[D3D 83] Some reorg / fixes / rewrite
Lionel Ulmer
lionel.ulmer at free.fr
Mon Jan 6 15:43:54 CST 2003
Changelog:
- rewrote a little bit the state magagement to remove the RenderState
stucture and use only the state_block code
- factorize some code between interface revisions
- fix some smalls bugs
Note: this patch was against CVS + Christoph's ClipPlane patch (that I
'nicknamed' D3D 82 thus this patch is D3D 83).
--
Lionel Ulmer - http://www.bbrox.org/
-------------- next part --------------
--- ../wine_base/dlls/ddraw/d3d_private.h Mon Jan 6 21:46:44 2003
+++ dlls/ddraw/d3d_private.h Mon Jan 6 21:46:55 2003
@@ -26,9 +26,11 @@
#include "d3d.h"
+#define MAX_TEXTURES 8
+#define MAX_LIGHTS 16
+
#define HIGHEST_RENDER_STATE 152
#define HIGHEST_TEXTURE_STAGE_STATE 24
-#define HIGHEST_LIGHT_STATE 8
/*****************************************************************************
* Predeclare the interface implementation structures
@@ -45,15 +47,13 @@
typedef struct STATEBLOCKFLAGS {
BOOL render_state[HIGHEST_RENDER_STATE];
- BOOL texture_stage_state[8][HIGHEST_TEXTURE_STAGE_STATE];
- BOOL light_state[HIGHEST_LIGHT_STATE];
+ BOOL texture_stage_state[MAX_TEXTURES][HIGHEST_TEXTURE_STAGE_STATE];
} STATEBLOCKFLAGS;
typedef struct STATEBLOCK {
STATEBLOCKFLAGS set_flags;
DWORD render_state[HIGHEST_RENDER_STATE];
- DWORD texture_stage_state[8][HIGHEST_TEXTURE_STAGE_STATE];
- DWORD light_state[HIGHEST_LIGHT_STATE];
+ DWORD texture_stage_state[MAX_TEXTURES][HIGHEST_TEXTURE_STAGE_STATE];
} STATEBLOCK;
/*****************************************************************************
@@ -187,9 +187,6 @@
/*****************************************************************************
* IDirect3DDevice implementation structure
*/
-
-#define MAX_TEXTURES 8
-#define MAX_LIGHTS 16
#define WORLDMAT_CHANGED (0x00000001 << 0)
#define VIEWMAT_CHANGED (0x00000001 << 1)
--- ../wine_base/dlls/ddraw/d3dexecutebuffer.c Sun Jan 5 23:58:59 2003
+++ dlls/ddraw/d3dexecutebuffer.c Mon Jan 6 20:59:15 2003
@@ -185,7 +185,6 @@
IDirect3DDeviceImpl *lpDevice,
IDirect3DViewportImpl *lpViewport)
{
- IDirect3DDeviceGLImpl* lpDeviceGL = (IDirect3DDeviceGLImpl*) lpDevice;
/* DWORD bs = This->desc.dwBufferSize; */
DWORD vs = This->data.dwVertexOffset;
/* DWORD vc = This->data.dwVertexCount; */
@@ -439,8 +438,10 @@
for (i = 0; i < count; i++) {
LPD3DSTATE ci = (LPD3DSTATE) instr;
- /* Handle the state transform */
- set_render_state(lpDeviceGL, ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
+ LEAVE_GL();
+ IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(lpDevice, IDirect3DDevice7),
+ ci->u1.drstRenderStateType, ci->u2.dwArg[0]);
+ ENTER_GL();
instr += size;
}
--- ../wine_base/dlls/ddraw/d3dtexture.c Sun Jan 5 23:58:59 2003
+++ dlls/ddraw/d3dtexture.c Mon Jan 6 20:59:15 2003
@@ -147,7 +147,7 @@
} else {
DWORD i;
BYTE *src = (BYTE *) src_d->lpSurface, *dst;
-
+
surface = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, src_d->dwWidth * src_d->dwHeight * sizeof(DWORD));
dst = (BYTE *) surface;
--- ../wine_base/dlls/ddraw/mesa.c Mon Jan 6 21:46:44 2003
+++ dlls/ddraw/mesa.c Mon Jan 6 21:51:18 2003
@@ -62,10 +62,30 @@
return GL_KEEP;
}
-void set_render_state(IDirect3DDeviceGLImpl* This,
- D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState)
+GLenum convert_D3D_blendop_to_GL(D3DBLEND dwRenderState)
{
- RenderState* rs = &This->render_state;
+ switch ((D3DBLEND) dwRenderState) {
+ case D3DBLEND_ZERO: return GL_ZERO;
+ case D3DBLEND_ONE: return GL_ONE;
+ case D3DBLEND_SRCALPHA: return GL_SRC_ALPHA;
+ case D3DBLEND_INVSRCALPHA: return GL_ONE_MINUS_SRC_ALPHA;
+ case D3DBLEND_DESTALPHA: return GL_DST_ALPHA;
+ case D3DBLEND_INVDESTALPHA: return GL_ONE_MINUS_DST_ALPHA;
+ case D3DBLEND_DESTCOLOR: return GL_DST_COLOR;
+ case D3DBLEND_INVDESTCOLOR: return GL_ONE_MINUS_DST_COLOR;
+ case D3DBLEND_SRCALPHASAT: return GL_SRC_ALPHA_SATURATE;
+ case D3DBLEND_SRCCOLOR: return GL_SRC_COLOR;
+ case D3DBLEND_INVSRCCOLOR: return GL_ONE_MINUS_SRC_COLOR;
+ default: ERR("Unhandled blend mode %d !\n", dwRenderState); return GL_ZERO;
+ }
+}
+
+void set_render_state(IDirect3DDeviceImpl* This,
+ D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock)
+{
+ IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
+ DWORD dwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
+
if (TRACE_ON(ddraw))
TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
