1 | /*
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2 | * Direct3D state management
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3 | *
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4 | * Copyright 2002 Lionel Ulmer
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5 | * Copyright 2002-2005 Jason Edmeades
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6 | * Copyright 2003-2004 Raphael Junqueira
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7 | * Copyright 2004 Christian Costa
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8 | * Copyright 2005 Oliver Stieber
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9 | * Copyright 2006 Henri Verbeet
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10 | * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
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11 | *
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12 | * This library is free software; you can redistribute it and/or
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13 | * modify it under the terms of the GNU Lesser General Public
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14 | * License as published by the Free Software Foundation; either
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15 | * version 2.1 of the License, or (at your option) any later version.
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16 | *
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17 | * This library is distributed in the hope that it will be useful,
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18 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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19 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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20 | * Lesser General Public License for more details.
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21 | *
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22 | * You should have received a copy of the GNU Lesser General Public
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23 | * License along with this library; if not, write to the Free Software
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24 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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25 | */
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26 |
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27 | /*
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28 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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29 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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30 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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31 | * a choice of LGPL license versions is made available with the language indicating
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32 | * that LGPLv2 or any later version may be used, or where a choice of which version
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33 | * of the LGPL is applied is otherwise unspecified.
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34 | */
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35 |
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36 | #include "config.h"
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37 | #include <stdio.h>
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38 | #ifdef HAVE_FLOAT_H
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39 | /* GL locking for state handlers is done by the caller. */
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40 |
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41 | # include <float.h>
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42 | #endif
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43 | #include "wined3d_private.h"
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44 |
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45 | WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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46 | WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
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47 |
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48 | #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
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49 |
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50 | static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
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51 |
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52 | static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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53 | /* Used for states which are not mapped to a gl state as-is, but used somehow different,
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54 | * e.g as a parameter for drawing, or which are unimplemented in windows d3d
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55 | */
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56 | if(STATE_IS_RENDER(state)) {
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57 | WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
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58 | TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
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59 | } else {
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60 | /* Shouldn't have an unknown type here */
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61 | FIXME("%d no direct mapping to gl of state with unknown type\n", state);
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62 | }
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63 | }
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64 |
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65 | static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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66 | /* Print a WARN, this allows the stateblock code to loop over all states to generate a display
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67 | * list without causing confusing terminal output. Deliberately no special debug name here
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68 | * because its undefined.
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69 | */
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70 | WARN("undefined state %d\n", state);
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71 | }
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72 |
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73 | static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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74 | WINED3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
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75 |
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76 | switch(Value) {
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77 | case WINED3DFILL_POINT:
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78 | glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
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79 | checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
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80 | break;
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81 | case WINED3DFILL_WIREFRAME:
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82 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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83 | checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
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84 | break;
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85 | case WINED3DFILL_SOLID:
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86 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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87 | checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
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88 | break;
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89 | default:
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90 | FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
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91 | }
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92 | }
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93 |
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94 | static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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95 | /* Lighting is not enabled if transformed vertices are drawn
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96 | * but lighting does not affect the stream sources, so it is not grouped for performance reasons.
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97 | * This state reads the decoded vertex declaration, so if it is dirty don't do anything. The
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98 | * vertex declaration applying function calls this function for updating
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99 | */
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100 |
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101 | if(isStateDirty(context, STATE_VDECL)) {
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102 | return;
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103 | }
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104 |
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105 | if (stateblock->renderState[WINED3DRS_LIGHTING]
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106 | && !stateblock->wineD3DDevice->strided_streams.position_transformed)
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107 | {
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108 | glEnable(GL_LIGHTING);
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109 | checkGLcall("glEnable GL_LIGHTING");
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110 | } else {
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111 | glDisable(GL_LIGHTING);
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112 | checkGLcall("glDisable GL_LIGHTING");
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113 | }
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114 | }
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115 |
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116 | static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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117 | /* No z test without depth stencil buffers */
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118 | if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
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119 | TRACE("No Z buffer - disabling depth test\n");
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120 | glDisable(GL_DEPTH_TEST); /* This also disables z writing in gl */
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121 | checkGLcall("glDisable GL_DEPTH_TEST");
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122 | return;
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123 | }
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124 |
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125 | switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
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126 | case WINED3DZB_FALSE:
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127 | glDisable(GL_DEPTH_TEST);
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128 | checkGLcall("glDisable GL_DEPTH_TEST");
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129 | break;
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130 | case WINED3DZB_TRUE:
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131 | glEnable(GL_DEPTH_TEST);
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132 | checkGLcall("glEnable GL_DEPTH_TEST");
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133 | break;
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134 | case WINED3DZB_USEW:
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135 | glEnable(GL_DEPTH_TEST);
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136 | checkGLcall("glEnable GL_DEPTH_TEST");
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137 | FIXME("W buffer is not well handled\n");
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138 | break;
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139 | default:
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140 | FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
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141 | }
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142 | }
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143 |
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144 | static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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145 | /* glFrontFace() is set in context.c at context init and on an offscreen / onscreen rendering
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146 | * switch
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147 | */
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148 | switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
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149 | case WINED3DCULL_NONE:
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150 | glDisable(GL_CULL_FACE);
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151 | checkGLcall("glDisable GL_CULL_FACE");
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152 | break;
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153 | case WINED3DCULL_CW:
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154 | glEnable(GL_CULL_FACE);
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155 | checkGLcall("glEnable GL_CULL_FACE");
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156 | glCullFace(GL_FRONT);
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157 | checkGLcall("glCullFace(GL_FRONT)");
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158 | break;
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159 | case WINED3DCULL_CCW:
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160 | glEnable(GL_CULL_FACE);
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161 | checkGLcall("glEnable GL_CULL_FACE");
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162 | glCullFace(GL_BACK);
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163 | checkGLcall("glCullFace(GL_BACK)");
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164 | break;
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165 | default:
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166 | FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
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167 | }
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168 | }
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169 |
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170 | static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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171 | switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
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172 | case WINED3DSHADE_FLAT:
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173 | glShadeModel(GL_FLAT);
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174 | checkGLcall("glShadeModel(GL_FLAT)");
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175 | break;
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176 | case WINED3DSHADE_GOURAUD:
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177 | glShadeModel(GL_SMOOTH);
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178 | checkGLcall("glShadeModel(GL_SMOOTH)");
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179 | break;
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180 | case WINED3DSHADE_PHONG:
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181 | FIXME("WINED3DSHADE_PHONG isn't supported\n");
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182 | break;
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183 | default:
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184 | FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
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185 | }
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186 | }
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187 |
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188 | static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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189 | if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
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190 | glEnable(GL_DITHER);
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191 | checkGLcall("glEnable GL_DITHER");
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192 | } else {
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193 | glDisable(GL_DITHER);
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194 | checkGLcall("glDisable GL_DITHER");
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195 | }
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196 | }
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197 |
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198 | static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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199 | /* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
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200 | * this has to be merged with ZENABLE and ZFUNC
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201 | */
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202 | if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
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203 | glDepthMask(1);
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204 | checkGLcall("glDepthMask(1)");
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205 | } else {
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206 | glDepthMask(0);
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207 | checkGLcall("glDepthMask(0)");
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208 | }
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209 | }
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210 |
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211 | static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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212 | int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
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213 |
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214 | if(glParm) {
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215 | if(glParm == GL_EQUAL || glParm == GL_NOTEQUAL) {
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216 | static BOOL once = FALSE;
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217 | /* There are a few issues with this: First, our inability to
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218 | * select a proper Z depth, most of the time we're stuck with
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219 | * D24S8, even if the app selects D32 or D16. There seem to be
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220 | * some other precision problems which have to be debugged to
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221 | * make NOTEQUAL and EQUAL work properly
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222 | */
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223 | if(!once) {
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224 | once = TRUE;
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225 | FIXME("D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet\n");
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226 | }
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227 | }
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228 |
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229 | glDepthFunc(glParm);
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230 | checkGLcall("glDepthFunc");
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231 | }
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232 | }
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233 |
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234 | static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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235 | float col[4];
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236 | D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
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237 |
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238 | TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
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239 | glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
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240 | checkGLcall("glLightModel for MODEL_AMBIENT");
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241 | }
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242 |
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243 | static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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244 | int srcBlend = GL_ZERO;
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245 | int dstBlend = GL_ZERO;
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246 | IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
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247 |
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248 | /* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
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249 | if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
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250 | stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
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251 | stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
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252 |
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253 | /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
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254 | * The d3d9 visual test confirms the behavior. */
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255 | if (!(target->resource.format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
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256 | {
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257 | glDisable(GL_BLEND);
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258 | checkGLcall("glDisable GL_BLEND");
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259 | return;
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260 | } else {
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261 | glEnable(GL_BLEND);
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262 | checkGLcall("glEnable GL_BLEND");
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263 | }
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264 | } else {
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265 | glDisable(GL_BLEND);
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266 | checkGLcall("glDisable GL_BLEND");
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267 | /* Nothing more to do - get out */
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268 | return;
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269 | };
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270 |
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271 | switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
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272 | case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
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273 | case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
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274 | case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
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275 | case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
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276 | case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
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277 | case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
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278 | case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
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279 | case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
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280 |
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281 | /* To compensate the lack of format switching with backbuffer offscreen rendering,
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282 | * and with onscreen rendering, we modify the alpha test parameters for (INV)DESTALPHA
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283 | * if the render target doesn't support alpha blending. A nonexistent alpha channel
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284 | * returns 1.0, so D3DBLEND_DESTALPHA is GL_ONE, and D3DBLEND_INVDESTALPHA is GL_ZERO
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285 | */
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286 | case WINED3DBLEND_DESTALPHA :
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287 | dstBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
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288 | break;
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289 | case WINED3DBLEND_INVDESTALPHA :
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290 | dstBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
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291 | break;
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292 |
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293 | case WINED3DBLEND_SRCALPHASAT :
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294 | dstBlend = GL_SRC_ALPHA_SATURATE;
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295 | WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
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296 | break;
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297 |
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298 | /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
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299 | * values which are still valid up to d3d9. They should not occur as dest blend values
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300 | */
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301 | case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
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302 | srcBlend = GL_SRC_ALPHA;
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303 | FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
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304 | break;
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305 |
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306 | case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
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307 | srcBlend = GL_ONE_MINUS_SRC_ALPHA;
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308 | FIXME("WINED3DRS_DESTBLEND = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
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309 | break;
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310 |
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311 | case WINED3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
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312 | case WINED3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
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313 | default:
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314 | FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
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315 | }
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316 |
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317 | switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
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318 | case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
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319 | case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
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320 | case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
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321 | case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
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322 | case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
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323 | case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
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324 | case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
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325 | case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
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326 | case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
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327 |
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328 | case WINED3DBLEND_DESTALPHA :
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329 | srcBlend = target->resource.format_desc->alpha_mask ? GL_DST_ALPHA : GL_ONE;
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330 | break;
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331 | case WINED3DBLEND_INVDESTALPHA :
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332 | srcBlend = target->resource.format_desc->alpha_mask ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
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333 | break;
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334 |
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335 | case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
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336 | dstBlend = GL_ONE_MINUS_SRC_ALPHA;
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337 | break;
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338 |
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339 | case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
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340 | dstBlend = GL_SRC_ALPHA;
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341 | break;
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342 |
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343 | case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
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344 | case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
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345 | default:
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346 | FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
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347 | }
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348 |
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349 | if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
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350 | stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
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351 | glEnable(GL_LINE_SMOOTH);
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352 | checkGLcall("glEnable(GL_LINE_SMOOTH)");
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353 | if(srcBlend != GL_SRC_ALPHA) {
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354 | WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected src blending param\n");
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355 | }
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356 | if(dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE) {
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357 | WARN("WINED3DRS_EDGEANTIALIAS enabled, but unexpected dst blending param\n");
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358 | }
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359 | } else {
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360 | glDisable(GL_LINE_SMOOTH);
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361 | checkGLcall("glDisable(GL_LINE_SMOOTH)");
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362 | }
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363 |
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364 | /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
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365 | if(!isStateDirty(context, STATE_RENDER(WINED3DRS_BLENDOP))) {
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366 | state_blendop(STATE_RENDER(WINED3DRS_BLENDOPALPHA), stateblock, context);
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367 | }
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368 |
|
---|
369 | if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
|
---|
370 | int srcBlendAlpha = GL_ZERO;
|
---|
371 | int dstBlendAlpha = GL_ZERO;
|
---|
372 |
|
---|
373 | /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
|
---|
374 | if(!GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE)) {
|
---|
375 | WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
|
---|
376 | return;
|
---|
377 | }
|
---|
378 |
|
---|
379 | switch (stateblock->renderState[WINED3DRS_DESTBLENDALPHA]) {
|
---|
380 | case WINED3DBLEND_ZERO : dstBlendAlpha = GL_ZERO; break;
|
---|
381 | case WINED3DBLEND_ONE : dstBlendAlpha = GL_ONE; break;
|
---|
382 | case WINED3DBLEND_SRCCOLOR : dstBlendAlpha = GL_SRC_COLOR; break;
|
---|
383 | case WINED3DBLEND_INVSRCCOLOR : dstBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
384 | case WINED3DBLEND_SRCALPHA : dstBlendAlpha = GL_SRC_ALPHA; break;
|
---|
385 | case WINED3DBLEND_INVSRCALPHA : dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
386 | case WINED3DBLEND_DESTCOLOR : dstBlendAlpha = GL_DST_COLOR; break;
|
---|
387 | case WINED3DBLEND_INVDESTCOLOR : dstBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
|
---|
388 | case WINED3DBLEND_DESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
|
---|
389 | case WINED3DBLEND_INVDESTALPHA : dstBlendAlpha = GL_DST_ALPHA; break;
|
---|
390 | case WINED3DBLEND_SRCALPHASAT :
|
---|
391 | dstBlend = GL_SRC_ALPHA_SATURATE;
|
---|
392 | WARN("Application uses SRCALPHASAT as dest blend factor, expect problems\n");
|
---|
393 | break;
|
---|
394 | /* WINED3DBLEND_BOTHSRCALPHA and WINED3DBLEND_BOTHINVSRCALPHA are legacy source blending
|
---|
395 | * values which are still valid up to d3d9. They should not occur as dest blend values
|
---|
396 | */
|
---|
397 | case WINED3DBLEND_BOTHSRCALPHA :
|
---|
398 | dstBlendAlpha = GL_SRC_ALPHA;
|
---|
399 | srcBlendAlpha = GL_SRC_ALPHA;
|
---|
400 | FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHSRCALPHA, what to do?\n");
|
---|
401 | break;
|
---|
402 | case WINED3DBLEND_BOTHINVSRCALPHA :
|
---|
403 | dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
|
---|
404 | srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
|
---|
405 | FIXME("WINED3DRS_DESTBLENDALPHA = WINED3DBLEND_BOTHINVSRCALPHA, what to do?\n");
|
---|
406 | break;
|
---|
407 | case WINED3DBLEND_BLENDFACTOR : dstBlendAlpha = GL_CONSTANT_COLOR; break;
|
---|
408 | case WINED3DBLEND_INVBLENDFACTOR : dstBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
|
---|
409 | default:
|
---|
410 | FIXME("Unrecognized dst blend alpha value %d\n", stateblock->renderState[WINED3DRS_DESTBLENDALPHA]);
|
---|
411 | }
|
---|
412 |
|
---|
413 | switch (stateblock->renderState[WINED3DRS_SRCBLENDALPHA]) {
|
---|
414 | case WINED3DBLEND_ZERO : srcBlendAlpha = GL_ZERO; break;
|
---|
415 | case WINED3DBLEND_ONE : srcBlendAlpha = GL_ONE; break;
|
---|
416 | case WINED3DBLEND_SRCCOLOR : srcBlendAlpha = GL_SRC_COLOR; break;
|
---|
417 | case WINED3DBLEND_INVSRCCOLOR : srcBlendAlpha = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
418 | case WINED3DBLEND_SRCALPHA : srcBlendAlpha = GL_SRC_ALPHA; break;
|
---|
419 | case WINED3DBLEND_INVSRCALPHA : srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
420 | case WINED3DBLEND_DESTCOLOR : srcBlendAlpha = GL_DST_COLOR; break;
|
---|
421 | case WINED3DBLEND_INVDESTCOLOR : srcBlendAlpha = GL_ONE_MINUS_DST_COLOR; break;
|
---|
422 | case WINED3DBLEND_SRCALPHASAT : srcBlendAlpha = GL_SRC_ALPHA_SATURATE; break;
|
---|
423 | case WINED3DBLEND_DESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
|
---|
424 | case WINED3DBLEND_INVDESTALPHA : srcBlendAlpha = GL_DST_ALPHA; break;
|
---|
425 | case WINED3DBLEND_BOTHSRCALPHA :
|
---|
426 | srcBlendAlpha = GL_SRC_ALPHA;
|
---|
427 | dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
|
---|
428 | break;
|
---|
429 | case WINED3DBLEND_BOTHINVSRCALPHA :
|
---|
430 | srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
|
---|
431 | dstBlendAlpha = GL_SRC_ALPHA;
|
---|
432 | break;
|
---|
433 | case WINED3DBLEND_BLENDFACTOR : srcBlendAlpha = GL_CONSTANT_COLOR; break;
|
---|
434 | case WINED3DBLEND_INVBLENDFACTOR : srcBlendAlpha = GL_ONE_MINUS_CONSTANT_COLOR; break;
|
---|
435 | default:
|
---|
436 | FIXME("Unrecognized src blend alpha value %d\n", stateblock->renderState[WINED3DRS_SRCBLENDALPHA]);
|
---|
437 | }
|
---|
438 |
|
---|
439 | GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
|
---|
440 | checkGLcall("glBlendFuncSeparateEXT");
|
---|
441 | } else {
|
---|
442 | TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
|
---|
443 | glBlendFunc(srcBlend, dstBlend);
|
---|
444 | checkGLcall("glBlendFunc");
|
---|
445 | }
|
---|
446 |
|
---|
447 | /* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
|
---|
448 | so it may need updating */
|
---|
449 | if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
|
---|
450 | const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
|
---|
451 | StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
|
---|
452 | }
|
---|
453 | }
|
---|
454 |
|
---|
455 | static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
456 | WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
|
---|
457 | }
|
---|
458 |
|
---|
459 | static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
460 | float col[4];
|
---|
461 |
|
---|
462 | TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
|
---|
463 | D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
|
---|
464 | GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
|
---|
465 | checkGLcall("glBlendColor");
|
---|
466 | }
|
---|
467 |
|
---|
468 | static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
469 | int glParm = 0;
|
---|
470 | float ref;
|
---|
471 | BOOL enable_ckey = FALSE;
|
---|
472 |
|
---|
473 | TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
|
---|
474 |
|
---|
475 | /* Find out if the texture on the first stage has a ckey set
|
---|
476 | * The alpha state func reads the texture settings, even though alpha and texture are not grouped
|
---|
477 | * together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
|
---|
478 | * used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
|
---|
479 | * in case it finds some texture+colorkeyenable combination which needs extra care.
|
---|
480 | */
|
---|
481 | if (stateblock->textures[0])
|
---|
482 | {
|
---|
483 | UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
|
---|
484 |
|
---|
485 | if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
|
---|
486 | {
|
---|
487 | IWineD3DSurfaceImpl *surf;
|
---|
488 |
|
---|
489 | surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
|
---|
490 |
|
---|
491 | if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
|
---|
492 | {
|
---|
493 | /* The surface conversion does not do color keying conversion for surfaces that have an alpha
|
---|
494 | * channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
|
---|
495 | * surface has alpha bits */
|
---|
496 | if (!surf->resource.format_desc->alpha_mask) enable_ckey = TRUE;
|
---|
497 | }
|
---|
498 | }
|
---|
499 | }
|
---|
500 |
|
---|
501 | if(enable_ckey || context->last_was_ckey) {
|
---|
502 | const struct StateEntry *StateTable = stateblock->wineD3DDevice->StateTable;
|
---|
503 | StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
|
---|
504 | }
|
---|
505 | context->last_was_ckey = enable_ckey;
|
---|
506 |
|
---|
507 | if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
|
---|
508 | (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
|
---|
509 | glEnable(GL_ALPHA_TEST);
|
---|
510 | checkGLcall("glEnable GL_ALPHA_TEST");
|
---|
511 | } else {
|
---|
512 | glDisable(GL_ALPHA_TEST);
|
---|
513 | checkGLcall("glDisable GL_ALPHA_TEST");
|
---|
514 | /* Alpha test is disabled, don't bother setting the params - it will happen on the next
|
---|
515 | * enable call
|
---|
516 | */
|
---|
517 | return;
|
---|
518 | }
|
---|
519 |
|
---|
520 | if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
|
---|
521 | glParm = GL_NOTEQUAL;
|
---|
522 | ref = 0.0;
|
---|
523 | } else {
|
---|
524 | ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
|
---|
525 | glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
|
---|
526 | }
|
---|
527 | if(glParm) {
|
---|
528 | glAlphaFunc(glParm, ref);
|
---|
529 | checkGLcall("glAlphaFunc");
|
---|
530 | }
|
---|
531 | }
|
---|
532 |
|
---|
533 | static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
534 | DWORD enable = 0xFFFFFFFF;
|
---|
535 | DWORD disable = 0x00000000;
|
---|
536 |
|
---|
537 | if (!stateblock->wineD3DDevice->vs_clipping && use_vs(stateblock))
|
---|
538 | {
|
---|
539 | /* The spec says that opengl clipping planes are disabled when using shaders. Direct3D planes aren't,
|
---|
540 | * so that is an issue. The MacOS ATI driver keeps clipping planes activated with shaders in some
|
---|
541 | * conditions I got sick of tracking down. The shader state handler disables all clip planes because
|
---|
542 | * of that - don't do anything here and keep them disabled
|
---|
543 | */
|
---|
544 | if(stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
|
---|
545 | static BOOL warned = FALSE;
|
---|
546 | if(!warned) {
|
---|
547 | FIXME("Clipping not supported with vertex shaders\n");
|
---|
548 | warned = TRUE;
|
---|
549 | }
|
---|
550 | }
|
---|
551 | return;
|
---|
552 | }
|
---|
553 |
|
---|
554 | /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
|
---|
555 | * of already set values
|
---|
556 | */
|
---|
557 |
|
---|
558 | /* If enabling / disabling all
|
---|
559 | * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
|
---|
560 | */
|
---|
561 | if (stateblock->renderState[WINED3DRS_CLIPPING]) {
|
---|
562 | enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
|
---|
563 | disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
|
---|
564 | if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
|
---|
565 | glDisable(GL_DEPTH_CLAMP_NV);
|
---|
566 | checkGLcall("glDisable(GL_DEPTH_CLAMP_NV)");
|
---|
567 | }
|
---|
568 | } else {
|
---|
569 | disable = 0xffffffff;
|
---|
570 | enable = 0x00;
|
---|
571 | if(GL_SUPPORT(NV_DEPTH_CLAMP)) {
|
---|
572 | glEnable(GL_DEPTH_CLAMP_NV);
|
---|
573 | checkGLcall("glEnable(GL_DEPTH_CLAMP_NV)");
|
---|
574 | }
|
---|
575 | }
|
---|
576 |
|
---|
577 | if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
|
---|
578 | if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
|
---|
579 | if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
|
---|
580 | if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
|
---|
581 | if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
|
---|
582 | if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
|
---|
583 |
|
---|
584 | if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
|
---|
585 | if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
|
---|
586 | if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
|
---|
587 | if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
|
---|
588 | if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
|
---|
589 | if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
|
---|
590 |
|
---|
591 | /** update clipping status */
|
---|
592 | if (enable) {
|
---|
593 | stateblock->clip_status.ClipUnion = 0;
|
---|
594 | stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
|
---|
595 | } else {
|
---|
596 | stateblock->clip_status.ClipUnion = 0;
|
---|
597 | stateblock->clip_status.ClipIntersection = 0;
|
---|
598 | }
|
---|
599 | }
|
---|
600 |
|
---|
601 | static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
602 | WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
|
---|
603 | }
|
---|
604 |
|
---|
605 | static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
606 | int blendEquation = GL_FUNC_ADD;
|
---|
607 | int blendEquationAlpha = GL_FUNC_ADD;
|
---|
608 |
|
---|
609 | /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
|
---|
610 | if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && !GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {
|
---|
611 | WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparateEXT\n");
|
---|
612 | return;
|
---|
613 | }
|
---|
614 |
|
---|
615 | switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
|
---|
616 | case WINED3DBLENDOP_ADD : blendEquation = GL_FUNC_ADD; break;
|
---|
617 | case WINED3DBLENDOP_SUBTRACT : blendEquation = GL_FUNC_SUBTRACT; break;
|
---|
618 | case WINED3DBLENDOP_REVSUBTRACT : blendEquation = GL_FUNC_REVERSE_SUBTRACT; break;
|
---|
619 | case WINED3DBLENDOP_MIN : blendEquation = GL_MIN; break;
|
---|
620 | case WINED3DBLENDOP_MAX : blendEquation = GL_MAX; break;
|
---|
621 | default:
|
---|
622 | FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
|
---|
623 | }
|
---|
624 |
|
---|
625 | switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOPALPHA]) {
|
---|
626 | case WINED3DBLENDOP_ADD : blendEquationAlpha = GL_FUNC_ADD; break;
|
---|
627 | case WINED3DBLENDOP_SUBTRACT : blendEquationAlpha = GL_FUNC_SUBTRACT; break;
|
---|
628 | case WINED3DBLENDOP_REVSUBTRACT : blendEquationAlpha = GL_FUNC_REVERSE_SUBTRACT; break;
|
---|
629 | case WINED3DBLENDOP_MIN : blendEquationAlpha = GL_MIN; break;
|
---|
630 | case WINED3DBLENDOP_MAX : blendEquationAlpha = GL_MAX; break;
|
---|
631 | default:
|
---|
632 | FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOPALPHA]);
|
---|
633 | }
|
---|
634 |
|
---|
635 | if(stateblock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE]) {
|
---|
636 | TRACE("glBlendEquationSeparateEXT(%x, %x)\n", blendEquation, blendEquationAlpha);
|
---|
637 | GL_EXTCALL(glBlendEquationSeparateEXT(blendEquation, blendEquationAlpha));
|
---|
638 | checkGLcall("glBlendEquationSeparateEXT");
|
---|
639 | } else {
|
---|
640 | TRACE("glBlendEquation(%x)\n", blendEquation);
|
---|
641 | GL_EXTCALL(glBlendEquationEXT(blendEquation));
|
---|
642 | checkGLcall("glBlendEquation");
|
---|
643 | }
|
---|
644 | }
|
---|
645 |
|
---|
646 | static void
|
---|
647 | state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
648 | /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
|
---|
649 | * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
|
---|
650 | * specular color. This is wrong:
|
---|
651 | * Separate specular color means the specular colour is maintained separately, whereas
|
---|
652 | * single color means it is merged in. However in both cases they are being used to
|
---|
653 | * some extent.
|
---|
654 | * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
|
---|
655 | * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
|
---|
656 | * running 1.4 yet!
|
---|
657 | *
|
---|
658 | *
|
---|
659 | * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
|
---|
660 | * Instead, we need to setup the FinalCombiner properly.
|
---|
661 | *
|
---|
662 | * The default setup for the FinalCombiner is:
|
---|
663 | *
|
---|
664 | * <variable> <input> <mapping> <usage>
|
---|
665 | * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
|
---|
666 | * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
667 | * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
668 | * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
669 | * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
670 | * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
|
---|
671 | * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
|
---|
672 | *
|
---|
673 | * That's pretty much fine as it is, except for variable B, which needs to take
|
---|
674 | * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
|
---|
675 | * whether WINED3DRS_SPECULARENABLE is enabled or not.
|
---|
676 | */
|
---|
677 |
|
---|
678 | TRACE("Setting specular enable state and materials\n");
|
---|
679 | if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
|
---|
680 | glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
|
---|
681 | checkGLcall("glMaterialfv");
|
---|
682 |
|
---|
683 | if(stateblock->material.Power > GL_LIMITS(shininess)) {
|
---|
684 | /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
|
---|
685 | * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
|
---|
686 | * allows bigger values. If the extension is supported, GL_LIMITS(shininess) contains the
|
---|
687 | * value reported by the extension, otherwise 128. For values > GL_LIMITS(shininess) clamp
|
---|
688 | * them, it should be safe to do so without major visual distortions.
