---|
3518 | }
|
---|
3519 | }
|
---|
3520 | } else {
|
---|
3521 | /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
|
---|
3522 | * if a different texture was bound. I don't have to do anything.
|
---|
3523 | */
|
---|
3524 | }
|
---|
3525 | } else {
|
---|
3526 | /* Disabled the pixel shader - color ops weren't applied
|
---|
3527 | * while it was enabled, so re-apply them.
|
---|
3528 | */
|
---|
3529 | for(i=0; i < MAX_TEXTURES; i++) {
|
---|
3530 | if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
|
---|
3531 | device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
|
---|
3532 | (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
|
---|
3533 | }
|
---|
3534 | }
|
---|
3535 | }
|
---|
3536 |
|
---|
3537 | if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
|
---|
3538 | device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
|
---|
3539 |
|
---|
3540 | if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
|
---|
3541 | shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
|
---|
3542 | }
|
---|
3543 | }
|
---|
3544 | }
|
---|
3545 |
|
---|
3546 | static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3547 | DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
|
---|
3548 | if(stateblock->pixelShader && stage != 0 &&
|
---|
3549 | ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
|
---|
3550 | /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
|
---|
3551 | * anyway
|
---|
3552 | */
|
---|
3553 | if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
|
---|
3554 | !isStateDirty(context, STATE_PIXELSHADER)) {
|
---|
3555 | shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
|
---|
3556 | }
|
---|
3557 | }
|
---|
3558 | }
|
---|
3559 |
|
---|
3560 | static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3561 | /* This function is called by transform_view below if the view matrix was changed too
|
---|
3562 | *
|
---|
3563 | * Deliberately no check if the vertex declaration is dirty because the vdecl state
|
---|
3564 | * does not always update the world matrix, only on a switch between transformed
|
---|
3565 | * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
|
---|
3566 | * draw, but that should be rather rare and cheaper in total.
|
---|
3567 | */
|
---|
3568 | glMatrixMode(GL_MODELVIEW);
|
---|
3569 | checkGLcall("glMatrixMode");
|
---|
3570 |
|
---|
3571 | if(context->last_was_rhw) {
|
---|
3572 | glLoadIdentity();
|
---|
3573 | checkGLcall("glLoadIdentity()");
|
---|
3574 | } else {
|
---|
3575 | /* In the general case, the view matrix is the identity matrix */
|
---|
3576 | if (stateblock->wineD3DDevice->view_ident) {
|
---|
3577 | glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
|
---|
3578 | checkGLcall("glLoadMatrixf");
|
---|
3579 | } else {
|
---|
3580 | glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
|
---|
3581 | checkGLcall("glLoadMatrixf");
|
---|
3582 | glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
|
---|
3583 | checkGLcall("glMultMatrixf");
|
---|
3584 | }
|
---|
3585 | }
|
---|
3586 | }
|
---|
3587 |
|
---|
3588 | static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3589 | UINT index = state - STATE_CLIPPLANE(0);
|
---|
3590 |
|
---|
3591 | if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
|
---|
3592 | return;
|
---|
3593 | }
|
---|
3594 |
|
---|
3595 | /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
|
---|
3596 | glMatrixMode(GL_MODELVIEW);
|
---|
3597 | glPushMatrix();
|
---|
3598 | glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
|
---|
3599 |
|
---|
3600 | TRACE("Clipplane [%f,%f,%f,%f]\n",
|
---|
3601 | stateblock->clipplane[index][0],
|
---|
3602 | stateblock->clipplane[index][1],
|
---|
3603 | stateblock->clipplane[index][2],
|
---|
3604 | stateblock->clipplane[index][3]);
|
---|
3605 | glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
|
---|
3606 | checkGLcall("glClipPlane");
|
---|
3607 |
|
---|
3608 | glPopMatrix();
|
---|
3609 | }
|
---|
3610 |
|
---|
3611 | static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3612 | UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
|
---|
3613 | GLenum glMat;
|
---|
3614 | TRACE("Setting world matrix %d\n", matrix);
|
---|
3615 |
|
---|
3616 | if(matrix >= GL_LIMITS(blends)) {
|
---|
3617 | WARN("Unsupported blend matrix set\n");
|
---|
3618 | return;
|
---|
3619 | } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
|
---|
3620 | return;
|
---|
3621 | }
|
---|
3622 |
|
---|
3623 | /* GL_MODELVIEW0_ARB: 0x1700
|
---|
3624 | * GL_MODELVIEW1_ARB: 0x850a
|
---|
3625 | * GL_MODELVIEW2_ARB: 0x8722
|
---|
3626 | * GL_MODELVIEW3_ARB: 0x8723
|
---|
3627 | * etc
|
---|
3628 | * GL_MODELVIEW31_ARB: 0x873F
|
---|
3629 | */
|
---|
3630 | if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
|
---|
3631 | else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
|
---|
3632 |
|
---|
3633 | glMatrixMode(glMat);
|
---|
3634 | checkGLcall("glMatrixMode(glMat)");
|
---|
3635 |
|
---|
3636 | /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
|
---|
3637 | * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
|
---|
3638 | */
|
---|
3639 | if(stateblock->wineD3DDevice->view_ident) {
|
---|
3640 | glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
|
---|
3641 | checkGLcall("glLoadMatrixf");
|
---|
3642 | } else {
|
---|
3643 | glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
|
---|
3644 | checkGLcall("glLoadMatrixf");
|
---|
3645 | glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
|
---|
3646 | checkGLcall("glMultMatrixf");
|
---|
3647 | }
|
---|
3648 | }
|
---|
3649 |
|
---|
3650 | static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3651 | static BOOL once = FALSE;
|
---|
3652 |
|
---|
3653 | switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
|
---|
3654 | case WINED3DVBF_1WEIGHTS:
|
---|
3655 | case WINED3DVBF_2WEIGHTS:
|
---|
3656 | case WINED3DVBF_3WEIGHTS:
|
---|
3657 | if(!once) {
|
---|
3658 | once = TRUE;
|
---|
3659 | /* TODO: Implement vertex blending in drawStridedSlow */
|
---|
3660 | FIXME("Vertex blending enabled, but not supported by hardware\n");
|
---|
3661 | }
|
---|
3662 | break;
|
---|
3663 |
|
---|
3664 | case WINED3DVBF_TWEENING:
|
---|
3665 | WARN("Tweening not supported yet\n");
|
---|
3666 | }
|
---|
3667 | }
|
---|
3668 |
|
---|
3669 | static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3670 | WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
|
---|
3671 |
|
---|
3672 | switch(val) {
|
---|
3673 | case WINED3DVBF_1WEIGHTS:
|
---|
3674 | case WINED3DVBF_2WEIGHTS:
|
---|
3675 | case WINED3DVBF_3WEIGHTS:
|
---|
3676 | glEnable(GL_VERTEX_BLEND_ARB);
|
---|
3677 | checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
|
---|
3678 |
|
---|
3679 | /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
|
---|
3680 | * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
|
---|
3681 | */
|
---|
3682 | GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
|
---|
3683 |
|
---|
3684 | if(!stateblock->wineD3DDevice->vertexBlendUsed) {
|
---|
3685 | int i;
|
---|
3686 | for(i = 1; i < GL_LIMITS(blends); i++) {
|
---|
3687 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
|
---|
3688 | transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
|
---|
3689 | }
|
---|
3690 | }
|
---|
3691 | stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
|
---|
3692 | }
|
---|
3693 | break;
|
---|
3694 |
|
---|
3695 | case WINED3DVBF_DISABLE:
|
---|
3696 | case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
|
---|
3697 | glDisable(GL_VERTEX_BLEND_ARB);
|
---|
3698 | checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
|
---|
3699 | break;
|
---|
3700 |
|
---|
3701 | case WINED3DVBF_TWEENING:
|
---|
3702 | /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
|
---|
3703 | * vertex weights in the vertices?
|
---|
3704 | * For now we don't report that as supported, so a warn should suffice
|
---|
3705 | */
|
---|
3706 | WARN("Tweening not supported yet\n");
|
---|
3707 | break;
|
---|
3708 | }
|
---|
3709 | }
|
---|
3710 |
|
---|
3711 | static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3712 | unsigned int k;
|
---|
3713 |
|
---|
3714 | /* If we are changing the View matrix, reset the light and clipping planes to the new view
|
---|
3715 | * NOTE: We have to reset the positions even if the light/plane is not currently
|
---|
3716 | * enabled, since the call to enable it will not reset the position.
|
---|
3717 | * NOTE2: Apparently texture transforms do NOT need reapplying
|
---|
3718 | */
|
---|
3719 |
|
---|
3720 | const PLIGHTINFOEL *light = NULL;
|
---|
3721 |
|
---|
3722 | glMatrixMode(GL_MODELVIEW);
|
---|
3723 | checkGLcall("glMatrixMode(GL_MODELVIEW)");
|
---|
3724 | glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
|
---|
3725 | checkGLcall("glLoadMatrixf(...)");
|
---|
3726 |
|
---|
3727 | /* Reset lights. TODO: Call light apply func */
|
---|
3728 | for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
|
---|
3729 | light = stateblock->activeLights[k];
|
---|
3730 | if(!light) continue;
|
---|
3731 | glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
|
---|
3732 | checkGLcall("glLightfv posn");
|
---|
3733 | glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
|
---|
3734 | checkGLcall("glLightfv dirn");
|
---|
3735 | }
|
---|
3736 |
|
---|
3737 | /* Reset Clipping Planes */
|
---|
3738 | for (k = 0; k < GL_LIMITS(clipplanes); k++) {
|
---|
3739 | if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
|
---|
3740 | clipplane(STATE_CLIPPLANE(k), stateblock, context);
|
---|
3741 | }
|
---|
3742 | }
|
---|
3743 |
|
---|
3744 | if(context->last_was_rhw) {
|
---|
3745 | glLoadIdentity();
|
---|
3746 | checkGLcall("glLoadIdentity()");
|
---|
3747 | /* No need to update the world matrix, the identity is fine */
|
---|
3748 | return;
|
---|
3749 | }
|
---|
3750 |
|
---|
3751 | /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
|
---|
3752 | * No need to do it here if the state is scheduled for update.
|
---|
3753 | */
|
---|
3754 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
|
---|
3755 | transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
|
---|
3756 | }
|
---|
3757 |
|
---|
3758 | /* Avoid looping over a number of matrices if the app never used the functionality */
|
---|
3759 | if(stateblock->wineD3DDevice->vertexBlendUsed) {
|
---|
3760 | for(k = 1; k < GL_LIMITS(blends); k++) {
|
---|
3761 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
|
---|
3762 | transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
|
---|
3763 | }
|
---|
3764 | }
|
---|
3765 | }
|
---|
3766 | }
|
---|
3767 |
|
---|
3768 | static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3769 | glMatrixMode(GL_PROJECTION);
|
---|
3770 | checkGLcall("glMatrixMode(GL_PROJECTION)");
|
---|
3771 | glLoadIdentity();
|
---|
3772 | checkGLcall("glLoadIdentity");
|
---|
3773 |
|
---|
3774 | if(context->last_was_rhw) {
|
---|
3775 | double X, Y, height, width, minZ, maxZ;
|
---|
3776 |
|
---|
3777 | X = stateblock->viewport.X;
|
---|
3778 | Y = stateblock->viewport.Y;
|
---|
3779 | height = stateblock->viewport.Height;
|
---|
3780 | width = stateblock->viewport.Width;
|
---|
3781 | minZ = stateblock->viewport.MinZ;
|
---|
3782 | maxZ = stateblock->viewport.MaxZ;
|
---|
3783 |
|
---|
3784 | if(!stateblock->wineD3DDevice->untransformed) {
|
---|
3785 | /* Transformed vertices are supposed to bypass the whole transform pipeline including
|
---|
3786 | * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
|
---|
3787 | * suppress depth clipping. This can be done because it is an orthogonal projection and
|
---|
3788 | * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
|
---|
3789 | * Persia 3D need this.