@@ -82,7 +102,7 @@
IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState;
LEAVE_GL();
- IDirect3DDevice7_SetTexture(ICOM_INTERFACE(&(This->parent), IDirect3DDevice7),
+ IDirect3DDevice7_SetTexture(ICOM_INTERFACE(This, IDirect3DDevice7),
0,
ICOM_INTERFACE(tex, IDirectDrawSurface7));
ENTER_GL();
@@ -91,19 +111,17 @@
case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */
case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */
case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */
- GLenum arg = GL_REPEAT; /* Default value */
- switch ((D3DTEXTUREADDRESS) dwRenderState) {
- case D3DTADDRESS_WRAP: arg = GL_REPEAT; break;
- case D3DTADDRESS_CLAMP: arg = GL_CLAMP; break;
- case D3DTADDRESS_BORDER: arg = GL_CLAMP_TO_EDGE; break;
- default: ERR("Unhandled TEXTUREADDRESS mode %ld !\n", dwRenderState);
- }
- if ((dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) ||
- (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS))
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, arg);
- if ((dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSV) ||
- (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS))
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, arg);
+ D3DTEXTURESTAGESTATETYPE d3dTexStageStateType;
+
+ if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) d3dTexStageStateType = D3DTSS_ADDRESS;
+ else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) d3dTexStageStateType = D3DTSS_ADDRESSU;
+ else d3dTexStageStateType = D3DTSS_ADDRESSV;
+
+ LEAVE_GL();
+ IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7),
+ 0, d3dTexStageStateType,
+ dwRenderState);
+ ENTER_GL();
} break;
case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
@@ -181,113 +199,52 @@
glDisable(GL_ALPHA_TEST);
break;
- case D3DRENDERSTATE_TEXTUREMAG: /* 17 */
+ case D3DRENDERSTATE_TEXTUREMAG: { /* 17 */
+ DWORD tex_mag = 0xFFFFFFFF;
+
switch ((D3DTEXTUREFILTER) dwRenderState) {
case D3DFILTER_NEAREST:
- rs->mag = GL_NEAREST;
+ tex_mag = D3DTFG_POINT;
break;
case D3DFILTER_LINEAR:
- rs->mag = GL_LINEAR;
+ tex_mag = D3DTFG_LINEAR;
break;
default:
ERR("Unhandled texture mag %ld !\n",dwRenderState);
}
- break;
- case D3DRENDERSTATE_TEXTUREMIN: /* 18 */
+ if (tex_mag != 0xFFFFFFFF) {
+ LEAVE_GL();
+ IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MAGFILTER, tex_mag);
+ ENTER_GL();
+ }
+ } break;
+
+ case D3DRENDERSTATE_TEXTUREMIN: { /* 18 */
+ DWORD tex_min = 0xFFFFFFFF;
+
switch ((D3DTEXTUREFILTER) dwRenderState) {
case D3DFILTER_NEAREST:
- rs->min = GL_NEAREST;
+ tex_min = D3DTFN_POINT;
break;
case D3DFILTER_LINEAR:
- rs->mag = GL_LINEAR;
+ tex_min = D3DTFN_LINEAR;
break;
default:
ERR("Unhandled texture min %ld !\n",dwRenderState);
- }
- break;
+ }
- case D3DRENDERSTATE_SRCBLEND: /* 19 */
- switch ((D3DBLEND) dwRenderState) {
- case D3DBLEND_ZERO:
- rs->src = GL_ZERO;
- break;
- case D3DBLEND_ONE:
- rs->src = GL_ONE;
- break;
- case D3DBLEND_SRCALPHA:
- rs->src = GL_SRC_ALPHA;
- break;
- case D3DBLEND_INVSRCALPHA:
- rs->src = GL_ONE_MINUS_SRC_ALPHA;
- break;
- case D3DBLEND_DESTALPHA:
- rs->src = GL_DST_ALPHA;
- break;
- case D3DBLEND_INVDESTALPHA:
- rs->src = GL_ONE_MINUS_DST_ALPHA;
- break;
- case D3DBLEND_DESTCOLOR:
- rs->src = GL_DST_COLOR;
- break;
- case D3DBLEND_INVDESTCOLOR:
- rs->src = GL_ONE_MINUS_DST_COLOR;
- break;
- case D3DBLEND_BOTHSRCALPHA:
- rs->src = GL_SRC_ALPHA;
- rs->dst = GL_SRC_ALPHA;
- break;
- case D3DBLEND_BOTHINVSRCALPHA:
- rs->src = GL_ONE_MINUS_SRC_ALPHA;
- rs->dst = GL_ONE_MINUS_SRC_ALPHA;
- break;
- case D3DBLEND_SRCALPHASAT:
- rs->src = GL_SRC_ALPHA_SATURATE;
- break;
- case D3DBLEND_SRCCOLOR:
- case D3DBLEND_INVSRCCOLOR:
- /* Cannot be supported with OpenGL */
- break;
- default:
- ERR("Unhandled src blend mode %ld !\n",dwRenderState);
+ if (tex_min != 0xFFFFFFFF) {
+ LEAVE_GL();
+ IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MINFILTER, tex_min);
+ ENTER_GL();
}
- glBlendFunc(rs->src, rs->dst);
- break;
+ } break;
+ case D3DRENDERSTATE_SRCBLEND: /* 19 */
case D3DRENDERSTATE_DESTBLEND: /* 20 */
- switch ((D3DBLEND) dwRenderState) {
- case D3DBLEND_ZERO:
- rs->dst = GL_ZERO;
- break;
- case D3DBLEND_ONE:
- rs->dst = GL_ONE;
- break;
- case D3DBLEND_SRCCOLOR:
- rs->dst = GL_SRC_COLOR;
- break;
- case D3DBLEND_INVSRCCOLOR:
- rs->dst = GL_ONE_MINUS_SRC_COLOR;
- break;
- case D3DBLEND_SRCALPHA:
- rs->dst = GL_SRC_ALPHA;
- break;
- case D3DBLEND_INVSRCALPHA:
- rs->dst = GL_ONE_MINUS_SRC_ALPHA;
- break;
- case D3DBLEND_DESTALPHA:
- rs->dst = GL_DST_ALPHA;
- break;
- case D3DBLEND_INVDESTALPHA:
- rs->dst = GL_ONE_MINUS_DST_ALPHA;
- break;
- case D3DBLEND_DESTCOLOR:
- case D3DBLEND_INVDESTCOLOR:
- /* Cannot be supported with OpenGL */
- break;
- default:
- ERR("Unhandled dest blend mode %ld !\n",dwRenderState);
- }
- glBlendFunc(rs->src, rs->dst);
+ glBlendFunc(convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1]),
+ convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1]));
break;
case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */
@@ -297,7 +254,7 @@
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
break;
default:
- ERR("Unhandled texture environment %ld !\n",dwRenderState);
+ ERR("Unhandled texture environment %ld !\n",dwRenderState);
}
break;
@@ -306,7 +263,6 @@
case D3DCULL_NONE:
glDisable(GL_CULL_FACE);
break;
- /* Not sure about these... The DirectX doc is, well, pretty unclear :-) */
case D3DCULL_CW:
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
@@ -327,13 +283,9 @@
break;
case D3DRENDERSTATE_ALPHAREF: /* 24 */
- rs->alpha_ref = dwRenderState / 255.0;
- glAlphaFunc(rs->alpha_func, rs->alpha_ref);
- break;
-
- case D3DRENDERSTATE_ALPHAFUNC: /* 25 */
- rs->alpha_func = convert_D3D_compare_to_GL(dwRenderState);
- glAlphaFunc(rs->alpha_func, rs->alpha_ref);
+ case D3DRENDERSTATE_ALPHAFUNC: /* 25 */
+ glAlphaFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAFUNC - 1]),
+ (lpStateBlock->render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0);
break;
case D3DRENDERSTATE_DITHERENABLE: /* 26 */
@@ -346,20 +298,17 @@
case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
if (dwRenderState) {
glEnable(GL_BLEND);
- rs->alpha_blend_enable = TRUE;
} else {
glDisable(GL_BLEND);
- rs->alpha_blend_enable = FALSE;
}
break;
case D3DRENDERSTATE_FOGENABLE: /* 28 */
- if (dwRenderState) {
+ if ((dwRenderState == TRUE) &&
+ (glThis->transform_state != GL_TRANSFORM_ORTHO)) {
glEnable(GL_FOG);
- rs->fog_on = TRUE;
} else {
glDisable(GL_FOG);
- rs->fog_on = FALSE;
}
break;
@@ -415,57 +364,43 @@
case D3DRENDERSTATE_STENCILENABLE: /* 52 */
if (dwRenderState)
- glDisable(GL_STENCIL_TEST);
+ glEnable(GL_STENCIL_TEST);
else
glDisable(GL_STENCIL_TEST);
break;
case D3DRENDERSTATE_STENCILFAIL: /* 53 */
- rs->stencil_fail = convert_D3D_stencilop_to_GL(dwRenderState);
- glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass);
- break;
-
case D3DRENDERSTATE_STENCILZFAIL: /* 54 */
- rs->stencil_zfail = convert_D3D_stencilop_to_GL(dwRenderState);
- glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass);
- break;
-
case D3DRENDERSTATE_STENCILPASS: /* 55 */
- rs->stencil_pass = convert_D3D_stencilop_to_GL(dwRenderState);
- glStencilOp(rs->stencil_fail, rs->stencil_zfail, rs->stencil_pass);
+ glStencilOp(convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFAIL - 1]),
+ convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILZFAIL - 1]),
+ convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILPASS - 1]));
break;
case D3DRENDERSTATE_STENCILFUNC: /* 56 */
- rs->stencil_func = convert_D3D_compare_to_GL(dwRenderState);
- glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask);
- break;
-
case D3DRENDERSTATE_STENCILREF: /* 57 */
- rs->stencil_ref = dwRenderState;
- glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask);
- break;
-
case D3DRENDERSTATE_STENCILMASK: /* 58 */
- rs->stencil_mask = dwRenderState;
- glStencilFunc(rs->stencil_func, rs->stencil_ref, rs->stencil_mask);
+ glStencilFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFUNC - 1]),
+ lpStateBlock->render_state[D3DRENDERSTATE_STENCILREF - 1],
+ lpStateBlock->render_state[D3DRENDERSTATE_STENCILMASK - 1]);
break;
case D3DRENDERSTATE_STENCILWRITEMASK: /* 59 */
glStencilMask(dwRenderState);
break;
- case D3DRENDERSTATE_CLIPPING: /* 136 */
- case D3DRENDERSTATE_CLIPPLANEENABLE: /*152*/
- {
+ case D3DRENDERSTATE_CLIPPING: /* 136 */
+ case D3DRENDERSTATE_CLIPPLANEENABLE: { /* 152 */
GLint i;
DWORD mask, runner;
- if (dwRenderStateType==D3DRENDERSTATE_CLIPPING) {
- mask = ((dwRenderState)?(This->parent.state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE-1]):(0x0000));
+ if (dwRenderStateType == D3DRENDERSTATE_CLIPPING) {
+ mask = ((dwRenderState) ?