|
---|
689 | */
|
---|
690 | WARN("Material power = %f, limit %f\n", stateblock->material.Power, GL_LIMITS(shininess));
|
---|
691 | glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GL_LIMITS(shininess));
|
---|
692 | } else {
|
---|
693 | glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, stateblock->material.Power);
|
---|
694 | }
|
---|
695 | checkGLcall("glMaterialf(GL_SHININESS)");
|
---|
696 |
|
---|
697 | if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
---|
698 | glEnable(GL_COLOR_SUM_EXT);
|
---|
699 | } else {
|
---|
700 | TRACE("Specular colors cannot be enabled in this version of opengl\n");
|
---|
701 | }
|
---|
702 | checkGLcall("glEnable(GL_COLOR_SUM)");
|
---|
703 |
|
---|
704 | if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
---|
705 | GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
|
---|
706 | checkGLcall("glFinalCombinerInputNV()");
|
---|
707 | }
|
---|
708 | } else {
|
---|
709 | static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
---|
710 |
|
---|
711 | /* for the case of enabled lighting: */
|
---|
712 | glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
|
---|
713 | checkGLcall("glMaterialfv");
|
---|
714 |
|
---|
715 | /* for the case of disabled lighting: */
|
---|
716 | if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
---|
717 | glDisable(GL_COLOR_SUM_EXT);
|
---|
718 | } else {
|
---|
719 | TRACE("Specular colors cannot be disabled in this version of opengl\n");
|
---|
720 | }
|
---|
721 | checkGLcall("glDisable(GL_COLOR_SUM)");
|
---|
722 |
|
---|
723 | if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
---|
724 | GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
|
---|
725 | checkGLcall("glFinalCombinerInputNV()");
|
---|
726 | }
|
---|
727 | }
|
---|
728 |
|
---|
729 | TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Diffuse.r, stateblock->material.Diffuse.g,
|
---|
730 | stateblock->material.Diffuse.b, stateblock->material.Diffuse.a);
|
---|
731 | TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Ambient.r, stateblock->material.Ambient.g,
|
---|
732 | stateblock->material.Ambient.b, stateblock->material.Ambient.a);
|
---|
733 | TRACE("(%p) : Specular (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Specular.r, stateblock->material.Specular.g,
|
---|
734 | stateblock->material.Specular.b, stateblock->material.Specular.a);
|
---|
735 | TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", stateblock->wineD3DDevice, stateblock->material.Emissive.r, stateblock->material.Emissive.g,
|
---|
736 | stateblock->material.Emissive.b, stateblock->material.Emissive.a);
|
---|
737 |
|
---|
738 | glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &stateblock->material.Ambient);
|
---|
739 | checkGLcall("glMaterialfv(GL_AMBIENT)");
|
---|
740 | glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &stateblock->material.Diffuse);
|
---|
741 | checkGLcall("glMaterialfv(GL_DIFFUSE)");
|
---|
742 | glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &stateblock->material.Emissive);
|
---|
743 | checkGLcall("glMaterialfv(GL_EMISSION)");
|
---|
744 | }
|
---|
745 |
|
---|
746 | static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
747 | unsigned int i;
|
---|
748 |
|
---|
749 | /* Note the texture color applies to all textures whereas
|
---|
750 | * GL_TEXTURE_ENV_COLOR applies to active only
|
---|
751 | */
|
---|
752 | float col[4];
|
---|
753 | D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
|
---|
754 |
|
---|
755 | /* And now the default texture color as well */
|
---|
756 | for (i = 0; i < GL_LIMITS(texture_stages); i++) {
|
---|
757 | /* Note the WINED3DRS value applies to all textures, but GL has one
|
---|
758 | * per texture, so apply it now ready to be used!
|
---|
759 | */
|
---|
760 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
|
---|
761 | checkGLcall("glActiveTextureARB");
|
---|
762 |
|
---|
763 | glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
|
---|
764 | checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
|
---|
765 | }
|
---|
766 | }
|
---|
767 |
|
---|
768 | static void
|
---|
769 | renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
|
---|
770 | glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
---|
771 | checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
|
---|
772 | GL_EXTCALL(glActiveStencilFaceEXT(face));
|
---|
773 | checkGLcall("glActiveStencilFaceEXT(...)");
|
---|
774 | glStencilFunc(func, ref, mask);
|
---|
775 | checkGLcall("glStencilFunc(...)");
|
---|
776 | glStencilOp(stencilFail, depthFail, stencilPass);
|
---|
777 | checkGLcall("glStencilOp(...)");
|
---|
778 | }
|
---|
779 |
|
---|
780 | static void
|
---|
781 | state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
782 | DWORD onesided_enable = FALSE;
|
---|
783 | DWORD twosided_enable = FALSE;
|
---|
784 | GLint func = GL_ALWAYS;
|
---|
785 | GLint func_ccw = GL_ALWAYS;
|
---|
786 | GLint ref = 0;
|
---|
787 | GLuint mask = 0;
|
---|
788 | GLint stencilFail = GL_KEEP;
|
---|
789 | GLint depthFail = GL_KEEP;
|
---|
790 | GLint stencilPass = GL_KEEP;
|
---|
791 | GLint stencilFail_ccw = GL_KEEP;
|
---|
792 | GLint depthFail_ccw = GL_KEEP;
|
---|
793 | GLint stencilPass_ccw = GL_KEEP;
|
---|
794 |
|
---|
795 | /* No stencil test without a stencil buffer */
|
---|
796 | if(stateblock->wineD3DDevice->stencilBufferTarget == NULL) {
|
---|
797 | glDisable(GL_STENCIL_TEST);
|
---|
798 | checkGLcall("glDisable GL_STENCIL_TEST");
|
---|
799 | return;
|
---|
800 | }
|
---|
801 |
|
---|
802 | onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
|
---|
803 | twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
|
---|
804 | if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
|
---|
805 | func = GL_ALWAYS;
|
---|
806 | if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
|
---|
807 | func_ccw = GL_ALWAYS;
|
---|
808 | ref = stateblock->renderState[WINED3DRS_STENCILREF];
|
---|
809 | mask = stateblock->renderState[WINED3DRS_STENCILMASK];
|
---|
810 | stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
|
---|
811 | depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
|
---|
812 | stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
|
---|
813 | stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
|
---|
814 | depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
|
---|
815 | stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
|
---|
816 |
|
---|
817 | TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
|
---|
818 | "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
|
---|
819 | "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
|
---|
820 | onesided_enable, twosided_enable, ref, mask,
|
---|
821 | func, stencilFail, depthFail, stencilPass,
|
---|
822 | func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
|
---|
823 |
|
---|
824 | if (twosided_enable && onesided_enable) {
|
---|
825 | glEnable(GL_STENCIL_TEST);
|
---|
826 | checkGLcall("glEnable GL_STENCIL_TEST");
|
---|
827 |
|
---|
828 | if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
|
---|
829 | /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
|
---|
830 | * which has an effect on the code below too. If we apply the front face
|
---|
831 | * afterwards, we are sure that the active stencil face is set to front,
|
---|
832 | * and other stencil functions which do not use two sided stencil do not have
|
---|
833 | * to set it back
|
---|
834 | */
|
---|
835 | renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask,
|
---|
836 | stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
|
---|
837 | renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask,
|
---|
838 | stencilFail, depthFail, stencilPass);
|
---|
839 | } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
|
---|
840 | GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
|
---|
841 | checkGLcall("glStencilFuncSeparateATI(...)");
|
---|
842 | GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
|
---|
843 | checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
|
---|
844 | GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
|
---|
845 | checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
|
---|
846 | } else {
|
---|
847 | ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
|
---|
848 | }
|
---|
849 | } else if(onesided_enable) {
|
---|
850 | if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
|
---|
851 | glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
---|
852 | checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
|
---|
853 | }
|
---|
854 |
|
---|
855 | /* This code disables the ATI extension as well, since the standard stencil functions are equal
|
---|
856 | * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
|
---|
857 | */
|
---|
858 | glEnable(GL_STENCIL_TEST);
|
---|
859 | checkGLcall("glEnable GL_STENCIL_TEST");
|
---|
860 | glStencilFunc(func, ref, mask);
|
---|
861 | checkGLcall("glStencilFunc(...)");
|
---|
862 | glStencilOp(stencilFail, depthFail, stencilPass);
|
---|
863 | checkGLcall("glStencilOp(...)");
|
---|
864 | } else {
|
---|
865 | glDisable(GL_STENCIL_TEST);
|
---|
866 | checkGLcall("glDisable GL_STENCIL_TEST");
|
---|
867 | }
|
---|
868 | }
|
---|
869 |
|
---|
870 | static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
871 | DWORD mask;
|
---|
872 |
|
---|
873 | if(stateblock->wineD3DDevice->stencilBufferTarget) {
|
---|
874 | mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
|
---|
875 | } else {
|
---|
876 | mask = 0;
|
---|
877 | }
|
---|
878 |
|
---|
879 | GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
|
---|
880 | checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
|
---|
881 | glStencilMask(mask);
|
---|
882 | checkGLcall("glStencilMask");
|
---|
883 | GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
|
---|
884 | checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
|
---|
885 | glStencilMask(mask);
|
---|
886 | }
|
---|
887 |
|
---|
888 | static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
889 | DWORD mask;
|
---|
890 |
|
---|
891 | if(stateblock->wineD3DDevice->stencilBufferTarget) {
|
---|
892 | mask = stateblock->renderState[WINED3DRS_STENCILWRITEMASK];
|
---|
893 | } else {
|
---|
894 | mask = 0;
|
---|
895 | }
|
---|
896 |
|
---|
897 | glStencilMask(mask);
|
---|
898 | checkGLcall("glStencilMask");
|
---|
899 | }
|
---|
900 |
|
---|
901 | static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
902 |
|
---|
903 | TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
|
---|
904 |
|
---|
905 | if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
|
---|
906 |
|
---|
907 | /* Table fog on: Never use fog coords, and use per-fragment fog */
|
---|
908 | if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] != WINED3DFOG_NONE) {
|
---|
909 | glHint(GL_FOG_HINT, GL_NICEST);
|
---|
910 | if(context->fog_coord) {
|
---|
911 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
---|
912 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
|
---|
913 | context->fog_coord = FALSE;
|
---|
914 | }
|
---|
915 | return;
|
---|
916 | }
|
---|
917 |
|
---|
918 | /* Otherwise use per-vertex fog in any case */
|
---|
919 | glHint(GL_FOG_HINT, GL_FASTEST);
|
---|
920 |
|
---|
921 | if(stateblock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || context->last_was_rhw) {
|
---|
922 | /* No fog at all, or transformed vertices: Use fog coord */
|
---|
923 | if(!context->fog_coord) {
|
---|
924 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
|
---|
925 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
|
---|
926 | context->fog_coord = TRUE;
|
---|
927 | }
|
---|
928 | } else {
|
---|
929 | /* Otherwise, use the fragment depth */
|
---|
930 | if(context->fog_coord) {
|
---|
931 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
---|
932 | checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
|
---|
933 | context->fog_coord = FALSE;
|
---|
934 | }
|
---|
935 | }
|
---|
936 | }
|
---|
937 |
|
---|
938 | void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
939 | float fogstart, fogend;
|
---|
940 | union {
|
---|
941 | DWORD d;
|
---|
942 | float f;
|
---|
943 | } tmpvalue;
|
---|
944 |
|
---|
945 | switch(context->fog_source) {
|
---|
946 | case FOGSOURCE_VS:
|
---|
947 | fogstart = 1.0;
|
---|
948 | fogend = 0.0;
|
---|
949 | break;
|
---|
950 |
|
---|
951 | case FOGSOURCE_COORD:
|
---|
952 | fogstart = 255.0;
|
---|
953 | fogend = 0.0;
|
---|
954 | break;
|
---|
955 |
|
---|
956 | case FOGSOURCE_FFP:
|
---|
957 | tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
|
---|
958 | fogstart = tmpvalue.f;
|
---|
959 | tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
|
---|
960 | fogend = tmpvalue.f;
|
---|
961 | /* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
|
---|
962 | if(fogstart == fogend) {
|
---|
963 | unsigned long fNegInf = 0xff800000;
|
---|
964 | fogstart = *(float*)(&fNegInf); /* -1.0/0.0 */
|
---|
965 | fogend = 0.0;
|
---|
966 | }
|
---|
967 | break;
|
---|
968 |
|
---|
969 | default:
|
---|
970 | /* This should not happen.context->fog_source is set in wined3d, not the app.
|
---|
971 | * Still this is needed to make the compiler happy
|
---|
972 | */
|
---|
973 | ERR("Unexpected fog coordinate source\n");
|
---|
974 | fogstart = 0.0;
|
---|
975 | fogend = 0.0;
|
---|
976 | }
|
---|
977 |
|
---|
978 | glFogf(GL_FOG_START, fogstart);
|
---|
979 | checkGLcall("glFogf(GL_FOG_START, fogstart)");
|
---|
980 | TRACE("Fog Start == %f\n", fogstart);
|
---|
981 |
|
---|
982 | glFogf(GL_FOG_END, fogend);
|
---|
983 | checkGLcall("glFogf(GL_FOG_END, fogend)");
|
---|
984 | TRACE("Fog End == %f\n", fogend);
|
---|
985 | }
|
---|
986 |
|
---|
987 | void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
988 | enum fogsource new_source;
|
---|
989 |
|
---|
990 | TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
|
---|
991 |
|
---|
992 | if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
|
---|
993 | /* No fog? Disable it, and we're done :-) */
|
---|
994 | glDisableWINE(GL_FOG);
|
---|
995 | checkGLcall("glDisable GL_FOG");
|
---|
996 | return;
|
---|
997 | }
|
---|
998 |
|
---|
999 | /* Fog Rules:
|
---|
1000 | *
|
---|
1001 | * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
|
---|
1002 | * It can use the Z value of the vertex, or the alpha component of the specular color.
|
---|
1003 | * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
|
---|
1004 | * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
|
---|
1005 | * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
|
---|
1006 | *
|
---|
1007 | * FOGTABLEMODE != NONE:
|
---|
1008 | * The Z value is used, with the equation specified, no matter what vertex type.
|
---|
1009 | *
|
---|
1010 | * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
|
---|
1011 | * Per vertex fog is calculated using the specified fog equation and the parameters
|
---|
1012 | *
|
---|
1013 | * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
|
---|
1014 | * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
|
---|
1015 | * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
|
---|
1016 | *
|
---|
1017 | *
|
---|
1018 | * Rules for vertex fog with shaders:
|
---|
1019 | *
|
---|
1020 | * When mixing fixed function functionality with the programmable pipeline, D3D expects
|
---|
1021 | * the fog computation to happen during transformation while openGL expects it to happen
|
---|
1022 | * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
|
---|
1023 | * the pixel shader while openGL always expects the pixel shader to handle the blending.
|
---|
1024 | * To solve this problem, WineD3D does:
|
---|
1025 | * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
|
---|
1026 | * shader,
|
---|
1027 | * and 2) disables the fog computation (in either the fixed function or programmable
|
---|
1028 | * rasterizer) if using a vertex program.
|
---|
1029 | *
|
---|
1030 | * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
|
---|
1031 | * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
|
---|
1032 | * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
|
---|
1033 | * the specular color, a vertex shader counts as pretransformed geometry in this case.
|
---|
1034 | * There are some GL differences between specular fog coords and vertex shaders though.
|
---|
1035 | *
|
---|
1036 | * With table fog the vertex shader fog coordinate is ignored.
|
---|
1037 | *
|
---|
1038 | * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
|
---|
1039 | * without shaders).
|
---|
1040 | */
|
---|
1041 |
|
---|
1042 | /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
|
---|
1043 | * the system will apply only pixel(=table) fog effects."
|
---|
1044 | */
|
---|
1045 | if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
|
---|
1046 | if(use_vs(stateblock)) {
|
---|
1047 | glFogi(GL_FOG_MODE, GL_LINEAR);
|
---|
1048 | checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
|
---|
1049 | new_source = FOGSOURCE_VS;
|
---|
1050 | } else {
|
---|
1051 | switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
|
---|
1052 | /* If processed vertices are used, fall through to the NONE case */
|
---|
1053 | case WINED3DFOG_EXP:
|
---|
1054 | if(!context->last_was_rhw) {
|
---|
1055 | glFogi(GL_FOG_MODE, GL_EXP);
|
---|
1056 | checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
|
---|
1057 | new_source = FOGSOURCE_FFP;
|
---|
1058 | break;
|
---|
1059 | }
|
---|
1060 | /* drop through */
|
---|
1061 |
|
---|
1062 | case WINED3DFOG_EXP2:
|
---|
1063 | if(!context->last_was_rhw) {
|
---|
1064 | glFogi(GL_FOG_MODE, GL_EXP2);
|
---|
1065 | checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
|
---|
1066 | new_source = FOGSOURCE_FFP;
|
---|
1067 | break;
|
---|
1068 | }
|
---|
1069 | /* drop through */
|
---|
1070 |
|
---|
1071 | case WINED3DFOG_LINEAR:
|
---|
1072 | if(!context->last_was_rhw) {
|
---|
1073 | glFogi(GL_FOG_MODE, GL_LINEAR);
|
---|
1074 | checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
|
---|
1075 | new_source = FOGSOURCE_FFP;
|
---|
1076 | break;
|
---|
1077 | }
|
---|
1078 | /* drop through */
|
---|
1079 |
|
---|
1080 | case WINED3DFOG_NONE:
|
---|
1081 | /* Both are none? According to msdn the alpha channel of the specular
|
---|
1082 | * color contains a fog factor. Set it in drawStridedSlow.
|
---|
1083 | * Same happens with Vertexfog on transformed vertices
|
---|
1084 | */
|
---|
1085 | new_source = FOGSOURCE_COORD;
|
---|
1086 | glFogi(GL_FOG_MODE, GL_LINEAR);
|
---|
1087 | checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
|
---|
1088 | break;
|
---|
1089 |
|
---|
1090 | default:
|
---|
1091 | FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
|
---|
1092 | new_source = FOGSOURCE_FFP; /* Make the compiler happy */
|
---|
1093 | }
|
---|
1094 | }
|
---|
1095 | } else {
|
---|
1096 | new_source = FOGSOURCE_FFP;
|
---|
1097 |
|
---|
1098 | switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
|
---|
1099 | case WINED3DFOG_EXP:
|
---|
1100 | glFogi(GL_FOG_MODE, GL_EXP);
|
---|
1101 | checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
|
---|
1102 | break;
|
---|
1103 |
|
---|
1104 | case WINED3DFOG_EXP2:
|
---|
1105 | glFogi(GL_FOG_MODE, GL_EXP2);
|
---|
1106 | checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
|
---|
1107 | break;
|
---|
1108 |
|
---|
1109 | case WINED3DFOG_LINEAR:
|
---|
1110 | glFogi(GL_FOG_MODE, GL_LINEAR);
|
---|
1111 | checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
|
---|
1112 | break;
|
---|
1113 |
|
---|
1114 | case WINED3DFOG_NONE: /* Won't happen */
|
---|
1115 | default:
|
---|
1116 | FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
|
---|
1117 | }
|
---|
1118 | }
|
---|
1119 |
|
---|
1120 | glEnableWINE(GL_FOG);
|
---|
1121 | checkGLcall("glEnable GL_FOG");
|
---|
1122 | if(new_source != context->fog_source) {
|
---|
1123 | context->fog_source = new_source;
|
---|
1124 | state_fogstartend(STATE_RENDER(WINED3DRS_FOGSTART), stateblock, context);
|
---|
1125 | }
|
---|
1126 | }
|
---|
1127 |
|
---|
1128 | static void state_rangefog_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1129 | if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
|
---|
1130 | WARN("Range fog enabled, but not supported by this opengl implementation\n");
|
---|
1131 | }
|
---|
1132 | }
|
---|
1133 |
|
---|
1134 | static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1135 | if(stateblock->renderState[WINED3DRS_RANGEFOGENABLE]) {
|
---|
1136 | glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
|
---|
1137 | checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
|
---|
1138 | } else {
|
---|
1139 | glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
|
---|
1140 | checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
|
---|
1141 | }
|
---|
1142 | }
|
---|
1143 |
|
---|
1144 | void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1145 | float col[4];
|
---|
1146 | D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
|
---|
1147 | glFogfv(GL_FOG_COLOR, &col[0]);
|
---|
1148 | checkGLcall("glFog GL_FOG_COLOR");
|
---|
1149 | }
|
---|
1150 |
|
---|
1151 | void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1152 | union {
|
---|
1153 | DWORD d;
|
---|
1154 | float f;
|
---|
1155 | } tmpvalue;
|
---|
1156 | tmpvalue.d = stateblock->renderState[WINED3DRS_FOGDENSITY];
|
---|
1157 | glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
|
---|
1158 | checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
|
---|
1159 | }
|
---|
1160 |
|
---|
1161 | static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1162 | IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
---|
1163 | GLenum Parm = 0;
|
---|
1164 | const struct wined3d_stream_info_element *diffuse = &device->strided_streams.elements[WINED3D_FFP_DIFFUSE];
|
---|
1165 | BOOL isDiffuseSupplied;
|
---|
1166 |
|
---|
1167 | /* Depends on the decoded vertex declaration to read the existence of diffuse data.
|
---|
1168 | * The vertex declaration will call this function if the fixed function pipeline is used.
|
---|
1169 | */
|
---|
1170 |
|
---|
1171 | if(isStateDirty(context, STATE_VDECL)) {
|
---|
1172 | return;
|
---|
1173 | }
|
---|
1174 |
|
---|
1175 | isDiffuseSupplied = diffuse->data || diffuse->buffer_object;
|
---|
1176 |
|
---|
1177 | context->num_untracked_materials = 0;
|
---|
1178 | if (isDiffuseSupplied && stateblock->renderState[WINED3DRS_COLORVERTEX]) {
|
---|
1179 | TRACE("diff %d, amb %d, emis %d, spec %d\n",
|
---|
1180 | stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
|
---|
1181 | stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
|
---|
1182 | stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
|
---|
1183 | stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
|
---|
1184 |
|
---|
1185 | if (stateblock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1186 | if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1187 | Parm = GL_AMBIENT_AND_DIFFUSE;
|
---|
1188 | } else {
|
---|
1189 | Parm = GL_DIFFUSE;
|
---|
1190 | }
|
---|
1191 | if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1192 | context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
|
---|
1193 | context->num_untracked_materials++;
|
---|
1194 | }
|
---|
1195 | if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1196 | context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
|
---|
1197 | context->num_untracked_materials++;
|
---|
1198 | }
|
---|
1199 | } else if (stateblock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1200 | Parm = GL_AMBIENT;
|
---|
1201 | if(stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1202 | context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
|
---|
1203 | context->num_untracked_materials++;
|
---|
1204 | }
|
---|
1205 | if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1206 | context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
|
---|
1207 | context->num_untracked_materials++;
|
---|
1208 | }
|
---|
1209 | } else if (stateblock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1210 | Parm = GL_EMISSION;
|
---|
1211 | if(stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1212 | context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
|
---|
1213 | context->num_untracked_materials++;
|
---|
1214 | }
|
---|
1215 | } else if (stateblock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
|
---|
1216 | Parm = GL_SPECULAR;
|
---|
1217 | }
|
---|
1218 | }
|
---|
1219 |
|
---|
1220 | /* Nothing changed, return. */
|
---|
1221 | if (Parm == context->tracking_parm) return;
|
---|
1222 |
|
---|
1223 | if(!Parm) {
|
---|
1224 | glDisable(GL_COLOR_MATERIAL);
|
---|
1225 | checkGLcall("glDisable GL_COLOR_MATERIAL");
|
---|
1226 | } else {
|
---|
1227 | glColorMaterial(GL_FRONT_AND_BACK, Parm);
|
---|
1228 | checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
|
---|
1229 | glEnable(GL_COLOR_MATERIAL);
|
---|
1230 | checkGLcall("glEnable(GL_COLOR_MATERIAL)");
|
---|
1231 | }
|
---|
1232 |
|
---|
1233 | /* Apparently calls to glMaterialfv are ignored for properties we're
|
---|
1234 | * tracking with glColorMaterial, so apply those here. */
|
---|
1235 | switch (context->tracking_parm) {
|
---|
1236 | case GL_AMBIENT_AND_DIFFUSE:
|
---|
1237 | glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
|
---|
1238 | glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
|
---|
1239 | checkGLcall("glMaterialfv");
|
---|
1240 | break;
|
---|
1241 |
|
---|
1242 | case GL_DIFFUSE:
|
---|
1243 | glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*)&device->updateStateBlock->material.Diffuse);
|
---|
1244 | checkGLcall("glMaterialfv");
|
---|
1245 | break;
|
---|
1246 |
|
---|
1247 | case GL_AMBIENT:
|
---|
1248 | glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*)&device->updateStateBlock->material.Ambient);
|
---|
1249 | checkGLcall("glMaterialfv");
|
---|
1250 | break;
|
---|
1251 |
|
---|
1252 | case GL_EMISSION:
|
---|
1253 | glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*)&device->updateStateBlock->material.Emissive);
|
---|
1254 | checkGLcall("glMaterialfv");
|
---|
1255 | break;
|
---|
1256 |
|
---|
1257 | case GL_SPECULAR:
|
---|
1258 | /* Only change material color if specular is enabled, otherwise it is set to black */
|
---|
1259 | if (device->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
|
---|
1260 | glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
|
---|
1261 | checkGLcall("glMaterialfv");
|
---|
1262 | } else {
|
---|
1263 | static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
---|
1264 | glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
|
---|
1265 | checkGLcall("glMaterialfv");
|
---|
1266 | }
|
---|
1267 | break;
|
---|
1268 | }
|
---|
1269 |
|
---|
1270 | context->tracking_parm = Parm;
|
---|
1271 | }
|
---|
1272 |
|
---|
1273 | static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1274 | union {
|
---|
1275 | DWORD d;
|
---|
1276 | WINED3DLINEPATTERN lp;
|
---|
1277 | } tmppattern;
|
---|
1278 | tmppattern.d = stateblock->renderState[WINED3DRS_LINEPATTERN];
|
---|
1279 |
|
---|
1280 | TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
|
---|
1281 |
|
---|
1282 | if (tmppattern.lp.wRepeatFactor) {
|
---|
1283 | glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
|
---|
1284 | checkGLcall("glLineStipple(repeat, linepattern)");
|
---|
1285 | glEnable(GL_LINE_STIPPLE);
|
---|
1286 | checkGLcall("glEnable(GL_LINE_STIPPLE);");
|
---|
1287 | } else {
|
---|
1288 | glDisable(GL_LINE_STIPPLE);
|
---|
1289 | checkGLcall("glDisable(GL_LINE_STIPPLE);");
|
---|
1290 | }
|
---|
1291 | }
|
---|
1292 |
|
---|
1293 | static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1294 | union {
|
---|
1295 | DWORD d;
|
---|
1296 | float f;
|
---|
1297 | } tmpvalue;
|
---|
1298 |
|
---|
1299 | if (stateblock->renderState[WINED3DRS_ZBIAS]) {
|
---|
1300 | tmpvalue.d = stateblock->renderState[WINED3DRS_ZBIAS];
|
---|
1301 | TRACE("ZBias value %f\n", tmpvalue.f);
|
---|
1302 | glPolygonOffset(0, -tmpvalue.f);
|
---|
1303 | checkGLcall("glPolygonOffset(0, -Value)");
|
---|
1304 | glEnable(GL_POLYGON_OFFSET_FILL);
|
---|
1305 | checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
|
---|
1306 | glEnable(GL_POLYGON_OFFSET_LINE);
|
---|
1307 | checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
|
---|
1308 | glEnable(GL_POLYGON_OFFSET_POINT);
|
---|
1309 | checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
|
---|
1310 | } else {
|
---|
1311 | glDisable(GL_POLYGON_OFFSET_FILL);
|
---|
1312 | checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
|
---|
1313 | glDisable(GL_POLYGON_OFFSET_LINE);
|
---|
1314 | checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
|
---|
1315 | glDisable(GL_POLYGON_OFFSET_POINT);
|
---|
1316 | checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
|
---|
1317 | }
|
---|
1318 | }
|
---|
1319 |
|
---|
1320 |
|
---|
1321 | static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1322 | if(isStateDirty(context, STATE_VDECL)) {
|
---|
1323 | return;
|
---|
1324 | }
|
---|
1325 | /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
|
---|
1326 | * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
|
---|
1327 | * by zero and is not properly defined in opengl, so avoid it
|
---|
1328 | */
|
---|
1329 | if (stateblock->renderState[WINED3DRS_NORMALIZENORMALS]
|
---|
1330 | && (stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_NORMAL].data
|
---|
1331 | || stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_NORMAL].buffer_object))
|
---|
1332 | {
|
---|
1333 | glEnable(GL_NORMALIZE);
|
---|
1334 | checkGLcall("glEnable(GL_NORMALIZE);");
|
---|
1335 | } else {
|
---|
1336 | glDisable(GL_NORMALIZE);
|
---|
1337 | checkGLcall("glDisable(GL_NORMALIZE);");
|
---|
1338 | }
|
---|
1339 | }
|
---|
1340 |
|
---|
1341 | static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1342 | union {
|
---|
1343 | DWORD d;
|
---|
1344 | float f;
|
---|
1345 | } tmpvalue;
|
---|
1346 |
|
---|
1347 | tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
|
---|
1348 | if(tmpvalue.f != 1.0) {
|
---|
1349 | FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
|
---|
1350 | }
|
---|
1351 | tmpvalue.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
|
---|
1352 | if(tmpvalue.f != 64.0) {
|
---|
1353 | FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
|
---|
1354 | }
|
---|
1355 |
|
---|
1356 | }
|
---|
1357 |
|
---|
1358 | static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1359 | union {
|
---|
1360 | DWORD d;
|
---|
1361 | float f;
|
---|
1362 | } min, max;
|
---|
1363 |
|
---|
1364 | min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
|
---|
1365 | max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
|
---|
1366 |
|
---|
1367 | /* Max point size trumps min point size */
|
---|
1368 | if(min.f > max.f) {
|
---|
1369 | min.f = max.f;
|
---|
1370 | }
|
---|
1371 |
|
---|
1372 | GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
|
---|
1373 | checkGLcall("glPointParameterfEXT(...)");
|
---|
1374 | GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
|
---|
1375 | checkGLcall("glPointParameterfEXT(...)");
|
---|
1376 | }
|
---|
1377 |
|
---|
1378 | static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1379 | union {
|
---|
1380 | DWORD d;
|
---|
1381 | float f;
|
---|
1382 | } min, max;
|
---|
1383 |
|
---|
1384 | min.d = stateblock->renderState[WINED3DRS_POINTSIZE_MIN];
|
---|
1385 | max.d = stateblock->renderState[WINED3DRS_POINTSIZE_MAX];
|
---|
1386 |
|
---|
1387 | /* Max point size trumps min point size */
|
---|
1388 | if(min.f > max.f) {
|
---|
1389 | min.f = max.f;
|
---|
1390 | }
|
---|
1391 |
|
---|
1392 | GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
|
---|
1393 | checkGLcall("glPointParameterfARB(...)");
|
---|
1394 | GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
|
---|
1395 | checkGLcall("glPointParameterfARB(...)");
|
---|
1396 | }
|
---|
1397 |
|
---|
1398 | static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1399 | /* TODO: Group this with the viewport */
|
---|
1400 | /*
|
---|
1401 | * POINTSCALEENABLE controls how point size value is treated. If set to
|
---|
1402 | * true, the point size is scaled with respect to height of viewport.
