Commit 197ec1c1 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Remove IWineD3DDevice_ApplyStateChanges.

parent c10efb34
......@@ -315,84 +315,6 @@ static void delete_glsl_shader_list(IWineD3DDevice* iface) {
}
}
/* Apply the current values to the specified texture stage */
static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD texture_idx, DWORD Flags) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
float col[4];
union {
float f;
DWORD d;
} tmpvalue;
/* In addition, IDirect3DDevice9::SetSamplerState will now be used for filtering, tiling,
clamping, MIPLOD, etc. This will work for up to 16 samplers.
*/
if (Sampler >= GL_LIMITS(sampler_stages)) {
FIXME("Trying to set the state of more samplers %d than are supported %d by this openGL implementation\n", Sampler, GL_LIMITS(sampler_stages));
return;
}
VTRACE(("Activating appropriate texture state %d\n", Sampler));
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
ENTER_GL();
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
checkGLcall("glActiveTextureARB");
LEAVE_GL();
/* Could we use bindTexture and then apply the states instead of GLACTIVETEXTURE */
} else if (Sampler > 0) {
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
return;
}
/* TODO: change this to a lookup table
LOOKUP_TEXTURE_STATES lists all texture states that should be applied.
LOOKUP_CONTEXT_SATES list all context applicable states that can be applied
etc.... it's a lot cleaner, quicker and possibly easier to maintain than running a switch and setting a skip flag...
especially when there are a number of groups of states. */
TRACE("-----------------------> Updating the texture at Sampler %d to have new texture state information\n", Sampler);
/* apply any sampler states that always need applying */
if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
tmpvalue.d = This->stateBlock->samplerState[Sampler][WINED3DSAMP_MIPMAPLODBIAS];
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
GL_TEXTURE_LOD_BIAS_EXT,
tmpvalue.f);
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
}
D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
/* TODO: NV_POINT_SPRITE */
if (GL_SUPPORT(ARB_POINT_SPRITE)) {
if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
/* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */
glDisable(GL_POINT_SMOOTH);
/* Centre the texture on the vertex */
VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
checkGLcall("glTexEnvf(...)");
VTRACE(("glEnable( GL_POINT_SPRITE_ARB )\n"));
glEnable( GL_POINT_SPRITE_ARB );
checkGLcall("glEnable(...)");
} else {
VTRACE(("glDisable( GL_POINT_SPRITE_ARB )\n"));
glDisable( GL_POINT_SPRITE_ARB );
checkGLcall("glEnable(...)");
}
}
TRACE("-----------------------> Updated the texture at Sampler %d to have new texture state information\n", Sampler);
}
/**********************************************************
* IUnknown parts follows
**********************************************************/
......@@ -3249,7 +3171,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface,
* GL_MAX_TEXTURE_COORDS_ARB.
* Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
******************/
/** NOTE: States are appled in IWineD3DBaseTextre ApplyStateChanges and IWineD3DDevice SetupTextureStates**/
/** NOTE: States are applied in IWineD3DBaseTextre ApplyStateChanges the sampler state handler**/
if(Sampler > GL_LIMITS(sampler_stages) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
FIXME("sampler %d type %s(%u) is out of range [max_samplers=%d, highest_state=%d]\n",
Sampler, debug_d3dsamplerstate(Type), Type, GL_LIMITS(sampler_stages), WINED3D_HIGHEST_SAMPLER_STATE);
......@@ -6864,8 +6786,6 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
IWineD3DDeviceImpl_StretchRect,
IWineD3DDeviceImpl_GetRenderTargetData,
IWineD3DDeviceImpl_GetFrontBufferData,
/*** Internal use IWineD3DDevice methods ***/
IWineD3DDeviceImpl_SetupTextureStates,
/*** object tracking ***/
IWineD3DDeviceImpl_ResourceReleased
};
......
......@@ -1044,18 +1044,14 @@ static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
return;
}
/*
* Point sprites are always enabled. Value controls texture coordinate
* replacement mode. Must be set true for point sprites to use
* textures.
