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wine
wine-cw
Commits
96d225d4
Commit
96d225d4
authored
Jan 28, 2011
by
Henri Verbeet
Committed by
Alexandre Julliard
Jan 31, 2011
Browse files
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Plain Diff
wined3d: Get rid of the IWineD3DStateBlockImpl typedef.
parent
b98cd5d9
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Showing
10 changed files
with
168 additions
and
174 deletions
+168
-174
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+12
-11
ati_fragment_shader.c
dlls/wined3d/ati_fragment_shader.c
+8
-8
device.c
dlls/wined3d/device.c
+4
-4
glsl_shader.c
dlls/wined3d/glsl_shader.c
+1
-1
nvidia_texture_shader.c
dlls/wined3d/nvidia_texture_shader.c
+4
-4
state.c
dlls/wined3d/state.c
+112
-112
stateblock.c
dlls/wined3d/stateblock.c
+5
-5
swapchain_base.c
dlls/wined3d/swapchain_base.c
+4
-4
utils.c
dlls/wined3d/utils.c
+3
-2
wined3d_private.h
dlls/wined3d/wined3d_private.h
+15
-23
No files found.
dlls/wined3d/arb_program_shader.c
View file @
96d225d4
...
...
@@ -621,7 +621,7 @@ static void shader_arb_vs_local_constants(const struct arb_vs_compiled_shader *g
static
void
shader_arb_load_constants
(
const
struct
wined3d_context
*
context
,
char
usePixelShader
,
char
useVertexShader
)
{
IWineD3DDeviceImpl
*
device
=
context
->
swapchain
->
device
;
IWineD3DStateBlockImpl
*
stateBlock
=
device
->
stateBlock
;
struct
wined3d_stateblock
*
stateBlock
=
device
->
stateBlock
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
struct
shader_arb_priv
*
priv
=
device
->
shader_priv
;
...
...
@@ -5579,7 +5579,8 @@ static void arbfp_get_caps(const struct wined3d_gl_info *gl_info, struct fragmen
caps
->
MaxSimultaneousTextures
=
min
(
gl_info
->
limits
.
fragment_samplers
,
8
);
}
static
void
state_texfactor_arbfp
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_texfactor_arbfp
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
...
...
@@ -5604,7 +5605,7 @@ static void state_texfactor_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateb
}
static
void
state_arb_specularenable
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
...
...
@@ -5635,7 +5636,7 @@ static void state_arb_specularenable(DWORD state_id,
checkGLcall
(
"glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)"
);
}
static
void
set_bumpmat_arbfp
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
set_bumpmat_arbfp
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state_id
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -5673,7 +5674,8 @@ static void set_bumpmat_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblock
checkGLcall
(
"glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_BUMPMAT(stage), &mat[0][0])"
);
}
static
void
tex_bumpenvlum_arbfp
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
tex_bumpenvlum_arbfp
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state_id
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -5925,7 +5927,7 @@ static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int sta
}
}
static
GLuint
gen_arbfp_ffp_shader
(
const
struct
ffp_frag_settings
*
settings
,
IWineD3DStateBlockImpl
*
stateblock
)
static
GLuint
gen_arbfp_ffp_shader
(
const
struct
ffp_frag_settings
*
settings
,
struct
wined3d_stateblock
*
stateblock
)
{
const
struct
wined3d_gl_info
*
gl_info
=
&
stateblock
->
device
->
adapter
->
gl_info
;
unsigned
int
stage
;
...
...
@@ -6202,7 +6204,7 @@ static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWi
return
ret
;
}
static
void
fragment_prog_arbfp
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
fragment_prog_arbfp
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
...
...
@@ -6300,7 +6302,7 @@ static void fragment_prog_arbfp(DWORD state_id, IWineD3DStateBlockImpl *stateblo
* is that changing the fog start and fog end(which links to FOGENABLE in vertex) results in the
* fragment_prog_arbfp function being called because FOGENABLE is dirty, which calls this function here
*/
static
void
state_arbfp_fog
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_arbfp_fog
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
enum
fogsource
new_source
;
...
...
@@ -6335,11 +6337,10 @@ static void state_arbfp_fog(DWORD state_id, IWineD3DStateBlockImpl *stateblock,
}
}
static
void
textransform
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
textransform
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
!
isStateDirty
(
context
,
STATE_PIXELSHADER
))
{
if
(
!
isStateDirty
(
context
,
STATE_PIXELSHADER
))
fragment_prog_arbfp
(
state
,
stateblock
,
context
);
}
}
static
const
struct
StateEntryTemplate
arbfp_fragmentstate_template
[]
=
{
...
...
dlls/wined3d/ati_fragment_shader.c
View file @
96d225d4
...
...
@@ -796,7 +796,7 @@ static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], con
return
ret
;
}
static
void
set_tex_op_atifs
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
set_tex_op_atifs
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
IWineD3DDeviceImpl
*
This
=
stateblock
->
device
;
...
...
@@ -845,7 +845,7 @@ static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, st
GL_EXTCALL
(
glBindFragmentShaderATI
(
desc
->
shader
));
}
static
void
state_texfactor_atifs
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_texfactor_atifs
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
float
col
[
4
];
...
...
@@ -855,7 +855,7 @@ static void state_texfactor_atifs(DWORD state, IWineD3DStateBlockImpl *statebloc
checkGLcall
(
"glSetFragmentShaderConstantATI(ATI_FFP_CONST_TFACTOR, col)"
);
}
static
void
set_bumpmat
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
set_bumpmat
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -880,14 +880,14 @@ static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
checkGLcall
(
"glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)"
);
}
static
void
textransform
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
textransform
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
!
isStateDirty
(
context
,
STATE_PIXELSHADER
))
{
if
(
!
isStateDirty
(
context
,
STATE_PIXELSHADER
))
set_tex_op_atifs
(
state
,
stateblock
,
context
);
}
}
static
void
atifs_apply_pixelshader
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
atifs_apply_pixelshader
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
IWineD3DDeviceImpl
*
device
=
stateblock
->
device
;
...
...