|
---|
1403 | * When set to false point size is in pixels.
|
---|
1404 | */
|
---|
1405 |
|
---|
1406 | /* Default values */
|
---|
1407 | GLfloat att[3] = {1.0f, 0.0f, 0.0f};
|
---|
1408 | union {
|
---|
1409 | DWORD d;
|
---|
1410 | float f;
|
---|
1411 | } pointSize, A, B, C;
|
---|
1412 |
|
---|
1413 | pointSize.d = stateblock->renderState[WINED3DRS_POINTSIZE];
|
---|
1414 | A.d = stateblock->renderState[WINED3DRS_POINTSCALE_A];
|
---|
1415 | B.d = stateblock->renderState[WINED3DRS_POINTSCALE_B];
|
---|
1416 | C.d = stateblock->renderState[WINED3DRS_POINTSCALE_C];
|
---|
1417 |
|
---|
1418 | if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
|
---|
1419 | GLfloat scaleFactor;
|
---|
1420 | float h = stateblock->viewport.Height;
|
---|
1421 |
|
---|
1422 | if(pointSize.f < GL_LIMITS(pointsizemin)) {
|
---|
1423 | /*
|
---|
1424 | * Minimum valid point size for OpenGL is driver specific. For Direct3D it is
|
---|
1425 | * 0.0f. This means that OpenGL will clamp really small point sizes to the
|
---|
1426 | * driver minimum. To correct for this we need to multiply by the scale factor when sizes
|
---|
1427 | * are less than 1.0f. scale_factor = 1.0f / point_size.
|
---|
1428 | */
|
---|
1429 | scaleFactor = pointSize.f / GL_LIMITS(pointsizemin);
|
---|
1430 | /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
|
---|
1431 | * is 1.0, but then accepts points below that and draws too small points
|
---|
1432 | */
|
---|
1433 | pointSize.f = GL_LIMITS(pointsizemin);
|
---|
1434 | } else if(pointSize.f > GL_LIMITS(pointsize)) {
|
---|
1435 | /* gl already scales the input to glPointSize,
|
---|
1436 | * d3d scales the result after the point size scale.
|
---|
1437 | * If the point size is bigger than the max size, use the
|
---|
1438 | * scaling to scale it bigger, and set the gl point size to max
|
---|
1439 | */
|
---|
1440 | scaleFactor = pointSize.f / GL_LIMITS(pointsize);
|
---|
1441 | TRACE("scale: %f\n", scaleFactor);
|
---|
1442 | pointSize.f = GL_LIMITS(pointsize);
|
---|
1443 | } else {
|
---|
1444 | scaleFactor = 1.0f;
|
---|
1445 | }
|
---|
1446 | scaleFactor = pow(h * scaleFactor, 2);
|
---|
1447 |
|
---|
1448 | att[0] = A.f / scaleFactor;
|
---|
1449 | att[1] = B.f / scaleFactor;
|
---|
1450 | att[2] = C.f / scaleFactor;
|
---|
1451 | }
|
---|
1452 |
|
---|
1453 | if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
|
---|
1454 | GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
|
---|
1455 | checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
|
---|
1456 | }
|
---|
1457 | else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
|
---|
1458 | GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
|
---|
1459 | checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
|
---|
1460 | } else if(stateblock->renderState[WINED3DRS_POINTSCALEENABLE]) {
|
---|
1461 | WARN("POINT_PARAMETERS not supported in this version of opengl\n");
|
---|
1462 | }
|
---|
1463 |
|
---|
1464 | glPointSize(pointSize.f);
|
---|
1465 | checkGLcall("glPointSize(...);");
|
---|
1466 | }
|
---|
1467 |
|
---|
1468 | static void state_colorwrite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1469 | DWORD Value = stateblock->renderState[WINED3DRS_COLORWRITEENABLE];
|
---|
1470 |
|
---|
1471 | TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
|
---|
1472 | Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
|
---|
1473 | Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
|
---|
1474 | Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
|
---|
1475 | Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
|
---|
1476 | glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
|
---|
1477 | Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
|
---|
1478 | Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
|
---|
1479 | Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
|
---|
1480 | checkGLcall("glColorMask(...)");
|
---|
1481 |
|
---|
1482 | /* depends on WINED3DRS_COLORWRITEENABLE. */
|
---|
1483 | if(stateblock->renderState[WINED3DRS_COLORWRITEENABLE1] != 0x0000000F ||
|
---|
1484 | stateblock->renderState[WINED3DRS_COLORWRITEENABLE2] != 0x0000000F ||
|
---|
1485 | stateblock->renderState[WINED3DRS_COLORWRITEENABLE3] != 0x0000000F ) {
|
---|
1486 | ERR("(WINED3DRS_COLORWRITEENABLE1/2/3,%d,%d,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n",
|
---|
1487 | stateblock->renderState[WINED3DRS_COLORWRITEENABLE1],
|
---|
1488 | stateblock->renderState[WINED3DRS_COLORWRITEENABLE2],
|
---|
1489 | stateblock->renderState[WINED3DRS_COLORWRITEENABLE3]);
|
---|
1490 | }
|
---|
1491 | }
|
---|
1492 |
|
---|
1493 | static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1494 | if(stateblock->renderState[WINED3DRS_LOCALVIEWER]) {
|
---|
1495 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
|
---|
1496 | checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
|
---|
1497 | } else {
|
---|
1498 | glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
|
---|
1499 | checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
|
---|
1500 | }
|
---|
1501 | }
|
---|
1502 |
|
---|
1503 | static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1504 | if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
|
---|
1505 | TRACE("Last Pixel Drawing Enabled\n");
|
---|
1506 | } else {
|
---|
1507 | static BOOL warned;
|
---|
1508 | if (!warned) {
|
---|
1509 | FIXME("Last Pixel Drawing Disabled, not handled yet\n");
|
---|
1510 | warned = TRUE;
|
---|
1511 | } else {
|
---|
1512 | TRACE("Last Pixel Drawing Disabled, not handled yet\n");
|
---|
1513 | }
|
---|
1514 | }
|
---|
1515 | }
|
---|
1516 |
|
---|
1517 | static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1518 | BOOL warned = FALSE;
|
---|
1519 | /* TODO: NV_POINT_SPRITE */
|
---|
1520 | if (!warned && stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
|
---|
1521 | /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
|
---|
1522 | FIXME("Point sprites not supported\n");
|
---|
1523 | warned = TRUE;
|
---|
1524 | }
|
---|
1525 | }
|
---|
1526 |
|
---|
1527 | static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1528 | if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
|
---|
1529 | BOOL warned = FALSE;
|
---|
1530 | if(GL_LIMITS(point_sprite_units) < GL_LIMITS(textures) && !warned) {
|
---|
1531 | if(use_ps(stateblock) || stateblock->lowest_disabled_stage > GL_LIMITS(point_sprite_units)) {
|
---|
1532 | FIXME("The app uses point sprite texture coordinates on more units than supported by the driver\n");
|
---|
1533 | warned = TRUE;
|
---|
1534 | }
|
---|
1535 | }
|
---|
1536 |
|
---|
1537 | glEnable(GL_POINT_SPRITE_ARB);
|
---|
1538 | checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
|
---|
1539 | } else {
|
---|
1540 | glDisable(GL_POINT_SPRITE_ARB);
|
---|
1541 | checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
|
---|
1542 | }
|
---|
1543 | }
|
---|
1544 |
|
---|
1545 | static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1546 | /**
|
---|
1547 | http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
|
---|
1548 | http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
|
---|
1549 | Discussion on the ways to turn on WRAPing to solve an OpenGL conversion problem.
|
---|
1550 | http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
|
---|
1551 |
|
---|
1552 | so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
|
---|
1553 | */
|
---|
1554 | TRACE("Stub\n");
|
---|
1555 | if(stateblock->renderState[WINED3DRS_WRAP0] ||
|
---|
1556 | stateblock->renderState[WINED3DRS_WRAP1] ||
|
---|
1557 | stateblock->renderState[WINED3DRS_WRAP2] ||
|
---|
1558 | stateblock->renderState[WINED3DRS_WRAP3] ||
|
---|
1559 | stateblock->renderState[WINED3DRS_WRAP4] ||
|
---|
1560 | stateblock->renderState[WINED3DRS_WRAP5] ||
|
---|
1561 | stateblock->renderState[WINED3DRS_WRAP6] ||
|
---|
1562 | stateblock->renderState[WINED3DRS_WRAP7] ||
|
---|
1563 | stateblock->renderState[WINED3DRS_WRAP8] ||
|
---|
1564 | stateblock->renderState[WINED3DRS_WRAP9] ||
|
---|
1565 | stateblock->renderState[WINED3DRS_WRAP10] ||
|
---|
1566 | stateblock->renderState[WINED3DRS_WRAP11] ||
|
---|
1567 | stateblock->renderState[WINED3DRS_WRAP12] ||
|
---|
1568 | stateblock->renderState[WINED3DRS_WRAP13] ||
|
---|
1569 | stateblock->renderState[WINED3DRS_WRAP14] ||
|
---|
1570 | stateblock->renderState[WINED3DRS_WRAP15] ) {
|
---|
1571 | FIXME("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
|
---|
1572 | }
|
---|
1573 | }
|
---|
1574 |
|
---|
1575 | static void state_msaa_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1576 | if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
|
---|
1577 | WARN("Multisample antialiasing not supported by gl\n");
|
---|
1578 | }
|
---|
1579 | }
|
---|
1580 |
|
---|
1581 | static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1582 | if(stateblock->renderState[WINED3DRS_MULTISAMPLEANTIALIAS]) {
|
---|
1583 | glEnable(GL_MULTISAMPLE_ARB);
|
---|
1584 | checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
|
---|
1585 | } else {
|
---|
1586 | glDisable(GL_MULTISAMPLE_ARB);
|
---|
1587 | checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
|
---|
1588 | }
|
---|
1589 | }
|
---|
1590 |
|
---|
1591 | static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1592 | if(stateblock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
|
---|
1593 | glEnable(GL_SCISSOR_TEST);
|
---|
1594 | checkGLcall("glEnable(GL_SCISSOR_TEST)");
|
---|
1595 | } else {
|
---|
1596 | glDisable(GL_SCISSOR_TEST);
|
---|
1597 | checkGLcall("glDisable(GL_SCISSOR_TEST)");
|
---|
1598 | }
|
---|
1599 | }
|
---|
1600 |
|
---|
1601 | static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1602 | union {
|
---|
1603 | DWORD d;
|
---|
1604 | float f;
|
---|
1605 | } tmpvalue;
|
---|
1606 |
|
---|
1607 | if(stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS] ||
|
---|
1608 | stateblock->renderState[WINED3DRS_DEPTHBIAS]) {
|
---|
1609 | tmpvalue.d = stateblock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS];
|
---|
1610 | glEnable(GL_POLYGON_OFFSET_FILL);
|
---|
1611 | checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
|
---|
1612 | glPolygonOffset(tmpvalue.f, *((float*)&stateblock->renderState[WINED3DRS_DEPTHBIAS]));
|
---|
1613 | checkGLcall("glPolygonOffset(...)");
|
---|
1614 | } else {
|
---|
1615 | glDisable(GL_POLYGON_OFFSET_FILL);
|
---|
1616 | checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
|
---|
1617 | }
|
---|
1618 | }
|
---|
1619 |
|
---|
1620 | static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1621 | if (stateblock->renderState[WINED3DRS_TEXTUREPERSPECTIVE]) {
|
---|
1622 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
---|
1623 | checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
|
---|
1624 | } else {
|
---|
1625 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
---|
1626 | checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
|
---|
1627 | }
|
---|
1628 | }
|
---|
1629 |
|
---|
1630 | static void state_stippledalpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1631 | TRACE("Stub\n");
|
---|
1632 | if (stateblock->renderState[WINED3DRS_STIPPLEDALPHA])
|
---|
1633 | FIXME(" Stippled Alpha not supported yet.\n");
|
---|
1634 | }
|
---|
1635 |
|
---|
1636 | static void state_antialias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1637 | TRACE("Stub\n");
|
---|
1638 | if (stateblock->renderState[WINED3DRS_ANTIALIAS])
|
---|
1639 | FIXME(" Antialias not supported yet.\n");
|
---|
1640 | }
|
---|
1641 |
|
---|
1642 | static void state_multisampmask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1643 | TRACE("Stub\n");
|
---|
1644 | if (stateblock->renderState[WINED3DRS_MULTISAMPLEMASK] != 0xFFFFFFFF)
|
---|
1645 | FIXME("(WINED3DRS_MULTISAMPLEMASK,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_MULTISAMPLEMASK]);
|
---|
1646 | }
|
---|
1647 |
|
---|
1648 | static void state_patchedgestyle(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1649 | TRACE("Stub\n");
|
---|
1650 | if (stateblock->renderState[WINED3DRS_PATCHEDGESTYLE] != WINED3DPATCHEDGE_DISCRETE)
|
---|
1651 | FIXME("(WINED3DRS_PATCHEDGESTYLE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_PATCHEDGESTYLE]);
|
---|
1652 | }
|
---|
1653 |
|
---|
1654 | static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1655 | union {
|
---|
1656 | DWORD d;
|
---|
1657 | float f;
|
---|
1658 | } tmpvalue;
|
---|
1659 | tmpvalue.f = 1.0f;
|
---|
1660 |
|
---|
1661 | TRACE("Stub\n");
|
---|
1662 | if (stateblock->renderState[WINED3DRS_PATCHSEGMENTS] != tmpvalue.d)
|
---|
1663 | {
|
---|
1664 | static BOOL displayed = FALSE;
|
---|
1665 |
|
---|
1666 | tmpvalue.d = stateblock->renderState[WINED3DRS_PATCHSEGMENTS];
|
---|
1667 | if(!displayed)
|
---|
1668 | FIXME("(WINED3DRS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
|
---|
1669 |
|
---|
1670 | displayed = TRUE;
|
---|
1671 | }
|
---|
1672 | }
|
---|
1673 |
|
---|
1674 | static void state_positiondegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1675 | TRACE("Stub\n");
|
---|
1676 | if (stateblock->renderState[WINED3DRS_POSITIONDEGREE] != WINED3DDEGREE_CUBIC)
|
---|
1677 | FIXME("(WINED3DRS_POSITIONDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_POSITIONDEGREE]);
|
---|
1678 | }
|
---|
1679 |
|
---|
1680 | static void state_normaldegree(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1681 | TRACE("Stub\n");
|
---|
1682 | if (stateblock->renderState[WINED3DRS_NORMALDEGREE] != WINED3DDEGREE_LINEAR)
|
---|
1683 | FIXME("(WINED3DRS_NORMALDEGREE,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_NORMALDEGREE]);
|
---|
1684 | }
|
---|
1685 |
|
---|
1686 | static void state_tessellation(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1687 | TRACE("Stub\n");
|
---|
1688 | if(stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
|
---|
1689 | FIXME("(WINED3DRS_ENABLEADAPTIVETESSELLATION,%d) not yet implemented\n", stateblock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION]);
|
---|
1690 | }
|
---|
1691 |
|
---|
1692 | static void state_wrapu(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1693 | if(stateblock->renderState[WINED3DRS_WRAPU]) {
|
---|
1694 | FIXME("Render state WINED3DRS_WRAPU not implemented yet\n");
|
---|
1695 | }
|
---|
1696 | }
|
---|
1697 |
|
---|
1698 | static void state_wrapv(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1699 | if(stateblock->renderState[WINED3DRS_WRAPV]) {
|
---|
1700 | FIXME("Render state WINED3DRS_WRAPV not implemented yet\n");
|
---|
1701 | }
|
---|
1702 | }
|
---|
1703 |
|
---|
1704 | static void state_monoenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1705 | if(stateblock->renderState[WINED3DRS_MONOENABLE]) {
|
---|
1706 | FIXME("Render state WINED3DRS_MONOENABLE not implemented yet\n");
|
---|
1707 | }
|
---|
1708 | }
|
---|
1709 |
|
---|
1710 | static void state_rop2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1711 | if(stateblock->renderState[WINED3DRS_ROP2]) {
|
---|
1712 | FIXME("Render state WINED3DRS_ROP2 not implemented yet\n");
|
---|
1713 | }
|
---|
1714 | }
|
---|
1715 |
|
---|
1716 | static void state_planemask(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1717 | if(stateblock->renderState[WINED3DRS_PLANEMASK]) {
|
---|
1718 | FIXME("Render state WINED3DRS_PLANEMASK not implemented yet\n");
|
---|
1719 | }
|
---|
1720 | }
|
---|
1721 |
|
---|
1722 | static void state_subpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1723 | if(stateblock->renderState[WINED3DRS_SUBPIXEL]) {
|
---|
1724 | FIXME("Render state WINED3DRS_SUBPIXEL not implemented yet\n");
|
---|
1725 | }
|
---|
1726 | }
|
---|
1727 |
|
---|
1728 | static void state_subpixelx(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1729 | if(stateblock->renderState[WINED3DRS_SUBPIXELX]) {
|
---|
1730 | FIXME("Render state WINED3DRS_SUBPIXELX not implemented yet\n");
|
---|
1731 | }
|
---|
1732 | }
|
---|
1733 |
|
---|
1734 | static void state_stippleenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1735 | if(stateblock->renderState[WINED3DRS_STIPPLEENABLE]) {
|
---|
1736 | FIXME("Render state WINED3DRS_STIPPLEENABLE not implemented yet\n");
|
---|
1737 | }
|
---|
1738 | }
|
---|
1739 |
|
---|
1740 | static void state_bordercolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1741 | if(stateblock->renderState[WINED3DRS_BORDERCOLOR]) {
|
---|
1742 | FIXME("Render state WINED3DRS_BORDERCOLOR not implemented yet\n");
|
---|
1743 | }
|
---|
1744 | }
|
---|
1745 |
|
---|
1746 | static void state_mipmaplodbias(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1747 | if(stateblock->renderState[WINED3DRS_MIPMAPLODBIAS]) {
|
---|
1748 | FIXME("Render state WINED3DRS_MIPMAPLODBIAS not implemented yet\n");
|
---|
1749 | }
|
---|
1750 | }
|
---|
1751 |
|
---|
1752 | static void state_anisotropy(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1753 | if(stateblock->renderState[WINED3DRS_ANISOTROPY]) {
|
---|
1754 | FIXME("Render state WINED3DRS_ANISOTROPY not implemented yet\n");
|
---|
1755 | }
|
---|
1756 | }
|
---|
1757 |
|
---|
1758 | static void state_flushbatch(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1759 | if(stateblock->renderState[WINED3DRS_FLUSHBATCH]) {
|
---|
1760 | FIXME("Render state WINED3DRS_FLUSHBATCH not implemented yet\n");
|
---|
1761 | }
|
---|
1762 | }
|
---|
1763 |
|
---|
1764 | static void state_translucentsi(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1765 | if(stateblock->renderState[WINED3DRS_TRANSLUCENTSORTINDEPENDENT]) {
|
---|
1766 | FIXME("Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet\n");
|
---|
1767 | }
|
---|
1768 | }
|
---|
1769 |
|
---|
1770 | static void state_extents(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1771 | if(stateblock->renderState[WINED3DRS_EXTENTS]) {
|
---|
1772 | FIXME("Render state WINED3DRS_EXTENTS not implemented yet\n");
|
---|
1773 | }
|
---|
1774 | }
|
---|
1775 |
|
---|
1776 | static void state_ckeyblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
1777 | if(stateblock->renderState[WINED3DRS_COLORKEYBLENDENABLE]) {
|
---|
1778 | FIXME("Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet\n");
|
---|
1779 | }
|
---|
1780 | }
|
---|
1781 |
|
---|
1782 | /* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
|
---|
1783 | #if defined (GL_VERSION_1_3)
|
---|
1784 | # define useext(A) A
|
---|
1785 | #elif defined (GL_EXT_texture_env_combine)
|
---|
1786 | # define useext(A) A##_EXT
|
---|
1787 | #elif defined (GL_ARB_texture_env_combine)
|
---|
1788 | # define useext(A) A##_ARB
|
---|
1789 | #endif
|
---|
1790 |
|
---|
1791 | static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
|
---|
1792 | /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
|
---|
1793 | * input should be used for all input components. The WINED3DTA_COMPLEMENT
|
---|
1794 | * flag specifies the complement of the input should be used. */
|
---|
1795 | BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
|
---|
1796 | BOOL complement = arg & WINED3DTA_COMPLEMENT;
|
---|
1797 |
|
---|
1798 | /* Calculate the operand */
|
---|
1799 | if (complement) {
|
---|
1800 | if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
|
---|
1801 | else *operand = GL_ONE_MINUS_SRC_COLOR;
|
---|
1802 | } else {
|
---|
1803 | if (from_alpha) *operand = GL_SRC_ALPHA;
|
---|
1804 | else *operand = GL_SRC_COLOR;
|
---|
1805 | }
|
---|
1806 |
|
---|
1807 | /* Calculate the source */
|
---|
1808 | switch (arg & WINED3DTA_SELECTMASK) {
|
---|
1809 | case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
|
---|
1810 | case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
|
---|
1811 | case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
|
---|
1812 | case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
|
---|
1813 | case WINED3DTA_SPECULAR:
|
---|
1814 | /*
|
---|
1815 | * According to the GL_ARB_texture_env_combine specs, SPECULAR is
|
---|
1816 | * 'Secondary color' and isn't supported until base GL supports it
|
---|
1817 | * There is no concept of temp registers as far as I can tell
|
---|
1818 | */
|
---|
1819 | FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
|
---|
1820 | *source = GL_TEXTURE;
|
---|
1821 | break;
|
---|
1822 | default:
|
---|
1823 | FIXME("Unrecognized texture arg %#x\n", arg);
|
---|
1824 | *source = GL_TEXTURE;
|
---|
1825 | break;
|
---|
1826 | }
|
---|
1827 | }
|
---|
1828 |
|
---|
1829 | /* Setup the texture operations texture stage states */
|
---|
1830 | static void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
|
---|
1831 | {
|
---|
1832 | GLenum src1, src2, src3;
|
---|
1833 | GLenum opr1, opr2, opr3;
|
---|
1834 | GLenum comb_target;
|
---|
1835 | GLenum src0_target, src1_target, src2_target;
|
---|
1836 | GLenum opr0_target, opr1_target, opr2_target;
|
---|
1837 | GLenum scal_target;
|
---|
1838 | GLenum opr=0, invopr, src3_target, opr3_target;
|
---|
1839 | BOOL Handled = FALSE;
|
---|
1840 | IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
|
---|
1841 | IWineD3DStateBlockImpl *stateblock = This->stateBlock; /* for GLINFO_LOCATION */
|
---|
1842 |
|
---|
1843 | TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
|
---|
1844 |
|
---|
1845 | /* This is called by a state handler which has the gl lock held and a context for the thread */
|
---|
1846 |
|
---|
1847 | /* Note: Operations usually involve two ars, src0 and src1 and are operations of
|
---|
1848 | the form (a1 <operation> a2). However, some of the more complex operations
|
---|
1849 | take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
|
---|
1850 | in a third parameter called a0. Therefore these are operations of the form
|
---|
1851 | a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
|
---|
1852 |
|
---|
1853 | However, below we treat the new (a0) parameter as src2/opr2, so in the actual
|
---|
1854 | functions below, expect their syntax to differ slightly to those listed in the
|
---|
1855 | manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
|
---|
1856 | This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
|
---|
1857 |
|
---|
1858 | if (isAlpha) {
|
---|
1859 | comb_target = useext(GL_COMBINE_ALPHA);
|
---|
1860 | src0_target = useext(GL_SOURCE0_ALPHA);
|
---|
1861 | src1_target = useext(GL_SOURCE1_ALPHA);
|
---|
1862 | src2_target = useext(GL_SOURCE2_ALPHA);
|
---|
1863 | opr0_target = useext(GL_OPERAND0_ALPHA);
|
---|
1864 | opr1_target = useext(GL_OPERAND1_ALPHA);
|
---|
1865 | opr2_target = useext(GL_OPERAND2_ALPHA);
|
---|
1866 | scal_target = GL_ALPHA_SCALE;
|
---|
1867 | }
|
---|
1868 | else {
|
---|
1869 | comb_target = useext(GL_COMBINE_RGB);
|
---|
1870 | src0_target = useext(GL_SOURCE0_RGB);
|
---|
1871 | src1_target = useext(GL_SOURCE1_RGB);
|
---|
1872 | src2_target = useext(GL_SOURCE2_RGB);
|
---|
1873 | opr0_target = useext(GL_OPERAND0_RGB);
|
---|
1874 | opr1_target = useext(GL_OPERAND1_RGB);
|
---|
1875 | opr2_target = useext(GL_OPERAND2_RGB);
|
---|
1876 | scal_target = useext(GL_RGB_SCALE);
|
---|
1877 | }
|
---|
1878 |
|
---|
1879 | /* If a texture stage references an invalid texture unit the stage just
|
---|
1880 | * passes through the result from the previous stage */
|
---|
1881 | if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
|
---|
1882 | arg1 = WINED3DTA_CURRENT;
|
---|
1883 | op = WINED3DTOP_SELECTARG1;
|
---|
1884 | }
|
---|
1885 |
|
---|
1886 | if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
|
---|
1887 | get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
|
---|
1888 | } else {
|
---|
1889 | get_src_and_opr(arg1, isAlpha, &src1, &opr1);
|
---|
1890 | }
|
---|
1891 | get_src_and_opr(arg2, isAlpha, &src2, &opr2);
|
---|
1892 | get_src_and_opr(arg3, isAlpha, &src3, &opr3);
|
---|
1893 |
|
---|
1894 | TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
|
---|
1895 |
|
---|
1896 | Handled = TRUE; /* Assume will be handled */
|
---|
1897 |
|
---|
1898 | /* Other texture operations require special extensions: */
|
---|
1899 | if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
|
---|
1900 | if (isAlpha) {
|
---|
1901 | opr = GL_SRC_ALPHA;
|
---|
1902 | invopr = GL_ONE_MINUS_SRC_ALPHA;
|
---|
1903 | src3_target = GL_SOURCE3_ALPHA_NV;
|
---|
1904 | opr3_target = GL_OPERAND3_ALPHA_NV;
|
---|
1905 | } else {
|
---|
1906 | opr = GL_SRC_COLOR;
|
---|
1907 | invopr = GL_ONE_MINUS_SRC_COLOR;
|
---|
1908 | src3_target = GL_SOURCE3_RGB_NV;
|
---|
1909 | opr3_target = GL_OPERAND3_RGB_NV;
|
---|
1910 | }
|
---|
1911 | switch (op) {
|
---|
1912 | case WINED3DTOP_DISABLE: /* Only for alpha */
|
---|
1913 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
1914 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
|
---|
1915 | glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
|
---|
1916 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
1917 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
|
---|
1918 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
1919 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
1920 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
1921 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
1922 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
1923 | glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
1924 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
|
---|
1925 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
1926 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
---|
1927 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
1928 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
1929 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
1930 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
1931 | break;
|
---|
1932 | case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
|
---|
1933 | case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
|
---|
1934 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
1935 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
1936 | if (op == WINED3DTOP_SELECTARG1) {
|
---|
1937 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
1938 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
1939 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
1940 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
1941 | } else {
|
---|
1942 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
|
---|
1943 | checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
|
---|
1944 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
|
---|
1945 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
|
---|
1946 | }
|
---|
1947 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
1948 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
1949 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
1950 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
1951 | glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
1952 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
|
---|
1953 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
1954 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
---|
1955 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
1956 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
1957 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
1958 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
1959 | break;
|
---|
1960 |
|
---|
1961 | case WINED3DTOP_MODULATE:
|
---|
1962 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
1963 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
---|
1964 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
1965 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
1966 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
1967 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
1968 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
1969 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
1970 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
1971 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
1972 | glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
1973 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
1974 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
1975 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
1976 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
1977 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
1978 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
1979 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
|
---|
1980 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
1981 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
1982 | break;
|
---|
1983 | case WINED3DTOP_MODULATE2X:
|
---|
1984 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
1985 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
---|
1986 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
1987 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
1988 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
1989 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
1990 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
1991 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
1992 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
1993 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
1994 | glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
1995 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
1996 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
1997 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
1998 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
1999 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2000 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2001 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
|
---|
2002 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
|
---|
2003 | checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
|
---|
2004 | break;
|
---|
2005 | case WINED3DTOP_MODULATE4X:
|
---|
2006 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2007 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
---|
2008 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2009 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2010 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2011 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2012 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2013 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2014 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2015 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2016 | glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
|
---|
2017 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2018 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2019 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2020 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2021 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2022 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2023 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
|
---|
2024 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
|
---|
2025 | checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
|
---|
2026 | break;
|
---|
2027 |
|
---|
2028 | case WINED3DTOP_ADD:
|
---|
2029 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2030 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2031 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2032 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2033 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2034 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2035 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2036 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2037 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2038 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2039 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2040 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2041 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2042 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2043 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2044 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2045 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2046 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2047 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2048 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2049 | break;
|
---|
2050 |
|
---|
2051 | case WINED3DTOP_ADDSIGNED:
|
---|
2052 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
|
---|
2053 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
|
---|
2054 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2055 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2056 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2057 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2058 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2059 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2060 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2061 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2062 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2063 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2064 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2065 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2066 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2067 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2068 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2069 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2070 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2071 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2072 | break;
|
---|
2073 |
|
---|
2074 | case WINED3DTOP_ADDSIGNED2X:
|
---|
2075 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
|
---|
2076 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
|
---|
2077 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2078 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2079 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2080 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2081 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2082 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2083 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2084 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2085 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2086 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2087 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2088 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2089 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2090 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2091 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2092 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2093 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
|
---|
2094 | checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
|
---|
2095 | break;
|
---|
2096 |
|
---|
2097 | case WINED3DTOP_ADDSMOOTH:
|
---|
2098 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2099 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2100 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2101 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2102 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2103 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2104 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2105 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2106 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2107 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2108 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2109 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2110 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2111 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2112 | glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
|
---|
2113 | checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
|
---|
2114 | switch (opr1) {
|
---|
2115 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
2116 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
|
---|
2117 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2118 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2119 | }
|
---|
2120 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2121 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
2122 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2123 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2124 | break;
|
---|
2125 |
|
---|
2126 | case WINED3DTOP_BLENDDIFFUSEALPHA:
|
---|
2127 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2128 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2129 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2130 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2131 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2132 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2133 | glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
|
---|
2134 | checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
|
---|
2135 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2136 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2137 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2138 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2139 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2140 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2141 | glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
|
---|
2142 | checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
|
---|
2143 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2144 | checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
|
---|
2145 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2146 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2147 | break;
|
---|
2148 | case WINED3DTOP_BLENDTEXTUREALPHA:
|
---|
2149 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2150 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2151 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2152 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2153 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2154 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2155 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
|
---|
2156 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
|
---|
2157 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2158 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2159 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2160 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2161 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2162 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2163 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
|
---|
2164 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
|
---|
2165 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2166 | checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
|
---|
2167 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2168 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2169 | break;
|
---|
2170 | case WINED3DTOP_BLENDFACTORALPHA:
|
---|
2171 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2172 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2173 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2174 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2175 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2176 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2177 | glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
|
---|
2178 | checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
|
---|
2179 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2180 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2181 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2182 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2183 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2184 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2185 | glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
|
---|
2186 | checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
|
---|
2187 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2188 | checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
|
---|
2189 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2190 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2191 | break;
|
---|
2192 | case WINED3DTOP_BLENDTEXTUREALPHAPM:
|
---|
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, GL_ZERO);
|
---|