|
---|
3790 | *
|
---|
3791 | * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
|
---|
3792 | * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
|
---|
3793 | * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
|
---|
3794 | * to the viewer.
|
---|
3795 | *
|
---|
3796 | * Also note that this breaks z comparison against z values filled in with clear,
|
---|
3797 | * but no app depending on that and disabled clipping has been found yet. Comparing
|
---|
3798 | * primitives against themselves works, so the Z buffer is still intact for normal hidden
|
---|
3799 | * surface removal.
|
---|
3800 | *
|
---|
3801 | * We could disable clipping entirely by setting the near to infinity and far to -infinity,
|
---|
3802 | * but this would break Z buffer operation. Raising the range to something less than
|
---|
3803 | * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
|
---|
3804 | * problem either.
|
---|
3805 | */
|
---|
3806 | TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
|
---|
3807 | if(stateblock->wineD3DDevice->render_offscreen) {
|
---|
3808 | glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
|
---|
3809 | } else {
|
---|
3810 | glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
|
---|
3811 | }
|
---|
3812 | } else {
|
---|
3813 | /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
|
---|
3814 | * trick above because this would mess up transformed and untransformed Z order. Pass the z position
|
---|
3815 | * unmodified to opengl.
|
---|
3816 | *
|
---|
3817 | * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
|
---|
3818 | * replacement shader.
|
---|
3819 | */
|
---|
3820 | TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
|
---|
3821 | if(stateblock->wineD3DDevice->render_offscreen) {
|
---|
3822 | glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
|
---|
3823 | } else {
|
---|
3824 | glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
|
---|
3825 | }
|
---|
3826 | }
|
---|
3827 | checkGLcall("glOrtho");
|
---|
3828 |
|
---|
3829 | /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
|
---|
3830 | glTranslatef(0.5, 0.5, 0);
|
---|
3831 | checkGLcall("glTranslatef(0.5, 0.5, 0)");
|
---|
3832 | /* D3D texture coordinates are flipped compared to OpenGL ones, so
|
---|
3833 | * render everything upside down when rendering offscreen. */
|
---|
3834 | if (stateblock->wineD3DDevice->render_offscreen) {
|
---|
3835 | glScalef(1.0, -1.0, 1.0);
|
---|
3836 | checkGLcall("glScalef");
|
---|
3837 | }
|
---|
3838 | } else {
|
---|
3839 | /* The rule is that the window coordinate 0 does not correspond to the
|
---|
3840 | beginning of the first pixel, but the center of the first pixel.
|
---|
3841 | As a consequence if you want to correctly draw one line exactly from
|
---|
3842 | the left to the right end of the viewport (with all matrices set to
|
---|
3843 | be identity), the x coords of both ends of the line would be not
|
---|
3844 | -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
|
---|
3845 | instead.
|
---|
3846 |
|
---|
3847 | 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
|
---|
3848 | divide by the Width/Height, so we need the half range(1.0) to translate by
|
---|
3849 | half a pixel.
|
---|
3850 |
|
---|
3851 | The other fun is that d3d's output z range after the transformation is [0;1],
|
---|
3852 | but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
|
---|
3853 | scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
|
---|
3854 | of Z buffer precision and the clear values do not match in the z test. Thus scale
|
---|
3855 | [0;1] to [-1;1], so when gl undoes that we utilize the full z range
|
---|
3856 | */
|
---|
3857 |
|
---|
3858 | /*
|
---|
3859 | * Careful with the order of operations here, we're essentially working backwards:
|
---|
3860 | * x = x + 1/w;
|
---|
3861 | * y = (y - 1/h) * flip;
|
---|
3862 | * z = z * 2 - 1;
|
---|
3863 | *
|
---|
3864 | * Becomes:
|
---|
3865 | * glTranslatef(0.0, 0.0, -1.0);
|
---|
3866 | * glScalef(1.0, 1.0, 2.0);
|
---|
3867 | *
|
---|
3868 | * glScalef(1.0, flip, 1.0);
|
---|
3869 | * glTranslatef(1/w, -1/h, 0.0);
|
---|
3870 | *
|
---|
3871 | * This is equivalent to:
|
---|
3872 | * glTranslatef(1/w, -flip/h, -1.0)
|
---|
3873 | * glScalef(1.0, flip, 2.0);
|
---|
3874 | */
|
---|
3875 |
|
---|
3876 | if (stateblock->wineD3DDevice->render_offscreen) {
|
---|
3877 | /* D3D texture coordinates are flipped compared to OpenGL ones, so
|
---|
3878 | * render everything upside down when rendering offscreen. */
|
---|
3879 | glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
|
---|
3880 | checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
|
---|
3881 | glScalef(1.0, -1.0, 2.0);
|
---|
3882 | } else {
|
---|
3883 | glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
|
---|
3884 | checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
|
---|
3885 | glScalef(1.0, 1.0, 2.0);
|
---|
3886 | }
|
---|
3887 | checkGLcall("glScalef");
|
---|
3888 |
|
---|
3889 | glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
|
---|
3890 | checkGLcall("glLoadMatrixf");
|
---|
3891 | }
|
---|
3892 | }
|
---|
3893 |
|
---|
3894 | /* This should match any arrays loaded in loadVertexData.
|
---|
3895 | * stateblock impl is required for GL_SUPPORT
|
---|
3896 | * TODO: Only load / unload arrays if we have to.
|
---|
3897 | */
|
---|
3898 | static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
|
---|
3899 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
3900 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
3901 | glDisableClientState(GL_COLOR_ARRAY);
|
---|
3902 | if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
---|
3903 | glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
|
---|
3904 | }
|
---|
3905 | if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
---|
3906 | glDisableClientState(GL_WEIGHT_ARRAY_ARB);
|
---|
3907 | }
|
---|
3908 | unloadTexCoords(stateblock);
|
---|
3909 | }
|
---|
3910 |
|
---|
3911 | /* This should match any arrays loaded in loadNumberedArrays
|
---|
3912 | * TODO: Only load / unload arrays if we have to.
|
---|
3913 | */
|
---|
3914 | static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
|
---|
3915 | /* disable any attribs (this is the same for both GLSL and ARB modes) */
|
---|
3916 | GLint maxAttribs = 16;
|
---|
3917 | int i;
|
---|
3918 |
|
---|
3919 | /* Leave all the attribs disabled */
|
---|
3920 | glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
|
---|
3921 | /* MESA does not support it right not */
|
---|
3922 | if (glGetError() != GL_NO_ERROR)
|
---|
3923 | maxAttribs = 16;
|
---|
3924 | for (i = 0; i < maxAttribs; ++i) {
|
---|
3925 | GL_EXTCALL(glDisableVertexAttribArrayARB(i));
|
---|
3926 | checkGLcall("glDisableVertexAttribArrayARB(reg)");
|
---|
3927 | /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
|
---|
3928 | * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
|
---|
3929 | * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
|
---|
3930 | * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
|
---|
3931 | * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
|
---|
3932 | */
|
---|
3933 | GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
|
---|
3934 | checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
|
---|
3935 | }
|
---|
3936 | }
|
---|
3937 |
|
---|
3938 | static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *strided)
|
---|
3939 | {
|
---|
3940 | GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
|
---|
3941 | int i;
|
---|
3942 | const UINT *offset = stateblock->streamOffset;
|
---|
3943 | IWineD3DVertexBufferImpl *vb;
|
---|
3944 | DWORD_PTR shift_index;
|
---|
3945 |
|
---|
3946 | /* Default to no instancing */
|
---|
3947 | stateblock->wineD3DDevice->instancedDraw = FALSE;
|
---|
3948 |
|
---|
3949 | for (i = 0; i < MAX_ATTRIBS; i++) {
|
---|
3950 |
|
---|
3951 | if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
|
---|
3952 | continue;
|
---|
3953 |
|
---|
3954 | /* Do not load instance data. It will be specified using glTexCoord by drawprim */
|
---|
3955 | if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
|
---|
3956 | GL_EXTCALL(glDisableVertexAttribArrayARB(i));
|
---|
3957 | stateblock->wineD3DDevice->instancedDraw = TRUE;
|
---|
3958 | continue;
|
---|
3959 | }
|
---|
3960 |
|
---|
3961 | TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, strided->u.input[i].VBO);
|
---|
3962 |
|
---|
3963 | if(strided->u.input[i].dwStride) {
|
---|
3964 | if(curVBO != strided->u.input[i].VBO) {
|
---|
3965 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, strided->u.input[i].VBO));
|
---|
3966 | checkGLcall("glBindBufferARB");
|
---|
3967 | curVBO = strided->u.input[i].VBO;
|
---|
3968 | }
|
---|
3969 | vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
|
---|
3970 | /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
|
---|
3971 | * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
|
---|
3972 | * vbo we won't be load converted attributes anyway
|
---|
3973 | */
|
---|
3974 | if(curVBO && vb->conv_shift) {
|
---|
3975 | TRACE("Loading attribute from shifted buffer\n");
|
---|
3976 | TRACE("Attrib %d has original stride %d, new stride %d\n", i, strided->u.input[i].dwStride, vb->conv_stride);
|
---|
3977 | TRACE("Original offset %p, additional offset 0x%08x\n",strided->u.input[i].lpData, vb->conv_shift[(DWORD_PTR) strided->u.input[i].lpData]);
|
---|
3978 | TRACE("Opengl type %x\n", WINED3D_ATR_GLTYPE(strided->u.input[i].dwType));
|
---|
3979 | shift_index = ((DWORD_PTR) strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]);
|
---|
3980 | shift_index = shift_index % strided->u.input[i].dwStride;
|
---|
3981 | GL_EXTCALL(glVertexAttribPointerARB(i,
|
---|
3982 | WINED3D_ATR_SIZE(strided->u.input[i].dwType),
|
---|
3983 | WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
|
---|
3984 | WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
|
---|
3985 | vb->conv_stride,
|
---|
3986 |
|
---|
3987 | strided->u.input[i].lpData + vb->conv_shift[shift_index] +
|
---|
3988 | stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
|
---|
3989 | offset[strided->u.input[i].streamNo]));
|
---|
3990 |
|
---|
3991 | } else {
|
---|
3992 | GL_EXTCALL(glVertexAttribPointerARB(i,
|
---|
3993 | WINED3D_ATR_SIZE(strided->u.input[i].dwType),
|
---|
3994 | WINED3D_ATR_GLTYPE(strided->u.input[i].dwType),
|
---|
3995 | WINED3D_ATR_NORMALIZED(strided->u.input[i].dwType),
|
---|
3996 | strided->u.input[i].dwStride,
|
---|
3997 |
|
---|
3998 | strided->u.input[i].lpData +
|
---|
3999 | stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
|
---|
4000 | offset[strided->u.input[i].streamNo]) );
|
---|
4001 | }
|
---|
4002 | GL_EXTCALL(glEnableVertexAttribArrayARB(i));
|
---|
4003 | } else {
|
---|
4004 | /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
|
---|
4005 | * set up the attribute statically. But we have to figure out the system memory address.
|
---|
4006 | */
|
---|
4007 | const BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
|
---|
4008 | if(strided->u.input[i].VBO) {
|
---|
4009 | vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
|
---|
4010 | ptr += (long) vb->resource.allocatedMemory;
|
---|
4011 | }
|
---|
4012 | GL_EXTCALL(glDisableVertexAttribArrayARB(i));
|
---|
4013 |
|
---|
4014 | switch(strided->u.input[i].dwType) {
|
---|
4015 | case WINED3DDECLTYPE_FLOAT1:
|
---|
4016 | GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
|
---|
4017 | break;
|
---|
4018 | case WINED3DDECLTYPE_FLOAT2:
|
---|
4019 | GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
|
---|
4020 | break;
|
---|
4021 | case WINED3DDECLTYPE_FLOAT3:
|
---|
4022 | GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
|
---|
4023 | break;
|
---|
4024 | case WINED3DDECLTYPE_FLOAT4:
|
---|
4025 | GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
|
---|
4026 | break;
|
---|
4027 |
|
---|
4028 | case WINED3DDECLTYPE_UBYTE4:
|
---|
4029 | GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
|
---|
4030 | break;
|
---|
4031 | case WINED3DDECLTYPE_UBYTE4N:
|
---|
4032 | case WINED3DDECLTYPE_D3DCOLOR:
|
---|
4033 | GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
|
---|
4034 | break;
|
---|
4035 |
|
---|
4036 | case WINED3DDECLTYPE_SHORT2:
|
---|
4037 | GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
|
---|
4038 | break;
|
---|
4039 | case WINED3DDECLTYPE_SHORT4:
|
---|
4040 | GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
|
---|
4041 | break;
|
---|
4042 |
|
---|
4043 | case WINED3DDECLTYPE_SHORT2N:
|
---|
4044 | {
|
---|
4045 | const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
|
---|
4046 | GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
|
---|
4047 | break;
|
---|
4048 | }
|
---|
4049 | case WINED3DDECLTYPE_USHORT2N:
|
---|
4050 | {
|
---|
4051 | const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
|
---|
4052 | GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
|
---|
4053 | break;
|
---|
4054 | }
|
---|
4055 | case WINED3DDECLTYPE_SHORT4N:
|
---|
4056 | GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
|
---|
4057 | break;
|
---|
4058 | case WINED3DDECLTYPE_USHORT4N:
|
---|
4059 | GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
|
---|
4060 | break;
|
---|
4061 |
|
---|
4062 | case WINED3DDECLTYPE_UDEC3:
|
---|
4063 | FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
|
---|
4064 | /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
|
---|
4065 | break;
|
---|
4066 | case WINED3DDECLTYPE_DEC3N:
|
---|
4067 | FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
|
---|
4068 | /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
|
---|
4069 | break;
|
---|
4070 |
|
---|
4071 | case WINED3DDECLTYPE_FLOAT16_2:
|
---|
4072 | /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
|
---|
4073 | * byte float according to the IEEE standard
|
---|
4074 | */
|
---|
4075 | FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
|
---|
4076 | break;
|
---|
4077 | case WINED3DDECLTYPE_FLOAT16_4:
|
---|
4078 | FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
|
---|
4079 | break;
|
---|
4080 |
|
---|
4081 | case WINED3DDECLTYPE_UNUSED:
|
---|
4082 | default:
|
---|
4083 | ERR("Unexpected declaration in stride 0 attributes\n");
|
---|
4084 | break;
|
---|
4085 |
|
---|
4086 | }
|
---|
4087 | }
|
---|
4088 | }
|
---|
4089 | checkGLcall("Loading numbered arrays");
|
---|
4090 | }
|
---|
4091 |
|
---|
4092 | /* Used from 2 different functions, and too big to justify making it inlined */
|
---|
4093 | static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *sd)
|
---|
4094 | {
|
---|
4095 | const UINT *offset = stateblock->streamOffset;
|
---|
4096 | GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
|
---|
4097 |
|
---|
4098 | TRACE("Using fast vertex array code\n");
|
---|
4099 |
|
---|
4100 | /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
|
---|
4101 | stateblock->wineD3DDevice->instancedDraw = FALSE;
|
---|
4102 |
|
---|
4103 | /* Blend Data ---------------------------------------------- */
|
---|
4104 | if( (sd->u.s.blendWeights.lpData) || (sd->u.s.blendWeights.VBO) ||
|
---|
4105 | (sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO) ) {
|
---|
4106 |
|
---|
4107 | if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
---|
4108 | TRACE("Blend %d %p %d\n", WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
|
---|
4109 | sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride, sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
|
---|
4110 |
|
---|
4111 | glEnableClientState(GL_WEIGHT_ARRAY_ARB);
|
---|
4112 | checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
|
---|
4113 |
|
---|
4114 | GL_EXTCALL(glVertexBlendARB(WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) + 1));
|
---|
4115 |
|
---|
4116 | VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
|
---|
4117 | WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType) ,
|
---|
4118 | sd->u.s.blendWeights.dwStride,
|
---|
4119 | sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
|
---|
4120 |
|
---|
4121 | if(curVBO != sd->u.s.blendWeights.VBO) {
|
---|
4122 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.blendWeights.VBO));
|
---|
4123 | checkGLcall("glBindBufferARB");
|
---|
4124 | curVBO = sd->u.s.blendWeights.VBO;
|
---|
4125 | }
|
---|
4126 |
|
---|
4127 | GL_EXTCALL(glWeightPointerARB)(
|
---|
4128 | WINED3D_ATR_SIZE(sd->u.s.blendWeights.dwType),
|
---|
4129 | WINED3D_ATR_GLTYPE(sd->u.s.blendWeights.dwType),
|
---|
4130 | sd->u.s.blendWeights.dwStride,
|
---|
4131 | sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]);
|
---|
4132 |
|
---|
4133 | checkGLcall("glWeightPointerARB");
|
---|
4134 |
|
---|
4135 | if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
|
---|
4136 | static BOOL warned;
|
---|
4137 | if (!warned)
|
---|
4138 | {
|
---|
4139 | FIXME("blendMatrixIndices support\n");
|
---|
4140 | warned = TRUE;
|
---|
4141 | }
|
---|
4142 | }
|
---|
4143 | } else {
|
---|
4144 | /* TODO: support blends in drawStridedSlow
|
---|
4145 | * No need to write a FIXME here, this is done after the general vertex decl decoding
|
---|
4146 | */
|
---|
4147 | WARN("unsupported blending in openGl\n");
|
---|
4148 | }
|
---|
4149 | } else {
|
---|
4150 | if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
---|
4151 | static const GLbyte one = 1;
|
---|
4152 | GL_EXTCALL(glWeightbvARB(1, &one));
|
---|
4153 | checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
|
---|
4154 | }
|
---|
4155 | }
|
---|
4156 |
|
---|
4157 | /* Point Size ----------------------------------------------*/
|
---|
4158 | if (sd->u.s.pSize.lpData || sd->u.s.pSize.VBO) {
|
---|
4159 |
|
---|
4160 | /* no such functionality in the fixed function GL pipeline */
|
---|
4161 | TRACE("Cannot change ptSize here in openGl\n");
|
---|
4162 | /* TODO: Implement this function in using shaders if they are available */
|
---|
4163 |
|
---|
4164 | }
|
---|
4165 |
|
---|
4166 | /* Vertex Pointers -----------------------------------------*/
|
---|
4167 | if (sd->u.s.position.lpData != NULL || sd->u.s.position.VBO != 0) {
|
---|
4168 | /* Note dwType == float3 or float4 == 2 or 3 */
|
---|
4169 | VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n",
|
---|
4170 | sd->u.s.position.dwStride,
|
---|
4171 | sd->u.s.position.dwType + 1,
|
---|
4172 | sd->u.s.position.lpData));
|
---|
4173 |
|
---|
4174 | if(curVBO != sd->u.s.position.VBO) {
|
---|
4175 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.position.VBO));
|
---|
4176 | checkGLcall("glBindBufferARB");
|
---|
4177 | curVBO = sd->u.s.position.VBO;
|
---|
4178 | }
|
---|
4179 |
|
---|
4180 | /* min(WINED3D_ATR_SIZE(position),3) to Disable RHW mode as 'w' coord
|
---|
4181 | handling for rhw mode should not impact screen position whereas in GL it does.
|
---|
4182 | This may result in very slightly distorted textures in rhw mode.
|
---|
4183 | There's always the other option of fixing the view matrix to
|
---|
4184 | prevent w from having any effect.
|
---|
4185 |
|
---|
4186 | This only applies to user pointer sources, in VBOs the vertices are fixed up
|
---|
4187 | */
|
---|
4188 | if(sd->u.s.position.VBO == 0) {
|
---|
4189 | glVertexPointer(3 /* min(WINED3D_ATR_SIZE(sd->u.s.position.dwType),3) */,
|
---|
4190 | WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
|
---|
4191 | sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
|
---|
4192 | } else {
|
---|
4193 | glVertexPointer(
|
---|
4194 | WINED3D_ATR_SIZE(sd->u.s.position.dwType),
|
---|
4195 | WINED3D_ATR_GLTYPE(sd->u.s.position.dwType),
|
---|
4196 | sd->u.s.position.dwStride, sd->u.s.position.lpData + stateblock->loadBaseVertexIndex * sd->u.s.position.dwStride + offset[sd->u.s.position.streamNo]);
|
---|
4197 | }
|
---|
4198 | checkGLcall("glVertexPointer(...)");
|
---|
4199 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
4200 | checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
|
---|
4201 | }
|
---|
4202 |
|
---|
4203 | /* Normals -------------------------------------------------*/
|
---|
4204 | if (sd->u.s.normal.lpData || sd->u.s.normal.VBO) {
|
---|
4205 | /* Note dwType == float3 or float4 == 2 or 3 */
|
---|
4206 | VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n",
|
---|
4207 | sd->u.s.normal.dwStride,
|
---|
4208 | sd->u.s.normal.lpData));
|
---|
4209 | if(curVBO != sd->u.s.normal.VBO) {
|
---|
4210 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.normal.VBO));
|
---|
4211 | checkGLcall("glBindBufferARB");
|
---|
4212 | curVBO = sd->u.s.normal.VBO;
|
---|
4213 | }
|
---|
4214 | glNormalPointer(
|
---|
4215 | WINED3D_ATR_GLTYPE(sd->u.s.normal.dwType),
|
---|
4216 | sd->u.s.normal.dwStride,
|
---|
4217 | sd->u.s.normal.lpData + stateblock->loadBaseVertexIndex * sd->u.s.normal.dwStride + offset[sd->u.s.normal.streamNo]);
|
---|
4218 | checkGLcall("glNormalPointer(...)");
|
---|
4219 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
4220 | checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
|
---|
4221 |
|
---|
4222 | } else {
|
---|
4223 | glNormal3f(0, 0, 0);
|
---|
4224 | checkGLcall("glNormal3f(0, 0, 0)");
|
---|
4225 | }
|
---|
4226 |
|
---|
4227 | /* Diffuse Colour --------------------------------------------*/
|
---|
4228 | /* WARNING: Data here MUST be in RGBA format, so cannot */
|
---|
4229 | /* go directly into fast mode from app pgm, because */
|
---|
4230 | /* directx requires data in BGRA format. */
|
---|
4231 | /* currently fixupVertices swizzles the format, but this isn't*/
|
---|
4232 | /* very practical when using VBOs */
|
---|
4233 | /* NOTE: Unless we write a vertex shader to swizzle the colour*/
|
---|
4234 | /* , or the user doesn't care and wants the speed advantage */
|
---|
4235 |
|
---|
4236 | if (sd->u.s.diffuse.lpData || sd->u.s.diffuse.VBO) {
|
---|
4237 | /* Note dwType == float3 or float4 == 2 or 3 */
|
---|
4238 | VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
|
---|
4239 | sd->u.s.diffuse.dwStride,
|
---|
4240 | sd->u.s.diffuse.lpData));
|
---|
4241 |
|
---|
4242 | if(curVBO != sd->u.s.diffuse.VBO) {
|
---|
4243 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.diffuse.VBO));
|
---|
4244 | checkGLcall("glBindBufferARB");
|
---|
4245 | curVBO = sd->u.s.diffuse.VBO;
|
---|
4246 | }
|
---|
4247 |
|
---|
4248 | glColorPointer(WINED3D_ATR_SIZE(sd->u.s.diffuse.dwType),
|
---|
4249 | WINED3D_ATR_GLTYPE(sd->u.s.diffuse.dwType),
|
---|
4250 | sd->u.s.diffuse.dwStride,
|
---|
4251 | sd->u.s.diffuse.lpData + stateblock->loadBaseVertexIndex * sd->u.s.diffuse.dwStride + offset[sd->u.s.diffuse.streamNo]);
|
---|
4252 | checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
|
---|
4253 | glEnableClientState(GL_COLOR_ARRAY);
|
---|
4254 | checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
|
---|
4255 |
|
---|
4256 | } else {
|
---|
4257 | glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
4258 | checkGLcall("glColor4f(1, 1, 1, 1)");
|
---|
4259 | }
|
---|
4260 |
|
---|
4261 | /* Specular Colour ------------------------------------------*/
|
---|
4262 | if (sd->u.s.specular.lpData || sd->u.s.specular.VBO) {
|
---|
4263 | TRACE("setting specular colour\n");
|
---|
4264 | /* Note dwType == float3 or float4 == 2 or 3 */
|
---|
4265 | VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n",
|
---|
4266 | sd->u.s.specular.dwStride,
|
---|
4267 | sd->u.s.specular.lpData));
|
---|
4268 | if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
---|
4269 | if(curVBO != sd->u.s.specular.VBO) {
|
---|
4270 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, sd->u.s.specular.VBO));
|
---|
4271 | checkGLcall("glBindBufferARB");
|
---|
4272 | curVBO = sd->u.s.specular.VBO;
|
---|
4273 | }
|
---|
4274 | GL_EXTCALL(glSecondaryColorPointerEXT)(WINED3D_ATR_SIZE(sd->u.s.specular.dwType),
|
---|
4275 | WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
|
---|
4276 | sd->u.s.specular.dwStride,
|
---|
4277 | sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
|
---|
4278 | checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
|
---|
4279 | glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
|
---|
4280 | checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
|
---|
4281 | } else {
|
---|
4282 |
|
---|
4283 | /* Missing specular color is not critical, no warnings */
|
---|
4284 | VTRACE(("Specular colour is not supported in this GL implementation\n"));
|
---|
4285 | }
|
---|
4286 |
|
---|
4287 | } else {
|
---|
4288 | if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
---|
4289 | GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
|
---|
4290 | checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
|
---|
4291 | } else {
|
---|
4292 |
|
---|
4293 | /* Missing specular color is not critical, no warnings */
|
---|
4294 | VTRACE(("Specular colour is not supported in this GL implementation\n"));
|
---|
4295 | }
|
---|
4296 | }
|
---|
4297 |
|
---|
4298 | /* Texture coords -------------------------------------------*/
|
---|
4299 | loadTexCoords(stateblock, sd, &curVBO);
|
---|
4300 | }
|
---|
4301 |
|
---|
4302 | static inline void drawPrimitiveTraceDataLocations(const WineDirect3DVertexStridedData *dataLocations)
|
---|
4303 | {
|
---|
4304 | /* Dump out what parts we have supplied */
|
---|
4305 | TRACE("Strided Data:\n");
|
---|
4306 | TRACE_STRIDED((dataLocations), position);
|
---|
4307 | TRACE_STRIDED((dataLocations), blendWeights);
|
---|
4308 | TRACE_STRIDED((dataLocations), blendMatrixIndices);
|
---|
4309 | TRACE_STRIDED((dataLocations), normal);
|
---|
4310 | TRACE_STRIDED((dataLocations), pSize);
|
---|
4311 | TRACE_STRIDED((dataLocations), diffuse);
|
---|
4312 | TRACE_STRIDED((dataLocations), specular);
|
---|
4313 | TRACE_STRIDED((dataLocations), texCoords[0]);
|
---|
4314 | TRACE_STRIDED((dataLocations), texCoords[1]);
|
---|
4315 | TRACE_STRIDED((dataLocations), texCoords[2]);
|
---|
4316 | TRACE_STRIDED((dataLocations), texCoords[3]);
|
---|
4317 | TRACE_STRIDED((dataLocations), texCoords[4]);
|
---|
4318 | TRACE_STRIDED((dataLocations), texCoords[5]);
|
---|
4319 | TRACE_STRIDED((dataLocations), texCoords[6]);
|
---|
4320 | TRACE_STRIDED((dataLocations), texCoords[7]);
|
---|
4321 | TRACE_STRIDED((dataLocations), position2);
|
---|
4322 | TRACE_STRIDED((dataLocations), normal2);
|
---|
4323 | TRACE_STRIDED((dataLocations), tangent);
|
---|
4324 | TRACE_STRIDED((dataLocations), binormal);
|
---|
4325 | TRACE_STRIDED((dataLocations), tessFactor);
|
---|
4326 | TRACE_STRIDED((dataLocations), fog);
|
---|
4327 | TRACE_STRIDED((dataLocations), depth);
|
---|
4328 | TRACE_STRIDED((dataLocations), sample);
|
---|
4329 |
|
---|
4330 | return;
|
---|
4331 | }
|
---|
4332 |
|
---|
4333 | static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4334 | IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
---|
4335 | BOOL fixup = FALSE;
|
---|
4336 | WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
|
---|
4337 | BOOL useVertexShaderFunction;
|
---|
4338 |
|
---|
4339 | if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
|
---|
4340 | ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
|
---|
4341 | useVertexShaderFunction = TRUE;
|
---|
4342 | } else {
|
---|
4343 | useVertexShaderFunction = FALSE;
|
---|
4344 | }
|
---|
4345 |
|
---|
4346 |
|
---|
4347 | if(device->up_strided) {
|
---|
4348 | /* Note: this is a ddraw fixed-function code path */
|
---|
4349 | TRACE("================ Strided Input ===================\n");
|
---|
4350 | memcpy(dataLocations, device->up_strided, sizeof(*dataLocations));
|
---|
4351 |
|
---|
4352 | if(TRACE_ON(d3d)) {
|
---|
4353 | drawPrimitiveTraceDataLocations(dataLocations);
|
---|
4354 | }
|
---|
4355 | } else {
|
---|
4356 | /* Note: This is a fixed function or shader codepath.
|
---|
4357 | * This means it must handle both types of strided data.
|
---|
4358 | * Shaders must go through here to zero the strided data, even if they
|
---|
4359 | * don't set any declaration at all
|
---|
4360 | */
|
---|
4361 | TRACE("================ Vertex Declaration ===================\n");
|
---|
4362 | memset(dataLocations, 0, sizeof(*dataLocations));
|
---|
4363 | primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
|
---|
4364 | useVertexShaderFunction, dataLocations, &fixup);
|
---|
4365 | }
|
---|
4366 |
|
---|
4367 | if (dataLocations->u.s.position_transformed) {
|
---|
4368 | useVertexShaderFunction = FALSE;
|
---|
4369 | }
|
---|
4370 |
|
---|
4371 | /* Unload the old arrays before loading the new ones to get old junk out */
|
---|
4372 | if(context->numberedArraysLoaded) {
|
---|
4373 | unloadNumberedArrays(stateblock);
|
---|
4374 | context->numberedArraysLoaded = FALSE;
|
---|
4375 | }
|
---|
4376 | if(context->namedArraysLoaded) {
|
---|
4377 | unloadVertexData(stateblock);
|
---|
4378 | context->namedArraysLoaded = FALSE;
|
---|
4379 | }
|
---|
4380 |
|
---|
4381 | if(useVertexShaderFunction) {
|
---|
4382 | if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
|
---|
4383 | TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
|
---|
4384 | device->useDrawStridedSlow = TRUE;
|
---|
4385 | context->numberedArraysLoaded = FALSE;
|
---|
4386 | } else {
|
---|
4387 | TRACE("Loading numbered arrays\n");
|
---|
4388 | loadNumberedArrays(stateblock, dataLocations);
|
---|
4389 | device->useDrawStridedSlow = FALSE;
|
---|
4390 | context->numberedArraysLoaded = TRUE;
|
---|
4391 | }
|
---|
4392 | } else if (fixup ||
|
---|
4393 | (dataLocations->u.s.pSize.lpData == NULL &&
|
---|
4394 | dataLocations->u.s.diffuse.lpData == NULL &&
|
---|
4395 | dataLocations->u.s.specular.lpData == NULL)) {
|
---|
4396 | /* Load the vertex data using named arrays */
|
---|
4397 | TRACE("Loading vertex data\n");
|
---|
4398 | loadVertexData(stateblock, dataLocations);
|
---|
4399 | device->useDrawStridedSlow = FALSE;
|
---|
4400 | context->namedArraysLoaded = TRUE;
|
---|
4401 | } else {
|
---|
4402 | TRACE("Not loading vertex data\n");
|
---|
4403 | device->useDrawStridedSlow = TRUE;
|
---|
4404 | }
|
---|
4405 |
|
---|
4406 | /* Generate some fixme's if unsupported functionality is being used */
|
---|
4407 | #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
|
---|
4408 | /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
|
---|
4409 | if (!useVertexShaderFunction && (BUFFER_OR_DATA(position2) || BUFFER_OR_DATA(normal2))) {
|
---|
4410 | FIXME("Tweening is only valid with vertex shaders\n");
|
---|
4411 | }
|
---|
4412 | if (!useVertexShaderFunction && BUFFER_OR_DATA(binormal)) {
|
---|
4413 | FIXME("Binormal bump mapping is only valid with vertex shaders\n");
|
---|
4414 | }
|
---|
4415 | if (!useVertexShaderFunction && (BUFFER_OR_DATA(tessFactor) || BUFFER_OR_DATA(fog) || BUFFER_OR_DATA(depth) || BUFFER_OR_DATA(sample))) {
|
---|
4416 | FIXME("Extended attributes are only valid with vertex shaders\n");
|
---|
4417 | }
|
---|
4418 | #undef BUFFER_OR_DATA
|
---|
4419 | }
|
---|
4420 |
|
---|
4421 | static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4422 | BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
|
---|
4423 | BOOL usePixelShaderFunction = stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader
|
---|
4424 | && ((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function;
|
---|
4425 | BOOL transformed;
|
---|
4426 | /* Some stuff is in the device until we have per context tracking */
|
---|
4427 | IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
---|
4428 | BOOL wasrhw = context->last_was_rhw;
|
---|
4429 |
|
---|
4430 | /* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
|
---|
4431 | * here simply check whether a shader was set, or the user disabled shaders
|
---|
4432 | */
|
---|
4433 | if (use_vs(device)) {
|
---|
4434 | useVertexShaderFunction = TRUE;
|
---|
4435 |
|
---|
4436 | if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.fog != context->last_was_foggy_shader) {
|
---|
4437 | updateFog = TRUE;
|
---|
4438 | }
|
---|
4439 | } else if(context->last_was_foggy_shader) {
|
---|
4440 | updateFog = TRUE;
|
---|
4441 | }
|
---|
4442 |
|
---|
4443 | transformed = device->strided_streams.u.s.position_transformed;
|
---|
4444 | if (transformed) useVertexShaderFunction = FALSE;
|
---|
4445 |
|
---|
4446 | if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
|
---|
4447 | updateFog = TRUE;
|
---|
4448 | }
|
---|
4449 |
|
---|
4450 | /* Reapply lighting if it is not scheduled for reapplication already */
|
---|
4451 | if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
|
---|
4452 | state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
|
---|
4453 | }
|
---|
4454 |
|
---|
4455 | if (transformed) {
|
---|
4456 | context->last_was_rhw = TRUE;
|
---|
4457 | } else {
|
---|
4458 |
|
---|
4459 | /* Untransformed, so relies on the view and projection matrices */
|
---|
4460 | context->last_was_rhw = FALSE;
|
---|
4461 | /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
|
---|
4462 | device->untransformed = TRUE;
|
---|
4463 |
|
---|
4464 | /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
|
---|
4465 | * Not needed as long as only hw shaders are supported
|
---|
4466 | */
|
---|
4467 |
|
---|
4468 | /* This sets the shader output position correction constants.
|
---|
4469 | * TODO: Move to the viewport state
|
---|
4470 | */
|
---|
4471 | if (useVertexShaderFunction) {
|
---|
4472 | device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
|
---|
4473 | device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
|
---|
4474 | }
|
---|
4475 | }
|
---|
4476 |
|
---|
4477 | /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
|
---|
4478 | * off this function will be called again anyway to make sure they're properly set
|
---|
4479 | */
|
---|
4480 | if(!useVertexShaderFunction) {
|
---|
4481 | /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
|
---|
4482 | * or transformed / untransformed was switched
|
---|
4483 | */
|
---|
4484 | if(wasrhw != context->last_was_rhw &&
|
---|
4485 | !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
|
---|
4486 | !isStateDirty(context, STATE_VIEWPORT)) {
|
---|
4487 | transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
|
---|
4488 | }
|
---|
4489 | /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
|
---|
4490 | * mode.
|
---|
4491 | *
|
---|
4492 | * If a vertex shader is used, the world matrix changed and then vertex shader unbound
|
---|
4493 | * this check will fail and the matrix not applied again. This is OK because a simple
|
---|
4494 | * world matrix change reapplies the matrix - These checks here are only to satisfy the
|
---|
4495 | * needs of the vertex declaration.
|
---|
4496 | *
|
---|
4497 | * World and view matrix go into the same gl matrix, so only apply them when neither is
|
---|
4498 | * dirty
|
---|
4499 | */
|
---|
4500 | if(transformed != wasrhw &&
|
---|
4501 | !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
|
---|
4502 | !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
|
---|
4503 | transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
|
---|
4504 | }
|
---|
4505 |
|
---|
4506 | if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
|
---|
4507 | state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
|
---|
4508 | }
|
---|
4509 |
|
---|
4510 | if(context->last_was_vshader && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
|
---|
4511 | state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
|
---|
4512 | }
|
---|
4513 | if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
|
---|
4514 | state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
|
---|
4515 | }
|
---|
4516 | } else {
|
---|
4517 | if(!context->last_was_vshader) {
|
---|
4518 | int i;
|
---|
4519 | static BOOL warned = FALSE;
|
---|
4520 | /* Disable all clip planes to get defined results on all drivers. See comment in the
|
---|
4521 | * state_clipping state handler
|
---|
4522 | */
|
---|
4523 | for(i = 0; i < GL_LIMITS(clipplanes); i++) {
|
---|
4524 | glDisable(GL_CLIP_PLANE0 + i);
|
---|
4525 | checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
|
---|
4526 | }
|
---|
4527 |
|
---|
4528 | if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
|
---|
4529 | FIXME("Clipping not supported with vertex shaders\n");
|
---|
4530 | warned = TRUE;
|
---|
4531 | }
|
---|
4532 | if(wasrhw) {
|
---|
4533 | /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
|
---|
4534 | * shaders themselves do not need it, but the matrices are not reapplied automatically when
|
---|
4535 | * switching back from vertex shaders to fixed function processing. So make sure we leave the
|
---|
4536 | * fixed function vertex processing states back in a sane state before switching to shaders
|
---|
4537 | */
|
---|
4538 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
|
---|
4539 | transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
|
---|
4540 | }
|
---|
4541 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
|
---|
4542 | transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
|
---|
4543 | }
|
---|
4544 | }
|
---|
4545 | }
|
---|
4546 | }
|
---|
4547 |
|
---|
4548 | /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
|
---|
4549 | * application
|
---|
4550 | */
|
---|
4551 | if (!isStateDirty(context, STATE_PIXELSHADER)) {
|
---|
4552 | device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
|
---|
4553 |
|
---|
4554 | if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
|
---|
4555 | shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
|
---|
4556 | }
|
---|
4557 | }
|
---|
4558 |
|
---|
4559 | context->last_was_vshader = useVertexShaderFunction;
|
---|
4560 |
|
---|
4561 | if(updateFog) {
|
---|
4562 | state_fog(STATE_RENDER(WINED3DRS_FOGENABLE), stateblock, context);
|
---|
4563 | }
|
---|
4564 | if(!useVertexShaderFunction) {
|
---|
4565 | int i;
|
---|
4566 | for(i = 0; i < MAX_TEXTURES; i++) {
|
---|
4567 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
|
---|
4568 | transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
|
---|
4569 | }
|
---|
4570 | }
|
---|
4571 | }
|
---|
4572 | }
|
---|
4573 |
|
---|
4574 | static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4575 | UINT width, height;
|
---|
4576 | IWineD3DSurfaceImpl *target;
|
---|
4577 |
|
---|
4578 | glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
|
---|
4579 | checkGLcall("glDepthRange");
|
---|
4580 | /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
|
---|
4581 | */
|
---|
4582 | if(stateblock->wineD3DDevice->render_offscreen) {
|
---|
4583 | glViewport(stateblock->viewport.X,
|
---|
4584 | stateblock->viewport.Y,
|
---|
4585 | stateblock->viewport.Width, stateblock->viewport.Height);
|
---|
4586 | } else {
|
---|
4587 | target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
|
---|
4588 | target->get_drawable_size(target, &width, &height);
|
---|
4589 |
|
---|
4590 | glViewport(stateblock->viewport.X,
|
---|
4591 | (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
|
---|
4592 | stateblock->viewport.Width, stateblock->viewport.Height);
|
---|
4593 | }
|
---|
4594 |
|
---|
4595 | checkGLcall("glViewport");
|
---|
4596 | }
|
---|
4597 |
|
---|
4598 | static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4599 | stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
|
---|
4600 | stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
|
---|
4601 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
|
---|
4602 | transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
|
---|
4603 | }
|
---|
4604 | if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
|
---|
4605 | state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
|
---|
4606 | }
|
---|
4607 | }
|
---|
4608 |
|
---|
4609 | static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4610 | UINT Index = state - STATE_ACTIVELIGHT(0);
|
---|
4611 | const PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
|
---|
4612 |
|
---|
4613 | if(!lightInfo) {
|
---|
4614 | glDisable(GL_LIGHT0 + Index);
|
---|
4615 | checkGLcall("glDisable(GL_LIGHT0 + Index)");
|
---|
4616 | } else {
|
---|
4617 | float quad_att;
|
---|
4618 | float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
|
---|
4619 |
|
---|
4620 | /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
|
---|
4621 | glMatrixMode(GL_MODELVIEW);
|
---|
4622 | glPushMatrix();
|
---|
4623 | glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
|
---|
4624 |
|
---|
4625 | /* Diffuse: */
|
---|
4626 | colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
|
---|
4627 | colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
|
---|
4628 | colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
|
---|
4629 | colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
|
---|
4630 | glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
|
---|
4631 | checkGLcall("glLightfv");
|
---|
4632 |
|
---|
4633 | /* Specular */
|
---|
4634 | colRGBA[0] = lightInfo->OriginalParms.Specular.r;
|
---|
4635 | colRGBA[1] = lightInfo->OriginalParms.Specular.g;
|
---|
4636 | colRGBA[2] = lightInfo->OriginalParms.Specular.b;
|
---|
4637 | colRGBA[3] = lightInfo->OriginalParms.Specular.a;
|
---|
4638 | glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
|
---|
4639 | checkGLcall("glLightfv");
|
---|
4640 |
|
---|
4641 | /* Ambient */
|
---|
4642 | colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
|
---|
4643 | colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
|
---|
4644 | colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
|
---|
4645 | colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
|
---|
4646 | glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
|
---|
4647 | checkGLcall("glLightfv");
|
---|
4648 |
|
---|
4649 | if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
|
---|
4650 | quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
|
---|
4651 | } else {
|
---|
4652 | quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
|
---|
4653 | }
|
---|
4654 |
|
---|
4655 | /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
|
---|
4656 | * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
|
---|
4657 | * Attenuation0 to NaN and crashes in the gl lib
|
---|
4658 | */
|
---|
4659 |
|
---|
4660 | switch (lightInfo->OriginalParms.Type) {
|
---|
4661 | case WINED3DLIGHT_POINT:
|
---|
4662 | /* Position */
|
---|
4663 | glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
|
---|
4664 | checkGLcall("glLightfv");
|
---|
4665 | glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
|
---|
4666 | checkGLcall("glLightf");
|
---|
4667 | /* Attenuation - Are these right? guessing... */
|
---|
4668 | glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
|
---|
4669 | checkGLcall("glLightf");
|
---|
4670 | glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
|
---|
4671 | checkGLcall("glLightf");
|
---|
4672 | if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
|
---|
4673 | glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
|
---|
4674 | checkGLcall("glLightf");
|
---|
4675 | /* FIXME: Range */
|
---|
4676 | break;
|
---|
4677 |
|
---|
4678 | case WINED3DLIGHT_SPOT:
|
---|
4679 | /* Position */
|
---|
4680 | glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
|
---|
4681 | checkGLcall("glLightfv");
|
---|
4682 | /* Direction */
|
---|
4683 | glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
|
---|
4684 | checkGLcall("glLightfv");
|
---|
4685 | glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
|
---|
4686 | checkGLcall("glLightf");
|
---|
4687 | glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
|
---|
4688 | checkGLcall("glLightf");
|
---|
4689 | /* Attenuation - Are these right? guessing... */
|
---|
4690 | glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
|
---|
4691 | checkGLcall("glLightf");
|
---|
4692 | glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
|
---|
4693 | checkGLcall("glLightf");
|
---|
4694 | if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
|
---|
4695 | glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
|
---|
4696 | checkGLcall("glLightf");
|
---|
4697 | /* FIXME: Range */
|
---|
4698 | break;
|
---|
4699 |
|
---|
4700 | case WINED3DLIGHT_DIRECTIONAL:
|
---|
4701 | /* Direction */
|
---|
4702 | glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
|
---|
4703 | checkGLcall("glLightfv");
|
---|
4704 | glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
|
---|
4705 | checkGLcall("glLightf");
|
---|
4706 | glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
|
---|
4707 | checkGLcall("glLightf");
|
---|
4708 | break;
|
---|
4709 |
|
---|
4710 | default:
|
---|
4711 | FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
|
---|
4712 | }
|
---|
4713 |
|
---|
4714 | /* Restore the modelview matrix */
|
---|
4715 | glPopMatrix();
|
---|
4716 |
|
---|
4717 | glEnable(GL_LIGHT0 + Index);
|
---|
4718 | checkGLcall("glEnable(GL_LIGHT0 + Index)");
|
---|
4719 | }
|
---|
4720 |
|
---|
4721 | return;
|
---|
4722 | }
|
---|
4723 |
|
---|
4724 | static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4725 | RECT *pRect = &stateblock->scissorRect;
|
---|
4726 | UINT height;
|
---|
4727 | UINT width;
|
---|
4728 | IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
|
---|
4729 |
|
---|
4730 | target->get_drawable_size(target, &width, &height);
|
---|
4731 | /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
|
---|
4732 | * Warning2: Even in windowed mode the coords are relative to the window, not the screen
|
---|
4733 | */
|
---|
4734 | TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
|
---|
4735 | pRect->right - pRect->left, pRect->bottom - pRect->top);
|
---|
4736 |
|
---|
4737 | if (stateblock->wineD3DDevice->render_offscreen) {
|
---|
4738 | glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
|
---|
4739 | } else {
|
---|
4740 | glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
|
---|
4741 | }
|
---|
4742 | checkGLcall("glScissor");
|
---|
4743 | }
|
---|
4744 |
|
---|
4745 | static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4746 | if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
|
---|
4747 | GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
|
---|
4748 | } else {
|
---|
4749 | IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
|
---|
4750 | GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
|
---|
4751 | }
|
---|
4752 | }
|
---|
4753 |
|
---|
4754 | static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4755 | if(stateblock->wineD3DDevice->render_offscreen) {
|
---|
4756 | glFrontFace(GL_CCW);
|
---|
4757 | checkGLcall("glFrontFace(GL_CCW)");
|
---|
4758 | } else {
|
---|
4759 | glFrontFace(GL_CW);
|
---|
4760 | checkGLcall("glFrontFace(GL_CW)");
|
---|
4761 | }
|
---|
4762 | }
|
---|
4763 |
|
---|
4764 | const struct StateEntryTemplate misc_state_template[] = {
|
---|
4765 | { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
|
---|
4766 | { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
|
---|
4767 | { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
|
---|
4768 | { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
|
---|
4769 | { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
|
---|
4770 | { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
|
---|
4771 | { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
|
---|
4772 | { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
|
---|
4773 | { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
|
---|
4774 | { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, 0 },
|
---|
4775 | { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, 0 },
|
---|
4776 | { STATE_VDECL, { STATE_VDECL, streamsrc }, 0 },
|
---|
4777 | { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, 0 },
|
---|
4778 | { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, 0 },
|
---|
4779 | /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
|
---|
4780 | * vshader loadings are untied from each other
|
---|
4781 | */
|
---|
4782 | { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
|
---|
4783 | { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, 0 },
|
---|
4784 | { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4785 | { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4786 | { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4787 | { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4788 | { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4789 | { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4790 | { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4791 | { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4792 | { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4793 | { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4794 | { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4795 | { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4796 | { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4797 | { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4798 | { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4799 | { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4800 | { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4801 | { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4802 | { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4803 | { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4804 | { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4805 | { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4806 | { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4807 | { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4808 | { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4809 | { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4810 | { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4811 | { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4812 | { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4813 | { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4814 | { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4815 | { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, 0 },
|
---|