@@ -913,7 +913,7 @@ static void atifs_apply_pixelshader(DWORD state_id, IWineD3DStateBlockImpl *stat
}
}
static
void
atifs_srgbwriteenable
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
atifs_srgbwriteenable
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_SRGBWRITEENABLE
])
WARN
(
"sRGB writes are not supported by this fragment pipe.
\n
"
);
...
...
dlls/wined3d/device.c
View file @
96d225d4
...
...
@@ -560,7 +560,7 @@ void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *c
void
device_get_draw_rect
(
IWineD3DDeviceImpl
*
device
,
RECT
*
rect
)
{
IWineD3DStateBlockImpl
*
stateblock
=
device
->
stateBlock
;
struct
wined3d_stateblock
*
stateblock
=
device
->
stateBlock
;
WINED3DVIEWPORT
*
vp
=
&
stateblock
->
state
.
viewport
;
SetRect
(
rect
,
vp
->
X
,
vp
->
Y
,
vp
->
X
+
vp
->
Width
,
vp
->
Y
+
vp
->
Height
);
...
...
@@ -1010,7 +1010,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice *iface,
WINED3DSTATEBLOCKTYPE
type
,
struct
wined3d_stateblock
**
stateblock
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DStateBlockImpl
*
object
;
struct
wined3d_stateblock
*
object
;
HRESULT
hr
;
object
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
*
object
));
...
...
@@ -4651,7 +4651,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface)
if
(
FAILED
(
hr
))
return
hr
;
wined3d_stateblock_decref
(
This
->
updateStateBlock
);
This
->
updateStateBlock
=
(
IWineD3DStateBlockImpl
*
)
stateblock
;
This
->
updateStateBlock
=
stateblock
;
This
->
isRecordingState
=
TRUE
;
TRACE
(
"(%p) recording stateblock %p
\n
"
,
This
,
stateblock
);
...
...
@@ -4663,7 +4663,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface,
struct
wined3d_stateblock
**
stateblock
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
IWineD3DStateBlockImpl
*
object
=
This
->
updateStateBlock
;
struct
wined3d_stateblock
*
object
=
This
->
updateStateBlock
;
TRACE
(
"iface %p, stateblock %p.
\n
"
,
iface
,
stateblock
);
...
...
dlls/wined3d/glsl_shader.c
View file @
96d225d4
...
...
@@ -731,7 +731,7 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
IWineD3DDeviceImpl
*
device
=
context
->
swapchain
->
device
;
IWineD3DStateBlockImpl
*
stateBlock
=
device
->
stateBlock
;
struct
wined3d_stateblock
*
stateBlock
=
device
->
stateBlock
;
struct
shader_glsl_priv
*
priv
=
device
->
shader_priv
;
float
position_fixup
[
4
];
...
...
dlls/wined3d/nvidia_texture_shader.c
View file @
96d225d4
...
...
@@ -456,7 +456,7 @@ void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d
}
static
void
nvrc_colorop
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
nvrc_colorop
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state_id
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
BOOL
tex_used
=
stateblock
->
device
->
fixed_function_usage_map
&
(
1
<<
stage
);
...
...
@@ -566,7 +566,7 @@ static void nvrc_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, str
}
}
static
void
nvts_texdim
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
nvts_texdim
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
sampler
=
state_id
-
STATE_SAMPLER
(
0
);
DWORD
mapped_stage
=
stateblock
->
device
->
texUnitMap
[
sampler
];
...
...
@@ -583,7 +583,7 @@ static void nvts_texdim(DWORD state_id, IWineD3DStateBlockImpl *stateblock, stru
nvts_activate_dimensions
(
state
,
sampler
,
context
);
}
static
void
nvts_bumpenvmat
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
nvts_bumpenvmat
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
DWORD
mapped_stage
=
stateblock
->
device
->
texUnitMap
[
stage
+
1
];
...
...
@@ -612,7 +612,7 @@ static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, str
}
}
static
void
nvrc_texfactor
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
nvrc_texfactor
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
float
col
[
4
];
...
...
dlls/wined3d/state.c
View file @
96d225d4
...
...
@@ -37,19 +37,19 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
/* GL locking for state handlers is done by the caller. */
static
void
state_blendop
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
);
static
void
state_blendop
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
);
static
void
state_undefined
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_undefined
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
ERR
(
"Undefined state.
\n
"
);
}
static
void
state_nop
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_nop
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
TRACE
(
"%s: nop in current pipe config.
\n
"
,
debug_d3dstate
(
state
));
}
static
void
state_fillmode
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_fillmode
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
WINED3DFILLMODE
Value
=
stateblock
->
state
.
render_states
[
WINED3DRS_FILLMODE
];
...
...
@@ -71,7 +71,7 @@ static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
}
}
static
void
state_lighting
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_lighting
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
/* Lighting is not enabled if transformed vertices are drawn
* but lighting does not affect the stream sources, so it is not grouped for performance reasons.
...
...
@@ -94,7 +94,7 @@ static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
}
}
static
void
state_zenable
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_zenable
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
/* No z test without depth stencil buffers */
if
(
!
stateblock
->
device
->
depth_stencil
)
...
...
@@ -126,7 +126,7 @@ static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
}
}
static
void
state_cullmode
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_cullmode
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
/* glFrontFace() is set in context.c at context init and on an
* offscreen / onscreen rendering switch. */
...
...
@@ -154,7 +154,7 @@ static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
}
}
static
void
state_shademode
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_shademode
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
switch
(
stateblock
->
state
.
render_states
[
WINED3DRS_SHADEMODE
])
{
...
...
@@ -175,7 +175,7 @@ static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock, str
}
}
static
void
state_ditherenable
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_ditherenable
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_DITHERENABLE
])
{
...
...
@@ -189,7 +189,7 @@ static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock,
}
}
static
void
state_zwritenable
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_zwritenable
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
/* TODO: Test if in d3d z writing is enabled even if ZENABLE is off.
* If yes, this has to be merged with ZENABLE and ZFUNC. */
...
...
@@ -205,7 +205,7 @@ static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static
void
state_zfunc
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_zfunc
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
GLenum
depth_func
=
CompareFunc
(
stateblock
->
state
.
render_states
[
WINED3DRS_ZFUNC
]);
...
