Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-cw
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-cw
Commits
63d9cfcf
Commit
63d9cfcf
authored
Nov 18, 2003
by
Lionel Ulmer
Committed by
Alexandre Julliard
Nov 18, 2003
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
Fix some other multi-texturing problems.
parent
582f7d5d
Show whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
33 additions
and
15 deletions
+33
-15
mesa.c
dlls/ddraw/d3ddevice/mesa.c
+32
-14
mesa.c
dlls/ddraw/direct3d/mesa.c
+1
-1
No files found.
dlls/ddraw/d3ddevice/mesa.c
View file @
63d9cfcf
...
...
@@ -105,13 +105,13 @@ static DWORD d3ddevice_set_state_for_flush(IDirect3DDeviceImpl *d3d_dev, LPCRECT
IDirect3DDeviceGLImpl
*
gl_d3d_dev
=
(
IDirect3DDeviceGLImpl
*
)
d3d_dev
;
DWORD
opt_bitmap
=
0x00000000
;
if
(
gl_d3d_dev
->
current_bound_texture
[
1
]
!=
NULL
)
{
if
((
gl_d3d_dev
->
current_bound_texture
[
1
]
!=
NULL
)
&&
((
d3d_dev
->
state_block
.
texture_stage_state
[
1
][
D3DTSS_COLOROP
-
1
]
!=
D3DTOP_DISABLE
)))
{
if
(
gl_d3d_dev
->
current_active_tex_unit
!=
GL_TEXTURE1_WINE
)
{
GL_extensions
.
glActiveTexture
(
GL_TEXTURE1_WINE
);
gl_d3d_dev
->
current_active_tex_unit
=
GL_TEXTURE1_WINE
;
}
/* 'unbound' texture level 1 in that case to disable multi-texturing */
glBindTexture
(
GL_TEXTURE_2D
,
0
);
/* Disable multi-texturing for level 1 to disable all others */
glDisable
(
GL_TEXTURE_2D
);
}
if
(
gl_d3d_dev
->
current_active_tex_unit
!=
GL_TEXTURE0_WINE
)
{
...
...
@@ -196,7 +196,6 @@ static void d3ddevice_restore_state_after_flush(IDirect3DDeviceImpl *d3d_dev, DW
if
(
gl_d3d_dev
->
blending
!=
0
)
glEnable
(
GL_BLEND
);
if
(
gl_d3d_dev
->
fogging
!=
0
)
glEnable
(
GL_FOG
);
glDisable
(
GL_SCISSOR_TEST
);
glTexEnvi
(
GL_TEXTURE_ENV
,
GL_TEXTURE_ENV_MODE
,
gl_d3d_dev
->
current_tex_env
);
if
(
opt_bitmap
&
DEPTH_RANGE_BIT
)
{
glDepthRange
(
d3d_dev
->
active_viewport
.
dvMinZ
,
d3d_dev
->
active_viewport
.
dvMaxZ
);
}
...
...
@@ -209,11 +208,27 @@ static void d3ddevice_restore_state_after_flush(IDirect3DDeviceImpl *d3d_dev, DW
d3d_dev
->
matrices_updated
(
d3d_dev
,
TEXMAT0_CHANGED
);
}
/* This is a hack to prevent querying the current texture from GL. Basically, at the next
DrawPrimitive call, this will bind the correct texture to this stage. */
if
(
gl_d3d_dev
->
current_active_tex_unit
!=
GL_TEXTURE0_WINE
)
{
GL_extensions
.
glActiveTexture
(
GL_TEXTURE0_WINE
);
gl_d3d_dev
->
current_active_tex_unit
=
GL_TEXTURE0_WINE
;
}
glTexEnvi
(
GL_TEXTURE_ENV
,
GL_TEXTURE_ENV_MODE
,
gl_d3d_dev
->
current_tex_env
);
/* Note that here we could directly re-bind the previous texture... But it would in some case be a spurious
bind if ever the game changes the texture just after.
So choose 0x00000001 to postpone the binding to the next time we draw something on screen. */
gl_d3d_dev
->
current_bound_texture
[
0
]
=
(
IDirectDrawSurfaceImpl
*
)
0x00000001
;
gl_d3d_dev
->
current_bound_texture
[
1
]
=
(
IDirectDrawSurfaceImpl
*
)
0x00000000
;
if
(
d3d_dev
->
state_block
.
texture_stage_state
[
0
][
D3DTSS_COLOROP
-
1
]
==
D3DTOP_DISABLE
)
glDisable
(
GL_TEXTURE_2D
);
/* And re-enabled if needed texture level 1 */
if
((
gl_d3d_dev
->
current_bound_texture
[
1
]
!=
NULL
)
&&
(
d3d_dev
->
state_block
.
texture_stage_state
[
1
][
D3DTSS_COLOROP
-
1
]
!=
D3DTOP_DISABLE
))
{
if
(
gl_d3d_dev
->
current_active_tex_unit
!=
GL_TEXTURE1_WINE
)
{
GL_extensions
.
glActiveTexture
(
GL_TEXTURE1_WINE
);
gl_d3d_dev
->
current_active_tex_unit
=
GL_TEXTURE1_WINE
;
}
glEnable
(
GL_TEXTURE_2D
);
}
}
/* retrieve the X drawable to use on a given DC */
...