*/
glEnable(GL_POINT_SPRITE_ARB);
checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
if (stateblock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
glEnable(GL_POINT_SPRITE_ARB);
checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
} else {
glDisable(GL_POINT_SPRITE_ARB);
checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
}
......@@ -1679,6 +1675,10 @@ static void tex_resultarg(DWORD state, IWineD3DStateBlockImpl *stateblock) {
static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
DWORD sampler = state - STATE_SAMPLER(0);
union {
float f;
DWORD d;
} tmpvalue;
TRACE("Sampler: %d\n", sampler);
/* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
......@@ -1700,7 +1700,7 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
if(stateblock->textures[sampler]) {
/* NP2 textures need the texture matrix set properly for the stage */
if(wined3d_settings.nonpower2_mode == NP2_NATIVE &&
if(wined3d_settings.nonpower2_mode == NP2_NATIVE && sampler < MAX_TEXTURES - 1 &&
stateblock->textureDimensions[sampler] == GL_TEXTURE_2D &&
(((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorX != 1.0 ||
((IWineD3DTextureImpl *) stateblock->textures[sampler])->pow2scalingFactorY != 1.0 ) ) {
......@@ -1708,9 +1708,16 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock) {
}
IWineD3DBaseTexture_PreLoad((IWineD3DBaseTexture *) stateblock->textures[sampler]);
IWineD3DDevice_SetupTextureStates((IWineD3DDevice *)stateblock->wineD3DDevice, sampler, stateblock->wineD3DDevice->texUnitMap[sampler], REAPPLY_ALPHAOP);
IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
tmpvalue.d = stateblock->samplerState[sampler][WINED3DSAMP_MIPMAPLODBIAS];
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
GL_TEXTURE_LOD_BIAS_EXT,
tmpvalue.f);
checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
}
if (stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE && stateblock->pixelShader &&
((IWineD3DPixelShaderImpl *)stateblock->pixelShader)->baseShader.function) {
/* Using a pixel shader? Verify the sampler types */
......
......@@ -1069,10 +1069,6 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
checkGLcall("glTexImage1D");
#if 1 /* TODO: move the setting texture states off to basetexture */
/* Reapply all the texture state information to this texture */
IWineD3DDevice_SetupTextureStates(device, i, i, REAPPLY_ALL);
#endif
}
LEAVE_GL();
......
......@@ -471,8 +471,6 @@ DECLARE_INTERFACE_(IWineD3DDevice,IWineD3DBase)
STDMETHOD(StretchRect)(THIS_ struct IWineD3DSurface* pSourceSurface, CONST RECT* pSourceRect, struct IWineD3DSurface* pDestinationSurface, CONST RECT* pDestRect, WINED3DTEXTUREFILTERTYPE Filter) PURE;
STDMETHOD(GetRenderTargetData)(THIS_ struct IWineD3DSurface* pRenderTarget, struct IWineD3DSurface* pSurface) PURE;
STDMETHOD(GetFrontBufferData)(THIS_ UINT iSwapChain,struct IWineD3DSurface* pSurface) PURE;
/*** Internal use IWineD3Device methods ***/
STDMETHOD_(void, SetupTextureStates)(THIS_ DWORD Stage, DWORD texture_idx, DWORD Flags);
/*** object tracking ***/
STDMETHOD_(void, ResourceReleased)(THIS_ struct IWineD3DResource *resource);
};
......@@ -611,7 +609,6 @@ DECLARE_INTERFACE_(IWineD3DDevice,IWineD3DBase)
#define IWineD3DDevice_StretchRect(p,a,b,c,d,e) (p)->lpVtbl->StretchRect(p,a,b,c,d,e)
#define IWineD3DDevice_GetRenderTargetData(p,a,b) (p)->lpVtbl->GetRenderTargetData(p,a,b)
#define IWineD3DDevice_GetFrontBufferData(p,a,b) (p)->lpVtbl->GetFrontBufferData(p,a,b)
#define IWineD3DDevice_SetupTextureStates(p,a,b,c) (p)->lpVtbl->SetupTextureStates(p,a,b,c)
#define IWineD3DDevice_ResourceReleased(p,a) (p)->lpVtbl->ResourceReleased(p,a)
#endif
......
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