...
@@ -230,7 +230,7 @@ static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
checkGLcall
(
"glDepthFunc"
);
}
static
void
state_ambient
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_ambient
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
float
col
[
4
];
D3DCOLORTOGLFLOAT4
(
stateblock
->
state
.
render_states
[
WINED3DRS_AMBIENT
],
col
);
...
...
@@ -240,7 +240,7 @@ static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
checkGLcall
(
"glLightModel for MODEL_AMBIENT"
);
}
static
void
state_blend
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_blend
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
IWineD3DSurfaceImpl
*
target
=
stateblock
->
device
->
render_targets
[
0
];
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -466,12 +466,12 @@ static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
stateblock_apply_state
(
STATE_TEXTURESTAGE
(
0
,
WINED3DTSS_ALPHAOP
),
stateblock
,
context
);
}
static
void
state_blendfactor_w
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_blendfactor_w
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
WARN
(
"Unsupported in local OpenGL implementation: glBlendColorEXT
\n
"
);
}
static
void
state_blendfactor
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_blendfactor
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
float
col
[
4
];
...
...
@@ -482,7 +482,7 @@ static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, s
checkGLcall
(
"glBlendColor"
);
}
static
void
state_alpha
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_alpha
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
int
glParm
=
0
;
float
ref
;
...
...
@@ -547,7 +547,7 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
}
}
static
void
state_clipping
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_clipping
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
...
...
@@ -629,12 +629,12 @@ static void state_clipping(DWORD state_id, IWineD3DStateBlockImpl *stateblock, s
}
}
static
void
state_blendop_w
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_blendop_w
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
WARN
(
"Unsupported in local OpenGL implementation: glBlendEquation
\n
"
);
}
static
void
state_blendop
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_blendop
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
int
blendEquation
=
GL_FUNC_ADD
;
...
...
@@ -684,7 +684,7 @@ static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
}
}
static
void
state_specularenable
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_specularenable
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
/* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
...
...
@@ -801,7 +801,7 @@ static void state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock
checkGLcall
(
"glMaterialfv(GL_EMISSION)"
);
}
static
void
state_texfactor
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_texfactor
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
unsigned
int
i
;
...
...
@@ -841,7 +841,7 @@ static void renderstate_stencil_twosided(struct wined3d_context *context, GLint
checkGLcall
(
"glStencilOp(...)"
);
}
static
void
state_stencil
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_stencil
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
DWORD
onesided_enable
=
FALSE
;
...
...
@@ -939,7 +939,7 @@ static void state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
}
}
static
void
state_stencilwrite2s
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_stencilwrite2s
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
mask
=
stateblock
->
device
->
depth_stencil
?
stateblock
->
state
.
render_states
[
WINED3DRS_STENCILWRITEMASK
]
:
0
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -953,7 +953,7 @@ static void state_stencilwrite2s(DWORD state, IWineD3DStateBlockImpl *stateblock
glStencilMask
(
mask
);
}
static
void
state_stencilwrite
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_stencilwrite
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
mask
=
stateblock
->
device
->
depth_stencil
?
stateblock
->
state
.
render_states
[
WINED3DRS_STENCILWRITEMASK
]
:
0
;
...
...
@@ -961,7 +961,7 @@ static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock,
checkGLcall
(
"glStencilMask"
);
}
static
void
state_fog_vertexpart
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_fog_vertexpart
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
TRACE
(
"state %#x, stateblock %p, context %p
\n
"
,
state
,
stateblock
,
context
);
...
...
@@ -1001,7 +1001,7 @@ static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock
}
}
void
state_fogstartend
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
void
state_fogstartend
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
float
fogstart
,
fogend
;
union
{
...
...
@@ -1050,7 +1050,7 @@ void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
TRACE
(
"Fog End == %f
\n
"
,
fogend
);
}
void
state_fog_fragpart
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
void
state_fog_fragpart
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
enum
fogsource
new_source
;
...
...
@@ -1202,13 +1202,13 @@ void state_fog_fragpart(DWORD state_id, IWineD3DStateBlockImpl *stateblock, stru
}
}
static
void
state_rangefog_w
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_rangefog_w
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_RANGEFOGENABLE
])
WARN
(
"Range fog enabled, but not supported by this opengl implementation
\n
"
);
}
static
void
state_rangefog
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_rangefog
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_RANGEFOGENABLE
])
{
...
...
@@ -1220,7 +1220,7 @@ static void state_rangefog(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
}
}
void
state_fogcolor
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
void
state_fogcolor
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
float
col
[
4
];
D3DCOLORTOGLFLOAT4
(
stateblock
->
state
.
render_states
[
WINED3DRS_FOGCOLOR
],
col
);
...
...
@@ -1228,7 +1228,7 @@ void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wine
checkGLcall
(
"glFog GL_FOG_COLOR"
);
}
void
state_fogdensity
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
void
state_fogdensity
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
union
{
DWORD
d
;
...
...
@@ -1239,7 +1239,7 @@ void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wi
checkGLcall
(
"glFogf(GL_FOG_DENSITY, (float) Value)"
);
}
static
void
state_colormat
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_colormat
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
IWineD3DDeviceImpl
*
device
=
stateblock
->
device
;
...
...
@@ -1363,7 +1363,7 @@ static void state_colormat(DWORD state_id, IWineD3DStateBlockImpl *stateblock, s
context
->
tracking_parm
=
Parm
;
}
static
void
state_linepattern
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_linepattern
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
union
{
DWORD
d
;
...
...
@@ -1384,7 +1384,7 @@ static void state_linepattern(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static
void
state_zbias
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_zbias
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
union
{
DWORD
d
;
...
...
@@ -1414,7 +1414,7 @@ static void state_zbias(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
}
static
void
state_normalize
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_normalize
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
isStateDirty
(
context
,
STATE_VDECL
))
{
return
;
...
...
@@ -1434,7 +1434,7 @@ static void state_normalize(DWORD state, IWineD3DStateBlockImpl *stateblock, str
}
}
static
void
state_psizemin_w
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_psizemin_w
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
union
{
DWORD
d
;
...