...
@@ -1332,7 +1347,7 @@ static void draw_primitive_strided(IDirect3DDeviceImpl *This,
/* Compute the number of active texture stages and set the various texture parameters */
num_active_stages
=
draw_primitive_handle_textures
(
This
);
/* And restore to handle '0' in the case we use glTexCo
r
rd calls */
/* And restore to handle '0' in the case we use glTexCo
o
rd calls */
if
(
glThis
->
current_active_tex_unit
!=
GL_TEXTURE0_WINE
)
{
GL_extensions
.
glActiveTexture
(
GL_TEXTURE0_WINE
);
glThis
->
current_active_tex_unit
=
GL_TEXTURE0_WINE
;
...
...
@@ -1909,14 +1924,16 @@ GL_IDirect3DDeviceImpl_7_3T_SetTextureStageState(LPDIRECT3DDEVICE7 iface,
glDisable
(
GL_TEXTURE_2D
);
TRACE
(
" disabling 2D texturing.
\n
"
);
}
else
{
/* Re-enable texturing */
if
(
This
->
current_texture
[
0
]
!=
NULL
)
{
/* Re-enable texturing only if COLOROP was not already disabled... */
if
((
glThis
->
current_bound_texture
[
dwStage
]
!=
NULL
)
&&
(
This
->
state_block
.
texture_stage_state
[
dwStage
][
D3DTSS_COLOROP
-
1
]
!=
D3DTOP_DISABLE
))
{
glEnable
(
GL_TEXTURE_2D
);
TRACE
(
" enabling 2D texturing.
\n
"
);
}
/* Re-Enable GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT */
if
(
dwState
!=
D3DTOP_DISABLE
)
{
if
((
dwState
!=
D3DTOP_DISABLE
)
&&
(
This
->
state_block
.
texture_stage_state
[
dwStage
][
D3DTSS_COLOROP
-
1
]
!=
D3DTOP_DISABLE
))
{
if
(
glThis
->
current_tex_env
!=
GL_COMBINE_EXT
)
{
glTexEnvi
(
GL_TEXTURE_ENV
,
GL_TEXTURE_ENV_MODE
,
GL_COMBINE_EXT
);
glThis
->
current_tex_env
=
GL_COMBINE_EXT
;
...
...
@@ -2153,6 +2170,10 @@ draw_primitive_handle_textures(IDirect3DDeviceImpl *This)
IDirectDrawSurfaceImpl
*
surf_ptr
=
This
->
current_texture
[
stage
];
GLenum
unit
;
/* If this stage is disabled, no need to go further... */
if
(
This
->
state_block
.
texture_stage_state
[
stage
][
D3DTSS_COLOROP
-
1
]
==
D3DTOP_DISABLE
)
break
;
/* First check if we need to bind any other texture for this stage */
if
(
This
->
current_texture
[
stage
]
!=
glThis
->
current_bound_texture
[
stage
])
{
if
(
This
->
current_texture
[
stage
]
==
NULL
)
{
...
...
@@ -2164,10 +2185,7 @@ draw_primitive_handle_textures(IDirect3DDeviceImpl *This)
glThis
->
current_active_tex_unit
=
unit
;
}
glBindTexture
(
GL_TEXTURE_2D
,
0
);
if
(
stage
==
0
)
{
glDisable
(
GL_TEXTURE_2D
);
}
}
else
{
GLenum
tex_name
=
((
IDirect3DTextureGLImpl
*
)
surf_ptr
->
tex_private
)
->
tex_name
;
...
...
dlls/ddraw/direct3d/mesa.c
View file @
63d9cfcf
...
...
@@ -446,7 +446,7 @@ HRESULT direct3d_create(IDirectDrawImpl *This)
This
->
d3d_private
=
globject
;
TRACE
(
" creating
Mesa
private storage at %p.
\n
"
,
globject
);
TRACE
(
" creating
OpenGL
private storage at %p.
\n
"
,
globject
);
return
D3D_OK
;
}
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment