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wine
wine-winehq
Commits
79145e21
Commit
79145e21
authored
May 17, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
May 17, 2010
Browse files
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Plain Diff
wined3d: Add support for shadow samplers.
parent
29b13f75
Expand all
Hide whitespace changes
Inline
Side-by-side
Showing
7 changed files
with
58 additions
and
16 deletions
+58
-16
basetexture.c
dlls/wined3d/basetexture.c
+19
-0
directx.c
dlls/wined3d/directx.c
+5
-0
glsl_shader.c
dlls/wined3d/glsl_shader.c
+0
-0
shader.c
dlls/wined3d/shader.c
+3
-0
surface.c
dlls/wined3d/surface.c
+7
-0
utils.c
dlls/wined3d/utils.c
+20
-15
wined3d_private.h
dlls/wined3d/wined3d_private.h
+4
-1
No files found.
dlls/wined3d/basetexture.c
View file @
79145e21
...
@@ -299,6 +299,7 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
...
@@ -299,6 +299,7 @@ HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surfac
gl_tex
->
states
[
WINED3DTEXSTA_MAXMIPLEVEL
]
=
0
;
gl_tex
->
states
[
WINED3DTEXSTA_MAXMIPLEVEL
]
=
0
;
gl_tex
->
states
[
WINED3DTEXSTA_MAXANISOTROPY
]
=
1
;
gl_tex
->
states
[
WINED3DTEXSTA_MAXANISOTROPY
]
=
1
;
gl_tex
->
states
[
WINED3DTEXSTA_SRGBTEXTURE
]
=
0
;
gl_tex
->
states
[
WINED3DTEXSTA_SRGBTEXTURE
]
=
0
;
gl_tex
->
states
[
WINED3DTEXSTA_SHADOW
]
=
FALSE
;
IWineD3DBaseTexture_SetDirty
(
iface
,
TRUE
);
IWineD3DBaseTexture_SetDirty
(
iface
,
TRUE
);
isNewTexture
=
TRUE
;
isNewTexture
=
TRUE
;
...
@@ -516,4 +517,22 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
...
@@ -516,4 +517,22 @@ void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
}
}
gl_tex
->
states
[
WINED3DTEXSTA_MAXANISOTROPY
]
=
aniso
;
gl_tex
->
states
[
WINED3DTEXSTA_MAXANISOTROPY
]
=
aniso
;
}
}
if
(
!
(
This
->
resource
.
format_desc
->
Flags
&
WINED3DFMT_FLAG_SHADOW
)
!=
!
gl_tex
->
states
[
WINED3DTEXSTA_SHADOW
])
{
if
(
This
->
resource
.
format_desc
->
Flags
&
WINED3DFMT_FLAG_SHADOW
)
{
glTexParameteri
(
textureDimensions
,
GL_DEPTH_TEXTURE_MODE_ARB
,
GL_LUMINANCE
);
glTexParameteri
(
textureDimensions
,
GL_TEXTURE_COMPARE_MODE_ARB
,
GL_COMPARE_R_TO_TEXTURE_ARB
);
checkGLcall
(
"glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB)"
);
gl_tex
->
states
[
WINED3DTEXSTA_SHADOW
]
=
TRUE
;
}
else
{
glTexParameteri
(
textureDimensions
,
GL_TEXTURE_COMPARE_MODE_ARB
,
GL_NONE
);
checkGLcall
(
"glTexParameteri(textureDimensions, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE)"
);
gl_tex
->
states
[
WINED3DTEXSTA_SHADOW
]
=
FALSE
;
}
}
}
}
dlls/wined3d/directx.c
View file @
79145e21
...
@@ -3956,6 +3956,11 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
...
@@ -3956,6 +3956,11 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapt
TRACE_
(
d3d_caps
)(
"[FAILED] - No depth stencil support
\n
"
);
TRACE_
(
d3d_caps
)(
"[FAILED] - No depth stencil support
\n
"
);
return
WINED3DERR_NOTAVAILABLE
;
return
WINED3DERR_NOTAVAILABLE
;
}
}
if
((
format_desc
->
Flags
&
WINED3DFMT_FLAG_SHADOW
)
&&
!
gl_info
->
supported
[
ARB_SHADOW
])
{
TRACE_
(
d3d_caps
)(
"[FAILED] - No shadow sampler support.
\n
"
);
return
WINED3DERR_NOTAVAILABLE
;
}
UsageCaps
|=
WINED3DUSAGE_DEPTHSTENCIL
;
UsageCaps
|=
WINED3DUSAGE_DEPTHSTENCIL
;
}
}
break
;
break
;
...
...
dlls/wined3d/glsl_shader.c
View file @
79145e21
This diff is collapsed.
Click to expand it.
dlls/wined3d/shader.c
View file @
79145e21
...
@@ -2024,6 +2024,9 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader,
...