...
@@ -1454,7 +1454,7 @@ static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, st
}
static
void
state_psizemin_ext
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_psizemin_ext
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
union
...
...
@@ -1477,7 +1477,7 @@ static void state_psizemin_ext(DWORD state, IWineD3DStateBlockImpl *stateblock,
checkGLcall
(
"glPointParameterfEXT(...)"
);
}
static
void
state_psizemin_arb
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_psizemin_arb
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
union
...
...
@@ -1500,7 +1500,7 @@ static void state_psizemin_arb(DWORD state, IWineD3DStateBlockImpl *stateblock,
checkGLcall
(
"glPointParameterfARB(...)"
);
}
static
void
state_pscale
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_pscale
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
/* TODO: Group this with the viewport */
...
...
@@ -1579,12 +1579,12 @@ static void state_pscale(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
checkGLcall
(
"glPointSize(...);"
);
}
static
void
state_debug_monitor
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_debug_monitor
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
WARN
(
"token: %#x
\n
"
,
stateblock
->
state
.
render_states
[
WINED3DRS_DEBUGMONITORTOKEN
]);
}
static
void
state_colorwrite
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_colorwrite
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
mask0
=
stateblock
->
state
.
render_states
[
WINED3DRS_COLORWRITEENABLE
];
DWORD
mask1
=
stateblock
->
state
.
render_states
[
WINED3DRS_COLORWRITEENABLE1
];
...
...
@@ -1620,27 +1620,27 @@ static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DW
mask
&
WINED3DCOLORWRITEENABLE_ALPHA
?
GL_TRUE
:
GL_FALSE
));
}
static
void
state_colorwrite0
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_colorwrite0
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
set_color_mask
(
context
->
gl_info
,
0
,
stateblock
->
state
.
render_states
[
WINED3DRS_COLORWRITEENABLE
]);
}
static
void
state_colorwrite1
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_colorwrite1
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
set_color_mask
(
context
->
gl_info
,
1
,
stateblock
->
state
.
render_states
[
WINED3DRS_COLORWRITEENABLE1
]);
}
static
void
state_colorwrite2
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_colorwrite2
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
set_color_mask
(
context
->
gl_info
,
2
,
stateblock
->
state
.
render_states
[
WINED3DRS_COLORWRITEENABLE2
]);
}
static
void
state_colorwrite3
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_colorwrite3
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
set_color_mask
(
context
->
gl_info
,
3
,
stateblock
->
state
.
render_states
[
WINED3DRS_COLORWRITEENABLE3
]);
}
static
void
state_localviewer
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_localviewer
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_LOCALVIEWER
])
{
...
...
@@ -1652,7 +1652,7 @@ static void state_localviewer(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static
void
state_lastpixel
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_lastpixel
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_LASTPIXEL
])
{
...
...
@@ -1668,7 +1668,7 @@ static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, str
}
}
static
void
state_pointsprite_w
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_pointsprite_w
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
static
BOOL
warned
;
...
...
@@ -1681,7 +1681,7 @@ static void state_pointsprite_w(DWORD state, IWineD3DStateBlockImpl *stateblock,
}
}
static
void
state_pointsprite
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_pointsprite
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
...
...
@@ -1707,7 +1707,7 @@ static void state_pointsprite(DWORD state_id, IWineD3DStateBlockImpl *stateblock
}
}
static
void
state_wrap
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_wrap
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
/**
http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
...
...
@@ -1738,13 +1738,13 @@ static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
}
}
static
void
state_msaa_w
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_msaa_w
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_MULTISAMPLEANTIALIAS
])
WARN
(
"Multisample antialiasing not supported by gl
\n
"
);
}
static
void
state_msaa
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_msaa
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_MULTISAMPLEANTIALIAS
])
{
...
...
@@ -1756,7 +1756,7 @@ static void state_msaa(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
}
}
static
void
state_scissor
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_scissor
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_SCISSORTESTENABLE
])
{
...
...
@@ -1777,7 +1777,7 @@ static void state_scissor(DWORD state, IWineD3DStateBlockImpl *stateblock, struc
* which makes a guess of 1e-6f seem reasonable here. Note that
* SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and doesn't
* need to be scaled. */
static
void
state_depthbias
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_depthbias
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_SLOPESCALEDEPTHBIAS
]
||
stateblock
->
state
.
render_states
[
WINED3DRS_DEPTHBIAS
])
...
...
@@ -1802,13 +1802,13 @@ static void state_depthbias(DWORD state, IWineD3DStateBlockImpl *stateblock, str
}
}
static
void
state_zvisible
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_zvisible
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_ZVISIBLE
])
FIXME
(
"WINED3DRS_ZVISIBLE not implemented.
\n
"
);
}
static
void
state_perspective
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_perspective
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_TEXTUREPERSPECTIVE
])
{
...
...
@@ -1820,33 +1820,33 @@ static void state_perspective(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static
void
state_stippledalpha
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_stippledalpha
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_STIPPLEDALPHA
])
FIXME
(
" Stippled Alpha not supported yet.
\n
"
);
}
static
void
state_antialias
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_antialias
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_ANTIALIAS
])
FIXME
(
"Antialias not supported yet.
\n
"
);
}
static
void
state_multisampmask
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_multisampmask
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_MULTISAMPLEMASK
]
!=
0xffffffff
)
FIXME
(
"WINED3DRS_MULTISAMPLEMASK %#x not yet implemented.
\n
"
,
stateblock
->
state
.
render_states
[
WINED3DRS_MULTISAMPLEMASK
]);
}
static
void
state_patchedgestyle
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_patchedgestyle
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_PATCHEDGESTYLE
]
!=
WINED3DPATCHEDGE_DISCRETE
)
FIXME
(
"WINED3DRS_PATCHEDGESTYLE %#x not yet implemented.
\n
"
,
stateblock
->
state
.
render_states
[
WINED3DRS_PATCHEDGESTYLE
]);
}
static
void
state_patchsegments
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_patchsegments
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
union
{
DWORD
d
;
...
...