2200 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
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, GL_TEXTURE);
|
---|
2208 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
|
---|
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_MODULATEALPHA_ADDCOLOR:
|
---|
2215 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2216 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
|
---|
2217 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
|
---|
2218 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2219 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2220 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
|
---|
2221 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2222 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2223 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2224 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2225 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
|
---|
2226 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2227 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2228 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
|
---|
2229 | glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
|
---|
2230 | checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
|
---|
2231 | switch (opr) {
|
---|
2232 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2233 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2234 | }
|
---|
2235 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2236 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
2237 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2238 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2239 | break;
|
---|
2240 | case WINED3DTOP_MODULATECOLOR_ADDALPHA:
|
---|
2241 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2242 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2243 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2244 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2245 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2246 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2247 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2248 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2249 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2250 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2251 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
|
---|
2252 | checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
|
---|
2253 | switch (opr1) {
|
---|
2254 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2255 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2256 | }
|
---|
2257 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2258 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
---|
2259 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2260 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2261 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2262 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2263 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2264 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2265 | break;
|
---|
2266 | case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
|
---|
2267 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2268 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2269 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2270 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2271 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2272 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2273 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2274 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2275 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2276 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2277 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2278 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2279 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2280 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2281 | glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
|
---|
2282 | checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
|
---|
2283 | switch (opr1) {
|
---|
2284 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2285 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2286 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2287 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2288 | }
|
---|
2289 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
|
---|
2290 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
|
---|
2291 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2292 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2293 | break;
|
---|
2294 | case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
|
---|
2295 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2296 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2297 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2298 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2299 | switch (opr1) {
|
---|
2300 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
2301 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
|
---|
2302 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2303 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2304 | }
|
---|
2305 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
2306 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
2307 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2308 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2309 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2310 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2311 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
|
---|
2312 | checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
|
---|
2313 | switch (opr1) {
|
---|
2314 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2315 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2316 | }
|
---|
2317 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
|
---|
2318 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
|
---|
2319 | glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
|
---|
2320 | checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
|
---|
2321 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
|
---|
2322 | checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
|
---|
2323 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2324 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2325 | break;
|
---|
2326 | case WINED3DTOP_MULTIPLYADD:
|
---|
2327 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2328 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2329 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
|
---|
2330 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2331 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
|
---|
2332 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2333 | glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
|
---|
2334 | checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
|
---|
2335 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
|
---|
2336 | checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
|
---|
2337 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
|
---|
2338 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2339 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
|
---|
2340 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2341 | glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
|
---|
2342 | checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
|
---|
2343 | glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
|
---|
2344 | checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
|
---|
2345 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2346 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2347 | break;
|
---|
2348 |
|
---|
2349 | case WINED3DTOP_BUMPENVMAP:
|
---|
2350 | {
|
---|
2351 | }
|
---|
2352 |
|
---|
2353 | case WINED3DTOP_BUMPENVMAPLUMINANCE:
|
---|
2354 | FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
|
---|
2355 |
|
---|
2356 | default:
|
---|
2357 | Handled = FALSE;
|
---|
2358 | }
|
---|
2359 | if (Handled) {
|
---|
2360 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
|
---|
2361 | checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
|
---|
2362 |
|
---|
2363 | return;
|
---|
2364 | }
|
---|
2365 | } /* GL_NV_texture_env_combine4 */
|
---|
2366 |
|
---|
2367 | Handled = TRUE; /* Again, assume handled */
|
---|
2368 | switch (op) {
|
---|
2369 | case WINED3DTOP_DISABLE: /* Only for alpha */
|
---|
2370 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
|
---|
2371 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
|
---|
2372 | glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
|
---|
2373 | checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
|
---|
2374 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
|
---|
2375 | checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
|
---|
2376 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2377 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2378 | break;
|
---|
2379 | case WINED3DTOP_SELECTARG1:
|
---|
2380 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
|
---|
2381 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
|
---|
2382 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2383 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2384 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2385 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2386 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2387 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2388 | break;
|
---|
2389 | case WINED3DTOP_SELECTARG2:
|
---|
2390 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
|
---|
2391 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
|
---|
2392 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
|
---|
2393 | checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
|
---|
2394 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
|
---|
2395 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
|
---|
2396 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2397 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2398 | break;
|
---|
2399 | case WINED3DTOP_MODULATE:
|
---|
2400 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
|
---|
2401 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
|
---|
2402 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2403 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2404 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2405 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2406 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2407 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2408 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2409 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2410 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2411 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2412 | break;
|
---|
2413 | case WINED3DTOP_MODULATE2X:
|
---|
2414 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
|
---|
2415 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
|
---|
2416 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2417 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2418 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2419 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2420 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2421 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2422 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2423 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2424 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
|
---|
2425 | checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
|
---|
2426 | break;
|
---|
2427 | case WINED3DTOP_MODULATE4X:
|
---|
2428 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
|
---|
2429 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
|
---|
2430 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2431 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2432 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2433 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2434 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2435 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2436 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2437 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2438 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
|
---|
2439 | checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
|
---|
2440 | break;
|
---|
2441 | case WINED3DTOP_ADD:
|
---|
2442 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
|
---|
2443 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
|
---|
2444 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2445 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2446 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2447 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2448 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2449 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2450 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2451 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2452 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2453 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2454 | break;
|
---|
2455 | case WINED3DTOP_ADDSIGNED:
|
---|
2456 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
|
---|
2457 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
|
---|
2458 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2459 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2460 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2461 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2462 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2463 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2464 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2465 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2466 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2467 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2468 | break;
|
---|
2469 | case WINED3DTOP_ADDSIGNED2X:
|
---|
2470 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
|
---|
2471 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
|
---|
2472 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2473 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2474 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2475 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2476 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2477 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2478 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2479 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2480 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
|
---|
2481 | checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
|
---|
2482 | break;
|
---|
2483 | case WINED3DTOP_SUBTRACT:
|
---|
2484 | if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
|
---|
2485 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
|
---|
2486 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
|
---|
2487 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2488 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2489 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2490 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2491 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2492 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2493 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2494 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2495 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2496 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2497 | } else {
|
---|
2498 | FIXME("This version of opengl does not support GL_SUBTRACT\n");
|
---|
2499 | }
|
---|
2500 | break;
|
---|
2501 |
|
---|
2502 | case WINED3DTOP_BLENDDIFFUSEALPHA:
|
---|
2503 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
|
---|
2504 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
|
---|
2505 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2506 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2507 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2508 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2509 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2510 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2511 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2512 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2513 | glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
|
---|
2514 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
|
---|
2515 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
|
---|
2516 | checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
|
---|
2517 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2518 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2519 | break;
|
---|
2520 | case WINED3DTOP_BLENDTEXTUREALPHA:
|
---|
2521 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
|
---|
2522 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
|
---|
2523 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2524 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2525 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2526 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2527 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2528 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2529 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2530 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2531 | glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
|
---|
2532 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
|
---|
2533 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
|
---|
2534 | checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
|
---|
2535 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2536 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2537 | break;
|
---|
2538 | case WINED3DTOP_BLENDFACTORALPHA:
|
---|
2539 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
|
---|
2540 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
|
---|
2541 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2542 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2543 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2544 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2545 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2546 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2547 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2548 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2549 | glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
|
---|
2550 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
|
---|
2551 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
|
---|
2552 | checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
|
---|
2553 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2554 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2555 | break;
|
---|
2556 | case WINED3DTOP_BLENDCURRENTALPHA:
|
---|
2557 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
|
---|
2558 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
|
---|
2559 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2560 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2561 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2562 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2563 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2564 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2565 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2566 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2567 | glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
|
---|
2568 | checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
|
---|
2569 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
|
---|
2570 | checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
|
---|
2571 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2572 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2573 | break;
|
---|
2574 | case WINED3DTOP_DOTPRODUCT3:
|
---|
2575 | if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
|
---|
2576 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
|
---|
2577 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
|
---|
2578 | } else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
|
---|
2579 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
|
---|
2580 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
|
---|
2581 | } else {
|
---|
2582 | FIXME("This version of opengl does not support GL_DOT3\n");
|
---|
2583 | }
|
---|
2584 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2585 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2586 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2587 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2588 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2589 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2590 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2591 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2592 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2593 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2594 | break;
|
---|
2595 | case WINED3DTOP_LERP:
|
---|
2596 | glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
|
---|
2597 | checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
|
---|
2598 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2599 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2600 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2601 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2602 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
|
---|
2603 | checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
|
---|
2604 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
|
---|
2605 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
|
---|
2606 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
|
---|
2607 | checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
|
---|
2608 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
|
---|
2609 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
|
---|
2610 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2611 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2612 | break;
|
---|
2613 | case WINED3DTOP_ADDSMOOTH:
|
---|
2614 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
|
---|
2615 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2616 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2617 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2618 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2619 | switch (opr1) {
|
---|
2620 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
2621 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
|
---|
2622 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2623 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2624 | }
|
---|
2625 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
2626 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
2627 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2628 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2629 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
|
---|
2630 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
|
---|
2631 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2632 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2633 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2634 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2635 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2636 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2637 | } else
|
---|
2638 | Handled = FALSE;
|
---|
2639 | break;
|
---|
2640 | case WINED3DTOP_BLENDTEXTUREALPHAPM:
|
---|
2641 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
|
---|
2642 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2643 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2644 | glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
|
---|
2645 | checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
|
---|
2646 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
|
---|
2647 | checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
|
---|
2648 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2649 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2650 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
|
---|
2651 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
|
---|
2652 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2653 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2654 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2655 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2656 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2657 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2658 | } else
|
---|
2659 | Handled = FALSE;
|
---|
2660 | break;
|
---|
2661 | case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
|
---|
2662 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
|
---|
2663 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2664 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2665 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2666 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2667 | switch (opr1) {
|
---|
2668 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2669 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2670 | case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2671 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2672 | }
|
---|
2673 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
2674 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
2675 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2676 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2677 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
|
---|
2678 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
|
---|
2679 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2680 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2681 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2682 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2683 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2684 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2685 | } else
|
---|
2686 | Handled = FALSE;
|
---|
2687 | break;
|
---|
2688 | case WINED3DTOP_MODULATECOLOR_ADDALPHA:
|
---|
2689 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
|
---|
2690 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2691 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2692 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2693 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2694 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2695 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2696 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2697 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2698 | switch (opr1) {
|
---|
2699 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2700 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2701 | case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2702 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2703 | }
|
---|
2704 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
|
---|
2705 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
|
---|
2706 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2707 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2708 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2709 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2710 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2711 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2712 | } else
|
---|
2713 | Handled = FALSE;
|
---|
2714 | break;
|
---|
2715 | case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
|
---|
2716 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
|
---|
2717 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2718 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2719 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2720 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2721 | switch (opr1) {
|
---|
2722 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2723 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2724 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2725 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2726 | }
|
---|
2727 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
2728 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
2729 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2730 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2731 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
|
---|
2732 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
|
---|
2733 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2734 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2735 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2736 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2737 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2738 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2739 | } else
|
---|
2740 | Handled = FALSE;
|
---|
2741 | break;
|
---|
2742 | case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
|
---|
2743 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
|
---|
2744 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2745 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2746 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2747 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2748 | switch (opr1) {
|
---|
2749 | case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
|
---|
2750 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
|
---|
2751 | case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2752 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2753 | }
|
---|
2754 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
|
---|
2755 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
|
---|
2756 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
|
---|
2757 | checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
|
---|
2758 | switch (opr1) {
|
---|
2759 | case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
|
---|
2760 | case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2761 | case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
|
---|
2762 | case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
|
---|
2763 | }
|
---|
2764 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
|
---|
2765 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
|
---|
2766 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2767 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2768 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2769 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2770 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2771 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2772 | } else
|
---|
2773 | Handled = FALSE;
|
---|
2774 | break;
|
---|
2775 | case WINED3DTOP_MULTIPLYADD:
|
---|
2776 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
|
---|
2777 | glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
|
---|
2778 | checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
|
---|
2779 | glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
|
---|
2780 | checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
|
---|
2781 | glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
|
---|
2782 | checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
|
---|
2783 | glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
|
---|
2784 | checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
|
---|
2785 | glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
|
---|
2786 | checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
|
---|
2787 | glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
|
---|
2788 | checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
|
---|
2789 | glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
|
---|
2790 | checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
|
---|
2791 | glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
|
---|
2792 | checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
|
---|
2793 | } else
|
---|
2794 | Handled = FALSE;
|
---|
2795 | break;
|
---|
2796 | case WINED3DTOP_BUMPENVMAPLUMINANCE:
|
---|
2797 | case WINED3DTOP_BUMPENVMAP:
|
---|
2798 | if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
|
---|
2799 | /* Technically texture shader support without register combiners is possible, but not expected to occur
|
---|
2800 | * on real world cards, so for now a fixme should be enough
|
---|
2801 | */
|
---|
2802 | FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
|
---|
2803 | }
|
---|
2804 | default:
|
---|
2805 | Handled = FALSE;
|
---|
2806 | }
|
---|
2807 |
|
---|
2808 | if (Handled) {
|
---|
2809 | BOOL combineOK = TRUE;
|
---|
2810 | if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
|
---|
2811 | DWORD op2;
|
---|
2812 |
|
---|
2813 | if (isAlpha) {
|
---|
2814 | op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
|
---|
2815 | } else {
|
---|
2816 | op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
|
---|
2817 | }
|
---|
2818 |
|
---|
2819 | /* Note: If COMBINE4 in effect can't go back to combine! */
|
---|
2820 | switch (op2) {
|
---|
2821 | case WINED3DTOP_ADDSMOOTH:
|
---|
2822 | case WINED3DTOP_BLENDTEXTUREALPHAPM:
|
---|
2823 | case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
|
---|
2824 | case WINED3DTOP_MODULATECOLOR_ADDALPHA:
|
---|
2825 | case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
|
---|
2826 | case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
|
---|
2827 | case WINED3DTOP_MULTIPLYADD:
|
---|
2828 | /* Ignore those implemented in both cases */
|
---|
2829 | switch (op) {
|
---|
2830 | case WINED3DTOP_SELECTARG1:
|
---|
2831 | case WINED3DTOP_SELECTARG2:
|
---|
2832 | combineOK = FALSE;
|
---|
2833 | Handled = FALSE;
|
---|
2834 | break;
|
---|
2835 | default:
|
---|
2836 | FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
|
---|
2837 | return;
|
---|
2838 | }
|
---|
2839 | }
|
---|
2840 | }
|
---|
2841 |
|
---|
2842 | if (combineOK) {
|
---|
2843 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
|
---|
2844 | checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
|
---|
2845 |
|
---|
2846 | return;
|
---|
2847 | }
|
---|
2848 | }
|
---|
2849 |
|
---|
2850 | /* After all the extensions, if still unhandled, report fixme */
|
---|
2851 | FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
|
---|
2852 | }
|
---|
2853 |
|
---|
2854 |
|
---|
2855 | static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
2856 | DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
---|
2857 | DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
|
---|
2858 | BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
|
---|
2859 |
|
---|
2860 | TRACE("Setting color op for stage %d\n", stage);
|
---|
2861 |
|
---|
2862 | /* Using a pixel shader? Don't care for anything here, the shader applying does it */
|
---|
2863 | if (use_ps(stateblock)) return;
|
---|
2864 |
|
---|
2865 | if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
|
---|
2866 |
|
---|
2867 | if (mapped_stage != WINED3D_UNMAPPED_STAGE)
|
---|
2868 | {
|
---|
2869 | if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
|
---|
2870 | FIXME("Attempt to enable unsupported stage!\n");
|
---|
2871 | return;
|
---|
2872 | }
|
---|
2873 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
---|
2874 | checkGLcall("glActiveTextureARB");
|
---|
2875 | }
|
---|
2876 |
|
---|
2877 | if(stage >= stateblock->lowest_disabled_stage) {
|
---|
2878 | TRACE("Stage disabled\n");
|
---|
2879 | if (mapped_stage != WINED3D_UNMAPPED_STAGE)
|
---|
2880 | {
|
---|
2881 | /* Disable everything here */
|
---|
2882 | glDisable(GL_TEXTURE_2D);
|
---|
2883 | checkGLcall("glDisable(GL_TEXTURE_2D)");
|
---|
2884 | glDisable(GL_TEXTURE_3D);
|
---|
2885 | checkGLcall("glDisable(GL_TEXTURE_3D)");
|
---|
2886 | if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
|
---|
2887 | glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
---|
2888 | checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
|
---|
2889 | }
|
---|
2890 | if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
|
---|
2891 | glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
---|
2892 | checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
|
---|
2893 | }
|
---|
2894 | }
|
---|
2895 | /* All done */
|
---|
2896 | return;
|
---|
2897 | }
|
---|
2898 |
|
---|
2899 | /* The sampler will also activate the correct texture dimensions, so no need to do it here
|
---|
2900 | * if the sampler for this stage is dirty
|
---|
2901 | */
|
---|
2902 | if(!isStateDirty(context, STATE_SAMPLER(stage))) {
|
---|
2903 | if (tex_used) texture_activate_dimensions(stage, stateblock, context);
|
---|
2904 | }
|
---|
2905 |
|
---|
2906 | set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, FALSE, stage,
|
---|
2907 | stateblock->textureState[stage][WINED3DTSS_COLOROP],
|
---|
2908 | stateblock->textureState[stage][WINED3DTSS_COLORARG1],
|
---|
2909 | stateblock->textureState[stage][WINED3DTSS_COLORARG2],
|
---|
2910 | stateblock->textureState[stage][WINED3DTSS_COLORARG0]);
|
---|
2911 | }
|
---|
2912 |
|
---|
2913 | void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
2914 | DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
---|
2915 | DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
|
---|
2916 | BOOL tex_used = stateblock->wineD3DDevice->fixed_function_usage_map & (1 << stage);
|
---|
2917 | DWORD op, arg1, arg2, arg0;
|
---|
2918 |
|
---|
2919 | TRACE("Setting alpha op for stage %d\n", stage);
|
---|
2920 | /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
|
---|
2921 | if (mapped_stage != WINED3D_UNMAPPED_STAGE)
|
---|
2922 | {
|
---|
2923 | if (tex_used && mapped_stage >= GL_LIMITS(textures)) {
|
---|
2924 | FIXME("Attempt to enable unsupported stage!\n");
|
---|
2925 | return;
|
---|
2926 | }
|
---|
2927 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
---|
2928 | checkGLcall("glActiveTextureARB");
|
---|
2929 | }
|
---|
2930 |
|
---|
2931 | op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
|
---|
2932 | arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
|
---|
2933 | arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
|
---|
2934 | arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
|
---|
2935 |
|
---|
2936 | if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
|
---|
2937 | {
|
---|
2938 | UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
|
---|
2939 |
|
---|
2940 | if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
|
---|
2941 | {
|
---|
2942 | IWineD3DSurfaceImpl *surf;
|
---|
2943 |
|
---|
2944 | surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
|
---|
2945 |
|
---|
2946 | if (surf->CKeyFlags & WINEDDSD_CKSRCBLT && !surf->resource.format_desc->alpha_mask)
|
---|
2947 | {
|
---|
2948 | /* Color keying needs to pass alpha values from the texture through to have the alpha test work
|
---|
2949 | * properly. On the other hand applications can still use texture combiners apparently. This code
|
---|
2950 | * takes care that apps cannot remove the texture's alpha channel entirely.
|
---|
2951 | *
|
---|
2952 | * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
|
---|
2953 | * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
|
---|
2954 | * and alpha component of diffuse color to draw things like translucent text and perform other
|
---|
2955 | * blending effects.
|
---|
2956 | *
|
---|
2957 | * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
|
---|
2958 | * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
|
---|
2959 | * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
|
---|
2960 | * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
|
---|
2961 | * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
|
---|
2962 | * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
|
---|
2963 | * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
|
---|
2964 | * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
|
---|
2965 | * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
|
---|
2966 | * alpha.
|
---|
2967 | *
|
---|
2968 | * What to do with multitexturing? So far no app has been found that uses color keying with
|
---|
2969 | * multitexturing */
|
---|
2970 | if (op == WINED3DTOP_DISABLE)
|
---|
2971 | {
|
---|
2972 | arg1 = WINED3DTA_TEXTURE;
|
---|
2973 | op = WINED3DTOP_SELECTARG1;
|
---|
2974 | }
|
---|
2975 | else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
|
---|
2976 | {
|
---|
2977 | if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
|
---|
2978 | {
|
---|
2979 | arg2 = WINED3DTA_TEXTURE;
|
---|
2980 | op = WINED3DTOP_MODULATE;
|
---|
2981 | }
|
---|
2982 | else arg1 = WINED3DTA_TEXTURE;
|
---|
2983 | }
|
---|
2984 | else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
|
---|
2985 | {
|
---|
2986 | if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
|
---|
2987 | {
|
---|
2988 | arg1 = WINED3DTA_TEXTURE;
|
---|
2989 | op = WINED3DTOP_MODULATE;
|
---|
2990 | }
|
---|
2991 | else arg2 = WINED3DTA_TEXTURE;
|
---|
2992 | }
|
---|
2993 | }
|
---|
2994 | }
|
---|
2995 | }
|
---|
2996 |
|
---|
2997 | /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
|
---|
2998 | * this if block here, and the other code(color keying, texture unit selection) are the same
|
---|
2999 | */
|
---|
3000 | TRACE("Setting alpha op for stage %d\n", stage);
|
---|
3001 | if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
---|
3002 | set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
|
---|
3003 | op, arg1, arg2, arg0,
|
---|
3004 | mapped_stage,
|
---|
3005 | stateblock->textureState[stage][WINED3DTSS_RESULTARG]);
|
---|
3006 | } else {
|
---|
3007 | set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
|
---|
3008 | op, arg1, arg2, arg0);
|
---|
3009 | }
|
---|
3010 | }
|
---|
3011 |
|
---|
3012 | static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3013 | DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
---|
3014 | DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
|
---|
3015 | BOOL generated;
|
---|
3016 | int coordIdx;
|
---|
3017 |
|
---|
3018 | /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
|
---|
3019 | if (use_vs(stateblock) || isStateDirty(context, STATE_VDECL))
|
---|
3020 | {
|
---|
3021 | TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
|
---|
3022 | return;
|
---|
3023 | }
|
---|
3024 |
|
---|
3025 | if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
|
---|
3026 |
|
---|
3027 | if(mapped_stage >= GL_LIMITS(textures)) {
|
---|
3028 | return;
|
---|
3029 | }
|
---|
3030 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
---|
3031 | checkGLcall("glActiveTextureARB");
|
---|
3032 | generated = (stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU;
|
---|
3033 | coordIdx = min(stateblock->textureState[texUnit][WINED3DTSS_TEXCOORDINDEX & 0x0000FFFF], MAX_TEXTURES - 1);
|
---|
3034 |
|
---|
3035 | set_texture_matrix(&stateblock->transforms[WINED3DTS_TEXTURE0 + texUnit].u.m[0][0],
|
---|
3036 | stateblock->textureState[texUnit][WINED3DTSS_TEXTURETRANSFORMFLAGS], generated, context->last_was_rhw,
|
---|
3037 | stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].stride
|
---|
3038 | ? stateblock->wineD3DDevice->strided_streams.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format_desc->format
|
---|
3039 | : WINED3DFMT_UNKNOWN,
|
---|
3040 | stateblock->wineD3DDevice->frag_pipe->ffp_proj_control);
|
---|
3041 |
|
---|
3042 | /* The sampler applying function calls us if this changes */
|
---|
3043 | if ((context->lastWasPow2Texture & (1 << texUnit)) && stateblock->textures[texUnit])
|
---|
3044 | {
|
---|
3045 | if(generated) {
|
---|
3046 | FIXME("Non-power2 texture being used with generated texture coords\n");
|
---|
3047 | }
|
---|
3048 | /* NP2 texcoord fixup is implemented for pixelshaders (currently only in GLSL backend) so
|
---|
3049 | only enable the fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
|
---|
3050 | if (!use_ps(stateblock)) {
|
---|
3051 | TRACE("Non power two matrix multiply fixup\n");
|
---|
3052 | glMultMatrixf(((IWineD3DTextureImpl *) stateblock->textures[texUnit])->baseTexture.pow2Matrix);
|
---|
3053 | }
|
---|
3054 | }
|
---|
3055 | }
|
---|
3056 |
|
---|
3057 | static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
|
---|
3058 | unsigned int texture_idx;
|
---|
3059 |
|
---|
3060 | for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
|
---|
3061 | GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
|
---|
3062 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
3063 | }
|
---|
3064 | }
|
---|
3065 |
|
---|
3066 | static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const struct wined3d_stream_info *si, GLuint *curVBO)
|
---|
3067 | {
|
---|
3068 | const UINT *offset = stateblock->streamOffset;
|
---|
3069 | unsigned int mapped_stage = 0;
|
---|
3070 | unsigned int textureNo = 0;
|
---|
3071 |
|
---|
3072 | for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
|
---|
3073 | int coordIdx = stateblock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
|
---|
3074 | const struct wined3d_stream_info_element *e;
|
---|
3075 |
|
---|
3076 | mapped_stage = stateblock->wineD3DDevice->texUnitMap[textureNo];
|
---|
3077 | if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
|
---|
3078 |
|
---|
3079 | e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
|
---|
3080 | if (coordIdx < MAX_TEXTURES && (e->data || e->buffer_object))
|
---|
3081 | {
|
---|
3082 | TRACE("Setting up texture %u, idx %d, cordindx %u, data %p\n",
|
---|
3083 | textureNo, mapped_stage, coordIdx, e->data);
|
---|
3084 |
|
---|
3085 | if (*curVBO != e->buffer_object)
|
---|
3086 | {
|
---|
3087 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
|
---|
3088 | checkGLcall("glBindBufferARB");
|
---|
3089 | *curVBO = e->buffer_object;
|
---|
3090 | }
|
---|
3091 |
|
---|
3092 | GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
---|
3093 | checkGLcall("glClientActiveTextureARB");
|
---|
3094 |
|
---|
3095 | /* The coords to supply depend completely on the fvf / vertex shader */
|
---|
3096 | glTexCoordPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
|
---|
3097 | e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
|
---|
3098 | glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
---|
3099 | } else {
|
---|
3100 | GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
|
---|
3101 | }
|
---|
3102 | }
|
---|
3103 | if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
---|
3104 | /* The number of the mapped stages increases monotonically, so it's fine to use the last used one */
|
---|
3105 | for (textureNo = mapped_stage + 1; textureNo < GL_LIMITS(textures); ++textureNo) {
|
---|
3106 | GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
|
---|
3107 | }
|
---|
3108 | }
|
---|
3109 |
|
---|
3110 | checkGLcall("loadTexCoords");
|
---|
3111 | }
|
---|
3112 |
|
---|
3113 | static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3114 | DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
---|
3115 | DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
|
---|
3116 | static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
|
---|
3117 | static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
|
---|
3118 | static const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
|
---|
3119 | static const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
|
---|
3120 |
|
---|
3121 | if (mapped_stage == WINED3D_UNMAPPED_STAGE)
|
---|
3122 | {
|
---|
3123 | TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
|
---|
3124 | return;
|
---|
3125 | }
|
---|
3126 |
|
---|
3127 | if(mapped_stage >= GL_LIMITS(fragment_samplers)) {
|
---|
3128 | WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
|
---|
3129 | return;
|
---|
3130 | }
|
---|
3131 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
---|
3132 | checkGLcall("glActiveTextureARB");
|
---|
3133 |
|
---|
3134 | /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
|
---|
3135 | *
|
---|
3136 | * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
|
---|
3137 | * eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
|
---|
3138 | * means use the vertex position (camera-space) as the input texture coordinates
|
---|
3139 | * for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
|
---|
3140 | * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
|
---|
3141 | * to the TEXCOORDINDEX value
|
---|
3142 | */
|
---|
3143 | switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xffff0000)
|
---|
3144 | {
|
---|
3145 | case WINED3DTSS_TCI_PASSTHRU:
|
---|
3146 | /* Use the specified texture coordinates contained within the
|
---|
3147 | * vertex format. This value resolves to zero. */
|
---|
3148 | glDisable(GL_TEXTURE_GEN_S);
|
---|
3149 | glDisable(GL_TEXTURE_GEN_T);
|
---|
3150 | glDisable(GL_TEXTURE_GEN_R);
|
---|
3151 | glDisable(GL_TEXTURE_GEN_Q);
|
---|
3152 | checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
|
---|
3153 | break;
|
---|
3154 |
|
---|
3155 | case WINED3DTSS_TCI_CAMERASPACEPOSITION:
|
---|
3156 | /* CameraSpacePosition means use the vertex position, transformed to camera space,
|
---|
3157 | * as the input texture coordinates for this stage's texture transformation. This
|
---|
3158 | * equates roughly to EYE_LINEAR */
|
---|
3159 |
|
---|
3160 | glMatrixMode(GL_MODELVIEW);
|
---|
3161 | glPushMatrix();
|
---|
3162 | glLoadIdentity();
|
---|
3163 | glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
---|
3164 | glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
---|
3165 | glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
---|
3166 | glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
---|
3167 | glPopMatrix();
|
---|
3168 | checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
|
---|
3169 |
|
---|
3170 | glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
---|
3171 | glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
---|
3172 | glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
---|
3173 | checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
|
---|
3174 |
|
---|
3175 | glEnable(GL_TEXTURE_GEN_S);
|
---|
3176 | glEnable(GL_TEXTURE_GEN_T);
|
---|
3177 | glEnable(GL_TEXTURE_GEN_R);
|
---|
3178 | checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
|
---|
3179 |
|
---|
3180 | break;
|
---|
3181 |
|
---|
3182 | case WINED3DTSS_TCI_CAMERASPACENORMAL:
|
---|
3183 | /* Note that NV_TEXGEN_REFLECTION support is implied when
|
---|
3184 | * ARB_TEXTURE_CUBE_MAP is supported */
|
---|
3185 | if (!GL_SUPPORT(NV_TEXGEN_REFLECTION))
|
---|
3186 | {
|
---|
3187 | FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
|
---|
3188 | break;
|
---|
3189 | }
|
---|
3190 |
|
---|
3191 | glMatrixMode(GL_MODELVIEW);
|
---|
3192 | glPushMatrix();
|
---|
3193 | glLoadIdentity();
|
---|
3194 | glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
---|
3195 | glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
---|
3196 | glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
---|
3197 | glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
---|
3198 | glPopMatrix();
|
---|
3199 | checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
|
---|
3200 |
|
---|
3201 | glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
---|
3202 | glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
---|
3203 | glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
|
---|
3204 | checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
|
---|
3205 |
|
---|
3206 | glEnable(GL_TEXTURE_GEN_S);
|
---|
3207 | glEnable(GL_TEXTURE_GEN_T);
|
---|
3208 | glEnable(GL_TEXTURE_GEN_R);
|
---|
3209 | checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
|
---|
3210 |
|
---|
3211 | break;
|
---|
3212 |
|
---|
3213 | case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
|
---|
3214 | /* Note that NV_TEXGEN_REFLECTION support is implied when
|
---|
3215 | * ARB_TEXTURE_CUBE_MAP is supported */
|
---|
3216 | if (!GL_SUPPORT(NV_TEXGEN_REFLECTION))
|
---|
3217 | {
|
---|
3218 | FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
|
---|
3219 | break;
|
---|
3220 | }
|
---|
3221 |
|
---|
3222 | glMatrixMode(GL_MODELVIEW);
|
---|
3223 | glPushMatrix();
|
---|
3224 | glLoadIdentity();
|
---|
3225 | glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
|
---|
3226 | glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
|
---|
3227 | glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
|
---|
3228 | glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
|
---|
3229 | glPopMatrix();
|
---|
3230 | checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
|
---|
3231 |
|
---|
3232 | glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
---|
3233 | glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
---|
3234 | glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
|
---|
3235 | checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
|
---|
3236 |
|
---|
3237 | glEnable(GL_TEXTURE_GEN_S);
|
---|
3238 | glEnable(GL_TEXTURE_GEN_T);
|
---|
3239 | glEnable(GL_TEXTURE_GEN_R);
|
---|
3240 | checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
|
---|
3241 |
|
---|
3242 | break;
|
---|
3243 |
|
---|
3244 | case WINED3DTSS_TCI_SPHEREMAP:
|
---|
3245 | glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
---|
3246 | glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
---|
3247 | checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
|
---|
3248 |
|
---|
3249 | glEnable(GL_TEXTURE_GEN_S);
|
---|
3250 | glEnable(GL_TEXTURE_GEN_T);
|
---|
3251 | glDisable(GL_TEXTURE_GEN_R);
|
---|
3252 | checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
|
---|
3253 |
|
---|
3254 | break;
|
---|
3255 |
|
---|
3256 | default:
|
---|
3257 | FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %#x\n",
|
---|
3258 | stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
|
---|
3259 | glDisable(GL_TEXTURE_GEN_S);
|
---|
3260 | glDisable(GL_TEXTURE_GEN_T);
|
---|
3261 | glDisable(GL_TEXTURE_GEN_R);
|
---|
3262 | glDisable(GL_TEXTURE_GEN_Q);
|
---|
3263 | checkGLcall("Disable texgen.");
|
---|
3264 |
|
---|
3265 | break;
|
---|
3266 | }
|
---|
3267 |
|
---|
3268 | /* Update the texture matrix */
|
---|
3269 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
|
---|
3270 | transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
|
---|
3271 | }
|
---|
3272 |
|
---|
3273 | if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
|
---|
3274 | /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
|
---|
3275 | * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
|
---|
3276 | * and do all the things linked to it
|
---|
3277 | * TODO: Tidy that up to reload only the arrays of the changed unit
|
---|
3278 | */
|
---|
3279 | GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
|
---|
3280 |
|
---|
3281 | unloadTexCoords(stateblock);
|
---|
3282 | loadTexCoords(stateblock, &stateblock->wineD3DDevice->strided_streams, &curVBO);
|
---|
3283 | }
|
---|
3284 | }
|
---|
3285 |
|
---|
3286 | static void shaderconstant(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3287 | IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
---|
3288 |
|
---|
3289 | /* Vertex and pixel shader states will call a shader upload, don't do anything as long one of them
|
---|
3290 | * has an update pending
|
---|
3291 | */
|
---|
3292 | if(isStateDirty(context, STATE_VDECL) ||
|
---|
3293 | isStateDirty(context, STATE_PIXELSHADER)) {
|
---|
3294 | return;
|
---|
3295 | }
|
---|
3296 |
|
---|
3297 | device->shader_backend->shader_load_constants((IWineD3DDevice *)device, use_ps(stateblock), use_vs(stateblock));
|
---|
3298 | }
|
---|
3299 |
|
---|
3300 | static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3301 | DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
---|
3302 |
|
---|
3303 | if(stateblock->pixelShader && stage != 0 &&
|
---|
3304 | ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.luminanceparams[stage]) {
|
---|
3305 | /* The pixel shader has to know the luminance scale. Do a constants update if it
|
---|
3306 | * isn't scheduled anyway
|
---|
3307 | */
|
---|
3308 | if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
|
---|
3309 | !isStateDirty(context, STATE_PIXELSHADER)) {
|
---|
3310 | shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
|
---|
3311 | }
|
---|
3312 | }
|
---|
3313 | }
|
---|
3314 |
|
---|
3315 | static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3316 | const DWORD sampler = state - STATE_SAMPLER(0);
|
---|
3317 | IWineD3DBaseTexture *texture = stateblock->textures[sampler];
|
---|
3318 |
|
---|
3319 | TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
|
---|
3320 |
|
---|
3321 | if(!texture) return;
|
---|
3322 | /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
|
---|
3323 | * basetexture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
|
---|
3324 | * scaling is reapplied or removed, the texture matrix has to be reapplied
|
---|
3325 | *
|
---|
3326 | * The mapped stage is already active because the sampler() function below, which is part of the
|
---|
3327 | * misc pipeline
|
---|
3328 | */
|
---|
3329 | if(sampler < MAX_TEXTURES) {
|
---|
3330 | const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
|
---|
3331 |
|
---|
3332 | if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
|
---|
3333 | {
|
---|
3334 | if (texIsPow2) context->lastWasPow2Texture |= 1 << sampler;
|
---|
3335 | else context->lastWasPow2Texture &= ~(1 << sampler);
|
---|
3336 | transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
|
---|
3337 | }
|
---|
3338 | }
|
---|
3339 | }
|
---|
3340 |
|
---|
3341 | static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3342 | DWORD sampler = state - STATE_SAMPLER(0);
|
---|
3343 | DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
|
---|
3344 | union {
|
---|
3345 | float f;
|
---|
3346 | DWORD d;
|
---|
3347 | } tmpvalue;
|
---|
3348 |
|
---|
3349 | TRACE("Sampler: %d\n", sampler);
|
---|
3350 | /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
|
---|
3351 | * only has to bind textures and set the per texture states
|
---|
3352 | */
|
---|
3353 |
|
---|
3354 | if (mapped_stage == WINED3D_UNMAPPED_STAGE)
|
---|
3355 | {
|
---|
3356 | TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
|
---|
3357 | return;
|
---|
3358 | }
|
---|
3359 |
|
---|
3360 | if (mapped_stage >= GL_LIMITS(combined_samplers)) {
|
---|
3361 | return;
|
---|
3362 | }
|
---|
3363 | GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
|
---|
3364 | checkGLcall("glActiveTextureARB");
|
---|
3365 |
|
---|
3366 | if(stateblock->textures[sampler]) {
|
---|
3367 | BOOL srgb = stateblock->samplerState[sampler][WINED3DSAMP_SRGBTEXTURE];
|
---|
3368 | IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
|
---|
3369 | tex_impl->baseTexture.internal_preload(stateblock->textures[sampler], srgb ? SRGB_SRGB : SRGB_RGB);
|
---|
3370 | IWineD3DBaseTexture_BindTexture(stateblock->textures[sampler], srgb);
|
---|
3371 | basetexture_apply_state_changes(stateblock->textures[sampler],
|
---|
3372 | stateblock->textureState[sampler], stateblock->samplerState[sampler]);
|
---|
3373 |
|
---|
3374 | if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
|
---|
3375 | tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
|
---|
3376 | glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
|
---|
3377 | GL_TEXTURE_LOD_BIAS_EXT,
|
---|
3378 | tmpvalue.f);
|
---|
3379 | checkGLcall("glTexEnvi(GL_TEXTURE_LOD_BIAS_EXT, ...)");
|
---|
3380 | }
|
---|
3381 |
|
---|
3382 | if (!use_ps(stateblock) && sampler < stateblock->lowest_disabled_stage)
|
---|
3383 | {
|
---|
3384 | if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
|
---|
3385 | /* If color keying is enabled update the alpha test, it depends on the existence
|
---|
3386 | * of a color key in stage 0
|
---|
3387 | */
|
---|
3388 | state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
|
---|
3389 | }
|
---|
3390 | }
|
---|
3391 |
|
---|
3392 | /* Trigger shader constant reloading (for NP2 texcoord fixup)
|
---|
3393 | * Only do this if pshaders are used (note: fixup is currently only implemented in GLSL). */
|
---|
3394 | if (!tex_impl->baseTexture.pow2Matrix_identity) {
|
---|
3395 | IWineD3DDeviceImpl* d3ddevice = stateblock->wineD3DDevice;
|
---|
3396 | d3ddevice->shader_backend->shader_load_np2fixup_constants(
|
---|
3397 | (IWineD3DDevice*)d3ddevice, use_ps(stateblock), use_vs(stateblock));
|
---|
3398 | }
|
---|
3399 | } else if(mapped_stage < GL_LIMITS(textures)) {
|
---|
3400 | if(sampler < stateblock->lowest_disabled_stage) {
|
---|
3401 | /* TODO: What should I do with pixel shaders here ??? */
|
---|
3402 | if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && sampler == 0) {
|
---|
3403 | /* If color keying is enabled update the alpha test, it depends on the existence
|
---|
3404 | * of a color key in stage 0
|
---|
3405 | */
|
---|
3406 | state_alpha(WINED3DRS_COLORKEYENABLE, stateblock, context);
|
---|
3407 | }
|
---|
3408 | } /* Otherwise tex_colorop disables the stage */
|
---|
3409 | glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler]);
|
---|
3410 | checkGLcall("glBindTexture(GL_TEXTURE_2D, stateblock->wineD3DDevice->dummyTextureName[sampler])");
|
---|
3411 | }
|
---|
3412 | }
|
---|
3413 |
|
---|
3414 | void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3415 | IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
---|
3416 | BOOL use_pshader = use_ps(stateblock);
|
---|
3417 | BOOL use_vshader = use_vs(stateblock);
|
---|
3418 | int i;
|
---|
3419 |
|
---|
3420 | if (use_pshader) {
|
---|
3421 | if(!context->last_was_pshader) {
|
---|
3422 | /* Former draw without a pixel shader, some samplers
|
---|
3423 | * may be disabled because of WINED3DTSS_COLOROP = WINED3DTOP_DISABLE
|
---|
3424 | * make sure to enable them
|
---|
3425 | */
|
---|
3426 | for(i=0; i < MAX_FRAGMENT_SAMPLERS; i++) {
|
---|
3427 | if(!isStateDirty(context, STATE_SAMPLER(i))) {
|
---|
3428 | sampler(STATE_SAMPLER(i), stateblock, context);
|
---|
3429 | }
|
---|
3430 | }
|
---|
3431 | context->last_was_pshader = TRUE;
|
---|
3432 | } else {
|
---|
3433 | /* Otherwise all samplers were activated by the code above in earlier draws, or by sampler()
|
---|
3434 | * if a different texture was bound. I don't have to do anything.
|
---|
3435 | */
|
---|
3436 | }
|
---|
3437 | } else {
|
---|
3438 | /* Disabled the pixel shader - color ops weren't applied
|
---|
3439 | * while it was enabled, so re-apply them.
|
---|
3440 | */
|
---|
3441 | for(i=0; i < MAX_TEXTURES; i++) {
|
---|
3442 | if(!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP))) {
|
---|
3443 | device->StateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply
|
---|
3444 | (STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP), stateblock, context);
|
---|
3445 | }
|
---|
3446 | }
|
---|
3447 | context->last_was_pshader = FALSE;
|
---|
3448 | }
|
---|
3449 |
|
---|
3450 | if(!isStateDirty(context, device->StateTable[STATE_VSHADER].representative)) {
|
---|
3451 | device->shader_backend->shader_select((IWineD3DDevice *)stateblock->wineD3DDevice, use_pshader, use_vshader);
|
---|
3452 |
|
---|
3453 | if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (use_vshader || use_pshader)) {
|
---|
3454 | shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
|
---|
3455 | }
|
---|
3456 | }
|
---|
3457 | }
|
---|
3458 |
|
---|
3459 | static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3460 | DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
|
---|
3461 | if(stateblock->pixelShader && stage != 0 &&
|
---|
3462 | ((IWineD3DPixelShaderImpl *) stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {
|
---|
3463 | /* The pixel shader has to know the bump env matrix. Do a constants update if it isn't scheduled
|
---|
3464 | * anyway
|
---|
3465 | */
|
---|
3466 | if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&
|
---|
3467 | !isStateDirty(context, STATE_PIXELSHADER)) {
|
---|
3468 | shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, context);
|
---|
3469 | }
|
---|
3470 | }
|
---|
3471 | }
|
---|
3472 |
|
---|
3473 | static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3474 | /* This function is called by transform_view below if the view matrix was changed too
|
---|
3475 | *
|
---|
3476 | * Deliberately no check if the vertex declaration is dirty because the vdecl state
|
---|
3477 | * does not always update the world matrix, only on a switch between transformed
|
---|
3478 | * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
|
---|
3479 | * draw, but that should be rather rare and cheaper in total.
|
---|
3480 | */
|
---|
3481 | glMatrixMode(GL_MODELVIEW);
|
---|
3482 | checkGLcall("glMatrixMode");
|
---|
3483 |
|
---|
3484 | if(context->last_was_rhw) {
|
---|
3485 | glLoadIdentity();
|
---|
3486 | checkGLcall("glLoadIdentity()");
|
---|
3487 | } else {
|
---|
3488 | /* In the general case, the view matrix is the identity matrix */
|
---|
3489 | if (stateblock->wineD3DDevice->view_ident) {
|
---|
3490 | glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
|
---|
3491 | checkGLcall("glLoadMatrixf");
|
---|
3492 | } else {
|
---|
3493 | glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
|
---|
3494 | checkGLcall("glLoadMatrixf");
|
---|
3495 | glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
|
---|
3496 | checkGLcall("glMultMatrixf");
|
---|
3497 | }
|
---|
3498 | }
|
---|
3499 | }
|
---|
3500 |
|
---|
3501 | static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3502 | UINT index = state - STATE_CLIPPLANE(0);
|
---|
3503 |
|
---|
3504 | if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW)) || index >= GL_LIMITS(clipplanes)) {
|
---|
3505 | return;
|
---|
3506 | }
|
---|
3507 |
|
---|
3508 | /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
|
---|
3509 | if(!use_vs(stateblock)) {
|
---|
3510 | glMatrixMode(GL_MODELVIEW);
|
---|
3511 | glPushMatrix();
|
---|
3512 | glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
|
---|
3513 | } else {
|
---|
3514 | /* with vertex shaders, clip planes are not transformed in direct3d,
|
---|
3515 | * in OpenGL they are still transformed by the model view.
|
---|
3516 | * Use this to swap the y coordinate if necessary
|
---|
3517 | */
|
---|
3518 | glMatrixMode(GL_MODELVIEW);
|
---|
3519 | glPushMatrix();
|
---|
3520 | glLoadIdentity();
|
---|
3521 | if(stateblock->wineD3DDevice->render_offscreen) {
|
---|
3522 | glScalef(1.0, -1.0, 1.0);
|
---|
3523 | }
|
---|
3524 | }
|
---|
3525 |
|
---|
3526 | TRACE("Clipplane [%f,%f,%f,%f]\n",
|
---|
3527 | stateblock->clipplane[index][0],
|
---|
3528 | stateblock->clipplane[index][1],
|
---|
3529 | stateblock->clipplane[index][2],
|
---|
3530 | stateblock->clipplane[index][3]);
|
---|
3531 | glClipPlane(GL_CLIP_PLANE0 + index, stateblock->clipplane[index]);
|
---|
3532 | checkGLcall("glClipPlane");
|
---|
3533 |
|
---|
3534 | glPopMatrix();
|
---|
3535 | }
|
---|
3536 |
|
---|
3537 | static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3538 | UINT matrix = state - STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0));
|
---|
3539 | GLenum glMat;
|
---|
3540 | TRACE("Setting world matrix %d\n", matrix);
|
---|
3541 |
|
---|
3542 | if(matrix >= GL_LIMITS(blends)) {
|
---|
3543 | WARN("Unsupported blend matrix set\n");
|
---|
3544 | return;
|
---|
3545 | } else if(isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
|
---|
3546 | return;
|
---|
3547 | }
|
---|
3548 |
|
---|
3549 | /* GL_MODELVIEW0_ARB: 0x1700
|
---|
3550 | * GL_MODELVIEW1_ARB: 0x850a
|
---|
3551 | * GL_MODELVIEW2_ARB: 0x8722
|
---|
3552 | * GL_MODELVIEW3_ARB: 0x8723
|
---|
3553 | * etc
|
---|
3554 | * GL_MODELVIEW31_ARB: 0x873F
|
---|
3555 | */
|
---|
3556 | if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
|
---|
3557 | else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
|
---|
3558 |
|
---|
3559 | glMatrixMode(glMat);
|
---|
3560 | checkGLcall("glMatrixMode(glMat)");
|
---|
3561 |
|
---|
3562 | /* World matrix 0 is multiplied with the view matrix because d3d uses 3 matrices while gl uses only 2. To avoid
|
---|
3563 | * weighting the view matrix incorrectly it has to be multiplied into every gl modelview matrix
|
---|
3564 | */
|
---|
3565 | if(stateblock->wineD3DDevice->view_ident) {
|
---|
3566 | glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
|
---|
3567 | checkGLcall("glLoadMatrixf");
|
---|
3568 | } else {
|
---|
3569 | glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
|
---|
3570 | checkGLcall("glLoadMatrixf");
|
---|
3571 | glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
|
---|
3572 | checkGLcall("glMultMatrixf");
|
---|
3573 | }
|
---|
3574 | }
|
---|
3575 |
|
---|
3576 | static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3577 | static BOOL once = FALSE;
|
---|
3578 |
|
---|
3579 | switch(stateblock->renderState[WINED3DRS_VERTEXBLEND]) {
|
---|
3580 | case WINED3DVBF_1WEIGHTS:
|
---|
3581 | case WINED3DVBF_2WEIGHTS:
|
---|
3582 | case WINED3DVBF_3WEIGHTS:
|
---|
3583 | if(!once) {
|
---|
3584 | once = TRUE;
|
---|
3585 | /* TODO: Implement vertex blending in drawStridedSlow */
|
---|
3586 | FIXME("Vertex blending enabled, but not supported by hardware\n");
|
---|
3587 | }
|
---|
3588 | break;
|
---|
3589 |
|
---|
3590 | case WINED3DVBF_TWEENING:
|
---|
3591 | WARN("Tweening not supported yet\n");
|
---|
3592 | }
|
---|
3593 | }
|
---|
3594 |
|
---|
3595 | static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3596 | WINED3DVERTEXBLENDFLAGS val = stateblock->renderState[WINED3DRS_VERTEXBLEND];
|
---|
3597 |
|
---|
3598 | switch(val) {
|
---|
3599 | case WINED3DVBF_1WEIGHTS:
|
---|
3600 | case WINED3DVBF_2WEIGHTS:
|
---|
3601 | case WINED3DVBF_3WEIGHTS:
|
---|
3602 | glEnable(GL_VERTEX_BLEND_ARB);
|
---|
3603 | checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
|
---|
3604 |
|
---|
3605 | /* D3D adds one more matrix which has weight (1 - sum(weights)). This is enabled at context
|
---|
3606 | * creation with enabling GL_WEIGHT_SUM_UNITY_ARB.
|
---|
3607 | */
|
---|
3608 | GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
|
---|
3609 |
|
---|
3610 | if(!stateblock->wineD3DDevice->vertexBlendUsed) {
|
---|
3611 | unsigned int i;
|
---|
3612 | for(i = 1; i < GL_LIMITS(blends); i++) {
|
---|
3613 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
|
---|
3614 | transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
|
---|
3615 | }
|
---|
3616 | }
|
---|
3617 | stateblock->wineD3DDevice->vertexBlendUsed = TRUE;
|
---|
3618 | }
|
---|
3619 | break;
|
---|
3620 |
|
---|
3621 | case WINED3DVBF_DISABLE:
|
---|
3622 | case WINED3DVBF_0WEIGHTS: /* for Indexed vertex blending - not supported */
|
---|
3623 | glDisable(GL_VERTEX_BLEND_ARB);
|
---|
3624 | checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
|
---|
3625 | break;
|
---|
3626 |
|
---|
3627 | case WINED3DVBF_TWEENING:
|
---|
3628 | /* Just set the vertex weight for weight 0, enable vertex blending and hope the app doesn't have
|
---|
3629 | * vertex weights in the vertices?
|
---|
3630 | * For now we don't report that as supported, so a warn should suffice
|
---|
3631 | */
|
---|
3632 | WARN("Tweening not supported yet\n");
|
---|
3633 | break;
|
---|
3634 | }
|
---|
3635 | }
|
---|
3636 |
|
---|
3637 | static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3638 | unsigned int k;
|
---|
3639 |
|
---|
3640 | /* If we are changing the View matrix, reset the light and clipping planes to the new view
|
---|
3641 | * NOTE: We have to reset the positions even if the light/plane is not currently
|
---|
3642 | * enabled, since the call to enable it will not reset the position.
|
---|
3643 | * NOTE2: Apparently texture transforms do NOT need reapplying
|
---|
3644 | */
|
---|
3645 |
|
---|
3646 | const PLIGHTINFOEL *light = NULL;
|
---|
3647 |
|
---|
3648 | glMatrixMode(GL_MODELVIEW);
|
---|
3649 | checkGLcall("glMatrixMode(GL_MODELVIEW)");
|
---|
3650 | glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
|
---|
3651 | checkGLcall("glLoadMatrixf(...)");
|
---|
3652 |
|
---|
3653 | /* Reset lights. TODO: Call light apply func */
|
---|
3654 | for(k = 0; k < stateblock->wineD3DDevice->maxConcurrentLights; k++) {
|
---|
3655 | light = stateblock->activeLights[k];
|
---|
3656 | if(!light) continue;
|
---|
3657 | glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
|
---|
3658 | checkGLcall("glLightfv posn");
|
---|
3659 | glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
|
---|
3660 | checkGLcall("glLightfv dirn");
|
---|
3661 | }
|
---|
3662 |
|
---|
3663 | /* Reset Clipping Planes */
|
---|
3664 | for (k = 0; k < GL_LIMITS(clipplanes); k++) {
|
---|
3665 | if(!isStateDirty(context, STATE_CLIPPLANE(k))) {
|
---|
3666 | clipplane(STATE_CLIPPLANE(k), stateblock, context);
|
---|
3667 | }
|
---|
3668 | }
|
---|
3669 |
|
---|
3670 | if(context->last_was_rhw) {
|
---|
3671 | glLoadIdentity();
|
---|
3672 | checkGLcall("glLoadIdentity()");
|
---|
3673 | /* No need to update the world matrix, the identity is fine */
|
---|
3674 | return;
|
---|
3675 | }
|
---|
3676 |
|
---|
3677 | /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
|
---|
3678 | * No need to do it here if the state is scheduled for update.
|
---|
3679 | */
|
---|
3680 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
|
---|
3681 | transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
|
---|
3682 | }
|
---|
3683 |
|
---|
3684 | /* Avoid looping over a number of matrices if the app never used the functionality */
|
---|
3685 | if(stateblock->wineD3DDevice->vertexBlendUsed) {
|
---|
3686 | for(k = 1; k < GL_LIMITS(blends); k++) {
|
---|
3687 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)))) {
|
---|
3688 | transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(k)), stateblock, context);
|
---|
3689 | }
|
---|
3690 | }
|
---|
3691 | }
|
---|
3692 | }
|
---|
3693 |
|
---|
3694 | static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
3695 | glMatrixMode(GL_PROJECTION);
|
---|
3696 | checkGLcall("glMatrixMode(GL_PROJECTION)");
|
---|
3697 | glLoadIdentity();
|
---|
3698 | checkGLcall("glLoadIdentity");
|
---|
3699 |
|
---|
3700 | if(context->last_was_rhw) {
|
---|
3701 | double X, Y, height, width, minZ, maxZ;
|
---|
3702 |
|
---|
3703 | X = stateblock->viewport.X;
|
---|
3704 | Y = stateblock->viewport.Y;
|
---|
3705 | height = stateblock->viewport.Height;
|
---|
3706 | width = stateblock->viewport.Width;
|
---|
3707 | minZ = stateblock->viewport.MinZ;
|
---|
3708 | maxZ = stateblock->viewport.MaxZ;
|
---|
3709 |
|
---|
3710 | if(!stateblock->wineD3DDevice->untransformed) {
|
---|
3711 | /* Transformed vertices are supposed to bypass the whole transform pipeline including
|
---|
3712 | * frustum clipping. This can't be done in opengl, so this code adjusts the Z range to
|
---|
3713 | * suppress depth clipping. This can be done because it is an orthogonal projection and
|
---|
3714 | * the Z coordinate does not affect the size of the primitives. Half Life 1 and Prince of
|
---|
3715 | * Persia 3D need this.
|
---|
3716 | *
|
---|
3717 | * Note that using minZ and maxZ here doesn't entirely fix the problem, since view frustum
|
---|
3718 | * clipping is still enabled, but it seems to fix it for all apps tested so far. A minor
|
---|
3719 | * problem can be witnessed in half-life 1 engine based games, the weapon is clipped close
|
---|
3720 | * to the viewer.
|
---|
3721 | *
|
---|
3722 | * Also note that this breaks z comparison against z values filled in with clear,
|
---|
3723 | * but no app depending on that and disabled clipping has been found yet. Comparing
|
---|
3724 | * primitives against themselves works, so the Z buffer is still intact for normal hidden
|
---|
3725 | * surface removal.
|
---|
3726 | *
|
---|
3727 | * We could disable clipping entirely by setting the near to infinity and far to -infinity,
|
---|
3728 | * but this would break Z buffer operation. Raising the range to something less than
|
---|
3729 | * infinity would help a bit at the cost of Z precision, but it wouldn't eliminate the
|
---|
3730 | * problem either.
|
---|
3731 | */
|
---|
3732 | TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, -minZ, -maxZ);
|
---|
3733 | if(stateblock->wineD3DDevice->render_offscreen) {
|
---|
3734 | glOrtho(X, X + width, -Y, -Y - height, -minZ, -maxZ);
|
---|
3735 | } else {
|
---|
3736 | glOrtho(X, X + width, Y + height, Y, -minZ, -maxZ);
|
---|
3737 | }
|
---|
3738 | } else {
|
---|
3739 | /* If the app mixes transformed and untransformed primitives we can't use the coordinate system
|
---|
3740 | * trick above because this would mess up transformed and untransformed Z order. Pass the z position
|
---|
3741 | * unmodified to opengl.
|
---|
3742 | *
|
---|
3743 | * If the app depends on mixed types and disabled clipping we're out of luck without a pipeline
|
---|
3744 | * replacement shader.
|
---|
3745 | */
|
---|
3746 | TRACE("Calling glOrtho with %f, %f, %f, %f\n", width, height, 1.0, -1.0);
|
---|
3747 | if(stateblock->wineD3DDevice->render_offscreen) {
|
---|
3748 | glOrtho(X, X + width, -Y, -Y - height, 0.0, -1.0);
|
---|
3749 | } else {
|
---|
3750 | glOrtho(X, X + width, Y + height, Y, 0.0, -1.0);
|
---|
3751 | }
|
---|
3752 | }
|
---|
3753 | checkGLcall("glOrtho");
|
---|
3754 |
|
---|
3755 | /* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
|
---|
3756 | glTranslatef(0.5, 0.5, 0);
|
---|
3757 | checkGLcall("glTranslatef(0.5, 0.5, 0)");
|
---|
3758 | /* D3D texture coordinates are flipped compared to OpenGL ones, so
|
---|
3759 | * render everything upside down when rendering offscreen. */
|
---|
3760 | if (stateblock->wineD3DDevice->render_offscreen) {
|
---|
3761 | glScalef(1.0, -1.0, 1.0);
|
---|
3762 | checkGLcall("glScalef");
|
---|
3763 | }
|
---|
3764 | } else {
|
---|
3765 | /* The rule is that the window coordinate 0 does not correspond to the
|
---|
3766 | beginning of the first pixel, but the center of the first pixel.
|
---|
3767 | As a consequence if you want to correctly draw one line exactly from
|
---|
3768 | the left to the right end of the viewport (with all matrices set to
|
---|
3769 | be identity), the x coords of both ends of the line would be not
|
---|
3770 | -1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
|
---|
3771 | instead.
|
---|
3772 |
|
---|
3773 | 1.0 / Width is used because the coord range goes from -1.0 to 1.0, then we
|
---|
3774 | divide by the Width/Height, so we need the half range(1.0) to translate by
|
---|
3775 | half a pixel.
|
---|
3776 |
|
---|
3777 | The other fun is that d3d's output z range after the transformation is [0;1],
|
---|
3778 | but opengl's is [-1;1]. Since the z buffer is in range [0;1] for both, gl
|
---|
3779 | scales [-1;1] to [0;1]. This would mean that we end up in [0.5;1] and loose a lot
|
---|
3780 | of Z buffer precision and the clear values do not match in the z test. Thus scale
|
---|
3781 | [0;1] to [-1;1], so when gl undoes that we utilize the full z range
|
---|
3782 | */
|
---|
3783 |
|
---|
3784 | /*
|
---|
3785 | * Careful with the order of operations here, we're essentially working backwards:
|
---|
3786 | * x = x + 1/w;
|
---|
3787 | * y = (y - 1/h) * flip;
|
---|
3788 | * z = z * 2 - 1;
|
---|
3789 | *
|
---|
3790 | * Becomes:
|
---|
3791 | * glTranslatef(0.0, 0.0, -1.0);
|
---|
3792 | * glScalef(1.0, 1.0, 2.0);
|
---|
3793 | *
|
---|
3794 | * glScalef(1.0, flip, 1.0);
|
---|
3795 | * glTranslatef(1/w, -1/h, 0.0);
|
---|
3796 | *
|
---|
3797 | * This is equivalent to:
|
---|
3798 | * glTranslatef(1/w, -flip/h, -1.0)
|
---|
3799 | * glScalef(1.0, flip, 2.0);
|
---|
3800 | */
|
---|
3801 |
|
---|
3802 | if (stateblock->wineD3DDevice->render_offscreen) {
|
---|
3803 | /* D3D texture coordinates are flipped compared to OpenGL ones, so
|
---|
3804 | * render everything upside down when rendering offscreen. */
|
---|
3805 | glTranslatef(1.0 / stateblock->viewport.Width, 1.0 / stateblock->viewport.Height, -1.0);
|
---|
3806 | checkGLcall("glTranslatef(1.0 / width, 1.0 / height, -1.0)");
|
---|
3807 | glScalef(1.0, -1.0, 2.0);
|
---|
3808 | } else {
|
---|
3809 | glTranslatef(1.0 / stateblock->viewport.Width, -1.0 / stateblock->viewport.Height, -1.0);
|
---|
3810 | checkGLcall("glTranslatef(1.0 / width, -1.0 / height, -1.0)");
|
---|
3811 | glScalef(1.0, 1.0, 2.0);
|
---|
3812 | }
|
---|
3813 | checkGLcall("glScalef");
|
---|
3814 |
|
---|
3815 | glMultMatrixf(&stateblock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
|
---|
3816 | checkGLcall("glLoadMatrixf");
|
---|
3817 | }
|
---|
3818 | }
|
---|
3819 |
|
---|
3820 | /* This should match any arrays loaded in loadVertexData.
|
---|
3821 | * stateblock impl is required for GL_SUPPORT
|
---|
3822 | * TODO: Only load / unload arrays if we have to.
|
---|
3823 | */
|
---|
3824 | static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) {
|
---|
3825 | glDisableClientState(GL_VERTEX_ARRAY);
|
---|
3826 | glDisableClientState(GL_NORMAL_ARRAY);
|
---|
3827 | glDisableClientState(GL_COLOR_ARRAY);
|
---|
3828 | if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
---|
3829 | glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
|
---|
3830 | }
|
---|
3831 | if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
---|
3832 | glDisableClientState(GL_WEIGHT_ARRAY_ARB);
|
---|
3833 | }
|
---|
3834 | unloadTexCoords(stateblock);
|
---|
3835 | }
|
---|
3836 |
|
---|
3837 | static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context, int i)
|
---|
3838 | {
|
---|
3839 | GL_EXTCALL(glDisableVertexAttribArrayARB(i));
|
---|
3840 | checkGLcall("glDisableVertexAttribArrayARB(reg)");
|
---|
3841 | /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
|
---|
3842 | * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
|
---|
3843 | * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
|
---|
3844 | * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
|
---|
3845 | * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
|
---|
3846 | */
|
---|
3847 | GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
|
---|
3848 | checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
|
---|
3849 |
|
---|
3850 | context->numbered_array_mask &= ~(1 << i);
|
---|
3851 | }
|
---|
3852 |
|
---|
3853 | /* This should match any arrays loaded in loadNumberedArrays
|
---|
3854 | * TODO: Only load / unload arrays if we have to.
|
---|
3855 | */
|
---|
3856 | static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context)
|
---|
3857 | {
|
---|
3858 | /* disable any attribs (this is the same for both GLSL and ARB modes) */
|
---|
3859 | GLint maxAttribs = 16;
|
---|
3860 | int i;
|
---|
3861 |
|
---|
3862 | /* Leave all the attribs disabled */
|
---|
3863 | glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
|
---|
3864 | /* MESA does not support it right not */
|
---|
3865 | if (glGetError() != GL_NO_ERROR)
|
---|
3866 | maxAttribs = 16;
|
---|
3867 | for (i = 0; i < maxAttribs; ++i) {
|
---|
3868 | unload_numbered_array(stateblock, context, i);
|
---|
3869 | }
|
---|
3870 | }
|
---|
3871 |
|
---|
3872 | static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
|
---|
3873 | const struct wined3d_stream_info *stream_info, WineD3DContext *context)
|
---|
3874 | {
|
---|
3875 | GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
|
---|
3876 | int i;
|
---|
3877 | const UINT *offset = stateblock->streamOffset;
|
---|
3878 | struct wined3d_buffer *vb;
|
---|
3879 | DWORD_PTR shift_index;
|
---|
3880 |
|
---|
3881 | /* Default to no instancing */
|
---|
3882 | stateblock->wineD3DDevice->instancedDraw = FALSE;
|
---|
3883 |
|
---|
3884 | for (i = 0; i < MAX_ATTRIBS; i++) {
|
---|
3885 | if (!(stream_info->use_map & (1 << i)))
|
---|
3886 | {
|
---|
3887 | if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
|
---|
3888 | continue;
|
---|
3889 | }
|
---|
3890 |
|
---|
3891 | /* Do not load instance data. It will be specified using glTexCoord by drawprim */
|
---|
3892 | if (stateblock->streamFlags[stream_info->elements[i].stream_idx] & WINED3DSTREAMSOURCE_INSTANCEDATA)
|
---|
3893 | {
|
---|
3894 | if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
|
---|
3895 | stateblock->wineD3DDevice->instancedDraw = TRUE;
|
---|
3896 | continue;
|
---|
3897 | }
|
---|
3898 |
|
---|
3899 | TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].buffer_object);
|
---|
3900 |
|
---|
3901 | if (stream_info->elements[i].stride)
|
---|
3902 | {
|
---|
3903 | if (curVBO != stream_info->elements[i].buffer_object)
|
---|
3904 | {
|
---|
3905 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].buffer_object));
|
---|
3906 | checkGLcall("glBindBufferARB");
|
---|
3907 | curVBO = stream_info->elements[i].buffer_object;
|
---|
3908 | }
|
---|
3909 | vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
|
---|
3910 | /* Use the VBO to find out if a vertex buffer exists, not the vb pointer. vb can point to a
|
---|
3911 | * user pointer data blob. In that case curVBO will be 0. If there is a vertex buffer but no
|
---|
3912 | * vbo we won't be load converted attributes anyway
|
---|
3913 | */
|
---|
3914 | if (curVBO && vb->conversion_shift)
|
---|
3915 | {
|
---|
3916 | TRACE("Loading attribute from shifted buffer\n");
|
---|
3917 | TRACE("Attrib %d has original stride %d, new stride %d\n",
|
---|
3918 | i, stream_info->elements[i].stride, vb->conversion_stride);
|
---|
3919 | TRACE("Original offset %p, additional offset 0x%08x\n",
|
---|
3920 | stream_info->elements[i].data, vb->conversion_shift[(DWORD_PTR)stream_info->elements[i].data]);
|
---|
3921 | TRACE("Opengl type %#x\n", stream_info->elements[i].format_desc->gl_vtx_type);
|
---|
3922 | shift_index = ((DWORD_PTR)stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx]);
|
---|
3923 | shift_index = shift_index % stream_info->elements[i].stride;
|
---|
3924 | GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
|
---|
3925 | stream_info->elements[i].format_desc->gl_vtx_type,
|
---|
3926 | stream_info->elements[i].format_desc->gl_normalized,
|
---|
3927 | vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index]
|
---|
3928 | + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
|
---|
3929 | + offset[stream_info->elements[i].stream_idx]));
|
---|
3930 |
|
---|
3931 | } else {
|
---|
3932 | GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format_desc->gl_vtx_format,
|
---|
3933 | stream_info->elements[i].format_desc->gl_vtx_type,
|
---|
3934 | stream_info->elements[i].format_desc->gl_normalized,
|
---|
3935 | stream_info->elements[i].stride, stream_info->elements[i].data
|
---|
3936 | + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride
|
---|
3937 | + offset[stream_info->elements[i].stream_idx]));
|
---|
3938 | }
|
---|
3939 |
|
---|
3940 | if (!(context->numbered_array_mask & (1 << i)))
|
---|
3941 | {
|
---|
3942 | GL_EXTCALL(glEnableVertexAttribArrayARB(i));
|
---|
3943 | context->numbered_array_mask |= (1 << i);
|
---|
3944 | }
|
---|
3945 | } else {
|
---|
3946 | /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
|
---|
3947 | * set up the attribute statically. But we have to figure out the system memory address.
|
---|
3948 | */
|
---|
3949 | const BYTE *ptr = stream_info->elements[i].data + offset[stream_info->elements[i].stream_idx];
|
---|
3950 | if (stream_info->elements[i].buffer_object)
|
---|
3951 | {
|
---|
3952 | vb = (struct wined3d_buffer *)stateblock->streamSource[stream_info->elements[i].stream_idx];
|
---|
3953 | ptr += (long) buffer_get_sysmem(vb);
|
---|
3954 | }
|
---|
3955 |
|
---|
3956 | if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
|
---|
3957 |
|
---|
3958 | switch (stream_info->elements[i].format_desc->format)
|
---|
3959 | {
|
---|
3960 | case WINED3DFMT_R32_FLOAT:
|
---|
3961 | GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
|
---|
3962 | break;
|
---|
3963 | case WINED3DFMT_R32G32_FLOAT:
|
---|
3964 | GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
|
---|
3965 | break;
|
---|
3966 | case WINED3DFMT_R32G32B32_FLOAT:
|
---|
3967 | GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
|
---|
3968 | break;
|
---|
3969 | case WINED3DFMT_R32G32B32A32_FLOAT:
|
---|
3970 | GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
|
---|
3971 | break;
|
---|
3972 |
|
---|
3973 | case WINED3DFMT_R8G8B8A8_UINT:
|
---|
3974 | GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
|
---|
3975 | break;
|
---|
3976 | case WINED3DFMT_A8R8G8B8:
|
---|
3977 | if (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA))
|
---|
3978 | {
|
---|
3979 | const DWORD *src = (const DWORD *)ptr;
|
---|
3980 | DWORD c = *src & 0xff00ff00;
|
---|
3981 | c |= (*src & 0xff0000) >> 16;
|
---|
3982 | c |= (*src & 0xff) << 16;
|
---|
3983 | GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
|
---|
3984 | break;
|
---|
3985 | }
|
---|
3986 | /* else fallthrough */
|
---|
3987 | case WINED3DFMT_R8G8B8A8_UNORM:
|
---|
3988 | GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
|
---|
3989 | break;
|
---|
3990 |
|
---|
3991 | case WINED3DFMT_R16G16_SINT:
|
---|
3992 | GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
|
---|
3993 | break;
|
---|
3994 | case WINED3DFMT_R16G16B16A16_SINT:
|
---|
3995 | GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
|
---|
3996 | break;
|
---|
3997 |
|
---|
3998 | case WINED3DFMT_R16G16_SNORM:
|
---|
3999 | {
|
---|
4000 | const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
|
---|
4001 | GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
|
---|
4002 | break;
|
---|
4003 | }
|
---|
4004 | case WINED3DFMT_R16G16_UNORM:
|
---|
4005 | {
|
---|
4006 | const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
|
---|
4007 | GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
|
---|
4008 | break;
|
---|
4009 | }
|
---|
4010 | case WINED3DFMT_R16G16B16A16_SNORM:
|
---|
4011 | GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
|
---|
4012 | break;
|
---|
4013 | case WINED3DFMT_R16G16B16A16_UNORM:
|
---|
4014 | GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
|
---|
4015 | break;
|
---|
4016 |
|
---|
4017 | case WINED3DFMT_R10G10B10A2_UINT:
|
---|
4018 | FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
|
---|
4019 | /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
|
---|
4020 | break;
|
---|
4021 | case WINED3DFMT_R10G10B10A2_SNORM:
|
---|
4022 | FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
|
---|
4023 | /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
|
---|
4024 | break;
|
---|
4025 |
|
---|
4026 | case WINED3DFMT_R16G16_FLOAT:
|
---|
4027 | /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
|
---|
4028 | * byte float according to the IEEE standard
|
---|
4029 | */
|
---|
4030 | FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
|
---|
4031 | break;
|
---|
4032 | case WINED3DFMT_R16G16B16A16_FLOAT:
|
---|
4033 | FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
|
---|
4034 | break;
|
---|
4035 |
|
---|
4036 | default:
|
---|
4037 | ERR("Unexpected declaration in stride 0 attributes\n");
|
---|
4038 | break;
|
---|
4039 |
|
---|
4040 | }
|
---|
4041 | }
|
---|
4042 | }
|
---|
4043 | checkGLcall("Loading numbered arrays");
|
---|
4044 | }
|
---|
4045 |
|
---|
4046 | /* Used from 2 different functions, and too big to justify making it inlined */
|
---|
4047 | static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const struct wined3d_stream_info *si)
|
---|
4048 | {
|
---|
4049 | const UINT *offset = stateblock->streamOffset;
|
---|
4050 | GLuint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? ~0U : 0;
|
---|
4051 | const struct wined3d_stream_info_element *e;
|
---|
4052 |
|
---|
4053 | TRACE("Using fast vertex array code\n");
|
---|
4054 |
|
---|
4055 | /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
|
---|
4056 | stateblock->wineD3DDevice->instancedDraw = FALSE;
|
---|
4057 |
|
---|
4058 | /* Blend Data ---------------------------------------------- */
|
---|
4059 | e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
|
---|
4060 | if (e->data || e->buffer_object
|
---|
4061 | || si->elements[WINED3D_FFP_BLENDINDICES].data
|
---|
4062 | || si->elements[WINED3D_FFP_BLENDINDICES].buffer_object)
|
---|
4063 | {
|
---|
4064 | if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
---|
4065 | TRACE("Blend %d %p %d\n", e->format_desc->component_count,
|
---|
4066 | e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + offset[e->stream_idx]);
|
---|
4067 |
|
---|
4068 | glEnableClientState(GL_WEIGHT_ARRAY_ARB);
|
---|
4069 | checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
|
---|
4070 |
|
---|
4071 | GL_EXTCALL(glVertexBlendARB(e->format_desc->component_count + 1));
|
---|
4072 |
|
---|
4073 | VTRACE(("glWeightPointerARB(%d, GL_FLOAT, %d, %p)\n",
|
---|
4074 | WINED3D_ATR_FORMAT(sd->u.s.blendWeights.dwType) ,
|
---|
4075 | sd->u.s.blendWeights.dwStride,
|
---|
4076 | sd->u.s.blendWeights.lpData + stateblock->loadBaseVertexIndex * sd->u.s.blendWeights.dwStride + offset[sd->u.s.blendWeights.streamNo]));
|
---|
4077 |
|
---|
4078 | if (curVBO != e->buffer_object)
|
---|
4079 | {
|
---|
4080 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
|
---|
4081 | checkGLcall("glBindBufferARB");
|
---|
4082 | curVBO = e->buffer_object;
|
---|
4083 | }
|
---|
4084 |
|
---|
4085 | GL_EXTCALL(glWeightPointerARB)(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
|
---|
4086 | e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
|
---|
4087 |
|
---|
4088 | checkGLcall("glWeightPointerARB");
|
---|
4089 |
|
---|
4090 | if (si->elements[WINED3D_FFP_BLENDINDICES].data
|
---|
4091 | || (si->elements[WINED3D_FFP_BLENDINDICES].buffer_object))
|
---|
4092 | {
|
---|
4093 | static BOOL warned;
|
---|
4094 | if (!warned)
|
---|
4095 | {
|
---|
4096 | FIXME("blendMatrixIndices support\n");
|
---|
4097 | warned = TRUE;
|
---|
4098 | }
|
---|
4099 | }
|
---|
4100 | } else {
|
---|
4101 | /* TODO: support blends in drawStridedSlow
|
---|
4102 | * No need to write a FIXME here, this is done after the general vertex decl decoding
|
---|
4103 | */
|
---|
4104 | WARN("unsupported blending in openGl\n");
|
---|
4105 | }
|
---|
4106 | } else {
|
---|
4107 | if (GL_SUPPORT(ARB_VERTEX_BLEND)) {
|
---|
4108 | static const GLbyte one = 1;
|
---|
4109 | GL_EXTCALL(glWeightbvARB(1, &one));
|
---|
4110 | checkGLcall("glWeightivARB(GL_LIMITS(blends), weights)");
|
---|
4111 | }
|
---|
4112 | }
|
---|
4113 |
|
---|
4114 | /* Point Size ----------------------------------------------*/
|
---|
4115 | e = &si->elements[WINED3D_FFP_PSIZE];
|
---|
4116 | if (e->data || e->buffer_object)
|
---|
4117 | {
|
---|
4118 | /* no such functionality in the fixed function GL pipeline */
|
---|
4119 | TRACE("Cannot change ptSize here in openGl\n");
|
---|
4120 | /* TODO: Implement this function in using shaders if they are available */
|
---|
4121 | }
|
---|
4122 |
|
---|
4123 | /* Vertex Pointers -----------------------------------------*/
|
---|
4124 | e = &si->elements[WINED3D_FFP_POSITION];
|
---|
4125 | if (e->data || e->buffer_object)
|
---|
4126 | {
|
---|
4127 | VTRACE(("glVertexPointer(%d, GL_FLOAT, %d, %p)\n", e->stride, e->size, e->data));
|
---|
4128 |
|
---|
4129 | if (curVBO != e->buffer_object)
|
---|
4130 | {
|
---|
4131 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
|
---|
4132 | checkGLcall("glBindBufferARB");
|
---|
4133 | curVBO = e->buffer_object;
|
---|
4134 | }
|
---|
4135 |
|
---|
4136 | /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
|
---|
4137 | handling for rhw mode should not impact screen position whereas in GL it does.
|
---|
4138 | This may result in very slightly distorted textures in rhw mode.
|
---|
4139 | There's always the other option of fixing the view matrix to
|
---|
4140 | prevent w from having any effect.
|
---|
4141 |
|
---|
4142 | This only applies to user pointer sources, in VBOs the vertices are fixed up
|
---|
4143 | */
|
---|
4144 | if (!e->buffer_object)
|
---|
4145 | {
|
---|
4146 | glVertexPointer(3 /* min(e->format_desc->gl_vtx_format, 3) */, e->format_desc->gl_vtx_type, e->stride,
|
---|
4147 | e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
|
---|
4148 | } else {
|
---|
4149 | glVertexPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
|
---|
4150 | e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
|
---|
4151 | }
|
---|
4152 | checkGLcall("glVertexPointer(...)");
|
---|
4153 | glEnableClientState(GL_VERTEX_ARRAY);
|
---|
4154 | checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
|
---|
4155 | }
|
---|
4156 |
|
---|
4157 | /* Normals -------------------------------------------------*/
|
---|
4158 | e = &si->elements[WINED3D_FFP_NORMAL];
|
---|
4159 | if (e->data || e->buffer_object)
|
---|
4160 | {
|
---|
4161 | VTRACE(("glNormalPointer(GL_FLOAT, %d, %p)\n", e->stride, e->data));
|
---|
4162 | if (curVBO != e->buffer_object)
|
---|
4163 | {
|
---|
4164 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
|
---|
4165 | checkGLcall("glBindBufferARB");
|
---|
4166 | curVBO = e->buffer_object;
|
---|
4167 | }
|
---|
4168 | glNormalPointer(e->format_desc->gl_vtx_type, e->stride,
|
---|
4169 | e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
|
---|
4170 | checkGLcall("glNormalPointer(...)");
|
---|
4171 | glEnableClientState(GL_NORMAL_ARRAY);
|
---|
4172 | checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
|
---|
4173 |
|
---|
4174 | } else {
|
---|
4175 | glNormal3f(0, 0, 0);
|
---|
4176 | checkGLcall("glNormal3f(0, 0, 0)");
|
---|
4177 | }
|
---|
4178 |
|
---|
4179 | /* Diffuse Colour --------------------------------------------*/
|
---|
4180 | /* WARNING: Data here MUST be in RGBA format, so cannot */
|
---|
4181 | /* go directly into fast mode from app pgm, because */
|
---|
4182 | /* directx requires data in BGRA format. */
|
---|
4183 | /* currently fixupVertices swizzles the format, but this isn't*/
|
---|
4184 | /* very practical when using VBOs */
|
---|
4185 | /* NOTE: Unless we write a vertex shader to swizzle the colour*/
|
---|
4186 | /* , or the user doesn't care and wants the speed advantage */
|
---|
4187 |
|
---|
4188 | e = &si->elements[WINED3D_FFP_DIFFUSE];
|
---|
4189 | if (e->data || e->buffer_object)
|
---|
4190 | {
|
---|
4191 | VTRACE(("glColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
|
---|
4192 |
|
---|
4193 | if (curVBO != e->buffer_object)
|
---|
4194 | {
|
---|
4195 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
|
---|
4196 | checkGLcall("glBindBufferARB");
|
---|
4197 | curVBO = e->buffer_object;
|
---|
4198 | }
|
---|
4199 |
|
---|
4200 | glColorPointer(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type, e->stride,
|
---|
4201 | e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
|
---|
4202 | checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
|
---|
4203 | glEnableClientState(GL_COLOR_ARRAY);
|
---|
4204 | checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
|
---|
4205 |
|
---|
4206 | } else {
|
---|
4207 | glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
---|
4208 | checkGLcall("glColor4f(1, 1, 1, 1)");
|
---|
4209 | }
|
---|
4210 |
|
---|
4211 | /* Specular Colour ------------------------------------------*/
|
---|
4212 | e = &si->elements[WINED3D_FFP_SPECULAR];
|
---|
4213 | if (e->data || e->buffer_object)
|
---|
4214 | {
|
---|
4215 | TRACE("setting specular colour\n");
|
---|
4216 | VTRACE(("glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, %d, %p)\n", e->stride, e->data));
|
---|
4217 |
|
---|
4218 | if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
---|
4219 | if (curVBO != e->buffer_object)
|
---|
4220 | {
|
---|
4221 | GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->buffer_object));
|
---|
4222 | checkGLcall("glBindBufferARB");
|
---|
4223 | curVBO = e->buffer_object;
|
---|
4224 | }
|
---|
4225 | GL_EXTCALL(glSecondaryColorPointerEXT)(e->format_desc->gl_vtx_format, e->format_desc->gl_vtx_type,
|
---|
4226 | e->stride, e->data + stateblock->loadBaseVertexIndex * e->stride + offset[e->stream_idx]);
|
---|
4227 | checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
|
---|
4228 | glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
|
---|
4229 | checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
|
---|
4230 | } else {
|
---|
4231 |
|
---|
4232 | /* Missing specular color is not critical, no warnings */
|
---|
4233 | VTRACE(("Specular colour is not supported in this GL implementation\n"));
|
---|
4234 | }
|
---|
4235 |
|
---|
4236 | } else {
|
---|
4237 | if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
---|
4238 | GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
|
---|
4239 | checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
|
---|
4240 | } else {
|
---|
4241 |
|
---|
4242 | /* Missing specular color is not critical, no warnings */
|
---|
4243 | VTRACE(("Specular colour is not supported in this GL implementation\n"));
|
---|
4244 | }
|
---|
4245 | }
|
---|
4246 |
|
---|
4247 | /* Texture coords -------------------------------------------*/
|
---|
4248 | loadTexCoords(stateblock, si, &curVBO);
|
---|
4249 | }
|
---|
4250 |
|
---|
4251 | static inline void drawPrimitiveTraceDataLocations(const struct wined3d_stream_info *dataLocations)
|
---|
4252 | {
|
---|
4253 | /* Dump out what parts we have supplied */
|
---|
4254 | TRACE("Strided Data:\n");
|
---|
4255 | TRACE_STRIDED((dataLocations), WINED3D_FFP_POSITION);
|
---|
4256 | TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDWEIGHT);
|
---|
4257 | TRACE_STRIDED((dataLocations), WINED3D_FFP_BLENDINDICES);
|
---|
4258 | TRACE_STRIDED((dataLocations), WINED3D_FFP_NORMAL);
|
---|
4259 | TRACE_STRIDED((dataLocations), WINED3D_FFP_PSIZE);
|
---|
4260 | TRACE_STRIDED((dataLocations), WINED3D_FFP_DIFFUSE);
|
---|
4261 | TRACE_STRIDED((dataLocations), WINED3D_FFP_SPECULAR);
|
---|
4262 | TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD0);
|
---|
4263 | TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD1);
|
---|
4264 | TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD2);
|
---|
4265 | TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD3);
|
---|
4266 | TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD4);
|
---|
4267 | TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD5);
|
---|
4268 | TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD6);
|
---|
4269 | TRACE_STRIDED((dataLocations), WINED3D_FFP_TEXCOORD7);
|
---|
4270 |
|
---|
4271 | return;
|
---|
4272 | }
|
---|
4273 |
|
---|
4274 | static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4275 | IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
---|
4276 | BOOL fixup = FALSE;
|
---|
4277 | struct wined3d_stream_info *dataLocations = &device->strided_streams;
|
---|
4278 | BOOL useVertexShaderFunction;
|
---|
4279 | BOOL load_numbered = FALSE;
|
---|
4280 | BOOL load_named = FALSE;
|
---|
4281 |
|
---|
4282 | useVertexShaderFunction = (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader) ? TRUE : FALSE;
|
---|
4283 |
|
---|
4284 | if(device->up_strided) {
|
---|
4285 | /* Note: this is a ddraw fixed-function code path */
|
---|
4286 | TRACE("================ Strided Input ===================\n");
|
---|
4287 | device_stream_info_from_strided(device, device->up_strided, dataLocations);
|
---|
4288 |
|
---|
4289 | if(TRACE_ON(d3d)) {
|
---|
4290 | drawPrimitiveTraceDataLocations(dataLocations);
|
---|
4291 | }
|
---|
4292 | } else {
|
---|
4293 | /* Note: This is a fixed function or shader codepath.
|
---|
4294 | * This means it must handle both types of strided data.
|
---|
4295 | * Shaders must go through here to zero the strided data, even if they
|
---|
4296 | * don't set any declaration at all
|
---|
4297 | */
|
---|
4298 | TRACE("================ Vertex Declaration ===================\n");
|
---|
4299 | device_stream_info_from_declaration(device, useVertexShaderFunction, dataLocations, &fixup);
|
---|
4300 | }
|
---|
4301 |
|
---|
4302 | if (dataLocations->position_transformed) useVertexShaderFunction = FALSE;
|
---|
4303 |
|
---|
4304 | if(useVertexShaderFunction) {
|
---|
4305 | if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
|
---|
4306 | TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
|
---|
4307 | device->useDrawStridedSlow = TRUE;
|
---|
4308 | } else {
|
---|
4309 | load_numbered = TRUE;
|
---|
4310 | device->useDrawStridedSlow = FALSE;
|
---|
4311 | }
|
---|
4312 | }
|
---|
4313 | else if (fixup || (!dataLocations->elements[WINED3D_FFP_PSIZE].data
|
---|
4314 | && !dataLocations->position_transformed
|
---|
4315 | && (GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA)
|
---|
4316 | || (!dataLocations->elements[WINED3D_FFP_DIFFUSE].data
|
---|
4317 | && !dataLocations->elements[WINED3D_FFP_SPECULAR].data))))
|
---|
4318 | {
|
---|
4319 | /* Load the vertex data using named arrays */
|
---|
4320 | load_named = TRUE;
|
---|
4321 | device->useDrawStridedSlow = FALSE;
|
---|
4322 | } else {
|
---|
4323 | TRACE("Not loading vertex data\n");
|
---|
4324 | device->useDrawStridedSlow = TRUE;
|
---|
4325 | }
|
---|
4326 |
|
---|
4327 | if (context->numberedArraysLoaded && !load_numbered)
|
---|
4328 | {
|
---|
4329 | unloadNumberedArrays(stateblock, context);
|
---|
4330 | context->numberedArraysLoaded = FALSE;
|
---|
4331 | context->numbered_array_mask = 0;
|
---|
4332 | }
|
---|
4333 | else if (context->namedArraysLoaded)
|
---|
4334 | {
|
---|
4335 | unloadVertexData(stateblock);
|
---|
4336 | context->namedArraysLoaded = FALSE;
|
---|
4337 | }
|
---|
4338 |
|
---|
4339 | if (load_numbered)
|
---|
4340 | {
|
---|
4341 | TRACE("Loading numbered arrays\n");
|
---|
4342 | loadNumberedArrays(stateblock, dataLocations, context);
|
---|
4343 | context->numberedArraysLoaded = TRUE;
|
---|
4344 | }
|
---|
4345 | else if (load_named)
|
---|
4346 | {
|
---|
4347 | TRACE("Loading vertex data\n");
|
---|
4348 | loadVertexData(stateblock, dataLocations);
|
---|
4349 | context->namedArraysLoaded = TRUE;
|
---|
4350 | }
|
---|
4351 | }
|
---|
4352 |
|
---|
4353 | static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4354 | BOOL updateFog = FALSE;
|
---|
4355 | BOOL useVertexShaderFunction = use_vs(stateblock);
|
---|
4356 | BOOL usePixelShaderFunction = use_ps(stateblock);
|
---|
4357 | BOOL transformed;
|
---|
4358 | /* Some stuff is in the device until we have per context tracking */
|
---|
4359 | IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
---|
4360 | BOOL wasrhw = context->last_was_rhw;
|
---|
4361 | unsigned int i;
|
---|
4362 |
|
---|
4363 | transformed = device->strided_streams.position_transformed;
|
---|
4364 | if(transformed != context->last_was_rhw && !useVertexShaderFunction) {
|
---|
4365 | updateFog = TRUE;
|
---|
4366 | }
|
---|
4367 |
|
---|
4368 | /* Reapply lighting if it is not scheduled for reapplication already */
|
---|
4369 | if(!isStateDirty(context, STATE_RENDER(WINED3DRS_LIGHTING))) {
|
---|
4370 | state_lighting(STATE_RENDER(WINED3DRS_LIGHTING), stateblock, context);
|
---|
4371 | }
|
---|
4372 |
|
---|
4373 | if (transformed) {
|
---|
4374 | context->last_was_rhw = TRUE;
|
---|
4375 | } else {
|
---|
4376 |
|
---|
4377 | /* Untransformed, so relies on the view and projection matrices */
|
---|
4378 | context->last_was_rhw = FALSE;
|
---|
4379 | /* This turns off the Z scale trick to 'disable' viewport frustum clipping in rhw mode*/
|
---|
4380 | device->untransformed = TRUE;
|
---|
4381 |
|
---|
4382 | /* Todo for sw shaders: Vertex Shader output is already transformed, so set up identity matrices
|
---|
4383 | * Not needed as long as only hw shaders are supported
|
---|
4384 | */
|
---|
4385 |
|
---|
4386 | /* This sets the shader output position correction constants.
|
---|
4387 | * TODO: Move to the viewport state
|
---|
4388 | */
|
---|
4389 | if (useVertexShaderFunction) {
|
---|
4390 | device->posFixup[1] = device->render_offscreen ? -1.0 : 1.0;
|
---|
4391 | device->posFixup[3] = -device->posFixup[1] / stateblock->viewport.Height;
|
---|
4392 | }
|
---|
4393 | }
|
---|
4394 |
|
---|
4395 | /* Don't have to apply the matrices when vertex shaders are used. When vshaders are turned
|
---|
4396 | * off this function will be called again anyway to make sure they're properly set
|
---|
4397 | */
|
---|
4398 | if(!useVertexShaderFunction) {
|
---|
4399 | /* TODO: Move this mainly to the viewport state and only apply when the vp has changed
|
---|
4400 | * or transformed / untransformed was switched
|
---|
4401 | */
|
---|
4402 | if(wasrhw != context->last_was_rhw &&
|
---|
4403 | !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION)) &&
|
---|
4404 | !isStateDirty(context, STATE_VIEWPORT)) {
|
---|
4405 | transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
|
---|
4406 | }
|
---|
4407 | /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
|
---|
4408 | * mode.
|
---|
4409 | *
|
---|
4410 | * If a vertex shader is used, the world matrix changed and then vertex shader unbound
|
---|
4411 | * this check will fail and the matrix not applied again. This is OK because a simple
|
---|
4412 | * world matrix change reapplies the matrix - These checks here are only to satisfy the
|
---|
4413 | * needs of the vertex declaration.
|
---|
4414 | *
|
---|
4415 | * World and view matrix go into the same gl matrix, so only apply them when neither is
|
---|
4416 | * dirty
|
---|
4417 | */
|
---|
4418 | if(transformed != wasrhw &&
|
---|
4419 | !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))) &&
|
---|
4420 | !isStateDirty(context, STATE_TRANSFORM(WINED3DTS_VIEW))) {
|
---|
4421 | transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
|
---|
4422 | }
|
---|
4423 |
|
---|
4424 | if(!isStateDirty(context, STATE_RENDER(WINED3DRS_COLORVERTEX))) {
|
---|
4425 | state_colormat(STATE_RENDER(WINED3DRS_COLORVERTEX), stateblock, context);
|
---|
4426 | }
|
---|
4427 |
|
---|
4428 | if(context->last_was_vshader) {
|
---|
4429 | updateFog = TRUE;
|
---|
4430 | if(!device->vs_clipping && !isStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPLANEENABLE))) {
|
---|
4431 | state_clipping(STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), stateblock, context);
|
---|
4432 | }
|
---|
4433 | for(i = 0; i < GL_LIMITS(clipplanes); i++) {
|
---|
4434 | clipplane(STATE_CLIPPLANE(i), stateblock, context);
|
---|
4435 | }
|
---|
4436 | }
|
---|
4437 | if(!isStateDirty(context, STATE_RENDER(WINED3DRS_NORMALIZENORMALS))) {
|
---|
4438 | state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
|
---|
4439 | }
|
---|
4440 | } else {
|
---|
4441 | if(!context->last_was_vshader) {
|
---|
4442 | static BOOL warned = FALSE;
|
---|
4443 | if(!device->vs_clipping) {
|
---|
4444 | /* Disable all clip planes to get defined results on all drivers. See comment in the
|
---|
4445 | * state_clipping state handler
|
---|
4446 | */
|
---|
4447 | for(i = 0; i < GL_LIMITS(clipplanes); i++) {
|
---|
4448 | glDisable(GL_CLIP_PLANE0 + i);
|
---|
4449 | checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
|
---|
4450 | }
|
---|
4451 |
|
---|
4452 | if(!warned && stateblock->renderState[WINED3DRS_CLIPPLANEENABLE]) {
|
---|
4453 | FIXME("Clipping not supported with vertex shaders\n");
|
---|
4454 | warned = TRUE;
|
---|
4455 | }
|
---|
4456 | }
|
---|
4457 | if(wasrhw) {
|
---|
4458 | /* Apply the transform matrices when switching from rhw drawing to vertex shaders. Vertex
|
---|
4459 | * shaders themselves do not need it, but the matrices are not reapplied automatically when
|
---|
4460 | * switching back from vertex shaders to fixed function processing. So make sure we leave the
|
---|
4461 | * fixed function vertex processing states back in a sane state before switching to shaders
|
---|
4462 | */
|
---|
4463 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
|
---|
4464 | transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
|
---|
4465 | }
|
---|
4466 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)))) {
|
---|
4467 | transform_world(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), stateblock, context);
|
---|
4468 | }
|
---|
4469 | }
|
---|
4470 | updateFog = TRUE;
|
---|
4471 |
|
---|
4472 | /* Vertex shader clipping ignores the view matrix. Update all clipplanes
|
---|
4473 | * (Note: ARB shaders can read the clip planes for clipping emulation even if
|
---|
4474 | * device->vs_clipping is false.
|
---|
4475 | */
|
---|
4476 | for(i = 0; i < GL_LIMITS(clipplanes); i++) {
|
---|
4477 | clipplane(STATE_CLIPPLANE(i), stateblock, context);
|
---|
4478 | }
|
---|
4479 | }
|
---|
4480 | }
|
---|
4481 |
|
---|
4482 | /* Vertex and pixel shaders are applied together for now, so let the last dirty state do the
|
---|
4483 | * application
|
---|
4484 | */
|
---|
4485 | if (!isStateDirty(context, STATE_PIXELSHADER)) {
|
---|
4486 | device->shader_backend->shader_select((IWineD3DDevice *)device, usePixelShaderFunction, useVertexShaderFunction);
|
---|
4487 |
|
---|
4488 | if (!isStateDirty(context, STATE_VERTEXSHADERCONSTANT) && (useVertexShaderFunction || usePixelShaderFunction)) {
|
---|
4489 | shaderconstant(STATE_VERTEXSHADERCONSTANT, stateblock, context);
|
---|
4490 | }
|
---|
4491 | }
|
---|
4492 |
|
---|
4493 | context->last_was_vshader = useVertexShaderFunction;
|
---|
4494 |
|
---|
4495 | if(updateFog) {
|
---|
4496 | device->StateTable[STATE_RENDER(WINED3DRS_FOGVERTEXMODE)].apply(STATE_RENDER(WINED3DRS_FOGVERTEXMODE), stateblock, context);
|
---|
4497 | }
|
---|
4498 | if(!useVertexShaderFunction) {
|
---|
4499 | int i;
|
---|
4500 | for(i = 0; i < MAX_TEXTURES; i++) {
|
---|
4501 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
|
---|
4502 | transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
|
---|
4503 | }
|
---|
4504 | }
|
---|
4505 | }
|
---|
4506 | }
|
---|
4507 |
|
---|
4508 | static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4509 | UINT width, height;
|
---|
4510 | IWineD3DSurfaceImpl *target;
|
---|
4511 |
|
---|
4512 | glDepthRange(stateblock->viewport.MinZ, stateblock->viewport.MaxZ);
|
---|
4513 | checkGLcall("glDepthRange");
|
---|
4514 | /* Note: GL requires lower left, DirectX supplies upper left. This is reversed when using offscreen rendering
|
---|
4515 | */
|
---|
4516 | if(stateblock->wineD3DDevice->render_offscreen) {
|
---|
4517 | glViewport(stateblock->viewport.X,
|
---|
4518 | stateblock->viewport.Y,
|
---|
4519 | stateblock->viewport.Width, stateblock->viewport.Height);
|
---|
4520 | } else {
|
---|
4521 | target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
|
---|
4522 | target->get_drawable_size(target, &width, &height);
|
---|
4523 |
|
---|
4524 | glViewport(stateblock->viewport.X,
|
---|
4525 | (height - (stateblock->viewport.Y + stateblock->viewport.Height)),
|
---|
4526 | stateblock->viewport.Width, stateblock->viewport.Height);
|
---|
4527 | }
|
---|
4528 |
|
---|
4529 | checkGLcall("glViewport");
|
---|
4530 | }
|
---|
4531 |
|
---|
4532 | static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4533 | stateblock->wineD3DDevice->posFixup[2] = 1.0 / stateblock->viewport.Width;
|
---|
4534 | stateblock->wineD3DDevice->posFixup[3] = -stateblock->wineD3DDevice->posFixup[1] / stateblock->viewport.Height;
|
---|
4535 | if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION))) {
|
---|
4536 | transform_projection(STATE_TRANSFORM(WINED3DTS_PROJECTION), stateblock, context);
|
---|
4537 | }
|
---|
4538 | if(!isStateDirty(context, STATE_RENDER(WINED3DRS_POINTSCALEENABLE))) {
|
---|
4539 | state_pscale(STATE_RENDER(WINED3DRS_POINTSCALEENABLE), stateblock, context);
|
---|
4540 | }
|
---|
4541 | }
|
---|
4542 |
|
---|
4543 | static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4544 | UINT Index = state - STATE_ACTIVELIGHT(0);
|
---|
4545 | const PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
|
---|
4546 |
|
---|
4547 | if(!lightInfo) {
|
---|
4548 | glDisable(GL_LIGHT0 + Index);
|
---|
4549 | checkGLcall("glDisable(GL_LIGHT0 + Index)");
|
---|
4550 | } else {
|
---|
4551 | float quad_att;
|
---|
4552 | float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
|
---|
4553 |
|
---|
4554 | /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
|
---|
4555 | glMatrixMode(GL_MODELVIEW);
|
---|
4556 | glPushMatrix();
|
---|
4557 | glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
|
---|
4558 |
|
---|
4559 | /* Diffuse: */
|
---|
4560 | colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
|
---|
4561 | colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
|
---|
4562 | colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
|
---|
4563 | colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
|
---|
4564 | glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
|
---|
4565 | checkGLcall("glLightfv");
|
---|
4566 |
|
---|
4567 | /* Specular */
|
---|
4568 | colRGBA[0] = lightInfo->OriginalParms.Specular.r;
|
---|
4569 | colRGBA[1] = lightInfo->OriginalParms.Specular.g;
|
---|
4570 | colRGBA[2] = lightInfo->OriginalParms.Specular.b;
|
---|
4571 | colRGBA[3] = lightInfo->OriginalParms.Specular.a;
|
---|
4572 | glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
|
---|
4573 | checkGLcall("glLightfv");
|
---|
4574 |
|
---|
4575 | /* Ambient */
|
---|
4576 | colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
|
---|
4577 | colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
|
---|
4578 | colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
|
---|
4579 | colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
|
---|
4580 | glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
|
---|
4581 | checkGLcall("glLightfv");
|
---|
4582 |
|
---|
4583 | if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
|
---|
4584 | quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
|
---|
4585 | } else {
|
---|
4586 | quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
|
---|
4587 | }
|
---|
4588 |
|
---|
4589 | /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
|
---|
4590 | * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
|
---|
4591 | * Attenuation0 to NaN and crashes in the gl lib
|
---|
4592 | */
|
---|
4593 |
|
---|
4594 | switch (lightInfo->OriginalParms.Type) {
|
---|
4595 | case WINED3DLIGHT_POINT:
|
---|
4596 | /* Position */
|
---|
4597 | glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
|
---|
4598 | checkGLcall("glLightfv");
|
---|
4599 | glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
|
---|
4600 | checkGLcall("glLightf");
|
---|
4601 | /* Attenuation - Are these right? guessing... */
|
---|
4602 | glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
|
---|
4603 | checkGLcall("glLightf");
|
---|
4604 | glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
|
---|
4605 | checkGLcall("glLightf");
|
---|
4606 | if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
|
---|
4607 | glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
|
---|
4608 | checkGLcall("glLightf");
|
---|
4609 | /* FIXME: Range */
|
---|
4610 | break;
|
---|
4611 |
|
---|
4612 | case WINED3DLIGHT_SPOT:
|
---|
4613 | /* Position */
|
---|
4614 | glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
|
---|
4615 | checkGLcall("glLightfv");
|
---|
4616 | /* Direction */
|
---|
4617 | glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
|
---|
4618 | checkGLcall("glLightfv");
|
---|
4619 | glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
|
---|
4620 | checkGLcall("glLightf");
|
---|
4621 | glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
|
---|
4622 | checkGLcall("glLightf");
|
---|
4623 | /* Attenuation - Are these right? guessing... */
|
---|
4624 | glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
|
---|
4625 | checkGLcall("glLightf");
|
---|
4626 | glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
|
---|
4627 | checkGLcall("glLightf");
|
---|
4628 | if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
|
---|
4629 | glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
|
---|
4630 | checkGLcall("glLightf");
|
---|
4631 | /* FIXME: Range */
|
---|
4632 | break;
|
---|
4633 |
|
---|
4634 | case WINED3DLIGHT_DIRECTIONAL:
|
---|
4635 | /* Direction */
|
---|
4636 | glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
|
---|
4637 | checkGLcall("glLightfv");
|
---|
4638 | glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
|
---|
4639 | checkGLcall("glLightf");
|
---|
4640 | glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
|
---|
4641 | checkGLcall("glLightf");
|
---|
4642 | break;
|
---|
4643 |
|
---|
4644 | default:
|
---|
4645 | FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
|
---|
4646 | }
|
---|
4647 |
|
---|
4648 | /* Restore the modelview matrix */
|
---|
4649 | glPopMatrix();
|
---|
4650 |
|
---|
4651 | glEnable(GL_LIGHT0 + Index);
|
---|
4652 | checkGLcall("glEnable(GL_LIGHT0 + Index)");
|
---|
4653 | }
|
---|
4654 |
|
---|
4655 | return;
|
---|
4656 | }
|
---|
4657 |
|
---|
4658 | static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4659 | RECT *pRect = &stateblock->scissorRect;
|
---|
4660 | UINT height;
|
---|
4661 | UINT width;
|
---|
4662 | IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
|
---|
4663 |
|
---|
4664 | target->get_drawable_size(target, &width, &height);
|
---|
4665 | /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
|
---|
4666 | * Warning2: Even in windowed mode the coords are relative to the window, not the screen
|
---|
4667 | */
|
---|
4668 | TRACE("(%p) Setting new Scissor Rect to %d:%d-%d:%d\n", stateblock->wineD3DDevice, pRect->left, pRect->bottom - height,
|
---|
4669 | pRect->right - pRect->left, pRect->bottom - pRect->top);
|
---|
4670 |
|
---|
4671 | if (stateblock->wineD3DDevice->render_offscreen) {
|
---|
4672 | glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
|
---|
4673 | } else {
|
---|
4674 | glScissor(pRect->left, height - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
|
---|
4675 | }
|
---|
4676 | checkGLcall("glScissor");
|
---|
4677 | }
|
---|
4678 |
|
---|
4679 | static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4680 | if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
|
---|
4681 | GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
|
---|
4682 | } else {
|
---|
4683 | struct wined3d_buffer *ib = (struct wined3d_buffer *) stateblock->pIndexData;
|
---|
4684 | GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
|
---|
4685 | }
|
---|
4686 | }
|
---|
4687 |
|
---|
4688 | static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
4689 | if(stateblock->wineD3DDevice->render_offscreen) {
|
---|
4690 | glFrontFace(GL_CCW);
|
---|
4691 | checkGLcall("glFrontFace(GL_CCW)");
|
---|
4692 | } else {
|
---|
4693 | glFrontFace(GL_CW);
|
---|
4694 | checkGLcall("glFrontFace(GL_CW)");
|
---|
4695 | }
|
---|
4696 | }
|
---|
4697 |
|
---|
4698 | const struct StateEntryTemplate misc_state_template[] = {
|
---|
4699 | { STATE_RENDER(WINED3DRS_SRCBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
|
---|
4700 | { STATE_RENDER(WINED3DRS_DESTBLEND), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
|
---|
4701 | { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
|
---|
4702 | { STATE_RENDER(WINED3DRS_EDGEANTIALIAS), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
|
---|
4703 | { STATE_RENDER(WINED3DRS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
|
---|
4704 | { STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
|
---|
4705 | { STATE_RENDER(WINED3DRS_SRCBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
|
---|
4706 | { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
|
---|
4707 | { STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
|
---|
4708 | { STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
|
---|
4709 | { STATE_STREAMSRC, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
|
---|
4710 | { STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
|
---|
4711 | { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
|
---|
4712 | { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
|
---|
4713 | /* TODO: Move shader constant loading to vertex and fragment pipeline repectively, as soon as the pshader and
|
---|
4714 | * vshader loadings are untied from each other
|
---|
4715 | */
|
---|
4716 | { STATE_VERTEXSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
|
---|
4717 | { STATE_PIXELSHADERCONSTANT, { STATE_VERTEXSHADERCONSTANT, shaderconstant }, WINED3D_GL_EXT_NONE },
|
---|
4718 | { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4719 | { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4720 | { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4721 | { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4722 | { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4723 | { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4724 | { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4725 | { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4726 | { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4727 | { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4728 | { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4729 | { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4730 | { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4731 | { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4732 | { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4733 | { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4734 | { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4735 | { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4736 | { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4737 | { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4738 | { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4739 | { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4740 | { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4741 | { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4742 | { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4743 | { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4744 | { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4745 | { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4746 | { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4747 | { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4748 | { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4749 | { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00), shader_bumpenvmat }, WINED3D_GL_EXT_NONE },
|
---|
4750 | { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4751 | { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4752 | { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4753 | { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4754 | { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4755 | { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4756 | { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4757 | { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4758 | { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4759 | { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4760 | { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4761 | { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4762 | { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4763 | { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4764 | { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4765 | { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET), { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE), tex_bumpenvlscale }, WINED3D_GL_EXT_NONE },
|
---|
4766 |
|
---|
4767 | { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
|
---|
4768 | { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
|
---|
4769 | { STATE_RENDER(WINED3DRS_ANTIALIAS), { STATE_RENDER(WINED3DRS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
|
---|
4770 | { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
|
---|
4771 | { STATE_RENDER(WINED3DRS_ZENABLE), { STATE_RENDER(WINED3DRS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
|
---|
4772 | { STATE_RENDER(WINED3DRS_WRAPU), { STATE_RENDER(WINED3DRS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
|
---|
4773 | { STATE_RENDER(WINED3DRS_WRAPV), { STATE_RENDER(WINED3DRS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
|
---|
4774 | { STATE_RENDER(WINED3DRS_FILLMODE), { STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
|
---|
4775 | { STATE_RENDER(WINED3DRS_SHADEMODE), { STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
|
---|
4776 | { STATE_RENDER(WINED3DRS_LINEPATTERN), { STATE_RENDER(WINED3DRS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
|
---|
4777 | { STATE_RENDER(WINED3DRS_MONOENABLE), { STATE_RENDER(WINED3DRS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
|
---|
4778 | { STATE_RENDER(WINED3DRS_ROP2), { STATE_RENDER(WINED3DRS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
|
---|
4779 | { STATE_RENDER(WINED3DRS_PLANEMASK), { STATE_RENDER(WINED3DRS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
|
---|
4780 | { STATE_RENDER(WINED3DRS_ZWRITEENABLE), { STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
|
---|
4781 | { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
|
---|
4782 | { STATE_RENDER(WINED3DRS_ALPHAREF), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
|
---|
4783 | { STATE_RENDER(WINED3DRS_ALPHAFUNC), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
|
---|
4784 | { STATE_RENDER(WINED3DRS_COLORKEYENABLE), { STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
|
---|
4785 | { STATE_RENDER(WINED3DRS_LASTPIXEL), { STATE_RENDER(WINED3DRS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
|
---|
4786 | { STATE_RENDER(WINED3DRS_CULLMODE), { STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
|
---|
4787 | { STATE_RENDER(WINED3DRS_ZFUNC), { STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
|
---|
4788 | { STATE_RENDER(WINED3DRS_DITHERENABLE), { STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
|
---|
4789 | { STATE_RENDER(WINED3DRS_SUBPIXEL), { STATE_RENDER(WINED3DRS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
|
---|
4790 | { STATE_RENDER(WINED3DRS_SUBPIXELX), { STATE_RENDER(WINED3DRS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
|
---|
4791 | { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), { STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
|
---|
4792 | { STATE_RENDER(WINED3DRS_ZBIAS), { STATE_RENDER(WINED3DRS_ZBIAS), state_zbias }, WINED3D_GL_EXT_NONE },
|
---|
4793 | { STATE_RENDER(WINED3DRS_STIPPLEENABLE), { STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
|
---|
4794 | { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), { STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
|
---|
4795 | { STATE_RENDER(WINED3DRS_ANISOTROPY), { STATE_RENDER(WINED3DRS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
|
---|
4796 | { STATE_RENDER(WINED3DRS_FLUSHBATCH), { STATE_RENDER(WINED3DRS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
|
---|
4797 | { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), { STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_translucentsi }, WINED3D_GL_EXT_NONE },
|
---|
4798 | { STATE_RENDER(WINED3DRS_STENCILENABLE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
|
---|
4799 | { STATE_RENDER(WINED3DRS_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
|
---|
4800 | { STATE_RENDER(WINED3DRS_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
|
---|
4801 | { STATE_RENDER(WINED3DRS_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
|
---|
4802 | { STATE_RENDER(WINED3DRS_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
|
---|
4803 | { STATE_RENDER(WINED3DRS_STENCILREF), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
|
---|
4804 | { STATE_RENDER(WINED3DRS_STENCILMASK), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
|
---|
4805 | { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
|
---|
4806 | { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
|
---|
4807 | { STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
|
---|
4808 | { STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
|
---|
4809 | { STATE_RENDER(WINED3DRS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
|
---|
4810 | { STATE_RENDER(WINED3DRS_CCW_STENCILPASS), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
|
---|
4811 | { STATE_RENDER(WINED3DRS_CCW_STENCILFUNC), { STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
|
---|
4812 | { STATE_RENDER(WINED3DRS_WRAP0), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4813 | { STATE_RENDER(WINED3DRS_WRAP1), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4814 | { STATE_RENDER(WINED3DRS_WRAP2), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4815 | { STATE_RENDER(WINED3DRS_WRAP3), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4816 | { STATE_RENDER(WINED3DRS_WRAP4), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4817 | { STATE_RENDER(WINED3DRS_WRAP5), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4818 | { STATE_RENDER(WINED3DRS_WRAP6), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4819 | { STATE_RENDER(WINED3DRS_WRAP7), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4820 | { STATE_RENDER(WINED3DRS_WRAP8), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4821 | { STATE_RENDER(WINED3DRS_WRAP9), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4822 | { STATE_RENDER(WINED3DRS_WRAP10), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4823 | { STATE_RENDER(WINED3DRS_WRAP11), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4824 | { STATE_RENDER(WINED3DRS_WRAP12), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4825 | { STATE_RENDER(WINED3DRS_WRAP13), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4826 | { STATE_RENDER(WINED3DRS_WRAP14), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4827 | { STATE_RENDER(WINED3DRS_WRAP15), { STATE_RENDER(WINED3DRS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
|
---|
4828 | { STATE_RENDER(WINED3DRS_EXTENTS), { STATE_RENDER(WINED3DRS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
|
---|
4829 | { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
|
---|
4830 | { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), { STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
|
---|
4831 | { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), { STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
|
---|
4832 | { STATE_RENDER(WINED3DRS_POSITIONDEGREE), { STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
|
---|
4833 | { STATE_RENDER(WINED3DRS_NORMALDEGREE), { STATE_RENDER(WINED3DRS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
|
---|
4834 | { STATE_RENDER(WINED3DRS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
|
---|
4835 | { STATE_RENDER(WINED3DRS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
|
---|
4836 | { STATE_RENDER(WINED3DRS_ADAPTIVETESS_X), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
|
---|
4837 | { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
|
---|
4838 | { STATE_RENDER(WINED3DRS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
|
---|
4839 | { STATE_RENDER(WINED3DRS_ADAPTIVETESS_W), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
|
---|
4840 | { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), { STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_tessellation }, WINED3D_GL_EXT_NONE },
|
---|
4841 | { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
|
---|
4842 | { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
|
---|
4843 | { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
|
---|
4844 | { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
|
---|
4845 | { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
|
---|
4846 | { STATE_RENDER(WINED3DRS_BLENDOP), { STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
|
---|
4847 | { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
|
---|
4848 | { STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
|
---|
4849 | { STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
|
---|
4850 | { STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
|
---|
4851 | { STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
|
---|
4852 | { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
|
---|
4853 | { STATE_RENDER(WINED3DRS_BLENDFACTOR), { STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
|
---|
4854 | { STATE_RENDER(WINED3DRS_DEPTHBIAS), { STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
|
---|
4855 | /* Samplers */
|
---|
4856 | { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4857 | { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4858 | { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4859 | { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4860 | { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4861 | { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4862 | { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4863 | { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4864 | { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4865 | { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4866 | { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4867 | { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4868 | { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4869 | { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4870 | { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4871 | { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4872 | { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4873 | { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4874 | { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4875 | { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
|
---|
4876 | {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
|
---|
4877 | };
|
---|
4878 |
|
---|
4879 | const struct StateEntryTemplate ffp_vertexstate_template[] = {
|
---|
4880 | { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
|
---|
4881 | { STATE_VSHADER, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
|
---|
4882 | { STATE_MATERIAL, { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
|
---|
4883 | { STATE_RENDER(WINED3DRS_SPECULARENABLE), { STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
|
---|
4884 | /* Clip planes */
|
---|
4885 | { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4886 | { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4887 | { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4888 | { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4889 | { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4890 | { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4891 | { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4892 | { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4893 | { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4894 | { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4895 | { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4896 | { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4897 | { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4898 | { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4899 | { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4900 | { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4901 | { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4902 | { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4903 | { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4904 | { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4905 | { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4906 | { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4907 | { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4908 | { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4909 | { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4910 | { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4911 | { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4912 | { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4913 | { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4914 | { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4915 | { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4916 | { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
|
---|
4917 | /* Lights */
|
---|
4918 | { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
|
---|
4919 | { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
|
---|
4920 | { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
|
---|
4921 | { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
|
---|
4922 | { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
|
---|
4923 | { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
|
---|
4924 | { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
|
---|
4925 | { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
|
---|
4926 | /* Viewport */
|
---|
4927 | { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
|
---|
4928 | /* Transform states follow */
|
---|
4929 | { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
|
---|
4930 | { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
|
---|
4931 | { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
4932 | { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
4933 | { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
4934 | { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
4935 | { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
4936 | { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
4937 | { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
4938 | { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
4939 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
|
---|
4940 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4941 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4942 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4943 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4944 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4945 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4946 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4947 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4948 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4949 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4950 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4951 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4952 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4953 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4954 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4955 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4956 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4957 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4958 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4959 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4960 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4961 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4962 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4963 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4964 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4965 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4966 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4967 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4968 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4969 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4970 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4971 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4972 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4973 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4974 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4975 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4976 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4977 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4978 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4979 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4980 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4981 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4982 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4983 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4984 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4985 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4986 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4987 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4988 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4989 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4990 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4991 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4992 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4993 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4994 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4995 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4996 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4997 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4998 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
4999 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5000 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5001 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5002 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5003 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5004 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5005 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5006 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5007 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5008 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5009 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5010 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5011 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5012 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5013 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5014 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5015 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5016 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5017 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5018 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5019 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5020 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5021 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5022 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5023 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5024 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5025 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5026 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5027 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5028 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5029 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5030 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5031 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5032 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5033 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5034 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5035 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5036 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5037 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5038 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5039 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5040 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5041 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5042 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5043 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5044 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5045 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5046 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5047 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5048 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5049 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5050 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5051 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5052 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5053 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5054 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5055 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5056 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5057 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5058 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5059 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5060 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5061 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5062 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5063 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5064 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5065 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5066 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5067 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5068 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5069 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5070 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5071 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5072 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5073 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5074 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5075 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5076 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5077 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5078 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5079 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5080 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5081 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5082 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5083 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5084 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5085 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5086 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5087 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5088 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5089 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5090 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5091 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5092 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5093 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5094 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5095 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5096 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5097 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5098 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5099 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5100 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5101 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5102 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5103 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5104 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5105 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5106 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5107 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5108 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5109 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5110 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5111 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5112 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5113 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5114 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5115 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5116 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5117 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5118 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5119 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5120 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5121 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5122 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5123 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5124 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5125 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5126 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5127 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5128 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5129 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5130 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5131 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5132 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5133 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5134 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5135 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5136 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5137 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5138 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5139 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5140 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5141 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5142 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5143 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5144 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5145 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5146 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5147 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5148 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5149 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5150 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5151 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5152 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5153 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5154 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5155 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5156 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5157 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5158 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5159 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5160 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5161 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5162 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5163 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5164 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5165 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5166 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5167 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5168 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5169 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5170 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5171 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5172 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5173 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5174 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5175 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5176 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5177 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5178 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5179 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5180 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5181 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5182 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5183 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5184 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5185 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5186 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5187 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5188 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5189 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5190 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5191 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5192 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5193 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5194 | { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
|
---|
5195 | { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5196 | { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5197 | { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5198 | { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5199 | { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5200 | { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5201 | { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5202 | { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, WINED3D_GL_EXT_NONE },
|
---|
5203 | { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5204 | { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5205 | { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5206 | { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5207 | { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5208 | { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5209 | { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5210 | { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
|
---|
5211 | /* Fog */
|
---|
5212 | { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
|
---|
5213 | { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
|
---|
5214 | { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
|
---|
5215 | { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog }, NV_FOG_DISTANCE },
|
---|
5216 | { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), { STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_rangefog_w }, WINED3D_GL_EXT_NONE },
|
---|
5217 | { STATE_RENDER(WINED3DRS_CLIPPING), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
|
---|
5218 | { STATE_RENDER(WINED3DRS_CLIPPLANEENABLE), { STATE_RENDER(WINED3DRS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
|
---|
5219 | { STATE_RENDER(WINED3DRS_LIGHTING), { STATE_RENDER(WINED3DRS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
|
---|
5220 | { STATE_RENDER(WINED3DRS_AMBIENT), { STATE_RENDER(WINED3DRS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
|
---|
5221 | { STATE_RENDER(WINED3DRS_COLORVERTEX), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
|
---|
5222 | { STATE_RENDER(WINED3DRS_LOCALVIEWER), { STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
|
---|
5223 | { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), { STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
|
---|
5224 | { STATE_RENDER(WINED3DRS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
|
---|
5225 | { STATE_RENDER(WINED3DRS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
|
---|
5226 | { STATE_RENDER(WINED3DRS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
|
---|
5227 | { STATE_RENDER(WINED3DRS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
|
---|
5228 | { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
|
---|
5229 | { STATE_RENDER(WINED3DRS_VERTEXBLEND), { STATE_RENDER(WINED3DRS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
|
---|
5230 | { STATE_RENDER(WINED3DRS_POINTSIZE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
|
---|
5231 | { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
|
---|
5232 | { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
|
---|
5233 | { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
|
---|
5234 | { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
|
---|
5235 | { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), { STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
|
---|
5236 | { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
|
---|
5237 | { STATE_RENDER(WINED3DRS_POINTSCALE_A), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
|
---|
5238 | { STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
|
---|
5239 | { STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
|
---|
5240 | { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
|
---|
5241 | { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
|
---|
5242 | { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
|
---|
5243 | /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
|
---|
5244 | * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
|
---|
5245 | * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
|
---|
5246 | */
|
---|
5247 | { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5248 | { STATE_SAMPLER(0), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5249 | { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5250 | { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5251 | { STATE_SAMPLER(1), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5252 | { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5253 | { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5254 | { STATE_SAMPLER(2), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5255 | { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5256 | { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5257 | { STATE_SAMPLER(3), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5258 | { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5259 | { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5260 | { STATE_SAMPLER(4), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5261 | { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5262 | { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5263 | { STATE_SAMPLER(5), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5264 | { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5265 | { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5266 | { STATE_SAMPLER(6), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5267 | { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5268 | { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
|
---|
5269 | { STATE_SAMPLER(7), { 0, NULL }, WINE_NORMALIZED_TEXRECT },
|
---|
5270 | { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
|
---|
5271 | {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
|
---|
5272 | };
|
---|
5273 |
|
---|
5274 | static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
|
---|
5275 | { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5276 | { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5277 | { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5278 | { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5279 | { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5280 | { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5281 | { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5282 | { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5283 | { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5284 | { STATE_TEXTURESTAGE(0, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
|
---|
5285 | { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5286 | { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5287 | { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5288 | { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5289 | { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5290 | { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5291 | { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5292 | { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5293 | { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5294 | { STATE_TEXTURESTAGE(1, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
|
---|
5295 | { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5296 | { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5297 | { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5298 | { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5299 | { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5300 | { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5301 | { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5302 | { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5303 | { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5304 | { STATE_TEXTURESTAGE(2, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
|
---|
5305 | { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5306 | { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5307 | { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5308 | { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5309 | { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5310 | { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5311 | { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5312 | { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5313 | { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5314 | { STATE_TEXTURESTAGE(3, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
|
---|
5315 | { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5316 | { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5317 | { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5318 | { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5319 | { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5320 | { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5321 | { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5322 | { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5323 | { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5324 | { STATE_TEXTURESTAGE(4, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
|
---|
5325 | { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5326 | { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5327 | { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5328 | { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5329 | { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5330 | { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5331 | { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5332 | { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5333 | { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5334 | { STATE_TEXTURESTAGE(5, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
|
---|
5335 | { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5336 | { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5337 | { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5338 | { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5339 | { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5340 | { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5341 | { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5342 | { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5343 | { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5344 | { STATE_TEXTURESTAGE(6, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
|
---|
5345 | { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5346 | { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5347 | { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5348 | { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5349 | { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG1), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5350 | { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG2), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5351 | { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5352 | { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0), { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP), tex_alphaop }, WINED3D_GL_EXT_NONE },
|
---|
5353 | { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG), { STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop }, WINED3D_GL_EXT_NONE },
|
---|
5354 | { STATE_TEXTURESTAGE(7, WINED3DTSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, state_nogl }, WINED3D_GL_EXT_NONE },
|
---|
5355 | { STATE_PIXELSHADER, { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
|
---|
5356 | { STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), { STATE_PIXELSHADER, apply_pixelshader }, WINED3D_GL_EXT_NONE },
|
---|
5357 | { STATE_RENDER(WINED3DRS_BORDERCOLOR), { STATE_RENDER(WINED3DRS_BORDERCOLOR), state_bordercolor }, WINED3D_GL_EXT_NONE },
|
---|
5358 | { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), { STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
|
---|
5359 | { STATE_RENDER(WINED3DRS_FOGCOLOR), { STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
|
---|
5360 | { STATE_RENDER(WINED3DRS_FOGDENSITY), { STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
|
---|
5361 | { STATE_RENDER(WINED3DRS_FOGENABLE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
|
---|
5362 | { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
|
---|
5363 | { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { STATE_RENDER(WINED3DRS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
|
---|
5364 | { STATE_RENDER(WINED3DRS_FOGSTART), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
|
---|
5365 | { STATE_RENDER(WINED3DRS_FOGEND), { STATE_RENDER(WINED3DRS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
|
---|
5366 | { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5367 | { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5368 | { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5369 | { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5370 | { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5371 | { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5372 | { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5373 | { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
|
---|
5374 | {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
|
---|
5375 | };
|
---|
5376 | #undef GLINFO_LOCATION
|
---|
5377 |
|
---|
5378 | #define GLINFO_LOCATION (*gl_info)
|
---|
5379 | static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
|
---|
5380 |
|
---|
5381 | static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
|
---|
5382 | {
|
---|
5383 | pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
|
---|
5384 | WINED3DTEXOPCAPS_ADDSIGNED |
|
---|
5385 | WINED3DTEXOPCAPS_ADDSIGNED2X |
|
---|
5386 | WINED3DTEXOPCAPS_MODULATE |
|
---|
5387 | WINED3DTEXOPCAPS_MODULATE2X |
|
---|
5388 | WINED3DTEXOPCAPS_MODULATE4X |
|
---|
5389 | WINED3DTEXOPCAPS_SELECTARG1 |
|
---|
5390 | WINED3DTEXOPCAPS_SELECTARG2 |
|
---|
5391 | WINED3DTEXOPCAPS_DISABLE;
|
---|
5392 |
|
---|
5393 | if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
|
---|
5394 | GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
|
---|
5395 | GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
|
---|
5396 | pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
|
---|
5397 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
|
---|
5398 | WINED3DTEXOPCAPS_BLENDFACTORALPHA |
|
---|
5399 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
|
---|
5400 | WINED3DTEXOPCAPS_LERP |
|
---|
5401 | WINED3DTEXOPCAPS_SUBTRACT;
|
---|
5402 | }
|
---|
5403 | if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
|
---|
5404 | GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
|
---|
5405 | pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
|
---|
5406 | WINED3DTEXOPCAPS_MULTIPLYADD |
|
---|
5407 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
|
---|
5408 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
|
---|
5409 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
|
---|
5410 | }
|
---|
5411 | if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
|
---|
5412 | pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
|
---|
5413 |
|
---|
5414 | pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
|
---|
5415 | pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
|
---|
5416 | }
|
---|
5417 |
|
---|
5418 | static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
|
---|
5419 | static void ffp_fragment_free(IWineD3DDevice *iface) {}
|
---|
5420 | static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
|
---|
5421 | {
|
---|
5422 | if (TRACE_ON(d3d))
|
---|
5423 | {
|
---|
5424 | TRACE("Checking support for fixup:\n");
|
---|
5425 | dump_color_fixup_desc(fixup);
|
---|
5426 | }
|
---|
5427 |
|
---|
5428 | /* We only support identity conversions. */
|
---|
5429 | if (is_identity_fixup(fixup))
|
---|
5430 | {
|
---|
5431 | TRACE("[OK]\n");
|
---|
5432 | return TRUE;
|
---|
5433 | }
|
---|
5434 |
|
---|
5435 | TRACE("[FAILED]\n");
|
---|
5436 | return FALSE;
|
---|
5437 | }
|
---|
5438 |
|
---|
5439 | const struct fragment_pipeline ffp_fragment_pipeline = {
|
---|
5440 | ffp_enable,
|
---|
5441 | ffp_fragment_get_caps,
|
---|
5442 | ffp_fragment_alloc,
|
---|
5443 | ffp_fragment_free,
|
---|
5444 | ffp_color_fixup_supported,
|
---|
5445 | ffp_fragmentstate_template,
|
---|
5446 | FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
|
---|
5447 | };
|
---|
5448 |
|
---|
5449 | static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
|
---|
5450 | {
|
---|
5451 | unsigned int i;
|
---|
5452 | for(i = 0; funcs[i]; i++);
|
---|
5453 | return i;
|
---|
5454 | }
|
---|
5455 |
|
---|
5456 | static void multistate_apply_2(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
5457 | stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
|
---|
5458 | stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
|
---|
5459 | }
|
---|
5460 |
|
---|
5461 | static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
---|
5462 | stateblock->wineD3DDevice->multistate_funcs[state][0](state, stateblock, context);
|
---|
5463 | stateblock->wineD3DDevice->multistate_funcs[state][1](state, stateblock, context);
|
---|
5464 | stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
|
---|
5465 | }
|
---|
5466 |
|
---|
5467 | HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
|
---|
5468 | const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
|
---|
5469 | const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
|
---|
5470 | {
|
---|
5471 | unsigned int i, type, handlers;
|
---|
5472 | APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
|
---|
5473 | const struct StateEntryTemplate *cur;
|
---|
5474 | BOOL set[STATE_HIGHEST + 1];
|
---|
5475 |
|
---|
5476 | memset(multistate_funcs, 0, sizeof(multistate_funcs));
|
---|
5477 |
|
---|
5478 | for(i = 0; i < STATE_HIGHEST + 1; i++) {
|
---|
5479 | StateTable[i].representative = 0;
|
---|
5480 | StateTable[i].apply = state_undefined;
|
---|
5481 | }
|
---|
5482 |
|
---|
5483 | for(type = 0; type < 3; type++) {
|
---|
5484 | /* This switch decides the order in which the states are applied */
|
---|
5485 | switch(type) {
|
---|
5486 | case 0: cur = misc; break;
|
---|
5487 | case 1: cur = fragment->states; break;
|
---|
5488 | case 2: cur = vertex; break;
|
---|
5489 | default: cur = NULL; /* Stupid compiler */
|
---|
5490 | }
|
---|
5491 | if(!cur) continue;
|
---|
5492 |
|
---|
5493 | /* GL extension filtering should not prevent multiple handlers being applied from different
|
---|
5494 | * pipeline parts
|
---|
5495 | */
|
---|
5496 | memset(set, 0, sizeof(set));
|
---|
5497 |
|
---|
5498 | for(i = 0; cur[i].state; i++) {
|
---|
5499 | APPLYSTATEFUNC *funcs_array;
|
---|
5500 |
|
---|
5501 | /* Only use the first matching state with the available extension from one template.
|
---|
5502 | * e.g.
|
---|
5503 | * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
|
---|
5504 | * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
|
---|
5505 | *
|
---|
5506 | * if GL_XYZ_fancy is supported, ignore the 2nd line
|
---|
5507 | */
|
---|
5508 | if(set[cur[i].state]) continue;
|
---|
5509 | /* Skip state lines depending on unsupported extensions */
|
---|
5510 | if (!GL_SUPPORT(cur[i].extension)) continue;
|
---|
5511 | set[cur[i].state] = TRUE;
|
---|
5512 | /* In some cases having an extension means that nothing has to be
|
---|
5513 | * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
|
---|
5514 | * supported, the texture coordinate fixup can be ignored. If the
|
---|
5515 | * apply function is used, mark the state set(done above) to prevent
|
---|
5516 | * applying later lines, but do not record anything in the state
|
---|
5517 | * table
|
---|
5518 | */
|
---|
5519 | if(!cur[i].content.apply) continue;
|
---|
5520 |
|
---|
5521 | handlers = num_handlers(multistate_funcs[cur[i].state]);
|
---|
5522 | multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
|
---|
5523 | switch(handlers) {
|
---|
5524 | case 0:
|
---|
5525 | StateTable[cur[i].state].apply = cur[i].content.apply;
|
---|
5526 | break;
|
---|
5527 | case 1:
|
---|
5528 | StateTable[cur[i].state].apply = multistate_apply_2;
|
---|
5529 | dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
|
---|
5530 | 0,
|
---|
5531 | sizeof(**dev_multistate_funcs) * 2);
|
---|
5532 | if (!dev_multistate_funcs[cur[i].state]) {
|
---|
5533 | goto out_of_mem;
|
---|
5534 | }
|
---|
5535 |
|
---|
5536 | dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
|
---|
5537 | dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
|
---|
5538 | break;
|
---|
5539 | case 2:
|
---|
5540 | StateTable[cur[i].state].apply = multistate_apply_3;
|
---|
5541 | funcs_array = HeapReAlloc(GetProcessHeap(),
|
---|
5542 | 0,
|
---|
5543 | dev_multistate_funcs[cur[i].state],
|
---|
5544 | sizeof(**dev_multistate_funcs) * 3);
|
---|
5545 | if (!funcs_array) {
|
---|
5546 | goto out_of_mem;
|
---|
5547 | }
|
---|
5548 |
|
---|
5549 | dev_multistate_funcs[cur[i].state] = funcs_array;
|
---|
5550 | dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
|
---|
5551 | break;
|
---|
5552 | default:
|
---|
5553 | ERR("Unexpected amount of state handlers for state %u: %u\n",
|
---|
5554 | cur[i].state, handlers + 1);
|
---|
5555 | }
|
---|
5556 |
|
---|
5557 | if(StateTable[cur[i].state].representative &&
|
---|
5558 | StateTable[cur[i].state].representative != cur[i].content.representative) {
|
---|
5559 | FIXME("State %u has different representatives in different pipeline parts\n",
|
---|
5560 | cur[i].state);
|
---|
5561 | }
|
---|
5562 | StateTable[cur[i].state].representative = cur[i].content.representative;
|
---|
5563 | }
|
---|
5564 | }
|
---|
5565 |
|
---|
5566 | return WINED3D_OK;
|
---|
5567 |
|
---|
5568 | out_of_mem:
|
---|
5569 | for (i = 0; i <= STATE_HIGHEST; ++i) {
|
---|
5570 | HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
|
---|
5571 | }
|
---|
5572 |
|
---|
5573 | memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
|
---|
5574 |
|
---|
5575 | return E_OUTOFMEMORY;
|
---|
5576 | }
|
---|
5577 | #undef GLINFO_LOCATION
|
---|