4816 | { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4817 | { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4818 | { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4819 | { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4820 | { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4821 | { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4822 | { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4823 | { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4824 | { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4825 | { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4826 | { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4827 | { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4828 | { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4829 | { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4830 | { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4831 | { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, 0 },
|
---|
4832 |
|
---|
4833 | { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, 0 },
|
---|
4834 | { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
|
---|
4835 | { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, 0 },
|
---|
4836 | { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, 0 },
|
---|
4837 | { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, 0 },
|
---|
4838 | { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, 0 },
|
---|
4839 | { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, 0 },
|
---|
4840 | { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, 0 },
|
---|
4841 | { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, 0 },
|
---|
4842 | { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, 0 },
|
---|
4843 | { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, 0 },
|
---|
4844 | { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, 0 },
|
---|
4845 | { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, 0 },
|
---|
4846 | { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, 0 },
|
---|
4847 | { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
|
---|
4848 | { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
|
---|
4849 | { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
|
---|
4850 | { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, 0 },
|
---|
4851 | { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, 0 },
|
---|
4852 | { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, 0 },
|
---|
4853 | { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, 0 },
|
---|
4854 | { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, 0 },
|
---|
4855 | { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, 0 },
|
---|
4856 | { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, 0 },
|
---|
4857 | { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, 0 },
|
---|
4858 | { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, 0 },
|
---|
4859 | { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, 0 },
|
---|
4860 | { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, 0 },
|
---|
4861 | { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, 0 },
|
---|
4862 | { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, 0 },
|
---|
4863 | { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, 0 },
|
---|
4864 | { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
|
---|
4865 | { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
|
---|
4866 | { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
|
---|
4867 | { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
|
---|
4868 | { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
|
---|
4869 | { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
|
---|
4870 | { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
|
---|
4871 | { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
|
---|
4872 | { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, 0 },
|
---|
4873 | { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
|
---|
4874 | { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
|
---|
4875 | { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
|
---|
4876 | { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
|
---|
4877 | { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, 0 },
|
---|
4878 | { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4879 | { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4880 | { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4881 | { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4882 | { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4883 | { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4884 | { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4885 | { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4886 | { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4887 | { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4888 | { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4889 | { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4890 | { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4891 | { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4892 | { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4893 | { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, 0 },
|
---|
4894 | { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, 0 },
|
---|
4895 | { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, 0 },
|
---|
4896 | { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, 0 },
|
---|
4897 | { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, 0 },
|
---|
4898 | { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, 0 },
|
---|
4899 | { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, 0 },
|
---|
4900 | { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
|
---|
4901 | { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
|
---|
4902 | { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
|
---|
4903 | { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
|
---|
4904 | { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
|
---|
4905 | { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
|
---|
4906 | { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, 0 },
|
---|
4907 | { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
|
---|
4908 | { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, 0 },
|
---|
4909 | { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, 0 },
|
---|
4910 | { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
|
---|
4911 | { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
|
---|
4912 | { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, 0 },
|
---|
4913 | { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, 0 },
|
---|
4914 | { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
|
---|
4915 | { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
|
---|
4916 | { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
|
---|
4917 | { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, 0 },
|
---|
4918 | { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
|
---|
4919 | { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, 0 },
|
---|
4920 | { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, 0 },
|
---|
4921 | /* Samplers */
|
---|
4922 | { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, 0 },
|
---|
4923 | { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, 0 },
|
---|
4924 | { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, 0 },
|
---|
4925 | { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, 0 },
|
---|
4926 | { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, 0 },
|
---|
4927 | { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, 0 },
|
---|
4928 | { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, 0 },
|
---|
4929 | { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, 0 },
|
---|
4930 | { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, 0 },
|
---|
4931 | { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, 0 },
|
---|
4932 | { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, 0 },
|
---|
4933 | { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, 0 },
|
---|
4934 | { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, 0 },
|
---|
4935 | { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, 0 },
|
---|
4936 | { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, 0 },
|
---|
4937 | { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, 0 },
|
---|
4938 | { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, 0 },
|
---|
4939 | { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, 0 },
|
---|
4940 | { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, 0 },
|
---|
4941 | { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, 0 },
|
---|
4942 | {0 /* Terminate */, { 0, 0 }, 0 },
|
---|
4943 | };
|
---|
4944 |
|
---|
4945 | const struct StateEntryTemplate ffp_vertexstate_template[] = {
|
---|
4946 | { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, 0 },
|
---|
4947 | { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, 0 },
|
---|
4948 | { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
|
---|
4949 | { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, 0 },
|
---|
4950 | /* Clip planes */
|
---|
4951 | { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, 0 },
|
---|
4952 | { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, 0 },
|
---|
4953 | { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, 0 },
|
---|
4954 | { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, 0 },
|
---|
4955 | { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, 0 },
|
---|
4956 | { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, 0 },
|
---|
4957 | { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, 0 },
|
---|
4958 | { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, 0 },
|
---|
4959 | { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, 0 },
|
---|
4960 | { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, 0 },
|
---|
4961 | { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, 0 },
|
---|
4962 | { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, 0 },
|
---|
4963 | { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, 0 },
|
---|
4964 | { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, 0 },
|
---|
4965 | { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, 0 },
|
---|
4966 | { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, 0 },
|
---|
4967 | { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, 0 },
|
---|
4968 | { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, 0 },
|
---|
4969 | { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, 0 },
|
---|
4970 | { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, 0 },
|
---|
4971 | { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, 0 },
|
---|
4972 | { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, 0 },
|
---|
4973 | { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, 0 },
|
---|
4974 | { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, 0 },
|
---|
4975 | { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, 0 },
|
---|
4976 | { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, 0 },
|
---|
4977 | { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, 0 },
|
---|
4978 | { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, 0 },
|
---|
4979 | { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, 0 },
|
---|
4980 | { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, 0 },
|
---|
4981 | { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, 0 },
|
---|
4982 | { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, 0 },
|
---|
4983 | /* Lights */
|
---|
4984 | { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, 0 },
|
---|
4985 | { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, 0 },
|
---|
4986 | { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, 0 },
|
---|
4987 | { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, 0 },
|
---|
4988 | { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, 0 },
|
---|
4989 | { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, 0 },
|
---|
4990 | { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, 0 },
|
---|
4991 | { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, 0 },
|
---|
4992 | /* Viewport */
|
---|
4993 | { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, 0 },
|
---|
4994 | /* Transform states follow */
|
---|
4995 | { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, 0 },
|
---|
4996 | { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, 0 },
|
---|
4997 | { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
|
---|
4998 | { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
|
---|
4999 | { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
|
---|
5000 | { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
|
---|
5001 | { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
|
---|
5002 | { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
|
---|
5003 | { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
|
---|
5004 | { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
|
---|
5005 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, 0 },
|
---|
5006 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, 0 },
|
---|
5007 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, 0 },
|
---|
5008 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, 0 },
|
---|
5009 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, 0 },
|
---|
5010 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, 0 },
|
---|
5011 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, 0 },
|
---|
5012 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, 0 },
|
---|
5013 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, 0 },
|
---|
5014 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, 0 },
|
---|
5015 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, 0 },
|
---|
5016 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, 0 },
|
---|
5017 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, 0 },
|
---|
5018 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, 0 },
|
---|
5019 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, 0 },
|
---|
5020 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, 0 },
|
---|
5021 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, 0 },
|
---|
5022 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, 0 },
|
---|
5023 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, 0 },
|
---|
5024 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, 0 },
|
---|
5025 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, 0 },
|
---|
5026 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, 0 },
|
---|
5027 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, 0 },
|
---|
5028 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, 0 },
|
---|
5029 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, 0 },
|
---|
5030 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, 0 },
|
---|
5031 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, 0 },
|
---|
5032 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, 0 },
|
---|
5033 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, 0 },
|
---|
5034 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, 0 },
|
---|
5035 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, 0 },
|
---|
5036 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, 0 },
|
---|
5037 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, 0 },
|
---|
5038 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, 0 },
|
---|
5039 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, 0 },
|
---|
5040 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, 0 },
|
---|
5041 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, 0 },
|
---|
5042 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, 0 },
|
---|
5043 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, 0 },
|
---|
5044 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, 0 },
|
---|
5045 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, 0 },
|
---|
5046 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, 0 },
|
---|
5047 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, 0 },
|
---|
5048 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, 0 },
|
---|
5049 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, 0 },
|
---|
5050 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, 0 },
|
---|
5051 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, 0 },
|
---|
5052 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, 0 },
|
---|
5053 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, 0 },
|
---|
5054 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, 0 },
|
---|
5055 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, 0 },
|
---|
5056 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, 0 },
|
---|
5057 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, 0 },
|
---|
5058 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, 0 },
|
---|
5059 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, 0 },
|
---|
5060 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, 0 },
|
---|
5061 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, 0 },
|
---|
5062 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, 0 },
|
---|
5063 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, 0 },
