[PATCH] WineD3D: NP2 coordinate adjustment is a vertex operation=0A=
Stefan Doesinger
stefan at codeweavers.com
Thu Jul 3 13:26:06 CDT 2008
=0A=
When a sampler is changed and unconditional NP2 textures are=0A=
not supported, the texture matrix may need adjustion. The=0A=
sampler state function checks for that, and calls the texture=0A=
transform setting function in that case. However, samplers are=0A=
a misc state, and the texture transform flags a vertex state.=0A=
Thus split up the code and move the matrix changes to the=0A=
vertex side=0A=
---=0A=
dlls/wined3d/state.c | 66 =
+++++++++++++++++++++++++++++++-------------------=0A=
1 files changed, 41 insertions(+), 25 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c=0A=
index 3e45942..b96f80f 100644=0A=
--- a/dlls/wined3d/state.c=0A=
+++ b/dlls/wined3d/state.c=0A=
@@ -2344,6 +2344,38 @@ static void tex_bumpenvloffset(DWORD state, =
IWineD3DStateBlockImpl *stateblock,=0A=
}=0A=
}=0A=
=0A=
+static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
+ BOOL texIsPow2 =3D FALSE;=0A=
+ DWORD sampler =3D state - STATE_SAMPLER(0);=0A=
+=0A=
+ if(!stateblock->textures[sampler]) return;=0A=
+ /* The fixed function np2 texture emulation uses the texture matrix =
to fix up the coordinates=0A=
+ * IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix =
with a fixup matrix. Before the=0A=
+ * scaling is reapplied or removed, the texture matrix has to be =
reapplied=0A=
+ *=0A=
+ * The mapped stage is alrady active because the sampler() function =
below, which is part of the=0A=
+ * misc pipeline=0A=
+ */=0A=
+ if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < =
MAX_TEXTURES) {=0A=
+ if(stateblock->textureDimensions[sampler] =3D=3D GL_TEXTURE_2D =
||=0A=
+ stateblock->textureDimensions[sampler] =3D=3D =
GL_TEXTURE_RECTANGLE_ARB) {=0A=
+ if(((IWineD3DTextureImpl *) =
stateblock->textures[sampler])->baseTexture.pow2Matrix[0] !=3D 1.0 ||=0A=
+ ((IWineD3DTextureImpl *) =
stateblock->textures[sampler])->baseTexture.pow2Matrix[5] !=3D 1.0 ) {=0A=
+ texIsPow2 =3D TRUE;=0A=
+ }=0A=
+ } else if(stateblock->textureDimensions[sampler] =3D=3D =
GL_TEXTURE_CUBE_MAP_ARB) {=0A=
+ if(((IWineD3DCubeTextureImpl *) =
stateblock->textures[sampler])->baseTexture.pow2Matrix[0] !=3D 1.0) {=0A=
+ texIsPow2 =3D TRUE;=0A=
+ }=0A=
+ }=0A=
+=0A=
+ if(texIsPow2 || context->lastWasPow2Texture[sampler]) {=0A=
+ context->lastWasPow2Texture[sampler] =3D texIsPow2;=0A=
+ transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + =
stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);=0A=
+ }=0A=
+ }=0A=
+}=0A=
+=0A=
static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, =
WineD3DContext *context) {=0A=
DWORD sampler =3D state - STATE_SAMPLER(0);=0A=
DWORD mapped_stage =3D =
stateblock->wineD3DDevice->texUnitMap[sampler];=0A=
@@ -2375,31 +2407,6 @@ static void sampler(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3DCont=0A=
}=0A=
=0A=
if(stateblock->textures[sampler]) {=0A=
- BOOL texIsPow2 =3D FALSE;=0A=
-=0A=
- /* The fixed function np2 texture emulation uses the texture =
matrix to fix up the coordinates=0A=
- * IWineD3DBaseTexture::ApplyStateChanges multiplies the set =
matrix with a fixup matrix. Before the=0A=
- * scaling is reapplied or removed, the texture matrix has to =
be reapplied=0A=
- */=0A=
- if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < =
MAX_TEXTURES) {=0A=
- if(stateblock->textureDimensions[sampler] =3D=3D =
GL_TEXTURE_2D ||=0A=
- stateblock->textureDimensions[sampler] =3D=3D =
GL_TEXTURE_RECTANGLE_ARB) {=0A=
- if(((IWineD3DTextureImpl *) =
stateblock->textures[sampler])->baseTexture.pow2Matrix[0] !=3D 1.0 ||=0A=
- ((IWineD3DTextureImpl *) =
stateblock->textures[sampler])->baseTexture.pow2Matrix[5] !=3D 1.0 ) {=0A=
- texIsPow2 =3D TRUE;=0A=
- }=0A=
- } else if(stateblock->textureDimensions[sampler] =3D=3D =
GL_TEXTURE_CUBE_MAP_ARB) {=0A=
- if(((IWineD3DCubeTextureImpl *) =
stateblock->textures[sampler])->baseTexture.pow2Matrix[0] !=3D 1.0) {=0A=
- texIsPow2 =3D TRUE;=0A=
- }=0A=
- }=0A=
-=0A=
- if(texIsPow2 || context->lastWasPow2Texture[sampler]) {=0A=
- context->lastWasPow2Texture[sampler] =3D texIsPow2;=0A=
- transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + =
stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);=0A=
- }=0A=
- }=0A=
-=0A=
IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);=0A=
=
IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], =
stateblock->textureState[sampler], stateblock->samplerState[sampler]);=0A=
=0A=
@@ -4300,6 +4307,15 @@ const struct StateEntryTemplate =
ffp_vertexstate_template[] =3D {=0A=
{ STATE_RENDER(WINED3DRS_POINTSCALE_B), { =
STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale =
}},=0A=
{ STATE_RENDER(WINED3DRS_POINTSCALE_C), { =
STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale =
}},=0A=
{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { =
STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax =
}},=0A=
+ /* Samplers for NP2 texture matrix adjustions */=0A=
+ { STATE_SAMPLER(0), { =
STATE_SAMPLER(0), sampler_texmatrix =
}},=0A=
+ { STATE_SAMPLER(1), { =
STATE_SAMPLER(1), sampler_texmatrix =
}},=0A=
+ { STATE_SAMPLER(2), { =
STATE_SAMPLER(2), sampler_texmatrix =
}},=0A=
+ { STATE_SAMPLER(3), { =
STATE_SAMPLER(3), sampler_texmatrix =
}},=0A=
+ { STATE_SAMPLER(4), { =
STATE_SAMPLER(4), sampler_texmatrix =
}},=0A=
+ { STATE_SAMPLER(5), { =
STATE_SAMPLER(5), sampler_texmatrix =
}},=0A=
+ { STATE_SAMPLER(6), { =
STATE_SAMPLER(6), sampler_texmatrix =
}},=0A=
+ { STATE_SAMPLER(7), { =
STATE_SAMPLER(7), sampler_texmatrix =
}},=0A=
{0 /* Terminate */, { 0, =
0 }},=0A=
};=0A=
=0A=
-- =0A=
1.5.4.5=0A=
=0A=
------=_NextPart_000_000F_01C8E2A2.8B2A1770--
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