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wine
wine-winehq
Commits
2ac34bf2
Commit
2ac34bf2
authored
Jul 07, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Jul 07, 2009
Browse files
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Browse Files
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Plain Diff
wined3d: Add some missing float suffixes.
The compiler should be smart enough to fix most of these, but it looks sloppy.
parent
7ec911ad
Hide whitespace changes
Inline
Side-by-side
Showing
19 changed files
with
244 additions
and
236 deletions
+244
-236
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+22
-22
ati_fragment_shader.c
dlls/wined3d/ati_fragment_shader.c
+4
-4
baseshader.c
dlls/wined3d/baseshader.c
+9
-9
buffer.c
dlls/wined3d/buffer.c
+2
-2
context.c
dlls/wined3d/context.c
+2
-2
cubetexture.c
dlls/wined3d/cubetexture.c
+5
-5
device.c
dlls/wined3d/device.c
+38
-30
directx.c
dlls/wined3d/directx.c
+11
-11
drawprim.c
dlls/wined3d/drawprim.c
+33
-33
gl_compat.c
dlls/wined3d/gl_compat.c
+9
-9
glsl_shader.c
dlls/wined3d/glsl_shader.c
+9
-9
state.c
dlls/wined3d/state.c
+32
-30
surface.c
dlls/wined3d/surface.c
+32
-34
surface_base.c
dlls/wined3d/surface_base.c
+6
-6
swapchain.c
dlls/wined3d/swapchain.c
+1
-1
texture.c
dlls/wined3d/texture.c
+10
-10
utils.c
dlls/wined3d/utils.c
+2
-2
volumetexture.c
dlls/wined3d/volumetexture.c
+4
-4
wined3d_private.h
dlls/wined3d/wined3d_private.h
+13
-13
No files found.
dlls/wined3d/arb_program_shader.c
View file @
2ac34bf2
...
...
@@ -300,20 +300,20 @@ static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, con
dirty_consts
[
i
]
=
0
;
j
=
4
*
i
;
if
(
constants
[
j
+
0
]
>
1
.
0
)
lcl_const
[
0
]
=
1
.
0
;
else
if
(
constants
[
j
+
0
]
<
-
1
.
0
)
lcl_const
[
0
]
=
-
1
.
0
;
if
(
constants
[
j
+
0
]
>
1
.
0
f
)
lcl_const
[
0
]
=
1
.
0
f
;
else
if
(
constants
[
j
+
0
]
<
-
1
.
0
f
)
lcl_const
[
0
]
=
-
1
.
0
f
;
else
lcl_const
[
0
]
=
constants
[
j
+
0
];
if
(
constants
[
j
+
1
]
>
1
.
0
)
lcl_const
[
1
]
=
1
.
0
;
else
if
(
constants
[
j
+
1
]
<
-
1
.
0
)
lcl_const
[
1
]
=
-
1
.
0
;
if
(
constants
[
j
+
1
]
>
1
.
0
f
)
lcl_const
[
1
]
=
1
.
0
f
;
else
if
(
constants
[
j
+
1
]
<
-
1
.
0
f
)
lcl_const
[
1
]
=
-
1
.
0
f
;
else
lcl_const
[
1
]
=
constants
[
j
+
1
];
if
(
constants
[
j
+
2
]
>
1
.
0
)
lcl_const
[
2
]
=
1
.
0
;
else
if
(
constants
[
j
+
2
]
<
-
1
.
0
)
lcl_const
[
2
]
=
-
1
.
0
;
if
(
constants
[
j
+
2
]
>
1
.
0
f
)
lcl_const
[
2
]
=
1
.
0
f
;
else
if
(
constants
[
j
+
2
]
<
-
1
.
0
f
)
lcl_const
[
2
]
=
-
1
.
0
f
;
else
lcl_const
[
2
]
=
constants
[
j
+
2
];
if
(
constants
[
j
+
3
]
>
1
.
0
)
lcl_const
[
3
]
=
1
.
0
;
else
if
(
constants
[
j
+
3
]
<
-
1
.
0
)
lcl_const
[
3
]
=
-
1
.
0
;
if
(
constants
[
j
+
3
]
>
1
.
0
f
)
lcl_const
[
3
]
=
1
.
0
f
;
else
if
(
constants
[
j
+
3
]
<
-
1
.
0
f
)
lcl_const
[
3
]
=
-
1
.
0
f
;
else
lcl_const
[
3
]
=
constants
[
j
+
3
];
GL_EXTCALL
(
glProgramEnvParameter4fvARB
(
target_type
,
i
,
lcl_const
));
...
...
@@ -459,10 +459,10 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
* ycorrection.w: 0.0
*/
float
val
[
4
];
val
[
0
]
=
deviceImpl
->
render_offscreen
?
0
.
0
:
((
IWineD3DSurfaceImpl
*
)
deviceImpl
->
render_targets
[
0
])
->
currentDesc
.
Height
;
val
[
1
]
=
deviceImpl
->
render_offscreen
?
1
.
0
:
-
1
.
0
;
val
[
2
]
=
1
.
0
;
val
[
3
]
=
0
.
0
;
val
[
0
]
=
deviceImpl
->
render_offscreen
?
0
.
0
f
:
((
IWineD3DSurfaceImpl
*
)
deviceImpl
->
render_targets
[
0
])
->
currentDesc
.
Height
;
val
[
1
]
=
deviceImpl
->
render_offscreen
?
1
.
0
f
:
-
1
.
0
f
;
val
[
2
]
=
1
.
0
f
;
val
[
3
]
=
0
.
0
f
;
GL_EXTCALL
(
glProgramLocalParameter4fvARB
(
GL_FRAGMENT_PROGRAM_ARB
,
gl_shader
->
ycorrection
,
val
));
checkGLcall
(
"y correction loading
\n
"
);
}
...
...
@@ -477,7 +477,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
val
[
0
]
=
stateBlock
->
pixelShaderConstantI
[
4
*
i
];
val
[
1
]
=
stateBlock
->
pixelShaderConstantI
[
4
*
i
+
1
];
val
[
2
]
=
stateBlock
->
pixelShaderConstantI
[
4
*
i
+
2
];
val
[
3
]
=
-
1
.
0
;
val
[
3
]
=
-
1
.
0
f
;
GL_EXTCALL
(
glProgramLocalParameter4fvARB
(
GL_FRAGMENT_PROGRAM_ARB
,
gl_shader
->
int_consts
[
i
],
val
));
}
...
...
@@ -509,7 +509,7 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
val
[
0
]
=
stateBlock
->
vertexShaderConstantI
[
4
*
i
];
val
[
1
]
=
stateBlock
->
vertexShaderConstantI
[
4
*
i
+
1
];
val
[
2
]
=
stateBlock
->
vertexShaderConstantI
[
4
*
i
+
2
];
val
[
3
]
=
-
1
.
0
;
val
[
3
]
=
-
1
.
0
f
;
GL_EXTCALL
(
glProgramLocalParameter4fvARB
(
GL_VERTEX_PROGRAM_ARB
,
gl_shader
->
int_consts
[
i
],
val
));
}
...
...
@@ -4492,7 +4492,7 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *g
pCaps
->
PixelShaderVersion
=
WINED3DPS_VERSION
(
1
,
4
);
TRACE_
(
d3d_caps
)(
"Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)
\n
"
);
}
pCaps
->
PixelShader1xMaxValue
=
8
.
0
;
pCaps
->
PixelShader1xMaxValue
=
8
.
0
f
;
pCaps
->
MaxPixelShaderConst
=
GL_LIMITS
(
pshader_constantsF
);
}
...
...
@@ -5182,11 +5182,11 @@ static void state_arb_specularenable(DWORD state, IWineD3DStateBlockImpl *stateb
if
(
stateblock
->
renderState
[
WINED3DRS_SPECULARENABLE
])
{
/* The specular color has no alpha */
col
[
0
]
=
1
.
0
;
col
[
1
]
=
1
.
0
;
col
[
2
]
=
1
.
0
;
col
[
3
]
=
0
.
0
;
col
[
0
]
=
1
.
0
f
;
col
[
1
]
=
1
.
0
f
;
col
[
2
]
=
1
.
0
f
;
col
[
3
]
=
0
.
0
f
;
}
else
{
col
[
0
]
=
0
.
0
;
col
[
1
]
=
0
.
0
;
col
[
2
]
=
0
.
0
;
col
[
3
]
=
0
.
0
;
col
[
0
]
=
0
.
0
f
;
col
[
1
]
=
0
.
0
f
;
col
[
2
]
=
0
.
0
f
;
col
[
3
]
=
0
.
0
f
;
}
GL_EXTCALL
(
glProgramEnvParameter4fvARB
(
GL_FRAGMENT_PROGRAM_ARB
,
ARB_FFP_CONST_SPECULAR_ENABLE
,
col
));
checkGLcall
(
"glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_SPECULAR_ENABLE, col)"
);
...
...
@@ -5255,8 +5255,8 @@ static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock
param
[
0
]
=
*
((
float
*
)
&
stateblock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVLSCALE
]);
param
[
1
]
=
*
((
float
*
)
&
stateblock
->
textureState
[
stage
][
WINED3DTSS_BUMPENVLOFFSET
]);
param
[
2
]
=
0
.
0
;
param
[
3
]
=
0
.
0
;
param
[
2
]
=
0
.
0
f
;
param
[
3
]
=
0
.
0
f
;
GL_EXTCALL
(
glProgramEnvParameter4fvARB
(
GL_FRAGMENT_PROGRAM_ARB
,
ARB_FFP_CONST_LUMINANCE
(
stage
),
param
));
checkGLcall
(
"glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)"
);
...
...
@@ -6196,7 +6196,7 @@ static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance
* go from 0 to d3d_height, whereas the opengl texture height is 1.5 * d3d_height
*/
shader_addline
(
buffer
,
"PARAM yv12_coef = {%f, %f, %f, %f};
\n
"
,
2
.
0
/
3
.
0
,
1
.
0
/
6
.
0
,
(
2
.
0
/
3
.
0
)
+
(
1
.
0
/
6
.
0
),
1
.
0
/
3
.
0
);
2
.
0
f
/
3
.
0
f
,
1
.
0
f
/
6
.
0
f
,
(
2
.
0
f
/
3
.
0
f
)
+
(
1
.
0
f
/
6
.
0
f
),
1
.
0
f
/
3
.
0
f
);
shader_addline
(
buffer
,
"MOV texcrd, fragment.texcoord[0];
\n
"
);
/* the chroma planes have only half the width */
...
...
dlls/wined3d/ati_fragment_shader.c
View file @
2ac34bf2
...
...
@@ -864,10 +864,10 @@ static void set_bumpmat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
* shader(it is free). This might potentially reduce precision. However, if the hardware does
* support proper floats it shouldn't, and if it doesn't we can't get anything better anyway
*/
mat
[
0
][
0
]
=
(
mat
[
0
][
0
]
+
1
.
0
)
*
0
.
5
;
mat
[
1
][
0
]
=
(
mat
[
1
][
0
]
+
1
.
0
)
*
0
.
5
;
mat
[
0
][
1
]
=
(
mat
[
0
][
1
]
+
1
.
0
)
*
0
.
5
;
mat
[
1
][
1
]
=
(
mat
[
1
][
1
]
+
1
.
0
)
*
0
.
5
;
mat
[
0
][
0
]
=
(
mat
[
0
][
0
]
+
1
.
0
f
)
*
0
.
5
f
;
mat
[
1
][
0
]
=
(
mat
[
1
][
0
]
+
1
.
0
f
)
*
0
.
5
f
;
mat
[
0
][
1
]
=
(
mat
[
0
][
1
]
+
1
.
0
f
)
*
0
.
5
f
;
mat
[
1
][
1
]
=
(
mat
[
1
][
1
]
+
1
.
0
f
)
*
0
.
5
f
;
GL_EXTCALL
(
glSetFragmentShaderConstantATI
(
ATI_FFP_CONST_BUMPMAT
(
stage
),
(
float
*
)
mat
));
checkGLcall
(
"glSetFragmentShaderConstantATI(ATI_FFP_CONST_BUMPMAT(stage), mat)"
);
}
...
...
dlls/wined3d/baseshader.c
View file @
2ac34bf2
...
...
@@ -504,14 +504,14 @@ HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3
if
(
shader_version
.
major
==
1
&&
shader_version
.
type
==
WINED3D_SHADER_TYPE_PIXEL
)
{
float
*
value
=
(
float
*
)
lconst
->
value
;
if
(
value
[
0
]
<
-
1
.
0
)
value
[
0
]
=
-
1
.
0
;
else
if
(
value
[
0
]
>
1
.
0
)
value
[
0
]
=
1
.
0
;
if
(
value
[
1
]
<
-
1
.
0
)
value
[
1
]
=
-
1
.
0
;
else
if
(
value
[
1
]
>
1
.
0
)
value
[
1
]
=
1
.
0
;
if
(
value
[
2
]
<
-
1
.
0
)
value
[
2
]
=
-
1
.
0
;
else
if
(
value
[
2
]
>
1
.
0
)
value
[
2
]
=
1
.
0
;
if
(
value
[
3
]
<
-
1
.
0
)
value
[
3
]
=
-
1
.
0
;
else
if
(
value
[
3
]
>
1
.
0
)
value
[
3
]
=
1
.
0
;
if
(
value
[
0
]
<
-
1
.
0
f
)
value
[
0
]
=
-
1
.
0
f
;
else
if
(
value
[
0
]
>
1
.
0
f
)
value
[
0
]
=
1
.
0
f
;
if
(
value
[
1
]
<
-
1
.
0
f
)
value
[
1
]
=
-
1
.
0
f
;
else
if
(
value
[
1
]
>
1
.
0
f
)
value
[
1
]
=
1
.
0
f
;
if
(
value
[
2
]
<
-
1
.
0
f
)
value
[
2
]
=
-
1
.
0
f
;
else
if
(
value
[
2
]
>
1
.
0
f
)
value
[
2
]
=
1
.
0
f
;
if
(
value
[
3
]
<
-
1
.
0
f
)
value
[
3
]
=
-
1
.
0
f
;
else
if
(
value
[
3
]
>
1
.
0
f
)
value
[
3
]
=
1
.
0
f
;
}
list_add_head
(
&
This
->
baseShader
.
constantsF
,
&
lconst
->
entry
);
...
...
@@ -1342,7 +1342,7 @@ static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *
/* Set the shader caps to 0 for the none shader backend */
pCaps
->
VertexShaderVersion
=
0
;
pCaps
->
PixelShaderVersion
=
0
;
pCaps
->
PixelShader1xMaxValue
=
0
.
0
;
pCaps
->
PixelShader1xMaxValue
=
0
.
0
f
;
}
#undef GLINFO_LOCATION
static
BOOL
shader_none_color_fixup_supported
(
struct
color_fixup_desc
fixup
)
...
...
dlls/wined3d/buffer.c
View file @
2ac34bf2
...
...
@@ -506,9 +506,9 @@ static inline void fixup_d3dcolor(DWORD *dst_color)
static
inline
void
fixup_transformed_pos
(
float
*
p
)
{
/* rhw conversion like in position_float4(). */
if
(
p
[
3
]
!=
1
.
0
&&
p
[
3
]
!=
0
.
0
)
if
(
p
[
3
]
!=
1
.
0
f
&&
p
[
3
]
!=
0
.
0
f
)
{
float
w
=
1
.
0
/
p
[
3
];
float
w
=
1
.
0
f
/
p
[
3
];
p
[
0
]
*=
w
;
p
[
1
]
*=
w
;
p
[
2
]
*=
w
;
...
...
dlls/wined3d/context.c
View file @
2ac34bf2
...
...
@@ -1001,7 +1001,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
TRACE
(
"Setting up the screen
\n
"
);
/* Clear the screen */
glClearColor
(
1
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
glClearColor
(
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
);
checkGLcall
(
"glClearColor"
);
glClearIndex
(
0
);
glClearDepth
(
1
);
...
...
@@ -1356,7 +1356,7 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
if
(
GL_SUPPORT
(
EXT_TEXTURE_LOD_BIAS
))
{
glTexEnvf
(
GL_TEXTURE_FILTER_CONTROL_EXT
,
GL_TEXTURE_LOD_BIAS_EXT
,
0
.
0
);
0
.
0
f
);
checkGLcall
(
"glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ..."
);
}
...
...
dlls/wined3d/cubetexture.c
View file @
2ac34bf2
...
...
@@ -210,10 +210,10 @@ HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UIN
if
(
GL_SUPPORT
(
ARB_TEXTURE_NON_POWER_OF_TWO
)
||
(
edge_length
==
pow2_edge_length
))
{
/* Precalculated scaling for 'faked' non power of two texture coords. */
texture
->
baseTexture
.
pow2Matrix
[
0
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
5
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
10
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
15
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
0
]
=
1
.
0
f
;
texture
->
baseTexture
.
pow2Matrix
[
5
]
=
1
.
0
f
;
texture
->
baseTexture
.
pow2Matrix
[
10
]
=
1
.
0
f
;
texture
->
baseTexture
.
pow2Matrix
[
15
]
=
1
.
0
f
;
}
else
{
...
...
@@ -221,7 +221,7 @@ HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UIN
texture
->
baseTexture
.
pow2Matrix
[
0
]
=
((
float
)
edge_length
)
/
((
float
)
pow2_edge_length
);
texture
->
baseTexture
.
pow2Matrix
[
5
]
=
((
float
)
edge_length
)
/
((
float
)
pow2_edge_length
);
texture
->
baseTexture
.
pow2Matrix
[
10
]
=
((
float
)
edge_length
)
/
((
float
)
pow2_edge_length
);
texture
->
baseTexture
.
pow2Matrix
[
15
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
15
]
=
1
.
0
f
;
texture
->
baseTexture
.
pow2Matrix_identity
=
FALSE
;
}
...
...
dlls/wined3d/device.c
View file @
2ac34bf2
...
...
@@ -38,23 +38,29 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
/* Define the default light parameters as specified by MSDN */
const
WINED3DLIGHT
WINED3D_default_light
=
{
WINED3DLIGHT_DIRECTIONAL
,
/* Type */
{
1
.
0
,
1
.
0
,
1
.
0
,
0
.
0
},
/* Diffuse r,g,b,a */
{
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
},
/* Specular r,g,b,a */
{
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
},
/* Ambient r,g,b,a, */
{
0
.
0
,
0
.
0
,
0
.
0
},
/* Position x,y,z */
{
0
.
0
,
0
.
0
,
1
.
0
},
/* Direction x,y,z */
0
.
0
,
/* Range */
0
.
0
,
/* Falloff */
0
.
0
,
0
.
0
,
0
.
0
,
/* Attenuation 0,1,2 */
0
.
0
,
/* Theta */
0
.
0
/* Phi */
WINED3DLIGHT_DIRECTIONAL
,
/* Type */
{
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0
.
0
f
},
/* Diffuse r,g,b,a */
{
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
},
/* Specular r,g,b,a */
{
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
},
/* Ambient r,g,b,a, */
{
0
.
0
f
,
0
.
0
f
,
0
.
0
f
},
/* Position x,y,z */
{
0
.
0
f
,
0
.
0
f
,
1
.
0
f
},
/* Direction x,y,z */
0
.
0
f
,
/* Range */
0
.
0
f
,
/* Falloff */
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
/* Attenuation 0,1,2 */
0
.
0
f
,
/* Theta */
0
.
0
f
/* Phi */
};
/**********************************************************
* Global variable / Constants follow
**********************************************************/
const
float
identity
[
16
]
=
{
1
,
0
,
0
,
0
,
0
,
1
,
0
,
0
,
0
,
0
,
1
,
0
,
0
,
0
,
0
,
1
};
/* When needed for comparisons */
const
float
identity
[]
=
{
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
};
/* When needed for comparisons */
/* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
* actually have the same values in GL and D3D. */
...
...
@@ -2223,7 +2229,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
/* Clear the screen */
IWineD3DDevice_Clear
((
IWineD3DDevice
*
)
This
,
0
,
NULL
,
WINED3DCLEAR_TARGET
|
pPresentationParameters
->
EnableAutoDepthStencil
?
WINED3DCLEAR_ZBUFFER
|
WINED3DCLEAR_STENCIL
:
0
,
0x00
,
1
.
0
,
0
);
0x00
,
1
.
0
f
,
0
);
This
->
d3d_initialized
=
TRUE
;
...
...
@@ -2798,7 +2804,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I
/* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
* most wanted
*/
if
(
pLight
->
Attenuation0
<
0
.
0
||
pLight
->
Attenuation1
<
0
.
0
||
pLight
->
Attenuation2
<
0
.
0
)
{
if
(
pLight
->
Attenuation0
<
0
.
0
f
||
pLight
->
Attenuation1
<
0
.
0
f
||
pLight
->
Attenuation2
<
0
.
0
f
)
{
WARN
(
"Attenuation is negative, returning WINED3DERR_INVALIDCALL
\n
"
);
return
WINED3DERR_INVALIDCALL
;
}
...
...
@@ -2860,7 +2867,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I
object
->
lightPosn
[
0
]
=
-
pLight
->
Direction
.
x
;
object
->
lightPosn
[
1
]
=
-
pLight
->
Direction
.
y
;
object
->
lightPosn
[
2
]
=
-
pLight
->
Direction
.
z
;
object
->
lightPosn
[
3
]
=
0
.
0
;
object
->
lightPosn
[
3
]
=
0
.
0
f
;
object
->
exponent
=
0
.
0
f
;
object
->
cutoff
=
180
.
0
f
;
break
;
...
...
@@ -2870,13 +2877,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I
object
->
lightPosn
[
0
]
=
pLight
->
Position
.
x
;
object
->
lightPosn
[
1
]
=
pLight
->
Position
.
y
;
object
->
lightPosn
[
2
]
=
pLight
->
Position
.
z
;
object
->
lightPosn
[
3
]
=
1
.
0
;
object
->
lightPosn
[
3
]
=
1
.
0
f
;
/* Direction */
object
->
lightDirn
[
0
]
=
pLight
->
Direction
.
x
;
object
->
lightDirn
[
1
]
=
pLight
->
Direction
.
y
;
object
->
lightDirn
[
2
]
=
pLight
->
Direction
.
z
;
object
->
lightDirn
[
3
]
=
1
.
0
;
object
->
lightDirn
[
3
]
=
1
.
0
f
;
/*
* opengl-ish and d3d-ish spot lights use too different models for the
...
...
@@ -2891,14 +2898,15 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD I
* will always be 1.0 for both of them, and we don't have to care for the
* rest of the rather complex calculation
*/
object
->
exponent
=
0
;
object
->
exponent
=
0
.
0
f
;
}
else
{
rho
=
pLight
->
Theta
+
(
pLight
->
Phi
-
pLight
->
Theta
)
/
(
2
*
pLight
->
Falloff
);
if
(
rho
<
0
.
0001
)
rho
=
0
.
0001
f
;
object
->
exponent
=
-
0
.
3
/
log
(
cos
(
rho
/
2
));
if
(
rho
<
0
.
0001
f
)
rho
=
0
.
0001
f
;
object
->
exponent
=
-
0
.
3
f
/
logf
(
cosf
(
rho
/
2
));
}
if
(
object
->
exponent
>
128
.
0
)
{
object
->
exponent
=
128
.
0
;
if
(
object
->
exponent
>
128
.
0
f
)
{
object
->
exponent
=
128
.
0
f
;
}
object
->
cutoff
=
pLight
->
Phi
*
90
/
M_PI
;
...
...
@@ -4164,10 +4172,10 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
TRACE
(
"In: ( %06.2f %06.2f %06.2f )
\n
"
,
p
[
0
],
p
[
1
],
p
[
2
]);
/* Multiplication with world, view and projection matrix */
x
=
(
p
[
0
]
*
mat
.
u
.
s
.
_11
)
+
(
p
[
1
]
*
mat
.
u
.
s
.
_21
)
+
(
p
[
2
]
*
mat
.
u
.
s
.
_31
)
+
(
1
.
0
*
mat
.
u
.
s
.
_41
);
y
=
(
p
[
0
]
*
mat
.
u
.
s
.
_12
)
+
(
p
[
1
]
*
mat
.
u
.
s
.
_22
)
+
(
p
[
2
]
*
mat
.
u
.
s
.
_32
)
+
(
1
.
0
*
mat
.
u
.
s
.
_42
);
z
=
(
p
[
0
]
*
mat
.
u
.
s
.
_13
)
+
(
p
[
1
]
*
mat
.
u
.
s
.
_23
)
+
(
p
[
2
]
*
mat
.
u
.
s
.
_33
)
+
(
1
.
0
*
mat
.
u
.
s
.
_43
);
rhw
=
(
p
[
0
]
*
mat
.
u
.
s
.
_14
)
+
(
p
[
1
]
*
mat
.
u
.
s
.
_24
)
+
(
p
[
2
]
*
mat
.
u
.
s
.
_34
)
+
(
1
.
0
*
mat
.
u
.
s
.
_44
);
x
=
(
p
[
0
]
*
mat
.
u
.
s
.
_11
)
+
(
p
[
1
]
*
mat
.
u
.
s
.
_21
)
+
(
p
[
2
]
*
mat
.
u
.
s
.
_31
)
+
(
1
.
0
f
*
mat
.
u
.
s
.
_41
);
y
=
(
p
[
0
]
*
mat
.
u
.
s
.
_12
)
+
(
p
[
1
]
*
mat
.
u
.
s
.
_22
)
+
(
p
[
2
]
*
mat
.
u
.
s
.
_32
)
+
(
1
.
0
f
*
mat
.
u
.
s
.
_42
);
z
=
(
p
[
0
]
*
mat
.
u
.
s
.
_13
)
+
(
p
[
1
]
*
mat
.
u
.
s
.
_23
)
+
(
p
[
2
]
*
mat
.
u
.
s
.
_33
)
+
(
1
.
0
f
*
mat
.
u
.
s
.
_43
);
rhw
=
(
p
[
0
]
*
mat
.
u
.
s
.
_14
)
+
(
p
[
1
]
*
mat
.
u
.
s
.
_24
)
+
(
p
[
2
]
*
mat
.
u
.
s
.
_34
)
+
(
1
.
0
f
*
mat
.
u
.
s
.
_44
);
TRACE
(
"x=%f y=%f z=%f rhw=%f
\n
"
,
x
,
y
,
z
,
rhw
);
...
...
@@ -6257,10 +6265,10 @@ static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *ifac
WARN
(
"Converting to WINED3DCOLOR, this might give incorrect results
\n
"
);
c
=
((
DWORD
)(
color
[
2
]
*
255
.
0
));
c
|=
((
DWORD
)(
color
[
1
]
*
255
.
0
))
<<
8
;
c
|=
((
DWORD
)(
color
[
0
]
*
255
.
0
))
<<
16
;
c
|=
((
DWORD
)(
color
[
3
]
*
255
.
0
))
<<
24
;
c
=
((
DWORD
)(
color
[
2
]
*
255
.
0
f
));
c
|=
((
DWORD
)(
color
[
1
]
*
255
.
0
f
))
<<
8
;
c
|=
((
DWORD
)(
color
[
0
]
*
255
.
0
f
))
<<
16
;
c
|=
((
DWORD
)(
color
[
3
]
*
255
.
0
f
))
<<
24
;
/* Just forward this to the DirectDraw blitting engine */
memset
(
&
BltFx
,
0
,
sizeof
(
BltFx
));
...
...
dlls/wined3d/directx.c
View file @
2ac34bf2
...
...
@@ -1436,7 +1436,7 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
}
else
{
gl_info
->
max_shininess
=
128
.
0
;
gl_info
->
max_shininess
=
128
.
0
f
;
}
if
(
gl_info
->
supported
[
ARB_TEXTURE_NON_POWER_OF_TWO
])
{
...
...
@@ -3965,14 +3965,14 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
pCaps
->
MaxTextureRepeat
=
32768
;
pCaps
->
MaxTextureAspectRatio
=
GL_LIMITS
(
texture_size
);
pCaps
->
MaxVertexW
=
1
.
0
;
pCaps
->
MaxVertexW
=
1
.
0
f
;
pCaps
->
GuardBandLeft
=
0
;
pCaps
->
GuardBandTop
=
0
;
pCaps
->
GuardBandRight
=
0
;
pCaps
->
GuardBandBottom
=
0
;
pCaps
->
GuardBandLeft
=
0
.
0
f
;
pCaps
->
GuardBandTop
=
0
.
0
f
;
pCaps
->
GuardBandRight
=
0
.
0
f
;
pCaps
->
GuardBandBottom
=
0
.
0
f
;
pCaps
->
ExtentsAdjust
=
0
;
pCaps
->
ExtentsAdjust
=
0
.
0
f
;
pCaps
->
StencilCaps
=
WINED3DSTENCILCAPS_DECRSAT
|
WINED3DSTENCILCAPS_INCRSAT
|
...
...
@@ -4058,7 +4058,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
if
(
ps_selected_mode
==
SHADER_NONE
)
{
TRACE_
(
d3d_caps
)(
"Pixel shader disabled in config, reporting version 0.0
\n
"
);
pCaps
->
PixelShaderVersion
=
WINED3DPS_VERSION
(
0
,
0
);
pCaps
->
PixelShader1xMaxValue
=
0
.
0
;
pCaps
->
PixelShader1xMaxValue
=
0
.
0
f
;
}
else
{
pCaps
->
PixelShaderVersion
=
shader_caps
.
PixelShaderVersion
;
pCaps
->
PixelShader1xMaxValue
=
shader_caps
.
PixelShader1xMaxValue
;
...
...
@@ -4281,7 +4281,7 @@ static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
}
else
{
object
->
surface_alignment
=
D3D8_PITCH_ALIGNMENT
;
}
object
->
posFixup
[
0
]
=
1
.
0
;
/* This is needed to get the x coord unmodified through a MAD
*/
object
->
posFixup
[
0
]
=
1
.
0
f
;
/* This is needed to get the x coord unmodified through a MAD.
*/
/* Set the state up as invalid until the device is fully created */
object
->
state
=
WINED3DERR_DRIVERINTERNALERROR
;
...
...
@@ -4403,9 +4403,9 @@ static void WINE_GLAPI position_float4(const void *data)
{
const
GLfloat
*
pos
=
data
;
if
(
pos
[
3
]
!=
0
.
0
&&
pos
[
3
]
!=
1
.
0
)
if
(
pos
[
3
]
!=
0
.
0
f
&&
pos
[
3
]
!=
1
.
0
f
)
{
float
w
=
1
.
0
/
pos
[
3
];
float
w
=
1
.
0
f
/
pos
[
3
];
glVertex4f
(
pos
[
0
]
*
w
,
pos
[
1
]
*
w
,
pos
[
2
]
*
w
,
w
);
}
...
...
dlls/wined3d/drawprim.c
View file @
2ac34bf2
...
...
@@ -254,10 +254,10 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_stream_i
unsigned
char
i
;
float
color
[
4
];
color
[
0
]
=
D3DCOLOR_B_R
(
diffuseColor
)
/
255
.
0
;
color
[
1
]
=
D3DCOLOR_B_G
(
diffuseColor
)
/
255
.
0
;
color
[
2
]
=
D3DCOLOR_B_B
(
diffuseColor
)
/
255
.
0
;
color
[
3
]
=
D3DCOLOR_B_A
(
diffuseColor
)
/
255
.
0
;
color
[
0
]
=
D3DCOLOR_B_R
(
diffuseColor
)
/
255
.
0
f
;
color
[
1
]
=
D3DCOLOR_B_G
(
diffuseColor
)
/
255
.
0
f
;
color
[
2
]
=
D3DCOLOR_B_B
(
diffuseColor
)
/
255
.
0
f
;
color
[
3
]
=
D3DCOLOR_B_A
(
diffuseColor
)
/
255
.
0
f
;
for
(
i
=
0
;
i
<
num_untracked_materials
;
++
i
)
{
...
...
@@ -715,7 +715,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertice
static
void
normalize_normal
(
float
*
n
)
{
float
length
=
n
[
0
]
*
n
[
0
]
+
n
[
1
]
*
n
[
1
]
+
n
[
2
]
*
n
[
2
];
if
(
length
==
0
.
0
)
return
;
if
(
length
==
0
.
0
f
)
return
;
length
=
sqrt
(
length
);
n
[
0
]
=
n
[
0
]
/
length
;
n
[
1
]
=
n
[
1
]
/
length
;
...
...
@@ -747,7 +747,7 @@ static void normalize_normal(float *n) {
HRESULT
tesselate_rectpatch
(
IWineD3DDeviceImpl
*
This
,
struct
WineD3DRectPatch
*
patch
)
{
unsigned
int
i
,
j
,
num_quads
,
out_vertex_size
,
buffer_size
,
d3d_out_vertex_size
;
float
max_x
=
0
.
0
,
max_y
=
0
.
0
,
max_z
=
0
.
0
,
neg_z
=
0
.
0
;
float
max_x
=
0
.
0
f
,
max_y
=
0
.
0
f
,
max_z
=
0
.
0
f
,
neg_z
=
0
.
0
f
;
struct
wined3d_stream_info
stream_info
;
struct
wined3d_stream_info_element
*
e
;
const
BYTE
*
data
;
...
...
@@ -817,8 +817,8 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
checkGLcall
(
"glMatrixMode(GL_PROJECTION)"
);
glLoadIdentity
();
checkGLcall
(
"glLoadIndentity()"
);
glScalef
(
1
/
(
max_x
)
,
1
/
(
max_y
),
max_z
==
0
?
1
:
1
/
(
2
*
max_z
));
glTranslatef
(
0
,
0
,
0
.
5
);
glScalef
(
1
.
0
f
/
(
max_x
),
1
.
0
f
/
(
max_y
),
max_z
==
0
.
0
f
?
1
.
0
f
:
1
.
0
f
/
(
2
.
0
f
*
max_z
));
glTranslatef
(
0
.
0
f
,
0
.
0
f
,
0
.
5
f
);
checkGLcall
(
"glScalef"
);
glViewport
(
-
max_x
,
-
max_y
,
2
*
(
max_x
),
2
*
(
max_y
));
checkGLcall
(
"glViewport"
);
...
...
@@ -830,11 +830,11 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
checkGLcall
(
"glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_FILLMODE
));
if
(
patch
->
has_normals
)
{
static
const
GLfloat
black
[]
=
{
0
,
0
,
0
,
0
};
static
const
GLfloat
red
[]
=
{
1
,
0
,
0
,
0
};
static
const
GLfloat
green
[]
=
{
0
,
1
,
0
,
0
};
static
const
GLfloat
blue
[]
=
{
0
,
0
,
1
,
0
};
static
const
GLfloat
white
[]
=
{
1
,
1
,
1
,
1
};
static
const
GLfloat
black
[]
=
{
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
};
static
const
GLfloat
red
[]
=
{
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
};
static
const
GLfloat
green
[]
=
{
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
};
static
const
GLfloat
blue
[]
=
{
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
};
static
const
GLfloat
white
[]
=
{
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
};
glEnable
(
GL_LIGHTING
);
checkGLcall
(
"glEnable(GL_LIGHTING)"
);
glLightModelfv
(
GL_LIGHT_MODEL_AMBIENT
,
black
);
...
...
@@ -915,18 +915,18 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
feedbuffer
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
buffer_size
*
sizeof
(
float
)
*
8
);
glMap2f
(
GL_MAP2_VERTEX_3
,
0
,
1
,
vtxStride
/
sizeof
(
float
),
info
->
Width
,
0
,
1
,
info
->
Stride
*
vtxStride
/
sizeof
(
float
),
info
->
Height
,
0
.
0
f
,
1
.
0
f
,
vtxStride
/
sizeof
(
float
),
info
->
Width
,
0
.
0
f
,
1
.
0
f
,
info
->
Stride
*
vtxStride
/
sizeof
(
float
),
info
->
Height
,
(
const
GLfloat
*
)
data
);
checkGLcall
(
"glMap2f"
);
if
(
patch
->
has_texcoords
)
{
glMap2f
(
GL_MAP2_TEXTURE_COORD_4
,
0
,
1
,
vtxStride
/
sizeof
(
float
),
info
->
Width
,
0
,
1
,
info
->
Stride
*
vtxStride
/
sizeof
(
float
),
info
->
Height
,
0
.
0
f
,
1
.
0
f
,
vtxStride
/
sizeof
(
float
),
info
->
Width
,
0
.
0
f
,
1
.
0
f
,
info
->
Stride
*
vtxStride
/
sizeof
(
float
),
info
->
Height
,
(
const
GLfloat
*
)
data
);
checkGLcall
(
"glMap2f"
);
}
glMapGrid2f
(
ceilf
(
patch
->
numSegs
[
0
]),
0
.
0
,
1
.
0
,
ceilf
(
patch
->
numSegs
[
1
]),
0
.
0
,
1
.
0
);
glMapGrid2f
(
ceilf
(
patch
->
numSegs
[
0
]),
0
.
0
f
,
1
.
0
f
,
ceilf
(
patch
->
numSegs
[
1
]),
0
.
0
f
,
1
.
0
f
);
checkGLcall
(
"glMapGrid2f"
);
glFeedbackBuffer
(
buffer_size
*
2
,
feedback_type
,
feedbuffer
);
...
...
@@ -968,7 +968,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
*/
patch
->
mem
[
i
+
0
]
=
feedbuffer
[
j
+
out_vertex_size
*
2
+
2
];
/* x, triangle 2 */
patch
->
mem
[
i
+
1
]
=
feedbuffer
[
j
+
out_vertex_size
*
2
+
3
];
/* y, triangle 2 */
patch
->
mem
[
i
+
2
]
=
(
feedbuffer
[
j
+
out_vertex_size
*
2
+
4
]
-
0
.
5
)
*
4
*
max_z
;
/* z, triangle 3 */
patch
->
mem
[
i
+
2
]
=
(
feedbuffer
[
j
+
out_vertex_size
*
2
+
4
]
-
0
.
5
f
)
*
4
.
0
f
*
max_z
;
/* z, triangle 3 */
if
(
patch
->
has_normals
)
{
patch
->
mem
[
i
+
3
]
=
feedbuffer
[
j
+
out_vertex_size
*
2
+
5
];
patch
->
mem
[
i
+
4
]
=
feedbuffer
[
j
+
out_vertex_size
*
2
+
6
];
...
...
@@ -978,7 +978,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
patch
->
mem
[
i
+
0
]
=
feedbuffer
[
j
+
out_vertex_size
*
1
+
2
];
/* x, triangle 2 */
patch
->
mem
[
i
+
1
]
=
feedbuffer
[
j
+
out_vertex_size
*
1
+
3
];
/* y, triangle 2 */
patch
->
mem
[
i
+
2
]
=
(
feedbuffer
[
j
+
out_vertex_size
*
1
+
4
]
-
0
.
5
)
*
4
*
max_z
;
/* z, triangle 2 */
patch
->
mem
[
i
+
2
]
=
(
feedbuffer
[
j
+
out_vertex_size
*
1
+
4
]
-
0
.
5
f
)
*
4
.
0
f
*
max_z
;
/* z, triangle 2 */
if
(
patch
->
has_normals
)
{
patch
->
mem
[
i
+
3
]
=
feedbuffer
[
j
+
out_vertex_size
*
1
+
5
];
patch
->
mem
[
i
+
4
]
=
feedbuffer
[
j
+
out_vertex_size
*
1
+
6
];
...
...
@@ -988,7 +988,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
patch
->
mem
[
i
+
0
]
=
feedbuffer
[
j
+
out_vertex_size
*
0
+
2
];
/* x, triangle 1 */
patch
->
mem
[
i
+
1
]
=
feedbuffer
[
j
+
out_vertex_size
*
0
+
3
];
/* y, triangle 1 */
patch
->
mem
[
i
+
2
]
=
(
feedbuffer
[
j
+
out_vertex_size
*
0
+
4
]
-
0
.
5
)
*
4
*
max_z
;
/* z, triangle 1 */
patch
->
mem
[
i
+
2
]
=
(
feedbuffer
[
j
+
out_vertex_size
*
0
+
4
]
-
0
.
5
f
)
*
4
.
0
f
*
max_z
;
/* z, triangle 1 */
if
(
patch
->
has_normals
)
{
patch
->
mem
[
i
+
3
]
=
feedbuffer
[
j
+
out_vertex_size
*
0
+
5
];
patch
->
mem
[
i
+
4
]
=
feedbuffer
[
j
+
out_vertex_size
*
0
+
6
];
...
...
@@ -999,9 +999,9 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
if
(
patch
->
has_normals
)
{
/* Now do the same with reverse light directions */
static
const
GLfloat
x
[]
=
{
-
1
,
0
,
0
,
0
};
static
const
GLfloat
y
[]
=
{
0
,
-
1
,
0
,
0
};
static
const
GLfloat
z
[]
=
{
0
,
0
,
-
1
,
0
};
static
const
GLfloat
x
[]
=
{
-
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
};
static
const
GLfloat
y
[]
=
{
0
.
0
f
,
-
1
.
0
f
,
0
.
0
f
,
0
.
0
f
};
static
const
GLfloat
z
[]
=
{
0
.
0
f
,
0
.
0
f
,
-
1
.
0
f
,
0
.
0
f
};
glLightfv
(
GL_LIGHT0
,
GL_POSITION
,
x
);
glLightfv
(
GL_LIGHT1
,
GL_POSITION
,
y
);
glLightfv
(
GL_LIGHT2
,
GL_POSITION
,
z
);
...