@@ -1866,28 +1866,28 @@ static void state_patchsegments(DWORD state, IWineD3DStateBlockImpl *stateblock,
}
}
static
void
state_positiondegree
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_positiondegree
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_POSITIONDEGREE
]
!=
WINED3DDEGREE_CUBIC
)
FIXME
(
"WINED3DRS_POSITIONDEGREE %#x not yet implemented.
\n
"
,
stateblock
->
state
.
render_states
[
WINED3DRS_POSITIONDEGREE
]);
}
static
void
state_normaldegree
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_normaldegree
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_NORMALDEGREE
]
!=
WINED3DDEGREE_LINEAR
)
FIXME
(
"WINED3DRS_NORMALDEGREE %#x not yet implemented.
\n
"
,
stateblock
->
state
.
render_states
[
WINED3DRS_NORMALDEGREE
]);
}
static
void
state_tessellation
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_tessellation
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_ENABLEADAPTIVETESSELLATION
])
FIXME
(
"WINED3DRS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.
\n
"
,
stateblock
->
state
.
render_states
[
WINED3DRS_ENABLEADAPTIVETESSELLATION
]);
}
static
void
state_nvdb
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_nvdb
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
union
{
DWORD
d
;
...
...
@@ -1923,91 +1923,91 @@ static void state_nvdb(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
state_tessellation
(
state
,
stateblock
,
context
);
}
static
void
state_wrapu
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_wrapu
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_WRAPU
])
FIXME
(
"Render state WINED3DRS_WRAPU not implemented yet.
\n
"
);
}
static
void
state_wrapv
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_wrapv
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_WRAPV
])
FIXME
(
"Render state WINED3DRS_WRAPV not implemented yet.
\n
"
);
}
static
void
state_monoenable
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_monoenable
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_MONOENABLE
])
FIXME
(
"Render state WINED3DRS_MONOENABLE not implemented yet.
\n
"
);
}
static
void
state_rop2
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_rop2
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_ROP2
])
FIXME
(
"Render state WINED3DRS_ROP2 not implemented yet.
\n
"
);
}
static
void
state_planemask
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_planemask
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_PLANEMASK
])
FIXME
(
"Render state WINED3DRS_PLANEMASK not implemented yet.
\n
"
);
}
static
void
state_subpixel
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_subpixel
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_SUBPIXEL
])
FIXME
(
"Render state WINED3DRS_SUBPIXEL not implemented yet.
\n
"
);
}
static
void
state_subpixelx
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_subpixelx
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_SUBPIXELX
])
FIXME
(
"Render state WINED3DRS_SUBPIXELX not implemented yet.
\n
"
);
}
static
void
state_stippleenable
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_stippleenable
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_STIPPLEENABLE
])
FIXME
(
"Render state WINED3DRS_STIPPLEENABLE not implemented yet.
\n
"
);
}
static
void
state_mipmaplodbias
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_mipmaplodbias
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_MIPMAPLODBIAS
])
FIXME
(
"Render state WINED3DRS_MIPMAPLODBIAS not implemented yet.
\n
"
);
}
static
void
state_anisotropy
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_anisotropy
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_ANISOTROPY
])
FIXME
(
"Render state WINED3DRS_ANISOTROPY not implemented yet.
\n
"
);
}
static
void
state_flushbatch
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_flushbatch
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_FLUSHBATCH
])
FIXME
(
"Render state WINED3DRS_FLUSHBATCH not implemented yet.
\n
"
);
}
static
void
state_translucentsi
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_translucentsi
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_TRANSLUCENTSORTINDEPENDENT
])
FIXME
(
"Render state WINED3DRS_TRANSLUCENTSORTINDEPENDENT not implemented yet.
\n
"
);
}
static
void
state_extents
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_extents
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_EXTENTS
])
FIXME
(
"Render state WINED3DRS_EXTENTS not implemented yet.
\n
"
);
}
static
void
state_ckeyblend
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_ckeyblend
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_COLORKEYBLENDENABLE
])
FIXME
(
"Render state WINED3DRS_COLORKEYBLENDENABLE not implemented yet.
\n
"
);
}
static
void
state_swvp
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_swvp
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
stateblock
->
state
.
render_states
[
WINED3DRS_SOFTWAREVERTEXPROCESSING
])
FIXME
(
"Software vertex processing not implemented.
\n
"
);
...
...
@@ -3100,7 +3100,7 @@ static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined
}
static
void
tex_colorop
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
tex_colorop
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state_id
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
BOOL
tex_used
=
stateblock
->
device
->
fixed_function_usage_map
&
(
1
<<
stage
);
...
...
@@ -3163,7 +3163,7 @@ static void tex_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, stru
state
->
texture_states
[
stage
][
WINED3DTSS_COLORARG0
]);
}
void
tex_alphaop
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
void
tex_alphaop
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
BOOL
tex_used
=
stateblock
->
device
->
fixed_function_usage_map
&
(
1
<<
stage
);
...
...
@@ -3264,7 +3264,7 @@ void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d
}
}
static
void
transform_texture
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
transform_texture
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
texUnit
=
(
state_id
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
DWORD
mapped_stage
=
stateblock
->
device
->
texUnitMap
[
texUnit
];
...
...
@@ -3323,7 +3323,7 @@ static void unloadTexCoords(const struct wined3d_gl_info *gl_info)
}
}
static
void
loadTexCoords
(
const
struct
wined3d_gl_info
*
gl_info
,
IWineD3DStateBlockImpl
*
stateblock
,
static
void
loadTexCoords
(
const
struct
wined3d_gl_info
*
gl_info
,
struct
wined3d_stateblock
*
stateblock
,
const
struct
wined3d_stream_info
*
si
,
GLuint
*
curVBO
)
{
unsigned
int
mapped_stage
=
0
;
...
...
@@ -3374,7 +3374,7 @@ static void loadTexCoords(const struct wined3d_gl_info *gl_info, IWineD3DStateBl
checkGLcall
(
"loadTexCoords"
);
}
static
void
tex_coordindex
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
tex_coordindex
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
DWORD
mapped_stage
=
stateblock
->
device
->
texUnitMap
[
stage
];
...
...