|
---|
5064 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, 0 },
|
---|
5065 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, 0 },
|
---|
5066 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, 0 },
|
---|
5067 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, 0 },
|
---|
5068 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, 0 },
|
---|
5069 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, 0 },
|
---|
5070 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, 0 },
|
---|
5071 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, 0 },
|
---|
5072 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, 0 },
|
---|
5073 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, 0 },
|
---|
5074 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, 0 },
|
---|
5075 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, 0 },
|
---|
5076 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, 0 },
|
---|
5077 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, 0 },
|
---|
5078 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, 0 },
|
---|
5079 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, 0 },
|
---|
5080 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, 0 },
|
---|
5081 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, 0 },
|
---|
5082 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, 0 },
|
---|
5083 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, 0 },
|
---|
5084 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, 0 },
|
---|
5085 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, 0 },
|
---|
5086 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, 0 },
|
---|
5087 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, 0 },
|
---|
5088 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, 0 },
|
---|
5089 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, 0 },
|
---|
5090 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, 0 },
|
---|
5091 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, 0 },
|
---|
5092 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, 0 },
|
---|
5093 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, 0 },
|
---|
5094 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, 0 },
|
---|
5095 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, 0 },
|
---|
5096 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, 0 },
|
---|
5097 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, 0 },
|
---|
5098 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, 0 },
|
---|
5099 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, 0 },
|
---|
5100 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, 0 },
|
---|
5101 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, 0 },
|
---|
5102 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, 0 },
|
---|
5103 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, 0 },
|
---|
5104 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, 0 },
|
---|
5105 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, 0 },
|
---|
5106 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, 0 },
|
---|
5107 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, 0 },
|
---|
5108 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, 0 },
|
---|
5109 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, 0 },
|
---|
5110 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, 0 },
|
---|
5111 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, 0 },
|
---|
5112 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, 0 },
|
---|
5113 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, 0 },
|
---|
5114 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, 0 },
|
---|
5115 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, 0 },
|
---|
5116 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, 0 },
|
---|
5117 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, 0 },
|
---|
5118 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, 0 },
|
---|
5119 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, 0 },
|
---|
5120 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, 0 },
|
---|
5121 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, 0 },
|
---|
5122 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, 0 },
|
---|
5123 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, 0 },
|
---|
5124 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, 0 },
|
---|
5125 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, 0 },
|
---|
5126 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, 0 },
|
---|
5127 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, 0 },
|
---|
5128 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, 0 },
|
---|
5129 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, 0 },
|
---|
5130 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, 0 },
|
---|
5131 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, 0 },
|
---|
5132 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, 0 },
|
---|
5133 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, 0 },
|
---|
5134 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, 0 },
|
---|
5135 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, 0 },
|
---|
5136 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, 0 },
|
---|
5137 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, 0 },
|
---|
5138 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, 0 },
|
---|
5139 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, 0 },
|
---|
5140 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, 0 },
|
---|
5141 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, 0 },
|
---|
5142 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, 0 },
|
---|
5143 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, 0 },
|
---|
5144 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, 0 },
|
---|
5145 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, 0 },
|
---|
5146 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, 0 },
|
---|
5147 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, 0 },
|
---|
5148 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, 0 },
|
---|
5149 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, 0 },
|
---|
5150 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, 0 },
|
---|
5151 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, 0 },
|
---|
5152 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, 0 },
|
---|
5153 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, 0 },
|
---|
5154 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, 0 },
|
---|
5155 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, 0 },
|
---|
5156 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, 0 },
|
---|
5157 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, 0 },
|
---|
5158 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, 0 },
|
---|
5159 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, 0 },
|
---|
5160 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, 0 },
|
---|
5161 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, 0 },
|
---|
5162 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, 0 },
|
---|
5163 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, 0 },
|
---|
5164 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, 0 },
|
---|
5165 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, 0 },
|
---|
5166 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, 0 },
|
---|
5167 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, 0 },
|
---|
5168 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, 0 },
|
---|
5169 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, 0 },
|
---|
5170 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, 0 },
|
---|
5171 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, 0 },
|
---|
5172 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, 0 },
|
---|
5173 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, 0 },
|
---|
5174 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, 0 },
|
---|
5175 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, 0 },
|
---|
5176 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, 0 },
|
---|
5177 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, 0 },
|
---|
5178 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, 0 },
|
---|
5179 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, 0 },
|
---|
5180 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, 0 },
|
---|
5181 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, 0 },
|
---|
5182 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, 0 },
|
---|
5183 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, 0 },
|
---|
5184 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, 0 },
|
---|
5185 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, 0 },
|
---|
5186 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, 0 },
|
---|
5187 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, 0 },
|
---|
5188 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, 0 },
|
---|
5189 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, 0 },
|
---|
5190 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, 0 },
|
---|
5191 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, 0 },
|
---|
5192 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, 0 },
|
---|
5193 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, 0 },
|
---|
5194 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, 0 },
|
---|
5195 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, 0 },
|
---|
5196 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, 0 },
|
---|
5197 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, 0 },
|
---|
5198 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, 0 },
|
---|
5199 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, 0 },
|
---|
5200 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, 0 },
|
---|
5201 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, 0 },
|
---|
5202 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, 0 },
|
---|
5203 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, 0 },
|
---|
5204 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, 0 },
|
---|
5205 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, 0 },
|
---|
5206 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, 0 },
|
---|
5207 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, 0 },
|
---|
5208 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, 0 },
|
---|
5209 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, 0 },
|
---|
5210 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, 0 },
|
---|
5211 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, 0 },
|
---|
5212 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, 0 },
|
---|
5213 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, 0 },
|
---|
5214 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, 0 },
|
---|
5215 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, 0 },
|
---|
5216 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, 0 },
|
---|
5217 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, 0 },
|
---|
5218 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, 0 },
|
---|
5219 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, 0 },
|
---|
5220 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, 0 },
|
---|
5221 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, 0 },
|
---|
5222 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, 0 },
|
---|
5223 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, 0 },
|
---|
5224 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, 0 },
|
---|
5225 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, 0 },
|
---|
5226 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, 0 },
|
---|
5227 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, 0 },
|
---|
5228 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, 0 },
|
---|
5229 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, 0 },
|
---|
5230 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, 0 },
|
---|
5231 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, 0 },
|
---|
5232 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, 0 },
|
---|
5233 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, 0 },
|
---|
5234 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, 0 },
|
---|
5235 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, 0 },
|
---|
5236 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, 0 },
|
---|
5237 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, 0 },
|
---|
5238 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, 0 },
|
---|
5239 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, 0 },
|
---|
5240 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, 0 },
|
---|
5241 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, 0 },
|
---|
5242 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, 0 },
|
---|
5243 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, 0 },
|
---|
5244 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, 0 },
|
---|
5245 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, 0 },
|
---|
5246 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, 0 },
|
---|
5247 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, 0 },
|
---|
5248 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, 0 },
|
---|
5249 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, 0 },
|
---|
5250 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, 0 },
|
---|
5251 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, 0 },
|
---|
5252 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, 0 },
|
---|
5253 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, 0 },
|
---|
5254 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, 0 },
|
---|
5255 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, 0 },
|
---|
5256 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, 0 },
|
---|
5257 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, 0 },
|
---|
5258 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, 0 },
|
---|
5259 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, 0 },
|
---|
5260 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, 0 },
|
---|
5261 | { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
|
---|
5262 | { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
|
---|
5263 | { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
|
---|
5264 | { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
|
---|
5265 | { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
|
---|
5266 | { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
|
---|
5267 | { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
|
---|
5268 | { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
|
---|
5269 | { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
|
---|
5270 | { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
|
---|
5271 | { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
|
---|
5272 | { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
|
---|
5273 | { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
|
---|
5274 | { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
|
---|
5275 | { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
|
---|
5276 | { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
|
---|
5277 | /* Fog */
|
---|
5278 | { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
|
---|
5279 | { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
|
---|
5280 | { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
|
---|
5281 | { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
|
---|
5282 | { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog }, 0 },
|
---|
5283 | { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, 0 },
|
---|
5284 | { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, 0 },
|
---|
5285 | { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
|
---|
5286 | { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, 0 },
|
---|
5287 | { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
|
---|
5288 | { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, 0 },
|
---|
5289 | { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, 0 },
|
---|
5290 | { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, 0 },
|
---|
5291 | { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
|
---|
5292 | { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, 0 },
|
---|
5293 | { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, 0 },
|
---|
5294 | { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
|
---|
5295 | { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
|
---|
5296 | { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
|
---|
5297 | { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, 0 },
|
---|
5298 | { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
|
---|
5299 | { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, 0 },
|
---|
5300 | { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
|
---|
5301 | { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
|
---|