...
@@ -1024,29 +1024,29 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
ERR
(
"Unexpected polygon: %f corners
\n
"
,
feedbuffer
[
j
+
1
]);
continue
;
}
if
(
patch
->
mem
[
i
+
3
]
==
0
.
0
)
if
(
patch
->
mem
[
i
+
3
]
==
0
.
0
f
)
patch
->
mem
[
i
+
3
]
=
-
feedbuffer
[
j
+
out_vertex_size
*
2
+
5
];
if
(
patch
->
mem
[
i
+
4
]
==
0
.
0
)
if
(
patch
->
mem
[
i
+
4
]
==
0
.
0
f
)
patch
->
mem
[
i
+
4
]
=
-
feedbuffer
[
j
+
out_vertex_size
*
2
+
6
];
if
(
patch
->
mem
[
i
+
5
]
==
0
.
0
)
if
(
patch
->
mem
[
i
+
5
]
==
0
.
0
f
)
patch
->
mem
[
i
+
5
]
=
-
feedbuffer
[
j
+
out_vertex_size
*
2
+
7
];
normalize_normal
(
patch
->
mem
+
i
+
3
);
i
+=
d3d_out_vertex_size
;
if
(
patch
->
mem
[
i
+
3
]
==
0
.
0
)
if
(
patch
->
mem
[
i
+
3
]
==
0
.
0
f
)
patch
->
mem
[
i
+
3
]
=
-
feedbuffer
[
j
+
out_vertex_size
*
1
+
5
];
if
(
patch
->
mem
[
i
+
4
]
==
0
.
0
)
if
(
patch
->
mem
[
i
+
4
]
==
0
.
0
f
)
patch
->
mem
[
i
+
4
]
=
-
feedbuffer
[
j
+
out_vertex_size
*
1
+
6
];
if
(
patch
->
mem
[
i
+
5
]
==
0
.
0
)
if
(
patch
->
mem
[
i
+
5
]
==
0
.
0
f
)
patch
->
mem
[
i
+
5
]
=
-
feedbuffer
[
j
+
out_vertex_size
*
1
+
7
];
normalize_normal
(
patch
->
mem
+
i
+
3
);
i
+=
d3d_out_vertex_size
;
if
(
patch
->
mem
[
i
+
3
]
==
0
.
0
)
if
(
patch
->
mem
[
i
+
3
]
==
0
.
0
f
)
patch
->
mem
[
i
+
3
]
=
-
feedbuffer
[
j
+
out_vertex_size
*
0
+
5
];
if
(
patch
->
mem
[
i
+
4
]
==
0
.
0
)
if
(
patch
->
mem
[
i
+
4
]
==
0
.
0
f
)
patch
->
mem
[
i
+
4
]
=
-
feedbuffer
[
j
+
out_vertex_size
*
0
+
6
];
if
(
patch
->
mem
[
i
+
5
]
==
0
.
0
)
if
(
patch
->
mem
[
i
+
5
]
==
0
.
0
f
)
patch
->
mem
[
i
+
5
]
=
-
feedbuffer
[
j
+
out_vertex_size
*
0
+
7
];
normalize_normal
(
patch
->
mem
+
i
+
3
);
i
+=
d3d_out_vertex_size
;
...
...
dlls/wined3d/gl_compat.c
View file @
2ac34bf2
...
...
@@ -133,7 +133,7 @@ static void WINE_GLAPI wine_glGetIntegerv(GLenum pname, GLint* params) {
static
void
(
WINE_GLAPI
*
old_multitex_glGetFloatv
)
(
GLenum
pname
,
GLfloat
*
params
)
=
NULL
;
static
void
WINE_GLAPI
wine_glGetFloatv
(
GLenum
pname
,
GLfloat
*
params
)
{
if
(
pname
==
GL_ACTIVE_TEXTURE
)
*
params
=
0
.
0
;
if
(
pname
==
GL_ACTIVE_TEXTURE
)
*
params
=
0
.
0
f
;
else
old_multitex_glGetFloatv
(
pname
,
params
);
}
...
...
@@ -275,9 +275,9 @@ static void WINE_GLAPI wine_glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat
GLfloat
i
;
i
=
(
ctx
->
fogend
-
ctx
->
fog_coord_value
)
/
(
ctx
->
fogend
-
ctx
->
fogstart
);
c
[
0
]
=
i
*
c
[
0
]
+
(
1
.
0
-
i
)
*
ctx
->
fogcolor
[
0
];
c
[
1
]
=
i
*
c
[
1
]
+
(
1
.
0
-
i
)
*
ctx
->
fogcolor
[
1
];
c
[
2
]
=
i
*
c
[
2
]
+
(
1
.
0
-
i
)
*
ctx
->
fogcolor
[
2
];
c
[
0
]
=
i
*
c
[
0
]
+
(
1
.
0
f
-
i
)
*
ctx
->
fogcolor
[
0
];
c
[
1
]
=
i
*
c
[
1
]
+
(
1
.
0
f
-
i
)
*
ctx
->
fogcolor
[
1
];
c
[
2
]
=
i
*
c
[
2
]
+
(
1
.
0
f
-
i
)
*
ctx
->
fogcolor
[
2
];
old_fogcoord_glColor4f
(
c
[
0
],
c
[
1
],
c
[
2
],
c
[
3
]);
old_fogcoord_glVertex4f
(
x
,
y
,
z
,
w
);
...
...
@@ -291,11 +291,11 @@ static void WINE_GLAPI wine_glVertex4fv(const GLfloat *pos) {
}
static
void
WINE_GLAPI
wine_glVertex3f
(
GLfloat
x
,
GLfloat
y
,
GLfloat
z
)
{
wine_glVertex4f
(
x
,
y
,
z
,
1
.
0
);
wine_glVertex4f
(
x
,
y
,
z
,
1
.
0
f
);
}
static
void
WINE_GLAPI
wine_glVertex3fv
(
const
GLfloat
*
pos
)
{
wine_glVertex4f
(
pos
[
0
],
pos
[
1
],
pos
[
2
],
1
.
0
);
wine_glVertex4f
(
pos
[
0
],
pos
[
1
],
pos
[
2
],
1
.
0
f
);
}
static
void
wine_glColor4f
(
GLfloat
r
,
GLfloat
g
,
GLfloat
b
,
GLfloat
a
)
{
...
...
@@ -312,15 +312,15 @@ static void wine_glColor4fv(const GLfloat *c) {
}
static
void
wine_glColor3f
(
GLfloat
r
,
GLfloat
g
,
GLfloat
b
)
{
wine_glColor4f
(
r
,
g
,
b
,
1
.
0
);
wine_glColor4f
(
r
,
g
,
b
,
1
.
0
f
);
}
static
void
wine_glColor3fv
(
const
GLfloat
*
c
)
{
wine_glColor4f
(
c
[
0
],
c
[
1
],
c
[
2
],
1
.
0
);
wine_glColor4f
(
c
[
0
],
c
[
1
],
c
[
2
],
1
.
0
f
);
}
static
void
wine_glColor4ub
(
GLubyte
r
,
GLubyte
g
,
GLubyte
b
,
GLubyte
a
)
{
wine_glColor4f
(
r
/
255
.
0
,
g
/
255
.
0
,
b
/
255
.
0
,
a
/
255
.
0
);
wine_glColor4f
(
r
/
255
.
0
f
,
g
/
255
.
0
f
,
b
/
255
.
0
f
,
a
/
255
.
0
f
);
}
/* In D3D the fog coord is a UBYTE, so there's no problem with using the single
...
...
dlls/wined3d/glsl_shader.c
View file @
2ac34bf2
...
...
@@ -357,10 +357,10 @@ static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint
if
(
location
==
-
1
)
return
;
clamped_constant
[
0
]
=
data
[
0
]
<
-
1
.
0
f
?
-
1
.
0
f
:
data
[
0
]
>
1
.
0
?
1
.
0
:
data
[
0
];
clamped_constant
[
1
]
=
data
[
1
]
<
-
1
.
0
f
?
-
1
.
0
f
:
data
[
1
]
>
1
.
0
?
1
.
0
:
data
[
1
];
clamped_constant
[
2
]
=
data
[
2
]
<
-
1
.
0
f
?
-
1
.
0
f
:
data
[
2
]
>
1
.
0
?
1
.
0
:
data
[
2
];
clamped_constant
[
3
]
=
data
[
3
]
<
-
1
.
0
f
?
-
1
.
0
f
:
data
[
3
]
>
1
.
0
?
1
.
0
:
data
[
3
];
clamped_constant
[
0
]
=
data
[
0
]
<
-
1
.
0
f
?
-
1
.
0
f
:
data
[
0
]
>
1
.
0
f
?
1
.
0
f
:
data
[
0
];
clamped_constant
[
1
]
=
data
[
1
]
<
-
1
.
0
f
?
-
1
.
0
f
:
data
[
1
]
>
1
.
0
f
?
1
.
0
f
:
data
[
1
];
clamped_constant
[
2
]
=
data
[
2
]
<
-
1
.
0
f
?
-
1
.
0
f
:
data
[
2
]
>
1
.
0
f
?
1
.
0
f
:
data
[
2
];
clamped_constant
[
3
]
=
data
[
3
]
<
-
1
.
0
f
?
-
1
.
0
f
:
data
[
3
]
>
1
.
0
f
?
1
.
0
f
:
data
[
3
];
GL_EXTCALL
(
glUniform4fvARB
(
location
,
1
,
clamped_constant
));
}
...
...
@@ -691,12 +691,12 @@ static void shader_glsl_load_constants(
if
(((
IWineD3DPixelShaderImpl
*
)
pshader
)
->
vpos_uniform
)
{
float
correction_params
[
4
];
if
(
deviceImpl
->
render_offscreen
)
{
correction_params
[
0
]
=
0
.
0
;
correction_params
[
1
]
=
1
.
0
;
correction_params
[
0
]
=
0
.
0
f
;
correction_params
[
1
]
=
1
.
0
f
;
}
else
{
/* position is window relative, not viewport relative */
correction_params
[
0
]
=
((
IWineD3DSurfaceImpl
*
)
deviceImpl
->
render_targets
[
0
])
->
currentDesc
.
Height
;
correction_params
[
1
]
=
-
1
.
0
;
correction_params
[
1
]
=
-
1
.
0
f
;
}
GL_EXTCALL
(
glUniform4fvARB
(
prog
->
ycorrection_location
,
1
,
correction_params
));
}
...
...
