[PATCH] WineD3D: Move a few extension checks into the state =
Stefan Doesinger
stefan at codeweavers.com
Sat Jul 5 15:35:53 CDT 2008
template=0A=
=0A=
---=0A=
dlls/wined3d/state.c | 53 =
+++++++++++++++++++++++++++++--------------------=0A=
1 files changed, 31 insertions(+), 22 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c=0A=
index 5f0c598..f202a85 100644=0A=
--- a/dlls/wined3d/state.c=0A=
+++ b/dlls/wined3d/state.c=0A=
@@ -451,14 +451,13 @@ static void state_blend(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3D=0A=
}=0A=
}=0A=
=0A=
+static void state_blendfactor_w(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
+ WARN("Unsupported in local OpenGL implementation: =
glBlendColorEXT\n");=0A=
+}=0A=
+=0A=
static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
float col[4];=0A=
=0A=
- if(!GL_SUPPORT(EXT_BLEND_COLOR)) {=0A=
- WARN("Unsupported in local OpenGL implementation: =
glBlendColorEXT\n");=0A=
- return;=0A=
- }=0A=
-=0A=
TRACE("Setting BlendFactor to %d\n", =
stateblock->renderState[WINED3DRS_BLENDFACTOR]);=0A=
D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], =
col);=0A=
GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));=0A=
@@ -594,15 +593,14 @@ static void state_clipping(DWORD state, =
IWineD3DStateBlockImpl *stateblock, Wine=0A=
}=0A=
}=0A=
=0A=
+static void state_blendop_w(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
+ WARN("Unsupported in local OpenGL implementation: =
glBlendEquation\n");=0A=
+}=0A=
+=0A=
static void state_blendop(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
int blendEquation =3D GL_FUNC_ADD;=0A=
int blendEquationAlpha =3D GL_FUNC_ADD;=0A=
=0A=
- if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {=0A=
- WARN("Unsupported in local OpenGL implementation: =
glBlendEquation\n");=0A=
- return;=0A=
- }=0A=
-=0A=
/* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make =
sure it is around */=0A=
if(stateblock->renderState[WINED3DRS_BLENDOPALPHA] && =
!GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE)) {=0A=
WARN("Unsupported in local OpenGL implementation: =
glBlendEquationSeparateEXT\n");=0A=
@@ -868,7 +866,7 @@ state_stencil(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *c=0A=
}=0A=
}=0A=
=0A=
-static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
+static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
DWORD mask;=0A=
=0A=
if(stateblock->wineD3DDevice->stencilBufferTarget) {=0A=
@@ -877,17 +875,25 @@ static void state_stencilwrite(DWORD state, =
IWineD3DStateBlockImpl *stateblock,=0A=
mask =3D 0;=0A=
}=0A=
=0A=
- if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {=0A=
- GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));=0A=
- checkGLcall("glActiveStencilFaceEXT(GL_BACK)");=0A=
- glStencilMask(mask);=0A=
- checkGLcall("glStencilMask");=0A=
- GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));=0A=
- checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");=0A=
- glStencilMask(mask);=0A=
+ GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));=0A=
+ checkGLcall("glActiveStencilFaceEXT(GL_BACK)");=0A=
+ glStencilMask(mask);=0A=
+ checkGLcall("glStencilMask");=0A=
+ GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));=0A=
+ checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");=0A=
+ glStencilMask(mask);=0A=
+}=0A=
+=0A=
+static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
+ DWORD mask;=0A=
+=0A=
+ if(stateblock->wineD3DDevice->stencilBufferTarget) {=0A=
+ mask =3D stateblock->renderState[WINED3DRS_STENCILWRITEMASK];=0A=
} else {=0A=
- glStencilMask(mask);=0A=
+ mask =3D 0;=0A=
}=0A=
+=0A=
+ glStencilMask(mask);=0A=
checkGLcall("glStencilMask");=0A=
}=0A=
=0A=
@@ -3866,6 +3872,7 @@ const struct StateEntryTemplate =
misc_state_template[] =3D {=0A=
{ STATE_RENDER(WINED3DRS_STENCILFUNC), { =
STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil =
}, 0 },=0A=
{ STATE_RENDER(WINED3DRS_STENCILREF), { =
STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil =
}, 0 },=0A=
{ STATE_RENDER(WINED3DRS_STENCILMASK), { =
STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil =
}, 0 },=0A=
+ { STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { =
STATE_RENDER(WINED3DRS_STENCILWRITEMASK), =
state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },=0A=
{ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), { =
STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite =
}, 0 },=0A=
{ STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE), { =
STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil =
}, 0 },=0A=
{ STATE_RENDER(WINED3DRS_CCW_STENCILFAIL), { =
STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil =
}, 0 },=0A=
@@ -3904,13 +3911,15 @@ const struct StateEntryTemplate =
misc_state_template[] =3D {=0A=
{ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), { =
STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_multisampleaa =
}, 0 },=0A=
{ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), { =
STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_multisampmask =
}, 0 },=0A=
{ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), { =
STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite =
}, 0 },=0A=
- { STATE_RENDER(WINED3DRS_BLENDOP), { =
STATE_RENDER(WINED3DRS_BLENDOP), state_blendop =
}, 0 },=0A=
+ { STATE_RENDER(WINED3DRS_BLENDOP), { =
STATE_RENDER(WINED3DRS_BLENDOP), state_blendop =
}, EXT_BLEND_MINMAX },=0A=
+ { STATE_RENDER(WINED3DRS_BLENDOP), { =
STATE_RENDER(WINED3DRS_BLENDOP), state_blendop_w =
}, 0 },=0A=
{ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), { =
STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_scissor =
}, 0 },=0A=
{ STATE_RENDER(WINED3DRS_SLOPESCALEDEPTHBIAS), { =
STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias =
}, 0 },=0A=
{ STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), { =
STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite =
}, 0 },=0A=
{ STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), { =
STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite =
}, 0 },=0A=
{ STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), { =
STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_colorwrite =
}, 0 },=0A=
- { STATE_RENDER(WINED3DRS_BLENDFACTOR), { =
STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor =
}, 0 },=0A=
+ { STATE_RENDER(WINED3DRS_BLENDFACTOR), { =
STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor =
}, EXT_BLEND_COLOR },=0A=
+ { STATE_RENDER(WINED3DRS_BLENDFACTOR), { =
STATE_RENDER(WINED3DRS_BLENDFACTOR), state_blendfactor_w =
}, 0 },=0A=
{ STATE_RENDER(WINED3DRS_DEPTHBIAS), { =
STATE_RENDER(WINED3DRS_DEPTHBIAS), state_depthbias =
}, 0 },=0A=
/* Samplers */=0A=
{ STATE_SAMPLER(0), { =
STATE_SAMPLER(0), sampler =
}, 0 },=0A=
-- =0A=
1.5.4.5=0A=
=0A=
------=_NextPart_000_001F_01C8E78C.10FD69E0--
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