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wine
wine-winehq
Commits
20de200f
Commit
20de200f
authored
Jan 02, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jan 03, 2007
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Plain Diff
wined3d: Move the functionality of primitiveInitState to the state table.
parent
a48bbc36
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Showing
4 changed files
with
3 additions
and
139 deletions
+3
-139
device.c
dlls/wined3d/device.c
+0
-15
drawprim.c
dlls/wined3d/drawprim.c
+2
-124
state.c
dlls/wined3d/state.c
+0
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-0
No files found.
dlls/wined3d/device.c
View file @
20de200f
...
@@ -2366,21 +2366,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, W
...
@@ -2366,21 +2366,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, W
/* Capture the times we can just ignore the change for now */
/* Capture the times we can just ignore the change for now */
if
(
d3dts
==
WINED3DTS_WORLDMATRIX
(
0
))
{
if
(
d3dts
==
WINED3DTS_WORLDMATRIX
(
0
))
{
This
->
modelview_valid
=
FALSE
;
This
->
modelview_valid
=
FALSE
;
return
WINED3D_OK
;
}
else
if
(
d3dts
==
WINED3DTS_PROJECTION
)
{
This
->
proj_valid
=
FALSE
;
return
WINED3D_OK
;
}
else
if
(
d3dts
>=
WINED3DTS_WORLDMATRIX
(
1
)
&&
d3dts
<=
WINED3DTS_WORLDMATRIX
(
255
))
{
/* Indexed Vertex Blending Matrices 256 -> 511 */
/* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
FIXME
(
"WINED3DTS_WORLDMATRIX(1..255) not handled
\n
"
);
return
WINED3D_OK
;
}
if
(
d3dts
>=
WINED3DTS_TEXTURE0
&&
d3dts
<=
WINED3DTS_TEXTURE7
)
{
/* handle texture matrices */
/* This is now set with the texture unit states, it may be a good idea to flag the change though! */
}
else
if
(
d3dts
==
WINED3DTS_VIEW
)
{
/* handle the VIEW matrice */
}
else
if
(
d3dts
==
WINED3DTS_VIEW
)
{
/* handle the VIEW matrice */
This
->
view_ident
=
!
memcmp
(
lpmatrix
,
identity
,
16
*
sizeof
(
float
));
This
->
view_ident
=
!
memcmp
(
lpmatrix
,
identity
,
16
*
sizeof
(
float
));
/* Handled by the state manager */
/* Handled by the state manager */
...
...
dlls/wined3d/drawprim.c
View file @
20de200f
...
@@ -227,116 +227,6 @@ void d3ddevice_set_ortho(IWineD3DDeviceImpl *This) {
...
@@ -227,116 +227,6 @@ void d3ddevice_set_ortho(IWineD3DDeviceImpl *This) {
}
}
}
}
}
}
/* Setup views - Transformed & lit if RHW, else untransformed.
Only unlit if Normals are supplied
Returns: Whether to restore lighting afterwards */
static
void
primitiveInitState
(
IWineD3DDevice
*
iface
,
WineDirect3DVertexStridedData
*
strided
,
BOOL
useVS
,
BOOL
*
lighting_changed
,
BOOL
*
lighting_original
)
{
BOOL
fixed_vtx_transformed
=
(
strided
->
u
.
s
.
position
.
lpData
!=
NULL
||
strided
->
u
.
s
.
position
.
VBO
!=
0
||
strided
->
u
.
s
.
position2
.
lpData
!=
NULL
||
strided
->
u
.
s
.
position2
.
VBO
!=
0
)
&&
strided
->
u
.
s
.
position_transformed
;
BOOL
fixed_vtx_lit
=
strided
->
u
.
s
.
normal
.
lpData
==
NULL
&&
strided
->
u
.
s
.
normal
.
VBO
==
0
&&
strided
->
u
.
s
.
normal2
.
lpData
==
NULL
&&
strided
->
u
.
s
.
normal2
.
VBO
==
0
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
*
lighting_changed
=
FALSE
;
/* If no normals, DISABLE lighting otherwise, don't touch lighing as it is
set by the appropriate render state. Note Vertex Shader output is already lit */
if
(
fixed_vtx_lit
||
useVS
)
{
*
lighting_changed
=
TRUE
;
*
lighting_original
=
glIsEnabled
(
GL_LIGHTING
);
glDisable
(
GL_LIGHTING
);
checkGLcall
(
"glDisable(GL_LIGHTING);"
);
TRACE
(
"Disabled lighting, old state = %d
\n
"
,
*
lighting_original
);
}
if
(
!
useVS
&&
fixed_vtx_transformed
)
{
d3ddevice_set_ortho
(
This
);
}
else
{
/* Untransformed, so relies on the view and projection matrices */
This
->
untransformed
=
TRUE
;
if
(
!
useVS
&&
(
This
->
last_was_rhw
||
!
This
->
modelview_valid
))
{
/* Only reapply when have to */
This
->
modelview_valid
=
TRUE
;
glMatrixMode
(
GL_MODELVIEW
);
checkGLcall
(
"glMatrixMode"
);
/* In the general case, the view matrix is the identity matrix */
if
(
This
->
view_ident
)
{
glLoadMatrixf
((
float
*
)
&
This
->
stateBlock
->
transforms
[
WINED3DTS_WORLDMATRIX
(
0
)].
u
.
m
[
0
][
0
]);
checkGLcall
(
"glLoadMatrixf"
);
}
else
{
glLoadMatrixf
((
float
*
)
&
This
->
stateBlock
->
transforms
[
WINED3DTS_VIEW
].
u
.
m
[
0
][
0
]);
checkGLcall
(
"glLoadMatrixf"
);
glMultMatrixf
((
float
*
)
&
This
->
stateBlock
->
transforms
[
WINED3DTS_WORLDMATRIX
(
0
)].
u
.
m
[
0
][
0
]);
checkGLcall
(
"glMultMatrixf"
);
}
}
if
(
!
useVS
&&
(
This
->
last_was_rhw
||
!
This
->
proj_valid
))
{
/* Only reapply when have to */
This
->
proj_valid
=
TRUE
;
glMatrixMode
(
GL_PROJECTION
);
checkGLcall
(
"glMatrixMode"
);
/* The rule is that the window coordinate 0 does not correspond to the
beginning of the first pixel, but the center of the first pixel.
As a consequence if you want to correctly draw one line exactly from
the left to the right end of the viewport (with all matrices set to
be identity), the x coords of both ends of the line would be not
-1 and 1 respectively but (-1-1/viewport_widh) and (1-1/viewport_width)
instead. */
glLoadIdentity
();
glTranslatef
(
0
.
9
/
This
->
stateBlock
->
viewport
.
Width
,
-
0
.
9
/
This
->
stateBlock
->
viewport
.
Height
,
0
);
checkGLcall
(
"glTranslatef (0.9 / width, -0.9 / height, 0)"
);
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if
(
This
->
render_offscreen
)
{
glMultMatrixf
(
invymat
);
checkGLcall
(
"glMultMatrixf(invymat)"
);
}
glMultMatrixf
((
float
*
)
&
This
->
stateBlock
->
transforms
[
WINED3DTS_PROJECTION
].
u
.
m
[
0
][
0
]);
checkGLcall
(
"glLoadMatrixf"
);
}
/* Vertex Shader output is already transformed, so set up identity matrices */
if
(
useVS
)
{
This
->
posFixup
[
1
]
=
This
->
render_offscreen
?
-
1
.
0
:
1
.
0
;
This
->
posFixup
[
2
]
=
0
.
9
/
This
->
stateBlock
->
viewport
.
Width
;
This
->
posFixup
[
3
]
=
-
0
.
9
/
This
->
stateBlock
->
viewport
.
Height
;
}
This
->
last_was_rhw
=
FALSE
;
/* Setup fogging */
if
(
useVS
&&
((
IWineD3DVertexShaderImpl
*
)
This
->
stateBlock
->
vertexShader
)
->
usesFog
)
{
/* In D3D vertex shader return the 'final' fog value, while in OpenGL it is the 'input' fog value.
* The code below 'disables' the OpenGL postprocessing by setting the formula to '1'. */
glFogi
(
GL_FOG_MODE
,
GL_LINEAR
);
glFogf
(
GL_FOG_START
,
1
.
0
f
);
glFogf
(
GL_FOG_END
,
0
.
0
f
);
}
else
if
(
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGENABLE
]
&&
This
->
stateBlock
->
renderState
[
WINED3DRS_FOGVERTEXMODE
]
!=
WINED3DFOG_NONE
)
{
/* Reapply the fog */
StateTable
[
STATE_RENDER
(
WINED3DRS_FOGENABLE
)].
apply
(
STATE_RENDER
(
WINED3DRS_FOGSTART
),
This
->
stateBlock
);
}
}
}
static
BOOL
fixed_get_input
(
static
BOOL
fixed_get_input
(
BYTE
usage
,
BYTE
usage_idx
,
BYTE
usage
,
BYTE
usage_idx
,
...
@@ -1947,11 +1837,9 @@ void drawPrimitive(IWineD3DDevice *iface,
...
@@ -1947,11 +1837,9 @@ void drawPrimitive(IWineD3DDevice *iface,
DWORD
dirtyState
,
idx
;
DWORD
dirtyState
,
idx
;
BYTE
shift
;
BYTE
shift
;
BOOL
lighting_changed
,
lighting_original
=
FALSE
;
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
* here simply check whether a shader was set, or the user disabled shaders */
* here simply check whether a shader was set, or the user disabled shaders */
if
(
This
->
vs_selected_mode
!=
SHADER_NONE
&&
This
->
stateBlock
->
vertexShader
&&
if
(
This
->
vs_selected_mode
!=
SHADER_NONE
&&
This
->
stateBlock
->
vertexShader
&&
((
IWineD3DVertexShaderImpl
*
)
This
->
stateBlock
->
vertexShader
)
->
baseShader
.
function
!=
NULL
)
((
IWineD3DVertexShaderImpl
*
)
This
->
stateBlock
->
vertexShader
)
->
baseShader
.
function
!=
NULL
)
useVertexShaderFunction
=
TRUE
;
useVertexShaderFunction
=
TRUE
;
...
@@ -1991,9 +1879,6 @@ void drawPrimitive(IWineD3DDevice *iface,
...
@@ -1991,9 +1879,6 @@ void drawPrimitive(IWineD3DDevice *iface,
}
}
This
->
depth_copy_state
=
WINED3D_DCS_INITIAL
;
This
->
depth_copy_state
=
WINED3D_DCS_INITIAL
;
/* Setup transform matrices and sort out */
primitiveInitState
(
iface
,
&
This
->
strided_streams
,
useVertexShaderFunction
,
&
lighting_changed
,
&
lighting_original
);
/* Now initialize the materials state */
/* Now initialize the materials state */
init_materials
(
iface
,
(
This
->
strided_streams
.
u
.
s
.
diffuse
.
lpData
!=
NULL
||
This
->
strided_streams
.
u
.
s
.
diffuse
.
VBO
!=
0
));
init_materials
(
iface
,
(
This
->
strided_streams
.
u
.
s
.
diffuse
.
lpData
!=
NULL
||
This
->
strided_streams
.
u
.
s
.
diffuse
.
VBO
!=
0
));
...
@@ -2010,13 +1895,6 @@ void drawPrimitive(IWineD3DDevice *iface,
...
@@ -2010,13 +1895,6 @@ void drawPrimitive(IWineD3DDevice *iface,
idxData
,
idxSize
,
minIndex
,
StartIdx
,
fixup
);
idxData
,
idxSize
,
minIndex
,
StartIdx
,
fixup
);
}
}
/* If vertex shaders or no normals, restore previous lighting state */
if
(
lighting_changed
)
{
if
(
lighting_original
)
glEnable
(
GL_LIGHTING
);
else
glDisable
(
GL_LIGHTING
);
TRACE
(
"Restored lighting to original state
\n
"
);
}
/* Finshed updating the screen, restore lock */
/* Finshed updating the screen, restore lock */
LEAVE_GL
();
LEAVE_GL
();
TRACE
(
"Done all gl drawing
\n
"
);
TRACE
(
"Done all gl drawing
\n
"
);
...
...
dlls/wined3d/state.c
View file @
20de200f
This diff is collapsed.
Click to expand it.
dlls/wined3d/wined3d_private.h
View file @
20de200f
...
@@ -581,6 +581,7 @@ typedef struct IWineD3DDeviceImpl
...
@@ -581,6 +581,7 @@ typedef struct IWineD3DDeviceImpl
BOOL
last_was_notclipped
;
BOOL
last_was_notclipped
;
BOOL
untransformed
;
BOOL
untransformed
;
BOOL
last_was_pshader
;
BOOL
last_was_pshader
;
BOOL
last_was_foggy_shader
;
/* State block related */
/* State block related */
BOOL
isRecordingState
;
BOOL
isRecordingState
;
...
...
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