[PATCH] WineD3D: Move texture transform flag stuff to the =

Stefan Doesinger stefan at codeweavers.com
Wed Jul 2 14:14:29 CDT 2008


vertex pipeline states=0A=
=0A=
---=0A=
 dlls/wined3d/state.c |   24 ++++++++++++++++--------=0A=
 1 files changed, 16 insertions(+), 8 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c=0A=
index 09dae92..2813d92 100644=0A=
--- a/dlls/wined3d/state.c=0A=
+++ b/dlls/wined3d/state.c=0A=
@@ -4059,7 +4059,7 @@ const struct StateEntry FFPStateTable[] =3D=0A=
     { /*0, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*0, 22, WINED3DTSS_BUMPENVLSCALE             */      =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
},=0A=
     { /*0, 23, WINED3DTSS_BUMPENVLOFFSET            */      =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
},=0A=
-    { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE0),                transform_texture   =
},=0A=
+    { /*0, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE0),                NULL                =
},=0A=
     { /*0, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*0, 26, WINED3DTSS_COLORARG0                 */      =
STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         =
},=0A=
     { /*0, 27, WINED3DTSS_ALPHAARG0                 */      =
STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         =
},=0A=
@@ -4092,7 +4092,7 @@ const struct StateEntry FFPStateTable[] =3D=0A=
     { /*1, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*1, 22, WINED3DTSS_BUMPENVLSCALE             */      =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
},=0A=
     { /*1, 23, WINED3DTSS_BUMPENVLOFFSET            */      =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
},=0A=
-    { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE1),                transform_texture   =
},=0A=
+    { /*1, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE1),                NULL                =
},=0A=
     { /*1, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*1, 26, WINED3DTSS_COLORARG0                 */      =
STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         =
},=0A=
     { /*1, 27, WINED3DTSS_ALPHAARG0                 */      =
STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         =
},=0A=
@@ -4125,7 +4125,7 @@ const struct StateEntry FFPStateTable[] =3D=0A=
     { /*2, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*2, 22, WINED3DTSS_BUMPENVLSCALE             */      =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
},=0A=
     { /*2, 23, WINED3DTSS_BUMPENVLOFFSET            */      =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
},=0A=
-    { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE2),                transform_texture   =
},=0A=
+    { /*2, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE2),                NULL                =
},=0A=
     { /*2, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*2, 26, WINED3DTSS_COLORARG0                 */      =
STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         =
},=0A=
     { /*2, 27, WINED3DTSS_ALPHAARG0                 */      =
STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         =
},=0A=
@@ -4158,7 +4158,7 @@ const struct StateEntry FFPStateTable[] =3D=0A=
     { /*3, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*3, 22, WINED3DTSS_BUMPENVLSCALE             */      =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
},=0A=
     { /*3, 23, WINED3DTSS_BUMPENVLOFFSET            */      =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
},=0A=
-    { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE3),                transform_texture   =
},=0A=
+    { /*3, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE3),                NULL                =
},=0A=
     { /*3, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*3, 26, WINED3DTSS_COLORARG0                 */      =
STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         =
},=0A=
     { /*3, 27, WINED3DTSS_ALPHAARG0                 */      =
STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         =
},=0A=
@@ -4191,7 +4191,7 @@ const struct StateEntry FFPStateTable[] =3D=0A=
     { /*4, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*4, 22, WINED3DTSS_BUMPENVLSCALE             */      =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
},=0A=
     { /*4, 23, WINED3DTSS_BUMPENVLOFFSET            */      =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
},=0A=
-    { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE4),                transform_texture   =
},=0A=
+    { /*4, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE4),                NULL                =
},=0A=
     { /*4, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*4, 26, WINED3DTSS_COLORARG0                 */      =
STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         =
},=0A=
     { /*4, 27, WINED3DTSS_ALPHAARG0                 */      =
STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         =
},=0A=
@@ -4224,7 +4224,7 @@ const struct StateEntry FFPStateTable[] =3D=0A=
     { /*5, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*5, 22, WINED3DTSS_BUMPENVLSCALE             */      =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
},=0A=
     { /*5, 23, WINED3DTSS_BUMPENVLOFFSET            */      =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
},=0A=
-    { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE5),                transform_texture   =
},=0A=
+    { /*5, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE5),                NULL                =
},=0A=
     { /*5, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*5, 26, WINED3DTSS_COLORARG0                 */      =
STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         =
},=0A=
     { /*5, 27, WINED3DTSS_ALPHAARG0                 */      =
STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         =
},=0A=
@@ -4257,7 +4257,7 @@ const struct StateEntry FFPStateTable[] =3D=0A=
     { /*6, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*6, 22, WINED3DTSS_BUMPENVLSCALE             */      =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
},=0A=
     { /*6, 23, WINED3DTSS_BUMPENVLOFFSET            */      =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
},=0A=
-    { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE6),                transform_texture   =
},=0A=
+    { /*6, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE6),                NULL                =
},=0A=
     { /*6, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*6, 26, WINED3DTSS_COLORARG0                 */      =
STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         =
},=0A=
     { /*6, 27, WINED3DTSS_ALPHAARG0                 */      =
STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         =
},=0A=
@@ -4290,7 +4290,7 @@ const struct StateEntry FFPStateTable[] =3D=0A=
     { /*7, 21, WINED3DTSS_MAXANISOTROPY             */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*7, 22, WINED3DTSS_BUMPENVLSCALE             */      =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
},=0A=
     { /*7, 23, WINED3DTSS_BUMPENVLOFFSET            */      =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
},=0A=
-    { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE7),                transform_texture   =
},=0A=
+    { /*7, 24, WINED3DTSS_TEXTURETRANSFORMFLAGS     */      =
STATE_TRANSFORM(WINED3DTS_TEXTURE7),                NULL                =
},=0A=
     { /*7, 25, WINED3DTSS_ADDRESSW                  */      0 /* -> =
sampler state in ddraw / d3d8 */,           state_undefined     },=0A=
     { /*7, 26, WINED3DTSS_COLORARG0                 */      =
STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         =
},=0A=
     { /*7, 27, WINED3DTSS_ALPHAARG0                 */      =
STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         =
},=0A=
@@ -5235,6 +5235,14 @@ const struct StateEntryTemplate =
ffp_vertexstate_template[] =3D {=0A=
     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        { =
STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)),        transform_world     =
}},=0A=
     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        { =
STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)),        transform_world     =
}},=0A=
     { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        { =
STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)),        transform_world     =
}},=0A=
+    { =
STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(W=
INED3DTS_TEXTURE0),              transform_texture   }},=0A=
+    { =
STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(W=
INED3DTS_TEXTURE1),              transform_texture   }},=0A=
+    { =
STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(W=
INED3DTS_TEXTURE2),              transform_texture   }},=0A=
+    { =
STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(W=
INED3DTS_TEXTURE3),              transform_texture   }},=0A=
+    { =
STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(W=
INED3DTS_TEXTURE4),              transform_texture   }},=0A=
+    { =
STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(W=
INED3DTS_TEXTURE5),              transform_texture   }},=0A=
+    { =
STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(W=
INED3DTS_TEXTURE6),              transform_texture   }},=0A=
+    { =
STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(W=
INED3DTS_TEXTURE7),              transform_texture   }},=0A=
     {0 /* Terminate */,                                   { 0,          =
                                        0                   }},=0A=
 };=0A=
 =0A=
-- =0A=
1.5.4.5=0A=
=0A=

------=_NextPart_000_0015_01C8E0EC.F747CA40--




More information about the wine-patches mailing list