+ (This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) : (0x0000));
} else {
mask = dwRenderState;
}
- for (i = 0, runner = 1; i < This->parent.max_clipping_planes; i++, runner = (runner<<1)) {
+ for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner = (runner << 1)) {
if (mask & runner) {
glEnable(GL_CLIP_PLANE0 + i);
} else {
@@ -510,19 +445,10 @@
break;
case D3DRENDERSTATE_DIFFUSEMATERIALSOURCE: /* 145 */
- rs->color_diffuse = dwRenderState;
- break;
-
case D3DRENDERSTATE_SPECULARMATERIALSOURCE: /* 146 */
- rs->color_specular = dwRenderState;
- break;
-
case D3DRENDERSTATE_AMBIENTMATERIALSOURCE: /* 147 */
- rs->color_ambient = dwRenderState;
- break;
-
case D3DRENDERSTATE_EMISSIVEMATERIALSOURCE: /* 148 */
- rs->color_emissive = dwRenderState;
+ /* Nothing to do here. Only the storage matters :-) */
break;
default:
@@ -532,26 +458,44 @@
}
}
-void store_render_state(D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState,
- STATEBLOCK* lpStateBlock)
+void store_render_state(IDirect3DDeviceImpl *This,
+ D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK *lpStateBlock)
{
TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
- lpStateBlock->render_state[dwRenderStateType-1] = dwRenderState;
+
+ /* Some special cases first.. */
+ if (dwRenderStateType == D3DRENDERSTATE_SRCBLEND) {
+ if (dwRenderState == D3DBLEND_BOTHSRCALPHA) {
+ lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_SRCALPHA;
+ lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_SRCALPHA;
+ return;
+ } else if (dwRenderState == D3DBLEND_BOTHINVSRCALPHA) {
+ lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_INVSRCALPHA;
+ lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_INVSRCALPHA;
+ return;
+ }
+ } else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) {
+ lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSU - 1] = dwRenderState;
+ lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSV - 1] = dwRenderState;
+ }
+
+ /* Default case */
+ lpStateBlock->render_state[dwRenderStateType - 1] = dwRenderState;
}
-void get_render_state(D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState,
- STATEBLOCK* lpStateBlock)
+void get_render_state(IDirect3DDeviceImpl *This,
+ D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK *lpStateBlock)
{
- *lpdwRenderState = lpStateBlock->render_state[dwRenderStateType-1];
+ *lpdwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
if (TRACE_ON(ddraw))
TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), *lpdwRenderState);
}
-void apply_render_state(IDirect3DDeviceGLImpl* This, STATEBLOCK* lpStateBlock)
+void apply_render_state(IDirect3DDeviceImpl *This, STATEBLOCK *lpStateBlock)
{
DWORD i;
TRACE("(%p,%p)\n", This, lpStateBlock);
- for(i=0;i<HIGHEST_RENDER_STATE;i++)
+ for(i = 0; i < HIGHEST_RENDER_STATE; i++)
if (lpStateBlock->set_flags.render_state[i])
- set_render_state(This, i+1, lpStateBlock->render_state[i]);
+ set_render_state(This, i + 1, lpStateBlock);
}
--- ../wine_base/dlls/ddraw/mesa_private.h Sun Jan 5 23:58:59 2003
+++ dlls/ddraw/mesa_private.h Mon Jan 6 20:59:15 2003
@@ -58,32 +58,6 @@
extern const GUID IID_D3DDEVICE_OpenGL;
-typedef struct render_state {
- /* This is used for the device mode */
- GLenum src, dst;
- /* This is used for textures */
- GLenum mag, min;
-
- /* This is needed for the Alpha stuff */
- GLenum alpha_func;
- GLclampf alpha_ref;
- BOOLEAN alpha_blend_enable;
-
- /* This is needed for the stencil stuff */
- GLint stencil_ref;
- GLuint stencil_mask;
- GLenum stencil_func;
- BOOLEAN stencil_enable;
- GLenum stencil_fail, stencil_zfail, stencil_pass;
-
- /* This is needed for proper lighting */
- BOOLEAN lighting_enable, specular_enable;
- D3DMATERIALCOLORSOURCE color_diffuse, color_specular, color_ambient, color_emissive;
-
- /* This is needed to re-enable fogging when XYZRHW and XYZ primitives are mixed */
- BOOLEAN fog_on;
-} RenderState;
-
typedef struct IDirect3DGLImpl
{
struct IDirect3DImpl parent;
@@ -127,9 +101,6 @@
GLXContext gl_context;
- /* The current render state */
- RenderState render_state;
-
/* The last type of vertex drawn */
GL_TRANSFORM_STATE transform_state;
@@ -167,20 +138,17 @@
/* Used to set-up our orthographic projection */
extern void d3ddevice_set_ortho(IDirect3DDeviceImpl *This) ;
-/* Common functions defined in d3dcommon.c */
-void set_render_state(IDirect3DDeviceGLImpl* This,
- D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState);
-void store_render_state(D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState,
- STATEBLOCK* lpStateBlock);
-void get_render_state(D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState,
- STATEBLOCK* lpStateBlock);
-void apply_render_state(IDirect3DDeviceGLImpl* This, STATEBLOCK* lpStateBlock);
+/* Rendering state management functions */
+extern void set_render_state(IDirect3DDeviceImpl* This, D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock);