@@ -907,8 +907,8 @@ static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const s
*/
FIXME
(
"Cannot find a free uniform for vpos correction params
\n
"
);
shader_addline
(
buffer
,
"const vec4 ycorrection = vec4(%f, %f, 0.0, 0.0);
\n
"
,
device
->
render_offscreen
?
0
.
0
:
((
IWineD3DSurfaceImpl
*
)
device
->
render_targets
[
0
])
->
currentDesc
.
Height
,
device
->
render_offscreen
?
1
.
0
:
-
1
.
0
);
device
->
render_offscreen
?
0
.
0
f
:
((
IWineD3DSurfaceImpl
*
)
device
->
render_targets
[
0
])
->
currentDesc
.
Height
,
device
->
render_offscreen
?
1
.
0
f
:
-
1
.
0
f
);
}
shader_addline
(
buffer
,
"vec4 vpos;
\n
"
);
}
...
...
dlls/wined3d/state.c
View file @
2ac34bf2
...
...
@@ -510,7 +510,7 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
if
(
stateblock
->
renderState
[
WINED3DRS_COLORKEYENABLE
]
&&
enable_ckey
)
{
glParm
=
GL_NOTEQUAL
;
ref
=
0
.
0
;
ref
=
0
.
0
f
;
}
else
{
ref
=
((
float
)
stateblock
->
renderState
[
WINED3DRS_ALPHAREF
])
/
255
.
0
f
;
glParm
=
CompareFunc
(
stateblock
->
renderState
[
WINED3DRS_ALPHAFUNC
]);
...
...
@@ -935,13 +935,13 @@ void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
switch
(
context
->
fog_source
)
{
case
FOGSOURCE_VS
:
fogstart
=
1
.
0
;
fogend
=
0
.
0
;
fogstart
=
1
.
0
f
;
fogend
=
0
.
0
f
;
break
;
case
FOGSOURCE_COORD
:
fogstart
=
255
.
0
;
fogend
=
0
.
0
;
fogstart
=
255
.
0
f
;
fogend
=
0
.
0
f
;
break
;
case
FOGSOURCE_FFP
:
...
...
@@ -951,8 +951,8 @@ void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
fogend
=
tmpvalue
.
f
;
/* In GL, fogstart == fogend disables fog, in D3D everything's fogged.*/
if
(
fogstart
==
fogend
)
{
fogstart
=
-
1
.
0
/
0
.
0
;
fogend
=
0
.
0
;
fogstart
=
-
1
.
0
f
/
0
.
0
f
;
fogend
=
0
.
0
f
;
}
break
;
...
...
@@ -961,8 +961,8 @@ void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
* Still this is needed to make the compiler happy
*/
ERR
(
"Unexpected fog coordinate source
\n
"
);
fogstart
=
0
.
0
;
fogend
=
0
.
0
;
fogstart
=
0
.
0
f
;
fogend
=
0
.
0
f
;
}
glFogf
(
GL_FOG_START
,
fogstart
);
...
...
@@ -1335,11 +1335,13 @@ static void state_psizemin_w(DWORD state, IWineD3DStateBlockImpl *stateblock, Wi
}
tmpvalue
;
tmpvalue
.
d
=
stateblock
->
renderState
[
WINED3DRS_POINTSIZE_MIN
];
if
(
tmpvalue
.
f
!=
1
.
0
)
{
if
(
tmpvalue
.
f
!=
1
.
0
f
)
{
FIXME
(
"WINED3DRS_POINTSIZE_MIN not supported on this opengl, value is %f
\n
"
,
tmpvalue
.
f
);
}
tmpvalue
.
d
=
stateblock
->
renderState
[
WINED3DRS_POINTSIZE_MAX
];
if
(
tmpvalue
.
f
!=
64
.
0
)
{
if
(
tmpvalue
.
f
!=
64
.
0
f
)
{
FIXME
(
"WINED3DRS_POINTSIZE_MAX not supported on this opengl, value is %f
\n
"
,
tmpvalue
.
f
);
}
...
...
@@ -3103,10 +3105,10 @@ static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const struct wined
static
void
tex_coordindex
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
WineD3DContext
*
context
)
{
DWORD
stage
=
(
state
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
DWORD
mapped_stage
=
stateblock
->
wineD3DDevice
->
texUnitMap
[
stage
];
static
const
GLfloat
s_plane
[]
=
{
1
.
0
,
0
.
0
,
0
.
0
,
0
.
0
};
static
const
GLfloat
t_plane
[]
=
{
0
.
0
,
1
.
0
,
0
.
0
,
0
.
0
};
static
const
GLfloat
r_plane
[]
=
{
0
.
0
,
0
.
0
,
1
.
0
,
0
.
0
};
static
const
GLfloat
q_plane
[]
=
{
0
.
0
,
0
.
0
,
0
.
0
,
1
.
0
};
static
const
GLfloat
s_plane
[]
=
{
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
};
static
const
GLfloat
t_plane
[]
=
{
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
};
static
const
GLfloat
r_plane
[]
=
{
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
};
static
const
GLfloat
q_plane
[]
=
{
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
};
if
(
mapped_stage
==
WINED3D_UNMAPPED_STAGE
)
{
...
...
@@ -3508,7 +3510,7 @@ static void clipplane(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo
glPushMatrix
();
glLoadIdentity
();
if
(
stateblock
->
wineD3DDevice
->
render_offscreen
)
{
glScalef
(
1
.
0
,
-
1
.
0
,
1
.
0
);
glScalef
(
1
.
0
f
,
-
1
.
0
f
,
1
.
0
f
);
}
}
...
...
@@ -3742,12 +3744,12 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
checkGLcall
(
"glOrtho"
);
/* Window Coord 0 is the middle of the first pixel, so translate by 1/2 pixels */
glTranslatef
(
0
.
5
,
0
.
5
,
0
);
checkGLcall
(
"glTranslatef(0.5
, 0.5, 0
)"
);
glTranslatef
(
0
.
5
f
,
0
.
5
f
,
0
.
0
f
);
checkGLcall
(
"glTranslatef(0.5
f, 0.5f, 0.0f
)"
);
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
if
(
stateblock
->
wineD3DDevice
->
render_offscreen
)
{
glScalef
(
1
.
0
,
-
1
.
0
,
1
.
0
);
glScalef
(
1
.
0
f
,
-
1
.
0
f
,
1
.
0
f
);
checkGLcall
(
"glScalef"
);
}
}
else
{
...
...
@@ -3791,13 +3793,13 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
if
(
stateblock
->
wineD3DDevice
->
render_offscreen
)
{
/* D3D texture coordinates are flipped compared to OpenGL ones, so
* render everything upside down when rendering offscreen. */
glTranslatef
(
1
.
0
/
stateblock
->
viewport
.
Width
,
1
.
0
/
stateblock
->
viewport
.
Height
,
-
1
.
0
);
checkGLcall
(
"glTranslatef(1.0
/ width, 1.0 / height, -1.0
)"
);
glScalef
(
1
.
0
,
-
1
.
0
,
2
.
0
);
glTranslatef
(
1
.
0
f
/
stateblock
->
viewport
.
Width
,
1
.
0
f
/
stateblock
->
viewport
.
Height
,
-
1
.
0
f
);
checkGLcall
(
"glTranslatef(1.0
f / width, 1.0f / height, -1.0f
)"
);
glScalef
(
1
.
0
f
,
-
1
.
0
f
,
2
.
0
f
);
}
else
{
glTranslatef
(
1
.
0
/
stateblock
->
viewport
.
Width
,
-
1
.
0
/
stateblock
->
viewport
.
Height
,
-
1
.
0
);
checkGLcall
(
"glTranslatef(1.0
/ width, -1.0 / height, -1.0
)"
);
glScalef
(
1
.
0
,
1
.
0
,
2
.
0
);
glTranslatef
(
1
.
0
f
/
stateblock
->
viewport
.
Width
,
-
1
.
0
f
/
stateblock
->
viewport
.
Height
,
-
1
.
0
f
);
checkGLcall
(
"glTranslatef(1.0
f / width, -1.0f / height, -1.0f
)"
);
glScalef
(
1
.
0
f
,
1
.
0
f
,
2
.
0
f
);
}
checkGLcall
(
"glScalef"
);
...
...
@@ -4368,7 +4370,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
* TODO: Move to the viewport state
*/
if
(
useVertexShaderFunction
)
{
device
->
posFixup
[
1
]
=
device
->
render_offscreen
?
-
1
.
0
:
1
.
0
;
device
->
posFixup
[
1
]
=
device
->
render_offscreen
?
-
1
.
0
f
:
1
.
0
f
;
device
->
posFixup
[
3
]
=
-
device
->
posFixup
[
1
]
/
stateblock
->
viewport
.
Height
;
}
}
...
...
@@ -4511,7 +4513,7 @@ static void viewport_miscpart(DWORD state, IWineD3DStateBlockImpl *stateblock, W
}
static
void
viewport_vertexpart
(
DWORD
state
,
IWineD3DStateBlockImpl
*
stateblock
,
WineD3DContext
*
context
)
{
stateblock
->
wineD3DDevice
->
posFixup
[
2
]
=
1
.
0
/
stateblock
->
viewport
.
Width
;
stateblock
->
wineD3DDevice
->
posFixup
[
2
]
=
1
.
0
f
/
stateblock
->
viewport
.
Width
;
stateblock
->
wineD3DDevice
->
posFixup
[
3
]
=
-
stateblock
->
wineD3DDevice
->
posFixup
[
1
]
/
stateblock
->
viewport
.
Height
;
if
(
!
isStateDirty
(
context
,
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
)))
{
transform_projection
(
STATE_TRANSFORM
(
WINED3DTS_PROJECTION
),
stateblock
,
context
);
...
...
@@ -4530,7 +4532,7 @@ static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContex
checkGLcall
(
"glDisable(GL_LIGHT0 + Index)"
);
}
else
{
float
quad_att
;
float
colRGBA
[]
=
{
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
};
float
colRGBA
[]
=
{
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
};
/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
glMatrixMode
(
GL_MODELVIEW
);
...
...
@@ -4562,9 +4564,9 @@ static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContex
checkGLcall
(
"glLightfv"
);
if
((
lightInfo
->
OriginalParms
.
Range
*
lightInfo
->
OriginalParms
.
Range
)
>=
FLT_MIN
)
{
quad_att
=
1
.
4
/
(
lightInfo
->
OriginalParms
.
Range
*
lightInfo
->
OriginalParms
.
Range
);
quad_att
=
1
.
4
f
/
(
lightInfo
->
OriginalParms
.
Range
*
lightInfo
->
OriginalParms
.
Range
);
}
else
{
quad_att
=
0
;
/* 0 or MAX? (0 seems to be ok) */
quad_att
=
0
.
0
f
;
/* 0 or MAX? (0 seems to be ok) */
}
/* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
...
...
dlls/wined3d/surface.c
View file @
2ac34bf2
...
...
@@ -114,7 +114,7 @@ UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT al
size
=
height
*
(((
width
*
format_desc
->
byte_count
)
+
alignment
-
1
)
&
~
(
alignment
-
1
));
}
if
(
format_desc
->
heightscale
!=
0
.
0
)
size
*=
format_desc
->
heightscale
;
if
(
format_desc
->
heightscale
!=
0
.
0
f
)
size
*=
format_desc
->
heightscale
;
return
size
;
}
...
...
@@ -502,7 +502,7 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
static
void
surface_upload_data
(
IWineD3DSurfaceImpl
*
This
,
GLenum
internal
,
GLsizei
width
,
GLsizei
height
,
GLenum
format
,
GLenum
type
,
const
GLvoid
*
data
)
{
const
struct
GlPixelFormatDesc
*
format_desc
=
This
->
resource
.
format_desc
;
if
(
format_desc
->
heightscale
!=
1
.
0
&&
format_desc
->
heightscale
!=
0
.
0
)
height
*=
format_desc
->
heightscale
;
if
(
format_desc
->
heightscale
!=
1
.
0
f
&&
format_desc
->
heightscale
!=
0
.
0
f
)
height
*=
format_desc
->
heightscale
;
if
(
format_desc
->
Flags
&
WINED3DFMT_FLAG_COMPRESSED
)
{
...
...
@@ -572,7 +572,7 @@ static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal,
BOOL
enable_client_storage
=
FALSE
;
const
BYTE
*
mem
=
NULL
;
if
(
format_desc
->
heightscale
!=
1
.
0
&&
format_desc
->
heightscale
!=
0
.
0
)
height
*=
format_desc
->
heightscale
;
if
(
format_desc
->
heightscale
!=
1
.
0
f
&&
format_desc
->
heightscale
!=
0
.
0
f
)
height
*=
format_desc
->
heightscale
;
TRACE
(
"(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x
\n
"
,
This
,
This
->
glDescription
.
target
,
This
->
glDescription
.
level
,
debug_d3dformat
(
format_desc
->
format
),
...
...
@@ -1428,7 +1428,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
checkGLcall
(
"glIntegerv"
);
glGetIntegerv
(
GL_CURRENT_RASTER_POSITION
,
&
prev_rasterpos
[
0
]);
checkGLcall
(
"glIntegerv"
);
glPixelZoom
(
1
.
0
,
-
1
.
0
);
glPixelZoom
(
1
.
0
f
,
-
1
.
0
f
);
checkGLcall
(
"glPixelZoom"
);
/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
...
...
@@ -1478,7 +1478,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
checkGLcall
(
"glBindBufferARB"
);
}
glPixelZoom
(
1
.
0
,
1
.
0
);
glPixelZoom
(
1
.
0
f
,
1
.
0
f
);
checkGLcall
(
"glPixelZoom"
);
glRasterPos3iv
(
&
prev_rasterpos
[
0
]);
...
...
@@ -2401,7 +2401,7 @@ static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UI
float
red
=
(
*
Source
++
);
Dest
[
0
]
=
green
;
Dest
[
1
]
=
red
;
Dest
[
2
]
=
1
.
0
;
Dest
[
2
]
=
1
.
0
f
;
Dest
+=
3
;
}
}
...
...
@@ -3080,19 +3080,24 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
xrel
=
(
float
)
(
srect
->
x2
-
srect
->
x1
)
/
(
float
)
(
drect
->
x2
-
drect
->
x1
);
yrel
=
(
float
)
(
srect
->
y2
-
srect
->
y1
)
/
(
float
)
(
drect
->
y2
-
drect
->
y1
);
if
(
(
xrel
-
1
.
0
<
-
eps
)
||
(
xrel
-
1
.
0
>
eps
))
{
if
((
xrel
-
1
.
0
f
<
-
eps
)
||
(
xrel
-
1
.
0
f
>
eps
))
{
FIXME
(
"Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues
\n
"
);
if
(
Filter
!=
WINED3DTEXF_NONE
&&
Filter
!=
WINED3DTEXF_POINT
)
{
ERR
(
"Texture filtering not supported in direct blit
\n
"
);
}
}
else
if
((
Filter
!=
WINED3DTEXF_NONE
&&
Filter
!=
WINED3DTEXF_POINT
)
&&
((
yrel
-
1
.
0
<
-
eps
)
||
(
yrel
-
1
.
0
>
eps
)))
{
}
else
if
((
Filter
!=
WINED3DTEXF_NONE
&&
Filter
!=
WINED3DTEXF_POINT
)
&&
((
yrel
-
1
.
0
f
<
-
eps
)
||
(
yrel
-
1
.
0
f
>
eps
)))
{
ERR
(
"Texture filtering not supported in direct blit
\n
"
);
}
if
(
upsidedown
&&
!
((
xrel
-
1
.
0
<
-
eps
)
||
(
xrel
-
1
.
0
>
eps
))
&&
!
((
yrel
-
1
.
0
<
-
eps
)
||
(
yrel
-
1
.
0
>
eps
)))
{
if
(
upsidedown
&&
!
((
xrel
-
1
.
0
f
<
-
eps
)
||
(
xrel
-
1
.
0
f
>
eps
))
&&
!
((
yrel
-
1
.
0
f
<
-
eps
)
||
(
yrel
-
1
.
0
f
>
eps
)))
{
/* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */
glCopyTexSubImage2D
(
This
->
glDescription
.
target
,
...
...
@@ -3109,7 +3114,8 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
* However, stretching in x direction can be avoided if not necessary
*/
for
(
row
=
drect
->
y1
;
row
<
drect
->
y2
;
row
++
)
{
if
(
(
xrel
-
1
.
0
<
-
eps
)
||
(
xrel
-
1
.
0
>
eps
))
{
if
((
xrel
-
1
.
0
f
<
-
eps
)
||
(
xrel
-
1
.
0
f
>
eps
))
{
/* Well, that stuff works, but it's very slow.
* find a better way instead
*/
...
...
@@ -3340,15 +3346,15 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
glBegin
(
GL_QUADS
);
/* top left */
glTexCoord2f
(
0
.
0
,
(
float
)
fbheight
/
(
float
)
Src
->
pow2Height
);
glTexCoord2f
(
0
.
0
f
,
(
float
)
fbheight
/
(
float
)
Src
->
pow2Height
);
glVertex2i
(
0
,
0
);
/* bottom left */
glTexCoord2f
(
0
.
0
,
0
.
0
);
glTexCoord2f
(
0
.
0
f
,
0
.
0
f
);
glVertex2i
(
0
,
fbheight
);
/* bottom right */
glTexCoord2f
((
float
)
fbwidth
/
(
float
)
Src
->
pow2Width
,
0
.
0
);
glTexCoord2f
((
float
)
fbwidth
/
(
float
)
Src
->
pow2Width
,
0
.
0
f
);
glVertex2i
(
fbwidth
,
Src
->
currentDesc
.
Height
);
/* top right */
...
...
@@ -3792,9 +3798,9 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
* Which means that the colorkey is one of the palette entries. In other cases pixels that
* should be masked away have alpha set to 0. */
if
(
primary_render_target_is_p8
(
myDevice
))
glAlphaFunc
(
GL_NOTEQUAL
,
(
float
)
Src
->
SrcBltCKey
.
dwColorSpaceLowValue
/
256
.
0
);
glAlphaFunc
(
GL_NOTEQUAL
,
(
float
)
Src
->
SrcBltCKey
.
dwColorSpaceLowValue
/
256
.
0
f
);
else
glAlphaFunc
(
GL_NOTEQUAL
,
0
.
0
);
glAlphaFunc
(
GL_NOTEQUAL
,
0
.
0
f
);
checkGLcall
(
"glAlphaFunc
\n
"
);
}
else
{
glDisable
(
GL_ALPHA_TEST
);
...
...
@@ -3805,24 +3811,19 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
*/
glBegin
(
GL_QUADS
);
glColor3
d
(
1
.
0
f
,
1
.
0
f
,
1
.
0
f
);
glColor3
f
(
1
.
0
f
,
1
.
0
f
,
1
.
0
f
);
glTexCoord2f
(
glTexCoord
[
0
],
glTexCoord
[
2
]);
glVertex3f
(
rect
.
x1
,
rect
.
y1
,
0
.
0
);
glVertex3f
(
rect
.
x1
,
rect
.
y1
,
0
.
0
f
);
glTexCoord2f
(
glTexCoord
[
0
],
glTexCoord
[
3
]);
glVertex3f
(
rect
.
x1
,
rect
.
y2
,
0
.
0
);
glVertex3f
(
rect
.
x1
,
rect
.
y2
,
0
.
0
f
);
glTexCoord2f
(
glTexCoord
[
1
],
glTexCoord
[
3
]);
glVertex3f
(
rect
.
x2
,
rect
.
y2
,
0
.
0
);
glVertex3f
(
rect
.
x2
,
rect
.
y2
,
0
.
0
f
);
glTexCoord2f
(
glTexCoord
[
1
],
glTexCoord
[
2
]);
glVertex3f
(
rect
.
x2
,
rect
.
y1
,
0
.
0
);
glVertex3f
(
rect
.
x2
,
rect
.
y1
,
0
.
0
f
);
glEnd
();
checkGLcall
(
"glEnd"
);
...
...
@@ -3920,11 +3921,8 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
}
TRACE
(
"(%p) executing Render Target override, color = %x
\n
"
,
This
,
color
);
IWineD3DDeviceImpl_ClearSurface
(
myDevice
,
This
,
1
,
/* Number of rectangles */
&
rect
,
WINED3DCLEAR_TARGET
,
color
,
0
.
0
/* Z */
,
0
/* Stencil */
);
IWineD3DDeviceImpl_ClearSurface
(
myDevice
,
This
,
1
/* Number of rectangles */
,
&
rect
,
WINED3DCLEAR_TARGET
,
color
,
0
.
0
f
/* Z */
,
0
/* Stencil */
);
return
WINED3D_OK
;
}
}
...
...
@@ -3957,7 +3955,7 @@ static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *D
depth
=
(
float
)
DDBltFx
->
u5
.
dwFillDepth
/
(
float
)
0xffffffff
;
break
;
default:
depth
=
0
.
0
;
depth
=
0
.
0
f
;
ERR
(
"Unexpected format for depth fill: %s
\n
"
,
debug_d3dformat
(
This
->
resource
.
format_desc
->
format
));
}
...
...
dlls/wined3d/surface_base.c
View file @
2ac34bf2
...
...
@@ -41,26 +41,26 @@ static inline unsigned short float_32_to_16(const float *in)
unsigned
short
ret
;
/* Deal with special numbers */
if
(
*
in
==
0
.
0
)
return
0x0000
;
if
(
*
in
==
0
.
0
f
)
return
0x0000
;
if
(
isnan
(
*
in
))
return
0x7C01
;
if
(
isinf
(
*
in
))
return
(
*
in
<
0
.
0
?
0xFC00
:
0x7c00
);
if
(
isinf
(
*
in
))
return
(
*
in
<
0
.
0
f
?
0xFC00
:
0x7c00
);
if
(
tmp
<
pow
(
2
,
10
))
{
do
{
tmp
=
tmp
*
2
.
0
;
tmp
=
tmp
*
2
.
0
f
;
exp
--
;
}
while
(
tmp
<
pow
(
2
,
10
));
}
else
if
(
tmp
>=
pow
(
2
,
11
))
{
do
{
tmp
/=
2
.
0
;
tmp
/=
2
.
0
f
;
exp
++
;
}
while
(
tmp
>=
pow
(
2
,
11
));
}
mantissa
=
(
unsigned
int
)
tmp
;
if
(
tmp
-
mantissa
>=
0
.
5
)
mantissa
++
;
/* round to nearest, away from zero */
if
(
tmp
-
mantissa
>=
0
.
5
f
)
mantissa
++
;
/* round to nearest, away from zero */
exp
+=
10
;
/* Normalize the mantissa */
exp
+=
15
;
/* Exponent is encoded with excess 15 */
...
...
@@ -78,7 +78,7 @@ static inline unsigned short float_32_to_16(const float *in)
ret
=
(
exp
<<
10
)
|
(
mantissa
&
0x3ff
);
}
ret
|=
((
*
in
<
0
.
0
?
1
:
0
)
<<
15
);
/* Add the sign */
ret
|=
((
*
in
<
0
.
0
f
?
1
:
0
)
<<
15
);
/* Add the sign */
return
ret
;
}
...
...
dlls/wined3d/swapchain.c
View file @
2ac34bf2
...
...
@@ -223,7 +223,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
TRACE
(
"Clearing the color buffer with cyan color
\n
"
);
IWineD3DDevice_Clear
((
IWineD3DDevice
*
)
This
->
wineD3DDevice
,
0
,
NULL
,
WINED3DCLEAR_TARGET
,
0xff00ffff
,
1
.
0
,
0
);
WINED3DCLEAR_TARGET
,
0xff00ffff
,
1
.
0
f
,
0
);
}
if
(((
IWineD3DSurfaceImpl
*
)
This
->
frontBuffer
)
->
Flags
&
SFLAG_INSYSMEM
||
...
...
dlls/wined3d/texture.c
View file @
2ac34bf2
...
...
@@ -214,10 +214,10 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT
* doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
if
(
GL_SUPPORT
(
WINE_NORMALIZED_TEXRECT
)
&&
(
width
!=
pow2_width
||
height
!=
pow2_height
))
{
texture
->
baseTexture
.
pow2Matrix
[
0
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
5
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
10
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
15
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
0
]
=
1
.
0
f
;
texture
->
baseTexture
.
pow2Matrix
[
5
]
=
1
.
0
f
;
texture
->
baseTexture
.
pow2Matrix
[
10
]
=
1
.
0
f
;
texture
->
baseTexture
.
pow2Matrix
[
15
]
=
1
.
0
f
;
texture
->
target
=
GL_TEXTURE_2D
;
texture
->
cond_np2
=
TRUE
;
texture
->
baseTexture
.
minMipLookup
=
minMipLookup_noFilter
;
...
...
@@ -231,8 +231,8 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT
texture
->
baseTexture
.
pow2Matrix
[
0
]
=
(
float
)
width
;
texture
->
baseTexture
.
pow2Matrix
[
5
]
=
(
float
)
height
;
texture
->
baseTexture
.
pow2Matrix
[
10
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
15
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
10
]
=
1
.
0
f
;
texture
->
baseTexture
.
pow2Matrix
[
15
]
=
1
.
0
f
;
texture
->
target
=
GL_TEXTURE_RECTANGLE_ARB
;
texture
->
cond_np2
=
TRUE
;
texture
->
baseTexture
.
minMipLookup
=
minMipLookup_noFilter
;
...
...
@@ -247,12 +247,12 @@ HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT
}
else
{
texture
->
baseTexture
.
pow2Matrix
[
0
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
5
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
0
]
=
1
.
0
f
;
texture
->
baseTexture
.
pow2Matrix
[
5
]
=
1
.
0
f
;
}
texture
->
baseTexture
.
pow2Matrix
[
10
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
15
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
10
]
=
1
.
0
f
;
texture
->
baseTexture
.
pow2Matrix
[
15
]
=
1
.
0
f
;
texture
->
target
=
GL_TEXTURE_2D
;
texture
->
cond_np2
=
FALSE
;
}
...
...
dlls/wined3d/utils.c
View file @
2ac34bf2
...
...
@@ -764,7 +764,7 @@ static BOOL init_format_texture_info(WineD3D_GL_Info *gl_info)
desc
->
glType
=
gl_formats_template
[
i
].
glType
;
desc
->
color_fixup
=
COLOR_FIXUP_IDENTITY
;
desc
->
Flags
|=
gl_formats_template
[
i
].
Flags
;
desc
->
heightscale
=
1
.
0
;
desc
->
heightscale
=
1
.
0
f
;
}
return
TRUE
;
...
...
@@ -869,7 +869,7 @@ static void apply_format_fixups(WineD3D_GL_Info *gl_info)
}
idx
=
getFmtIdx
(
WINED3DFMT_YV12
);
gl_info
->
gl_formats
[
idx
].
heightscale
=
1
.
5
;
gl_info
->
gl_formats
[
idx
].
heightscale
=
1
.
5
f
;
gl_info
->
gl_formats
[
idx
].
color_fixup
=
create_yuv_fixup_desc
(
YUV_FIXUP_YV12
);
if
(
GL_SUPPORT
(
EXT_VERTEX_ARRAY_BGRA
))
...
...
dlls/wined3d/volumetexture.c
View file @
2ac34bf2
...
...
@@ -162,10 +162,10 @@ HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT
}
/* Is NP2 support for volumes needed? */
texture
->
baseTexture
.
pow2Matrix
[
0
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
5
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
10
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
15
]
=
1
.
0
;
texture
->
baseTexture
.
pow2Matrix
[
0
]
=
1
.
0
f
;
texture
->
baseTexture
.
pow2Matrix
[
5
]
=
1
.
0
f
;
texture
->
baseTexture
.
pow2Matrix
[
10
]
=
1
.
0
f
;
texture
->
baseTexture
.
pow2Matrix
[
15
]
=
1
.
0
f
;
/* Generate all the surfaces. */
tmp_w
=
width
;
...
...
dlls/wined3d/wined3d_private.h
View file @
2ac34bf2
...
...
@@ -197,16 +197,16 @@ static inline float float_16_to_32(const unsigned short *in) {
const
unsigned
short
s
=
((
*
in
)
&
0x8000
);
const
unsigned
short
e
=
((
*
in
)
&
0x7C00
)
>>
10
;
const
unsigned
short
m
=
(
*
in
)
&
0x3FF
;
const
float
sgn
=
(
s
?
-
1
.
0
:
1
.
0
);
const
float
sgn
=
(
s
?
-
1
.
0
f
:
1
.
0
f
);
if
(
e
==
0
)
{
if
(
m
==
0
)
return
sgn
*
0
.
0
;
/* +0.0 or -0.0 */
else
return
sgn
*
pow
(
2
,
-
14
.
0
)
*
(
(
float
)
m
/
1024
.
0
);
if
(
m
==
0
)
return
sgn
*
0
.
0
f
;
/* +0.0 or -0.0 */
else
return
sgn
*
pow
(
2
,
-
14
.
0
f
)
*
((
float
)
m
/
1024
.
0
f
);
}
else
if
(
e
<
31
)
{
return
sgn
*
pow
(
2
,
(
float
)
e
-
15
.
0
)
*
(
1
.
0
+
((
float
)
m
/
1024
.
0
));
return
sgn
*
pow
(
2
,
(
float
)
e
-
15
.
0
f
)
*
(
1
.
0
f
+
((
float
)
m
/
1024
.
0
f
));
}
else
{
if
(
m
==
0
)
return
sgn
/
0
.
0
;
/* +INF / -INF */
else
return
0
.
0
/
0
.
0
;
/* NAN */
if
(
m
==
0
)
return
sgn
/
0
.
0
f
;
/* +INF / -INF */
else
return
0
.
0
f
/
0
.
0
f
;
/* NAN */
}
}
...
...
@@ -227,8 +227,8 @@ static inline float float_24_to_32(DWORD in)
}
else
{
if
(
m
==
0
)
return
sgn
/
0
.
0
;
/* +INF / -INF */
else
return
0
.
0
/
0
.
0
;
/* NAN */
if
(
m
==
0
)
return
sgn
/
0
.
0
f
;
/* +INF / -INF */
else
return
0
.
0
f
/
0
.
0
f
;
/* NAN */
}
}
...
...
@@ -2765,11 +2765,11 @@ void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseT
void
find_ps_compile_args
(
IWineD3DPixelShaderImpl
*
shader
,
IWineD3DStateBlockImpl
*
stateblock
,
struct
ps_compile_args
*
args
);
/* sRGB correction constants */
static
const
float
srgb_cmp
=
0
.
003130
8
;
static
const
float
srgb_mul_low
=
12
.
92
;
static
const
float
srgb_pow
=
0
.
41666
;
static
const
float
srgb_mul_high
=
1
.
055
;
static
const
float
srgb_sub_high
=
0
.
055
;
static
const
float
srgb_cmp
=
0
.
003130
8
f
;
static
const
float
srgb_mul_low
=
12
.
92
f
;
static
const
float
srgb_pow
=
0
.
41666
f
;
static
const
float
srgb_mul_high
=
1
.
055
f
;
static
const
float
srgb_sub_high
=
0
.
055
f
;
/*****************************************************************************
* IWineD3DPalette implementation structure
...
...
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