@@ -3550,7 +3550,7 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
}
}
static
void
shaderconstant
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
shaderconstant
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
IWineD3DDeviceImpl
*
device
=
stateblock
->
device
;
...
...
@@ -3566,7 +3566,7 @@ static void shaderconstant(DWORD state_id, IWineD3DStateBlockImpl *stateblock, s
device
->
shader_backend
->
shader_load_constants
(
context
,
use_ps
(
state
),
use_vs
(
state
));
}
static
void
tex_bumpenvlscale
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
tex_bumpenvlscale
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
IWineD3DPixelShaderImpl
*
ps
=
stateblock
->
state
.
pixel_shader
;
...
...
@@ -3583,7 +3583,7 @@ static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static
void
sampler_texmatrix
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
sampler_texmatrix
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
DWORD
sampler
=
state
-
STATE_SAMPLER
(
0
);
IWineD3DBaseTextureImpl
*
texture
=
stateblock
->
state
.
textures
[
sampler
];
...
...
@@ -3611,7 +3611,7 @@ static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static
void
sampler
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
sampler
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
sampler
=
state_id
-
STATE_SAMPLER
(
0
);
IWineD3DDeviceImpl
*
device
=
stateblock
->
device
;
...
...
@@ -3694,7 +3694,7 @@ static void sampler(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct w
}
}
void
apply_pixelshader
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
void
apply_pixelshader
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
IWineD3DDeviceImpl
*
device
=
stateblock
->
device
;
...
...
@@ -3739,7 +3739,7 @@ void apply_pixelshader(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struc
}
}
static
void
shader_bumpenvmat
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
shader_bumpenvmat
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
stage
=
(
state
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
IWineD3DPixelShaderImpl
*
ps
=
stateblock
->
state
.
pixel_shader
;
...
...
@@ -3756,7 +3756,7 @@ static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static
void
transform_world
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
transform_world
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
/* This function is called by transform_view below if the view matrix was changed too
*
...
...
@@ -3788,7 +3788,7 @@ static void transform_world(DWORD state, IWineD3DStateBlockImpl *stateblock, str
}
}
static
void
clipplane
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
clipplane
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
UINT
index
=
state_id
-
STATE_CLIPPLANE
(
0
);
...
...
@@ -3828,7 +3828,7 @@ static void clipplane(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct
glPopMatrix
();
}
static
void
transform_worldex
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
transform_worldex
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
UINT
matrix
=
state
-
STATE_TRANSFORM
(
WINED3DTS_WORLDMATRIX
(
0
));
GLenum
glMat
;
...
...
@@ -3872,7 +3872,7 @@ static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static
void
state_vertexblend_w
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_vertexblend_w
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
WINED3DVERTEXBLENDFLAGS
f
=
stateblock
->
state
.
render_states
[
WINED3DRS_VERTEXBLEND
];
static
unsigned
int
once
;
...
...
@@ -3883,7 +3883,7 @@ static void state_vertexblend_w(DWORD state, IWineD3DStateBlockImpl *stateblock,
else
WARN
(
"Vertex blend flags %#x not supported.
\n
"
,
f
);
}
static
void
state_vertexblend
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
state_vertexblend
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
WINED3DVERTEXBLENDFLAGS
val
=
stateblock
->
state
.
render_states
[
WINED3DRS_VERTEXBLEND
];
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -3927,7 +3927,7 @@ static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, s
}
}
static
void
transform_view
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
transform_view
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_light_info
*
light
=
NULL
;
...
...
@@ -3989,7 +3989,7 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, stru
}
}
static
void
transform_projection
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
transform_projection
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
glMatrixMode
(
GL_PROJECTION
);
checkGLcall
(
"glMatrixMode(GL_PROJECTION)"
);
...
...
@@ -4135,7 +4135,7 @@ static inline void unloadNumberedArrays(struct wined3d_context *context)
}
}
static
inline
void
loadNumberedArrays
(
IWineD3DStateBlockImpl
*
stateblock
,
static
void
loadNumberedArrays
(
struct
wined3d_stateblock
*
stateblock
,
const
struct
wined3d_stream_info
*
stream_info
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -4318,7 +4318,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
}
/* Used from 2 different functions, and too big to justify making it inlined */
static
void
loadVertexData
(
const
struct
wined3d_context
*
context
,
IWineD3DStateBlockImpl
*
stateblock
,
static
void
loadVertexData
(
const
struct
wined3d_context
*
context
,
struct
wined3d_stateblock
*
stateblock
,
const
struct
wined3d_stream_info
*
si
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -4581,7 +4581,7 @@ static void loadVertexData(const struct wined3d_context *context, IWineD3DStateB
loadTexCoords
(
gl_info
,
stateblock
,
si
,
&
curVBO
);
}
static
void
streamsrc
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
streamsrc
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
IWineD3DDeviceImpl
*
device
=
stateblock
->
device
;
BOOL
load_numbered
=
use_vs
(
&
stateblock
->
state
)
&&
!
device
->
useDrawStridedSlow
;
...
...
@@ -4613,7 +4613,7 @@ static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wi
}
}
static
void
vertexdeclaration
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
vertexdeclaration
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_state
*
state
=
&
stateblock
->
state
;
...
...
@@ -4759,7 +4759,7 @@ static void vertexdeclaration(DWORD state_id, IWineD3DStateBlockImpl *stateblock
}
}
static
void
viewport_miscpart
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
viewport_miscpart
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
IWineD3DSurfaceImpl
*
target
=
stateblock
->
device
->
render_targets
[
0
];
UINT
width
,
height
;
...
...
@@ -4786,7 +4786,7 @@ static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, s
checkGLcall
(
"glViewport"
);
}
static
void
viewport_vertexpart
(
DWORD
state_id
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
viewport_vertexpart
(
DWORD
state_id
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
!
isStateDirty
(
context
,
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
)))
{
transform_projection
(
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
),
stateblock
,
context
);
...
...
@@ -4799,7 +4799,7 @@ static void viewport_vertexpart(DWORD state_id, IWineD3DStateBlockImpl *stateblo
shaderconstant
(
STATE_VERTEXSHADERCONSTANT
,
stateblock
,
context
);
}
static
void
light
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
light
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
UINT
Index
=
state
-
STATE_ACTIVELIGHT
(
0
);
const
struct
wined3d_light_info
*
lightInfo
=
stateblock
->
state
.
lights
[
Index
];
...