+extern void store_render_state(IDirect3DDeviceImpl *This, D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK* lpStateBlock);
+extern void get_render_state(IDirect3DDeviceImpl *This, D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK* lpStateBlock);
+extern void apply_render_state(IDirect3DDeviceImpl* This, STATEBLOCK* lpStateBlock);
/* This structure contains all the function pointers to OpenGL extensions
that are used by Wine */
typedef struct {
- void (*ptr_ColorTableEXT) (GLenum target, GLenum internalformat,
- GLsizei width, GLenum format, GLenum type, const GLvoid *table);
+ void (*ptr_ColorTableEXT) (GLenum target, GLenum internalformat,
+ GLsizei width, GLenum format, GLenum type, const GLvoid *table);
} Mesa_DeviceCapabilities;
#endif /* HAVE_OPENGL */
--- ../wine_base/dlls/ddraw/d3ddevice/main.c Mon Jan 6 21:46:44 2003
+++ dlls/ddraw/d3ddevice/main.c Mon Jan 6 21:46:55 2003
@@ -104,7 +104,7 @@
D3DRENDERSTATE_WRAP6, 0,
D3DRENDERSTATE_WRAP7, 0,
D3DRENDERSTATE_CLIPPING, FALSE,
- D3DRENDERSTATE_LIGHTING, FALSE, /* FIXME: Should be TRUE */
+ D3DRENDERSTATE_LIGHTING, TRUE,
D3DRENDERSTATE_EXTENTS, FALSE,
D3DRENDERSTATE_AMBIENT, D3DRGBA(0,0,0,0),
D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE,
@@ -160,42 +160,35 @@
{
int i,j;
TRACE("(%p,%d)\n", lpStateBlock, version);
- memset(lpStateBlock,0,sizeof(STATEBLOCK));
+ memset(lpStateBlock, 0, sizeof(STATEBLOCK));
/* Initialize render states */
- for(i=0;i<sizeof(InitRenderStateTab)/4;i+=2)
+ for(i = 0; i < sizeof(InitRenderStateTab) / sizeof(InitRenderStateTab[0]); i += 2)
{
- lpStateBlock->render_state[InitRenderStateTab[i]-1] = InitRenderStateTab[i+1];
- lpStateBlock->set_flags.render_state[InitRenderStateTab[i]-1] = TRUE;
- }
-
- /* Initialize render states */
- for(i=0;i<sizeof(InitLightStateTab)/4;i+=2)
- {
- lpStateBlock->light_state[InitLightStateTab[i]-1] = InitLightStateTab[i+1];
- lpStateBlock->set_flags.light_state[InitLightStateTab[i]-1] = TRUE;
+ lpStateBlock->render_state[InitRenderStateTab[i] - 1] = InitRenderStateTab[i + 1];
+ lpStateBlock->set_flags.render_state[InitRenderStateTab[i] - 1] = TRUE;
}
/* Initialize texture stages states */
- for(i=0;i<8;i++)
+ for(i = 0; i < MAX_TEXTURES; i++)
{
- for(j=0;j<sizeof(InitTextureStageStateTab)/4;j+=2)
+ for(j = 0; j < sizeof(InitTextureStageStateTab) / sizeof(InitTextureStageStateTab[0]); j += 2)
{
- lpStateBlock->texture_stage_state[i][InitTextureStageStateTab[j]-1] = InitTextureStageStateTab[j+1];
- lpStateBlock->set_flags.texture_stage_state[i][InitTextureStageStateTab[j]-1] = TRUE;
+ lpStateBlock->texture_stage_state[i][InitTextureStageStateTab[j] - 1] = InitTextureStageStateTab[j + 1];
+ lpStateBlock->set_flags.texture_stage_state[i][InitTextureStageStateTab[j] - 1] = TRUE;
}
/* Map texture coords 0 to stage 0, 1 to stage 1, etc... */
- lpStateBlock->texture_stage_state[i][D3DTSS_TEXCOORDINDEX-1] = i;
- lpStateBlock->set_flags.texture_stage_state[i][D3DTSS_TEXCOORDINDEX-1] = TRUE;
+ lpStateBlock->texture_stage_state[i][D3DTSS_TEXCOORDINDEX - 1] = i;
+ lpStateBlock->set_flags.texture_stage_state[i][D3DTSS_TEXCOORDINDEX - 1] = TRUE;
}
/* The first texture is particular, update it consequently */
- lpStateBlock->texture_stage_state[0][D3DTSS_COLOROP-1] = D3DTOP_MODULATE;
- lpStateBlock->texture_stage_state[0][D3DTSS_ALPHAOP-1] = D3DTOP_SELECTARG1;
+ lpStateBlock->texture_stage_state[0][D3DTSS_COLOROP - 1] = D3DTOP_MODULATE;
+ lpStateBlock->texture_stage_state[0][D3DTSS_ALPHAOP - 1] = D3DTOP_SELECTARG1;
/* Updates for particular versions */
- if ((version == 1)||(version==2))
- lpStateBlock->render_state[D3DRENDERSTATE_SPECULARENABLE-1] = TRUE;
+ if ((version == 1) || (version==2))
+ lpStateBlock->render_state[D3DRENDERSTATE_SPECULARENABLE - 1] = TRUE;
}
HRESULT WINAPI
@@ -1112,12 +1105,8 @@
LPDWORD lpdwLightState)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface);
- TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dwLightStateType, lpdwLightState);
- if (lpdwLightState && dwLightStateType && (dwLightStateType <= HIGHEST_LIGHT_STATE) ) {
- *lpdwLightState = This->state_block.light_state[dwLightStateType-1];
- return DD_OK;
- }
- return DDERR_INVALIDPARAMS;
+ FIXME("(%p/%p)->(%08x,%p): stub !\n", This, iface, dwLightStateType, lpdwLightState);
+ return DD_OK;
}
HRESULT WINAPI
--- ../wine_base/dlls/ddraw/d3ddevice/mesa.c Mon Jan 6 21:46:44 2003
+++ dlls/ddraw/d3ddevice/mesa.c Mon Jan 6 21:46:55 2003
@@ -539,12 +539,11 @@
DWORD dwRenderState)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
- IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwRenderStateType, dwRenderState);
/* Call the render state functions */
- set_render_state(glThis, dwRenderStateType, dwRenderState);
- store_render_state(dwRenderStateType, dwRenderState, &glThis->parent.state_block);
+ store_render_state(This, dwRenderStateType, dwRenderState, &This->state_block);
+ set_render_state(This, dwRenderStateType, &This->state_block);
return DD_OK;
}
@@ -555,11 +554,12 @@