5302 | { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
|
---|
5303 | { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
|
---|
5304 | { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
|
---|
5305 | { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, 0 },
|
---|
5306 | { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
|
---|
5307 | { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
|
---|
5308 | { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
|
---|
5309 | { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, 0 },
|
---|
5310 | { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
|
---|
5311 | { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
|
---|
5312 | { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, 0 },
|
---|
5313 | /* pixel shaders need a different fog input */
|
---|
5314 | { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pshader_fog }, 0 },
|
---|
5315 | /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
|
---|
5316 | * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
|
---|
5317 | * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
|
---|
5318 | */
|
---|
5319 | { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5320 | { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5321 | { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, 0 },
|
---|
5322 | { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5323 | { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5324 | { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, 0 },
|
---|
5325 | { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5326 | { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5327 | { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, 0 },
|
---|
5328 | { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5329 | { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5330 | { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, 0 },
|
---|
5331 | { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5332 | { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5333 | { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, 0 },
|
---|
5334 | { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5335 | { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5336 | { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, 0 },
|
---|
5337 | { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5338 | { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5339 | { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, 0 },
|
---|
5340 | { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5341 | { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5342 | { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, 0 },
|
---|
5343 | {0 /* Terminate */, { 0, 0 }, 0 },
|
---|
5344 | };
|
---|
5345 |
|
---|
5346 | static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
|
---|
5347 | { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5348 | { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5349 | { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5350 | { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5351 | { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5352 | { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5353 | { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5354 | { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5355 | { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5356 | { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
|
---|
5357 | { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5358 | { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5359 | { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5360 | { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5361 | { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5362 | { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5363 | { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5364 | { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5365 | { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5366 | { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
|
---|
5367 | { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5368 | { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5369 | { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5370 | { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5371 | { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5372 | { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5373 | { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5374 | { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5375 | { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5376 | { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
|
---|
5377 | { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5378 | { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5379 | { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5380 | { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5381 | { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5382 | { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5383 | { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5384 | { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5385 | { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5386 | { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
|
---|
5387 | { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5388 | { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5389 | { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5390 | { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5391 | { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5392 | { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5393 | { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5394 | { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5395 | { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5396 | { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
|
---|
5397 | { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5398 | { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5399 | { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5400 | { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5401 | { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5402 | { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5403 | { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5404 | { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5405 | { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5406 | { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
|
---|
5407 | { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5408 | { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5409 | { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5410 | { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5411 | { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5412 | { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5413 | { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5414 | { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5415 | { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5416 | { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
|
---|
5417 | { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5418 | { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5419 | { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5420 | { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5421 | { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5422 | { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5423 | { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5424 | { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, 0 },
|
---|
5425 | { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, 0 },
|
---|
5426 | { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, 0 },
|
---|
5427 | { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, 0 },
|
---|
5428 | { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, 0 },
|
---|
5429 | { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, 0 },
|
---|
5430 | { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, 0 },
|
---|
5431 | { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, 0 },
|
---|
5432 | { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, 0 },
|
---|
5433 | { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, 0 },
|
---|
5434 | { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, 0 },
|
---|
5435 | { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, 0 },
|
---|
5436 | { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, 0 },
|
---|
5437 | { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, 0 },
|
---|
5438 | { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, 0 },
|
---|
5439 | {0 /* Terminate */, { 0, 0 }, 0 },
|
---|
5440 | };
|
---|
5441 | #undef GLINFO_LOCATION
|
---|
5442 |
|
---|
5443 | #define GLINFO_LOCATION (*gl_info)
|
---|
5444 | static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
|
---|
5445 |
|
---|
5446 | static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
|
---|
5447 | {
|
---|
5448 | pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
|
---|
5449 | WINED3DTEXOPCAPS_ADDSIGNED |
|
---|
5450 | WINED3DTEXOPCAPS_ADDSIGNED2X |
|
---|
5451 | WINED3DTEXOPCAPS_MODULATE |
|
---|
5452 | WINED3DTEXOPCAPS_MODULATE2X |
|
---|
5453 | WINED3DTEXOPCAPS_MODULATE4X |
|
---|
5454 | WINED3DTEXOPCAPS_SELECTARG1 |
|
---|
5455 | WINED3DTEXOPCAPS_SELECTARG2 |
|
---|
5456 | WINED3DTEXOPCAPS_DISABLE;
|
---|
5457 |
|
---|
5458 | if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
|
---|
5459 | GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
|
---|
5460 | GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
|
---|
5461 | pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
|
---|
5462 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
|
---|
5463 | WINED3DTEXOPCAPS_BLENDFACTORALPHA |
|
---|
5464 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
|
---|
5465 | WINED3DTEXOPCAPS_LERP |
|
---|
5466 | WINED3DTEXOPCAPS_SUBTRACT;
|
---|
5467 | }
|
---|
5468 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
|
---|
5469 | GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
|
---|
5470 | pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
|
---|
5471 | WINED3DTEXOPCAPS_MULTIPLYADD |
|
---|
5472 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
|
---|
5473 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
|
---|
5474 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
|
---|
5475 | }
|
---|
5476 | if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
|
---|
5477 | pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
|
---|
5478 |
|
---|
5479 | pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
|
---|
5480 | pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
|
---|
5481 | }
|
---|
5482 |
|
---|
5483 | static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
|
---|
5484 | static void ffp_fragment_free(IWineD3DDevice *iface) {}
|
---|
5485 | static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
|
---|
5486 | {
|
---|
5487 | if (TRACE_ON(d3d))
|
---|
5488 | {
|
---|
5489 | TRACE("Checking support for fixup:\n");
|
---|
5490 | dump_color_fixup_desc(fixup);
|
---|
5491 | }
|
---|
5492 |
|
---|
5493 | /* We only support identity conversions. */
|
---|
5494 | if (is_identity_fixup(fixup))
|
---|
5495 | {
|
---|
5496 | TRACE("[OK]\n");
|
---|
5497 | return TRUE;
|
---|
5498 | }
|
---|
5499 |
|
---|
5500 | TRACE("[FAILED]\n");
|
---|
5501 | return FALSE;
|
---|
5502 | }
|
---|
5503 |
|
---|
5504 | const struct fragment_pipeline ffp_fragment_pipeline = {
|
---|
5505 | ffp_enable,
|
---|
5506 | ffp_fragment_get_caps,
|
---|
5507 | ffp_fragment_alloc,
|
---|
5508 | ffp_fragment_free,
|
---|
5509 | ffp_color_fixup_supported,
|
---|
5510 | ffp_fragmentstate_template,
|
---|
5511 | FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
|
---|
5512 | };
|
---|
5513 |
|
---|
5514 | static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
|
---|
5515 | {
|
---|
5516 | unsigned int i;
|
---|
5517 | for(i = 0; funcs[i]; i++);
|
---|
5518 | return i;
|
---|
5519 | }
|
---|
5520 |
|
---|
5521 | static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
5522 | stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
|
---|
5523 | stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
|
---|
5524 | }
|
---|
5525 |
|
---|
5526 | static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
5527 | stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
|
---|
5528 | stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
|
---|
5529 | stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
|
---|
5530 | }
|
---|
5531 |
|
---|
5532 | void compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
|
---|
5533 | const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
|
---|
5534 | const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
|
---|
5535 | {
|
---|
5536 | unsigned int i, type, handlers;
|
---|
5537 | APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
|
---|
5538 | const struct StateEntryTemplate *cur;
|
---|
5539 | BOOL set[STATE_HIGHEST + 1];
|
---|
5540 |
|
---|
5541 | memset(multistate_funcs, 0, sizeof(multistate_funcs));
|
---|
5542 |
|
---|
5543 | for(i = 0; i < STATE_HIGHEST + 1; i++) {
|
---|
5544 | StateTable[i].representative = 0;
|
---|
5545 | StateTable[i].apply = state_undefined;
|
---|
5546 | }
|
---|
5547 |
|
---|
5548 | for(type = 0; type < 3; type++) {
|
---|
5549 | /* This switch decides the order in which the states are applied */
|
---|
5550 | switch(type) {
|
---|
5551 | case 0: cur = misc; break;
|
---|
5552 | case 1: cur = fragment->states; break;
|
---|
5553 | case 2: cur = vertex; break;
|
---|
5554 | default: cur = NULL; /* Stupid compiler */
|
---|
5555 | }
|
---|
5556 | if(!cur) continue;
|
---|
5557 |
|
---|
5558 | /* GL extension filtering should not prevent multiple handlers being applied from different
|
---|
5559 | * pipeline parts
|
---|
5560 | */
|
---|
5561 | memset(set, 0, sizeof(set));
|
---|
5562 |
|
---|
5563 | for(i = 0; cur[i].state; i++) {
|
---|
5564 |
|
---|
5565 | /* Only use the first matching state with the available extension from one template.
|
---|
5566 | * e.g.
|
---|
5567 | * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
|
---|
5568 | * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
|
---|
5569 | *
|
---|
5570 | * if GL_XYZ_fancy is supported, ignore the 2nd line
|
---|
5571 | */
|
---|
5572 | if(set[cur[i].state]) continue;
|
---|
5573 | /* Skip state lines depending on unsupported extensions */
|
---|
5574 | if(cur[i].extension && !GL_SUPPORT(cur[i].extension)) continue;
|
---|
5575 | set[cur[i].state] = TRUE;
|
---|
5576 | /* In some cases having an extension means that nothing has to be
|
---|
5577 | * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
|
---|
5578 | * supported, the texture coordinate fixup can be ignored. If the
|
---|
5579 | * apply function is used, mark the state set(done above) to prevent
|
---|
5580 | * applying later lines, but do not record anything in the state
|
---|
5581 | * table
|
---|
5582 | */
|
---|
5583 | if(!cur[i].content.apply) continue;
|
---|
5584 |
|
---|
5585 | handlers = num_handlers(multistate_funcs[cur[i].state]);
|
---|
5586 | multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
|
---|
5587 | switch(handlers) {
|
---|
5588 | case 0:
|
---|
5589 | StateTable[cur[i].state].apply = cur[i].content.apply;
|
---|
5590 | break;
|
---|
5591 | case 1:
|
---|
5592 | StateTable[cur[i].state].apply = multistate_apply_2;
|
---|
5593 | dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
|
---|
5594 | 0,
|
---|
5595 | sizeof(**dev_multistate_funcs) * 2);
|
---|
5596 | dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
|
---|
5597 | dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
|
---|
5598 | break;
|
---|
5599 | case 2:
|
---|
5600 | StateTable[cur[i].state].apply = multistate_apply_3;
|
---|
5601 | HeapFree(GetProcessHeap(), 0, multistate_funcs[cur[i].state]);
|
---|
5602 | dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
|
---|
5603 | 0,
|
---|
5604 | sizeof(**dev_multistate_funcs) * 3);
|
---|
5605 | dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
|
---|
5606 | dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
|
---|
5607 | dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
|
---|
5608 | break;
|
---|
5609 | default:
|
---|
5610 | ERR("Unexpected amount of state handlers for state %u: %u\n",
|
---|
5611 | cur[i].state, handlers + 1);
|
---|
5612 | }
|
---|
5613 |
|
---|
5614 | if(StateTable[cur[i].state].representative &&
|
---|
5615 | StateTable[cur[i].state].representative != cur[i].content.representative) {
|
---|
5616 | FIXME("State %u has different representatives in different pipeline parts\n",
|
---|
5617 | cur[i].state);
|
---|
5618 | }
|
---|
5619 | StateTable[cur[i].state].representative = cur[i].content.representative;
|
---|
5620 | }
|
---|
5621 | }
|
---|
5622 | }
|
---|
5623 | #undef GLINFO_LOCATION
|
---|