...
@@ -4913,7 +4913,7 @@ static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3
}
}
static
void
scissorrect
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
scissorrect
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
IWineD3DSurfaceImpl
*
target
=
stateblock
->
device
->
render_targets
[
0
];
RECT
*
pRect
=
&
stateblock
->
state
.
scissor_rect
;
...
...
@@ -4936,7 +4936,7 @@ static void scissorrect(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
checkGLcall
(
"glScissor"
);
}
static
void
indexbuffer
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
indexbuffer
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -4951,7 +4951,7 @@ static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, struct
}
}
static
void
frontface
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
frontface
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
if
(
context
->
render_offscreen
)
{
...
...
@@ -4963,7 +4963,7 @@ static void frontface(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wi
}
}
static
void
psorigin_w
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
psorigin_w
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
static
BOOL
warned
;
...
...
@@ -4974,7 +4974,7 @@ static void psorigin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, struct w
}
}
static
void
psorigin
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
psorigin
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
GLint
origin
=
context
->
render_offscreen
?
GL_LOWER_LEFT
:
GL_UPPER_LEFT
;
...
...
@@ -5765,13 +5765,13 @@ static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
return
i
;
}
static
void
multistate_apply_2
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
multistate_apply_2
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
stateblock
->
device
->
multistate_funcs
[
state
][
0
](
state
,
stateblock
,
context
);
stateblock
->
device
->
multistate_funcs
[
state
][
1
](
state
,
stateblock
,
context
);
}
static
void
multistate_apply_3
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
static
void
multistate_apply_3
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
stateblock
->
device
->
multistate_funcs
[
state
][
0
](
state
,
stateblock
,
context
);
stateblock
->
device
->
multistate_funcs
[
state
][
1
](
state
,
stateblock
,
context
);
...
...
dlls/wined3d/stateblock.c
View file @
96d225d4
...
...
@@ -191,7 +191,7 @@ static const DWORD vertex_states_sampler[] =
/* Allocates the correct amount of space for pixel and vertex shader constants,
* along with their set/changed flags on the given stateblock object
*/
static
HRESULT
stateblock_allocate_shader_constants
(
IWineD3DStateBlockImpl
*
object
)
static
HRESULT
stateblock_allocate_shader_constants
(
struct
wined3d_stateblock
*
object
)
{
IWineD3DDeviceImpl
*
device
=
object
->
device
;
...
...
@@ -327,7 +327,7 @@ static void stateblock_savedstates_set_vertex(SAVEDSTATES *states, const DWORD n
memset
(
states
->
vertexShaderConstantsF
,
TRUE
,
sizeof
(
BOOL
)
*
num_constants
);
}
void
stateblock_init_contained_states
(
IWineD3DStateBlockImpl
*
stateblock
)
void
stateblock_init_contained_states
(
struct
wined3d_stateblock
*
stateblock
)
{
IWineD3DDeviceImpl
*
device
=
stateblock
->
device
;
unsigned
int
i
,
j
;
...
...
@@ -439,7 +439,7 @@ void stateblock_init_contained_states(IWineD3DStateBlockImpl *stateblock)
}
}
static
void
stateblock_init_lights
(
IWineD3DStateBlockImpl
*
stateblock
,
struct
list
*
light_map
)
static
void
stateblock_init_lights
(
struct
wined3d_stateblock
*
stateblock
,
struct
list
*
light_map
)
{
unsigned
int
i
;
...
...
@@ -1066,7 +1066,7 @@ HRESULT CDECL wined3d_stateblock_apply(const struct wined3d_stateblock *stateblo
return
WINED3D_OK
;
}
void
stateblock_init_default_state
(
IWineD3DStateBlockImpl
*
stateblock
)
void
stateblock_init_default_state
(
struct
wined3d_stateblock
*
stateblock
)
{
IWineD3DDeviceImpl
*
device
=
stateblock
->
device
;
const
struct
wined3d_gl_info
*
gl_info
=
&
device
->
adapter
->
gl_info
;
...
...
@@ -1317,7 +1317,7 @@ void stateblock_init_default_state(IWineD3DStateBlockImpl *stateblock)
TRACE
(
"Done.
\n
"
);
}
HRESULT
stateblock_init
(
IWineD3DStateBlockImpl
*
stateblock
,
IWineD3DDeviceImpl
*
device
,
WINED3DSTATEBLOCKTYPE
type
)
HRESULT
stateblock_init
(
struct
wined3d_stateblock
*
stateblock
,
IWineD3DDeviceImpl
*
device
,
WINED3DSTATEBLOCKTYPE
type
)
{
unsigned
int
i
;
HRESULT
hr
;
...
...
dlls/wined3d/swapchain_base.c
View file @
96d225d4
...
...
@@ -100,10 +100,10 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface,
iface
,
back_buffer_idx
,
type
,
back_buffer
);
/* Return invalid if there is no backbuffer array, otherwise it will
* crash when ddraw is used (there swapchain->back_buffers is always
NULL).
* We need this because this function is called from
*
IWineD3DStateBlockImpl_InitStartupStateBlock() to get the defaul
t
*
scissorrect
dimensions. */
* crash when ddraw is used (there swapchain->back_buffers is always
*
NULL).
We need this because this function is called from
*
stateblock_init_default_state() to get the default scissorrec
t
* dimensions. */
if
(
!
swapchain
->
back_buffers
||
back_buffer_idx
>=
swapchain
->
presentParms
.
BackBufferCount
)
{
WARN
(
"Invalid back buffer index.
\n
"
);
...
...
dlls/wined3d/utils.c
View file @
96d225d4
...
...
@@ -2720,7 +2720,8 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
return
size
;
}
void
gen_ffp_frag_op
(
IWineD3DStateBlockImpl
*
stateblock
,
struct
ffp_frag_settings
*
settings
,
BOOL
ignore_textype
)
{
void
gen_ffp_frag_op
(
struct
wined3d_stateblock
*
stateblock
,
struct
ffp_frag_settings
*
settings
,
BOOL
ignore_textype
)
{
#define ARG1 0x01
#define ARG2 0x02
#define ARG0 0x04
...
