Alexandre Julliard : Revert "wined3d: Where possible,
avoid using D3DCOLORTOGLFLOAT4."
Alexandre Julliard
julliard at wine.codeweavers.com
Fri Dec 29 06:47:13 CST 2006
Module: wine
Branch: master
Commit: bbfe120036fb1dcbcb8d8ef6f1ec5a9f7a2736dc
URL: http://source.winehq.org/git/wine.git/?a=commit;h=bbfe120036fb1dcbcb8d8ef6f1ec5a9f7a2736dc
Author: Alexandre Julliard <julliard at winehq.org>
Date: Fri Dec 29 11:35:57 2006 +0100
Revert "wined3d: Where possible, avoid using D3DCOLORTOGLFLOAT4."
This reverts commit 045975b1f439049da9405a8defbad82a39710f49.
---
dlls/wined3d/basetexture.c | 6 +++---
dlls/wined3d/device.c | 6 +++---
dlls/wined3d/state.c | 22 +++++++++++-----------
dlls/wined3d/wined3d_private.h | 6 ------
4 files changed, 17 insertions(+), 23 deletions(-)
diff --git a/dlls/wined3d/basetexture.c b/dlls/wined3d/basetexture.c
index 4b6b0d5..9b9b5d7 100644
--- a/dlls/wined3d/basetexture.c
+++ b/dlls/wined3d/basetexture.c
@@ -363,11 +363,11 @@ void WINAPI IWineD3DBaseTextureImpl_Appl
break;
case WINED3DSAMP_BORDERCOLOR:
{
- GLint col[4];
+ float col[4];
*state = samplerStates[textureObjectSamplerStates[i].state];
- D3DCOLORTOGLINT4(*state, col);
+ D3DCOLORTOGLFLOAT4(*state, col);
TRACE("Setting border color for %u to %x\n", textureDimensions, *state);
- glTexParameteriv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
+ glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
}
break;
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 4ebca23..63f84f8 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -321,7 +321,7 @@ static void delete_glsl_shader_list(IWin
/* Apply the current values to the specified texture stage */
static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD texture_idx, DWORD Flags) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- GLint col[4];
+ float col[4];
union {
float f;
@@ -386,8 +386,8 @@ static void WINAPI IWineD3DDeviceImpl_Se
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
}
- D3DCOLORTOGLINT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
- glTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
+ D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
/* TODO: NV_POINT_SPRITE */
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index a842a6f..27fd9f4 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -197,11 +197,11 @@ static void state_zfunc(DWORD state, IWi
}
static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock) {
- GLint col[4];
- D3DCOLORTOGLINT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
+ float col[4];
+ D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
- TRACE("Setting ambient to (%d,%d,%d,%d)\n", col[0], col[1], col[2], col[3]);
- glLightModeliv(GL_LIGHT_MODEL_AMBIENT, col);
+ TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
checkGLcall("glLightModel for MODEL_AMBIENT");
}
@@ -499,8 +499,8 @@ static void state_texfactor(DWORD state,
/* Note the texture color applies to all textures whereas
* GL_TEXTURE_ENV_COLOR applies to active only
*/
- GLint col[4];
- D3DCOLORTOGLINT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
+ float col[4];
+ D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
/* And now the default texture color as well */
@@ -515,11 +515,11 @@ static void state_texfactor(DWORD state,
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
}
- glTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
}
} else {
- GL_EXTCALL(glCombinerParameterivNV(GL_CONSTANT_COLOR0_NV, &col[0]));
+ GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
}
}
@@ -786,10 +786,10 @@ static void state_fog(DWORD state, IWine
}
static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
- GLint col[4];
- D3DCOLORTOGLINT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
+ float col[4];
+ D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
/* Set the default alpha blend color */
- glFogiv(GL_FOG_COLOR, &col[0]);
+ glFogfv(GL_FOG_COLOR, &col[0]);
checkGLcall("glFog GL_FOG_COLOR");
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 14d1b0e..67ccfcb 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -228,12 +228,6 @@ extern int num_lock;
(vec)[2] = D3DCOLOR_B(dw); \
(vec)[3] = D3DCOLOR_A(dw);
-#define D3DCOLORTOGLINT4(src, dst) \
- (dst)[0] = D3DCOLOR_B_R(src); \
- (dst)[1] = D3DCOLOR_B_G(src); \
- (dst)[2] = D3DCOLOR_B_B(src); \
- (dst)[3] = D3DCOLOR_B_A(src);
-
/* DirectX Device Limits */
/* --------------------- */
#define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
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