[PATCH] WineD3D: Move fog to the vertex states=0A=
Stefan Doesinger
stefan at codeweavers.com
Wed Jul 2 20:49:43 CDT 2008
=0A=
Fog is rather tricky to classificate. For one part it consists of the =
fog coordinate calculation, which is done in the=0A=
vertex pipeline in opengl. On the other hand, the actual fog application =
is replaced by some opengl fragment pipeline=0A=
implementations(ARBfp and GLSL), but not by others(atifs, nvts). We may =
want to split the state_fog() code up in two=0A=
functions, one handling the vertex application and another handling the =
fragment parts=0A=
---=0A=
dlls/wined3d/state.c | 17 +++++++++++------=0A=
1 files changed, 11 insertions(+), 6 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c=0A=
index d9cc694..b5b1b3e 100644=0A=
--- a/dlls/wined3d/state.c=0A=
+++ b/dlls/wined3d/state.c=0A=
@@ -896,7 +896,6 @@ static void state_stencilwrite(DWORD state, =
IWineD3DStateBlockImpl *stateblock,=0A=
}=0A=
=0A=
static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, =
WineD3DContext *context) {=0A=
- /* TODO: Put this into the vertex type block once that is in the =
state table */=0A=
BOOL fogenable =3D stateblock->renderState[WINED3DRS_FOGENABLE];=0A=
BOOL is_ps3 =3D use_ps(stateblock->wineD3DDevice)=0A=
&& ((IWineD3DPixelShaderImpl =
*)stateblock->pixelShader)->baseShader.hex_version >=3D =
WINED3DPS_VERSION(3,0);=0A=
@@ -3850,16 +3849,16 @@ const struct StateEntry FFPStateTable[] =3D=0A=
{ /* 25, WINED3DRS_ALPHAFUNC */ =
STATE_RENDER(WINED3DRS_ALPHATESTENABLE), NULL =
},=0A=
{ /* 26, WINED3DRS_DITHERENABLE */ =
STATE_RENDER(WINED3DRS_DITHERENABLE), NULL =
},=0A=
{ /* 27, WINED3DRS_ALPHABLENDENABLE */ =
STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL =
},=0A=
- { /* 28, WINED3DRS_FOGENABLE */ =
STATE_RENDER(WINED3DRS_FOGENABLE), state_fog =
},=0A=
+ { /* 28, WINED3DRS_FOGENABLE */ =
STATE_RENDER(WINED3DRS_FOGENABLE), NULL =
},=0A=
{ /* 29, WINED3DRS_SPECULARENABLE */ =
STATE_RENDER(WINED3DRS_SPECULARENABLE), NULL =
},=0A=
{ /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not =
supported according to the msdn */, state_nogl },=0A=
{ /* 31, WINED3DRS_SUBPIXEL */ =
STATE_RENDER(WINED3DRS_SUBPIXEL), NULL =
},=0A=
{ /* 32, WINED3DRS_SUBPIXELX */ =
STATE_RENDER(WINED3DRS_SUBPIXELX), NULL =
},=0A=
{ /* 33, WINED3DRS_STIPPLEDALPHA */ =
STATE_RENDER(WINED3DRS_STIPPLEDALPHA), NULL =
},=0A=
{ /* 34, WINED3DRS_FOGCOLOR */ =
STATE_RENDER(WINED3DRS_FOGCOLOR), state_fogcolor =
},=0A=
- { /* 35, WINED3DRS_FOGTABLEMODE */ =
STATE_RENDER(WINED3DRS_FOGENABLE), state_fog =
},=0A=
- { /* 36, WINED3DRS_FOGSTART */ =
STATE_RENDER(WINED3DRS_FOGENABLE), state_fog =
},=0A=
- { /* 37, WINED3DRS_FOGEND */ =
STATE_RENDER(WINED3DRS_FOGENABLE), state_fog =
},=0A=
+ { /* 35, WINED3DRS_FOGTABLEMODE */ =
STATE_RENDER(WINED3DRS_FOGENABLE), NULL =
},=0A=
+ { /* 36, WINED3DRS_FOGSTART */ =
STATE_RENDER(WINED3DRS_FOGENABLE), NULL =
},=0A=
+ { /* 37, WINED3DRS_FOGEND */ =
STATE_RENDER(WINED3DRS_FOGENABLE), NULL =
},=0A=
{ /* 38, WINED3DRS_FOGDENSITY */ =
STATE_RENDER(WINED3DRS_FOGDENSITY), state_fogdensity =
},=0A=
{ /* 39, WINED3DRS_STIPPLEENABLE */ =
STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_stippleenable =
},=0A=
{ /* 40, WINED3DRS_EDGEANTIALIAS */ =
STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL =
},=0A=
@@ -3963,7 +3962,7 @@ const struct StateEntry FFPStateTable[] =3D=0A=
{ /*137, WINED3DRS_LIGHTING */ =
STATE_RENDER(WINED3DRS_LIGHTING), state_lighting =
},=0A=
{ /*138, WINED3DRS_EXTENTS */ =
STATE_RENDER(WINED3DRS_EXTENTS), state_extents =
},=0A=
{ /*139, WINED3DRS_AMBIENT */ =
STATE_RENDER(WINED3DRS_AMBIENT), state_ambient =
},=0A=
- { /*140, WINED3DRS_FOGVERTEXMODE */ =
STATE_RENDER(WINED3DRS_FOGENABLE), state_fog =
},=0A=
+ { /*140, WINED3DRS_FOGVERTEXMODE */ =
STATE_RENDER(WINED3DRS_FOGENABLE), NULL =
},=0A=
{ /*141, WINED3DRS_COLORVERTEX */ =
STATE_RENDER(WINED3DRS_COLORVERTEX), state_colormat =
},=0A=
{ /*142, WINED3DRS_LOCALVIEWER */ =
STATE_RENDER(WINED3DRS_LOCALVIEWER), state_localviewer =
},=0A=
{ /*143, WINED3DRS_NORMALIZENORMALS */ =
STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_normalize =
},=0A=
@@ -5265,6 +5264,12 @@ const struct StateEntryTemplate =
ffp_vertexstate_template[] =3D {=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=
+ /* Fog */=0A=
+ { STATE_RENDER(WINED3DRS_FOGENABLE), { =
STATE_RENDER(WINED3DRS_FOGENABLE), state_fog =
}},=0A=
+ { STATE_RENDER(WINED3DRS_FOGTABLEMODE), { =
STATE_RENDER(WINED3DRS_FOGENABLE), state_fog =
}},=0A=
+ { STATE_RENDER(WINED3DRS_FOGSTART), { =
STATE_RENDER(WINED3DRS_FOGENABLE), state_fog =
}},=0A=
+ { STATE_RENDER(WINED3DRS_FOGEND), { =
STATE_RENDER(WINED3DRS_FOGENABLE), state_fog =
}},=0A=
+ { STATE_RENDER(WINED3DRS_FOGVERTEXMODE), { =
STATE_RENDER(WINED3DRS_FOGENABLE), state_fog =
}},=0A=
{0 /* Terminate */, { 0, =
0 }},=0A=
};=0A=
=0A=
-- =0A=
1.5.4.5=0A=
=0A=
------=_NextPart_000_0001_01C8E154.62DC3400--
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