LPDWORD lpdwRenderState)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
- IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->(%08x,%p)\n", This, iface, dwRenderStateType, lpdwRenderState);
/* Call the render state functions */
- get_render_state(dwRenderStateType, lpdwRenderState, &glThis->parent.state_block);
+ get_render_state(This, dwRenderStateType, lpdwRenderState, &This->state_block);
+
+ TRACE(" - asked for rendering state : %s, returning value %08lx.\n", _get_renderstate(dwRenderStateType), *lpdwRenderState);
return DD_OK;
}
@@ -570,7 +570,6 @@
DWORD dwLightState)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice3, iface);
- IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->(%08x,%08lx)\n", This, iface, dwLightStateType, dwLightState);
@@ -588,8 +587,9 @@
} break;
case D3DLIGHTSTATE_AMBIENT: /* 2 */
- /* Call the render_state function... */
- set_render_state(glThis, D3DRENDERSTATE_AMBIENT, dwLightState);
+ IDirect3DDevice7_SetRenderState(ICOM_INTERFACE(This, IDirect3DDevice7),
+ D3DRENDERSTATE_AMBIENT,
+ dwLightState);
break;
#define UNSUP(x) case D3DLIGHTSTATE_##x: FIXME("unsupported D3DLIGHTSTATE_" #x "!\n");break;
@@ -605,8 +605,6 @@
TRACE("Unexpected Light State Type\n");
return DDERR_INVALIDPARAMS;
}
-
- This->state_block.light_state[dwLightStateType] = dwLightState;
return DD_OK;
}
@@ -665,7 +663,7 @@
This->world_mat, This->view_mat, This->proj_mat);
glThis->transform_state = GL_TRANSFORM_NORMAL;
- if (glThis->render_state.fog_on == TRUE)
+ if (This->state_block.render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE)
glEnable(GL_FOG);
} else if ((vertex_transformed == TRUE) &&
(glThis->transform_state != GL_TRANSFORM_ORTHO)) {
@@ -678,18 +676,18 @@
}
/* Handle the 'no-normal' case */
- if (vertex_lit == FALSE)
+ if (vertex_lit == TRUE)
glDisable(GL_LIGHTING);
- else if (glThis->render_state.lighting_enable == TRUE)
+ else if (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE)
glEnable(GL_LIGHTING);
/* Handle the code for pre-vertex material properties */
if (vertex_transformed == FALSE) {
- if (glThis->render_state.lighting_enable == TRUE) {
- if ((glThis->render_state.color_diffuse != D3DMCS_MATERIAL) ||
- (glThis->render_state.color_specular != D3DMCS_MATERIAL) ||
- (glThis->render_state.color_ambient != D3DMCS_MATERIAL) ||
- (glThis->render_state.color_emissive != D3DMCS_MATERIAL)) {
+ if (This->state_block.render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE) {
+ if ((This->state_block.render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
+ (This->state_block.render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
+ (This->state_block.render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] != D3DMCS_MATERIAL) ||
+ (This->state_block.render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] != D3DMCS_MATERIAL)) {
glEnable(GL_COLOR_MATERIAL);
}
}
@@ -824,8 +822,9 @@
glNormal3fv(coords);
}
-inline static void handle_diffuse_base(RenderState *rs, DWORD *color) {
- if (rs->alpha_blend_enable == TRUE) {
+inline static void handle_diffuse_base(STATEBLOCK *sb, DWORD *color) {
+ if ((sb->render_state[D3DRENDERSTATE_ALPHATESTENABLE - 1] == TRUE) ||
+ (sb->render_state[D3DRENDERSTATE_ALPHABLENDENABLE - 1] == TRUE)) {
glColor4ub((*color >> 16) & 0xFF,
(*color >> 8) & 0xFF,
(*color >> 0) & 0xFF,
@@ -837,74 +836,78 @@
}
}
-inline static void handle_specular_base(RenderState *rs, DWORD *color) {
+inline static void handle_specular_base(STATEBLOCK *sb, DWORD *color) {
glColor4ub((*color >> 16) & 0xFF,
(*color >> 8) & 0xFF,
(*color >> 0) & 0xFF,
(*color >> 24) & 0xFF); /* No idea if the alpha field is really used.. */
}
-inline static void handle_diffuse(RenderState *rs, DWORD *color) {
- if (rs->lighting_enable == TRUE) {
- if (rs->color_diffuse == D3DMCS_COLOR1) {
+inline static void handle_diffuse(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted) {
+ if ((lighted == FALSE) &&
+ (sb->render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE)) {
+ if (sb->render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
- handle_diffuse_base(rs, color);
+ handle_diffuse_base(sb, color);
}
- if (rs->color_ambient == D3DMCS_COLOR1) {
+ if (sb->render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
- handle_diffuse_base(rs, color);
+ handle_diffuse_base(sb, color);
}
- if ((rs->color_specular == D3DMCS_COLOR1) && (rs->specular_enable == TRUE)) {
+ if ((sb->render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] == D3DMCS_COLOR1) &&
+ (sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1] == TRUE)) {
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
- handle_diffuse_base(rs, color);
+ handle_diffuse_base(sb, color);
}
- if (rs->color_emissive == D3DMCS_COLOR1) {
+ if (sb->render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] == D3DMCS_COLOR1) {
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
- handle_diffuse_base(rs, color);
+ handle_diffuse_base(sb, color);
}
} else {
- handle_diffuse_base(rs, color);