...
@@ -3095,7 +3096,7 @@ void texture_activate_dimensions(IWineD3DBaseTextureImpl *texture, const struct
}
/* GL locking is done by the caller (state handler) */
void
sampler_texdim
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
context
)
void
sampler_texdim
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
DWORD
sampler
=
state
-
STATE_SAMPLER
(
0
);
DWORD
mapped_stage
=
stateblock
->
device
->
texUnitMap
[
sampler
];
...
...
dlls/wined3d/wined3d_private.h
View file @
96d225d4
...
...
@@ -52,7 +52,6 @@
#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
typedef
struct
wined3d_stateblock
IWineD3DStateBlockImpl
;
typedef
struct
IWineD3DSurfaceImpl
IWineD3DSurfaceImpl
;
typedef
struct
IWineD3DPaletteImpl
IWineD3DPaletteImpl
;
typedef
struct
IWineD3DDeviceImpl
IWineD3DDeviceImpl
;
...
...
@@ -1124,7 +1123,7 @@ struct wined3d_context
GLuint
dummy_arbfp_prog
;
};
typedef
void
(
*
APPLYSTATEFUNC
)(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
wined3d_context
*
ctx
);
typedef
void
(
*
APPLYSTATEFUNC
)(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
ctx
);
struct
StateEntry
{
...
...
@@ -1606,7 +1605,7 @@ struct ffp_frag_desc
extern
const
struct
wine_rb_functions
wined3d_ffp_frag_program_rb_functions
DECLSPEC_HIDDEN
;
extern
const
struct
wined3d_parent_ops
wined3d_null_parent_ops
DECLSPEC_HIDDEN
;
void
gen_ffp_frag_op
(
IWineD3DStateBlockImpl
*
stateblock
,
struct
ffp_frag_settings
*
settings
,
void
gen_ffp_frag_op
(
struct
wined3d_stateblock
*
stateblock
,
struct
ffp_frag_settings
*
settings
,
BOOL
ignore_textype
)
DECLSPEC_HIDDEN
;
const
struct
ffp_frag_desc
*
find_ffp_frag_shader
(
const
struct
wine_rb_tree
*
fragment_shaders
,
const
struct
ffp_frag_settings
*
settings
)
DECLSPEC_HIDDEN
;
...
...
@@ -1699,8 +1698,8 @@ struct IWineD3DDeviceImpl
unsigned
char
surface_alignment
;
/* Line Alignment of surfaces */
/* State block related */
IWineD3DStateBlockImpl
*
stateBlock
;
IWineD3DStateBlockImpl
*
updateStateBlock
;
struct
wined3d_stateblock
*
stateBlock
;
struct
wined3d_stateblock
*
updateStateBlock
;
/* Internal use fields */
WINED3DDEVICE_CREATION_PARAMETERS
createParms
;
...
...
@@ -2343,10 +2342,6 @@ HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *declaration, IWine
const
WINED3DVERTEXELEMENT
*
elements
,
UINT
element_count
,
void
*
parent
,
const
struct
wined3d_parent_ops
*
parent_ops
)
DECLSPEC_HIDDEN
;
/*****************************************************************************
* IWineD3DStateBlock implementation structure
*/
/* Internal state Block for Begin/End/Capture/Create/Apply info */
/* Note: Very long winded but gl Lists are not flexible enough */
/* to resolve everything we need, so doing it manually for now */
...
...
@@ -2434,10 +2429,7 @@ struct wined3d_state
struct
wined3d_stateblock
{
/* IUnknown fields */
LONG
ref
;
/* Note: Ref counting not required */
/* IWineD3DStateBlock information */
IWineD3DDeviceImpl
*
device
;
WINED3DSTATEBLOCKTYPE
blockType
;
...
...
@@ -2468,12 +2460,12 @@ struct wined3d_stateblock
unsigned
int
num_contained_sampler_states
;
};
HRESULT
stateblock_init
(
IWineD3DStateBlockImpl
*
stateblock
,
HRESULT
stateblock_init
(
struct
wined3d_stateblock
*
stateblock
,
IWineD3DDeviceImpl
*
device
,
WINED3DSTATEBLOCKTYPE
type
)
DECLSPEC_HIDDEN
;
void
stateblock_init_contained_states
(
IWineD3DStateBlockImpl
*
object
)
DECLSPEC_HIDDEN
;
void
stateblock_init_default_state
(
IWineD3DStateBlockImpl
*
stateblock
)
DECLSPEC_HIDDEN
;
void
stateblock_init_contained_states
(
struct
wined3d_stateblock
*
stateblock
)
DECLSPEC_HIDDEN
;
void
stateblock_init_default_state
(
struct
wined3d_stateblock
*
stateblock
)
DECLSPEC_HIDDEN
;
static
inline
void
stateblock_apply_state
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
static
inline
void
stateblock_apply_state
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
{
const
struct
StateEntry
*
statetable
=
stateblock
->
device
->
StateTable
;
...
...
@@ -2689,19 +2681,19 @@ void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
BOOL
transformed
,
enum
wined3d_format_id
coordtype
,
BOOL
ffp_can_disable_proj
)
DECLSPEC_HIDDEN
;
void
texture_activate_dimensions
(
IWineD3DBaseTextureImpl
*
texture
,
const
struct
wined3d_gl_info
*
gl_info
)
DECLSPEC_HIDDEN
;
void
sampler_texdim
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
void
sampler_texdim
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
tex_alphaop
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
void
tex_alphaop
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
apply_pixelshader
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
void
apply_pixelshader
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
state_fogcolor
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
void
state_fogcolor
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
state_fogdensity
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
void
state_fogdensity
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
state_fogstartend
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
void
state_fogstartend
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
void
state_fog_fragpart
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
void
state_fog_fragpart
(
DWORD
state
,
struct
wined3d_stateblock
*
stateblock
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
BOOL
getColorBits
(
const
struct
wined3d_format
*
format
,
...
...
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