+ handle_diffuse_base(sb, color);
}
}
-inline static void handle_specular(RenderState *rs, DWORD *color) {
- if (rs->lighting_enable == TRUE) {
- if (rs->color_diffuse == D3DMCS_COLOR2) {
+inline static void handle_specular(STATEBLOCK *sb, DWORD *color, BOOLEAN lighted) {
+ if ((lighted == FALSE) &&
+ (sb->render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE)) {
+ if (sb->render_state[D3DRENDERSTATE_DIFFUSEMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
- handle_specular(rs, color);
+ handle_specular_base(sb, color);
}
- if (rs->color_ambient == D3DMCS_COLOR2) {
+ if (sb->render_state[D3DRENDERSTATE_AMBIENTMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
- handle_specular(rs, color);
+ handle_specular_base(sb, color);
}
- if ((rs->color_specular == D3DMCS_COLOR2) && (rs->specular_enable == TRUE)) {
+ if ((sb->render_state[D3DRENDERSTATE_SPECULARMATERIALSOURCE - 1] == D3DMCS_COLOR2) &&
+ (sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1] == TRUE)) {
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
- handle_specular(rs, color);
+ handle_specular_base(sb, color);
}
- if (rs->color_emissive == D3DMCS_COLOR2) {
+ if (sb->render_state[D3DRENDERSTATE_EMISSIVEMATERIALSOURCE - 1] == D3DMCS_COLOR2) {
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
- handle_specular(rs, color);
+ handle_specular_base(sb, color);
}
}
/* No else here as we do not know how to handle 'specular' on its own in any case.. */
}
-inline static void handle_diffuse_and_specular(RenderState *rs, DWORD *color_d, DWORD *color_s, BOOLEAN transformed) {
- if (transformed == TRUE) {
- if (rs->fog_on == TRUE) {
+inline static void handle_diffuse_and_specular(STATEBLOCK *sb, DWORD *color_d, DWORD *color_s, BOOLEAN lighted) {
+ if (lighted == TRUE) {
+ if (sb->render_state[D3DRENDERSTATE_FOGENABLE - 1] == TRUE) {
/* Special case where the specular value is used to do fogging. TODO */
}
- if (rs->specular_enable == TRUE) {
+ if (sb->render_state[D3DRENDERSTATE_SPECULARENABLE - 1] == TRUE) {
/* Standard specular value in transformed mode. TODO */
}
- handle_diffuse_base(rs, color_d);
+ handle_diffuse_base(sb, color_d);
} else {
- if (rs->lighting_enable == TRUE) {
- handle_diffuse(rs, color_d);
- handle_specular(rs, color_s);
+ if (sb->render_state[D3DRENDERSTATE_LIGHTING - 1] == TRUE) {
+ handle_diffuse(sb, color_d, FALSE);
+ handle_specular(sb, color_s, FALSE);
} else {
/* In that case, only put the diffuse color... */
- handle_diffuse_base(rs, color_d);
+ handle_diffuse_base(sb, color_d);
}
}
}
@@ -927,7 +930,8 @@
DWORD dwIndexCount,
DWORD dwFlags)
{
- IDirect3DDeviceGLImpl* glThis = (IDirect3DDeviceGLImpl*) This;
+ BOOLEAN vertex_lighted = (d3dvtVertexType & D3DFVF_NORMAL) == 0;
+
if (TRACE_ON(ddraw)) {
TRACE(" Vertex format : "); dump_flexible_vertex(d3dvtVertexType);
}
@@ -935,7 +939,7 @@
ENTER_GL();
draw_primitive_handle_GL_state(This,
(d3dvtVertexType & D3DFVF_POSITION_MASK) != D3DFVF_XYZ,
- (d3dvtVertexType & D3DFVF_NORMAL) == 0);
+ vertex_lighted);
draw_primitive_start_GL(d3dptPrimitiveType);
/* Some fast paths first before the generic case.... */
@@ -974,7 +978,7 @@
D3DVALUE *position =
(D3DVALUE *) (((char *) lpD3DDrawPrimStrideData->position.lpvData) + i * lpD3DDrawPrimStrideData->position.dwStride);
- handle_diffuse_and_specular(&(glThis->render_state), color_d, color_s, TRUE);
+ handle_diffuse_and_specular(&(This->state_block), color_d, color_s, TRUE);
handle_texture(tex_coord);
handle_xyzrhw(position);
@@ -1009,16 +1013,16 @@
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
DWORD *color_s =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
- handle_diffuse_and_specular(&(glThis->render_state), color_d, color_s, (d3dvtVertexType & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW);
+ handle_diffuse_and_specular(&(This->state_block), color_d, color_s, vertex_lighted);
} else {
if (d3dvtVertexType & D3DFVF_SPECULAR) {
DWORD *color_s =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->specular.lpvData) + i * lpD3DDrawPrimStrideData->specular.dwStride);
- handle_specular(&(glThis->render_state), color_s);
+ handle_specular(&(This->state_block), color_s, vertex_lighted);
} else if (d3dvtVertexType & D3DFVF_DIFFUSE) {
DWORD *color_d =
(DWORD *) (((char *) lpD3DDrawPrimStrideData->diffuse.lpvData) + i * lpD3DDrawPrimStrideData->diffuse.dwStride);
- handle_diffuse(&(glThis->render_state), color_d);
+ handle_diffuse(&(This->state_block), color_d, vertex_lighted);
}
}
@@ -1264,6 +1268,44 @@
return DD_OK;
}
+static GLenum
+convert_min_filter_to_GL(D3DTEXTUREMINFILTER dwState)
+{
+ GLenum gl_state;
+
+ switch (dwState) {
+ case D3DTFN_POINT:
+ gl_state = GL_NEAREST;
+ break;
+ case D3DTFN_LINEAR:
+ gl_state = GL_LINEAR;
+ break;
+ default:
+ gl_state = GL_LINEAR;
+ break;
+ }
+ return gl_state;
+}
+
+static GLenum
+convert_mag_filter_to_GL(D3DTEXTUREMAGFILTER dwState)
+{
+ GLenum gl_state;
+
+ switch (dwState) {
+ case D3DTFG_POINT:
+ gl_state = GL_NEAREST;
+ break;
+ case D3DTFG_LINEAR:
+ gl_state = GL_LINEAR;
+ break;
+ default:
+ gl_state = GL_LINEAR;
+ break;
+ }
+ return gl_state;
+}
+
HRESULT WINAPI
GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
DWORD dwStage,
@@ -1271,11 +1313,11 @@
DWORD dwState)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
- IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
- GLenum gl_state;
TRACE("(%p/%p)->(%08lx,%08x,%08lx)\n", This, iface, dwStage, d3dTexStageStateType, dwState);
+ if (dwStage > 0) return DD_OK; /* We nothing in this case for now */
+
if (TRACE_ON(ddraw)) {
TRACE(" Stage type is : ");
switch (d3dTexStageStateType) {
@@ -1312,41 +1354,25 @@
switch (d3dTexStageStateType) {
case D3DTSS_MINFILTER:
- switch ((D3DTEXTUREMINFILTER) dwState) {
- case D3DTFN_POINT:
- if (TRACE_ON(ddraw)) DPRINTF("D3DTFN_POINT\n");
- gl_state = GL_NEAREST;
- break;
- case D3DTFN_LINEAR:
- if (TRACE_ON(ddraw)) DPRINTF("D3DTFN_LINEAR\n");
- gl_state = GL_LINEAR;
- break;
- default:
- if (TRACE_ON(ddraw)) DPRINTF(" state unhandled (%ld).\n", dwState);
- gl_state = GL_LINEAR;
- break;
+ if (TRACE_ON(ddraw)) {
+ switch ((D3DTEXTUREMINFILTER) dwState) {
+ case D3DTFN_POINT: DPRINTF("D3DTFN_POINT\n"); break;
+ case D3DTFN_LINEAR: DPRINTF("D3DTFN_LINEAR\n"); break;
+ default: DPRINTF(" state unhandled (%ld).\n", dwState); break;
+ }
}
- glThis->render_state.min = gl_state;
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_state);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, convert_min_filter_to_GL(dwState));
break;
case D3DTSS_MAGFILTER:
- switch ((D3DTEXTUREMAGFILTER) dwState) {
- case D3DTFG_POINT:
- if (TRACE_ON(ddraw)) DPRINTF("D3DTFG_POINT\n");
- gl_state = GL_NEAREST;
- break;
- case D3DTFG_LINEAR:
- if (TRACE_ON(ddraw)) DPRINTF("D3DTFG_LINEAR\n");
- gl_state = GL_LINEAR;
- break;
- default:
- if (TRACE_ON(ddraw)) DPRINTF(" state unhandled (%ld).\n", dwState);
- gl_state = GL_LINEAR;
- break;
+ if (TRACE_ON(ddraw)) {
+ switch ((D3DTEXTUREMAGFILTER) dwState) {
+ case D3DTFG_POINT: DPRINTF("D3DTFN_POINT\n"); break;
+ case D3DTFG_LINEAR: DPRINTF("D3DTFN_LINEAR\n"); break;
+ default: DPRINTF(" state unhandled (%ld).\n", dwState); break;
+ }
}
- glThis->render_state.mag = gl_state;
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_state);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, convert_mag_filter_to_GL(dwState));
break;
case D3DTSS_ADDRESS:
@@ -1371,8 +1397,13 @@
if (TRACE_ON(ddraw)) DPRINTF(" unhandled.\n");
}
- This->state_block.texture_stage_state[dwStage][d3dTexStageStateType-1] = dwState;
-
+ This->state_block.texture_stage_state[dwStage][d3dTexStageStateType - 1] = dwState;
+ /* Some special cases when one state modifies more than one... */
+ if (d3dTexStageStateType == D3DTSS_ADDRESS) {
+ This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSU - 1] = dwState;
+ This->state_block.texture_stage_state[dwStage][D3DTSS_ADDRESSV - 1] = dwState;
+ }
+
return DD_OK;
}
@@ -1382,10 +1413,11 @@
LPDIRECTDRAWSURFACE7 lpTexture2)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
- IDirect3DDeviceGLImpl *glThis = (IDirect3DDeviceGLImpl *) This;
TRACE("(%p/%p)->(%08lx,%p)\n", This, iface, dwStage, lpTexture2);
+ if (dwStage > 0) return DD_OK;
+
if (This->current_texture[dwStage] != NULL) {
IDirectDrawSurface7_Release(ICOM_INTERFACE(This->current_texture[dwStage], IDirectDrawSurface7));
}
@@ -1406,8 +1438,10 @@
glEnable(GL_TEXTURE_2D);
gltex_upload_texture(tex_impl);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, glThis->render_state.mag);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glThis->render_state.min);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
+ convert_mag_filter_to_GL(This->state_block.texture_stage_state[dwStage][D3DTSS_MAGFILTER - 1]));
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ convert_min_filter_to_GL(This->state_block.texture_stage_state[dwStage][D3DTSS_MINFILTER - 1]));
}
LEAVE_GL();
@@ -2139,13 +2173,6 @@
surf->d3ddevice = object;
}
- /* FIXME: These 4 statements are kept for compatibility but should be removed as soon
- as they are correctly handled */
- gl_object->render_state.fog_on = FALSE;
- gl_object->render_state.stencil_enable = FALSE;
- gl_object->render_state.lighting_enable = FALSE;
- gl_object->render_state.specular_enable = FALSE;
-
/* Set the various light parameters */
for (light = 0; light < MAX_LIGHTS; light++) {
/* Only set the fields that are not zero-created */
@@ -2203,9 +2230,9 @@
object->d3d->added_device(object->d3d, object);
/* FIXME: Should handle other versions than just 7 */
- InitDefaultStateBlock(&object->state_block,7);
+ InitDefaultStateBlock(&object->state_block, 7);
/* Apply default render state values */
- apply_render_state(gl_object, &object->state_block);
+ apply_render_state(object, &object->state_block);
/* FIXME: do something similar for ligh_state and texture_stage_state */
return DD_OK;
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