@@ -2024,6 +2024,9 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader,
}
}
args
->
color_fixup
[
i
]
=
texture
->
resource
.
format_desc
->
color_fixup
;
args
->
color_fixup
[
i
]
=
texture
->
resource
.
format_desc
->
color_fixup
;
if
(
texture
->
resource
.
format_desc
->
Flags
&
WINED3DFMT_FLAG_SHADOW
)
args
->
shadow
|=
1
<<
i
;
/* Flag samplers that need NP2 texcoord fixup. */
/* Flag samplers that need NP2 texcoord fixup. */
if
(
!
texture
->
baseTexture
.
pow2Matrix_identity
)
if
(
!
texture
->
baseTexture
.
pow2Matrix_identity
)
{
{
...
...
dlls/wined3d/surface.c
View file @
79145e21
...
@@ -4070,6 +4070,7 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl
...
@@ -4070,6 +4070,7 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl
GLuint
texture
,
GLsizei
w
,
GLsizei
h
,
GLenum
target
)
GLuint
texture
,
GLsizei
w
,
GLsizei
h
,
GLenum
target
)
{
{
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
device
;
IWineD3DDeviceImpl
*
device
=
This
->
resource
.
device
;
GLint
compare_mode
=
GL_NONE
;
struct
blt_info
info
;
struct
blt_info
info
;
GLint
old_binding
=
0
;
GLint
old_binding
=
0
;
...
@@ -4090,6 +4091,11 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl
...
@@ -4090,6 +4091,11 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
));
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
));
glGetIntegerv
(
info
.
binding
,
&
old_binding
);
glGetIntegerv
(
info
.
binding
,
&
old_binding
);
glBindTexture
(
info
.
bind_target
,
texture
);
glBindTexture
(
info
.
bind_target
,
texture
);
if
(
gl_info
->
supported
[
ARB_SHADOW
])
{
glGetTexParameteriv
(
info
.
bind_target
,
GL_TEXTURE_COMPARE_MODE_ARB
,
&
compare_mode
);
if
(
compare_mode
!=
GL_NONE
)
glTexParameteri
(
info
.
bind_target
,
GL_TEXTURE_COMPARE_MODE_ARB
,
GL_NONE
);
}
device
->
shader_backend
->
shader_select_depth_blt
((
IWineD3DDevice
*
)
device
,
device
->
shader_backend
->
shader_select_depth_blt
((
IWineD3DDevice
*
)
device
,
info
.
tex_type
,
&
This
->
ds_current_size
);
info
.
tex_type
,
&
This
->
ds_current_size
);
...
@@ -4105,6 +4111,7 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl
...
@@ -4105,6 +4111,7 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, const struct wined3d_gl
glVertex2f
(
1
.
0
f
,
1
.
0
f
);
glVertex2f
(
1
.
0
f
,
1
.
0
f
);
glEnd
();
glEnd
();
if
(
compare_mode
!=
GL_NONE
)
glTexParameteri
(
info
.
bind_target
,
GL_TEXTURE_COMPARE_MODE_ARB
,
compare_mode
);
glBindTexture
(
info
.
bind_target
,
old_binding
);
glBindTexture
(
info
.
bind_target
,
old_binding
);
glPopAttrib
();
glPopAttrib
();
...
...
dlls/wined3d/utils.c
View file @
79145e21
...
@@ -775,55 +775,60 @@ static const struct wined3d_format_texture_info format_texture_info[] =
...
@@ -775,55 +775,60 @@ static const struct wined3d_format_texture_info format_texture_info[] =
/* Depth stencil formats */
/* Depth stencil formats */
{
WINED3DFMT_D16_LOCKABLE
,
GL_DEPTH_COMPONENT24_ARB
,
GL_DEPTH_COMPONENT24_ARB
,
0
,
{
WINED3DFMT_D16_LOCKABLE
,
GL_DEPTH_COMPONENT24_ARB
,
GL_DEPTH_COMPONENT24_ARB
,
0
,
GL_DEPTH_COMPONENT
,
GL_UNSIGNED_SHORT
,
0
,
GL_DEPTH_COMPONENT
,
GL_UNSIGNED_SHORT
,
0
,
WINED3DFMT_FLAG_DEPTH
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_SHADOW
,
ARB_DEPTH_TEXTURE
,
NULL
},
ARB_DEPTH_TEXTURE
,
NULL
},
{
WINED3DFMT_D32_UNORM
,
GL_DEPTH_COMPONENT32_ARB
,
GL_DEPTH_COMPONENT32_ARB
,
0
,
{
WINED3DFMT_D32_UNORM
,
GL_DEPTH_COMPONENT32_ARB
,
GL_DEPTH_COMPONENT32_ARB
,
0
,
GL_DEPTH_COMPONENT
,
GL_UNSIGNED_INT
,
0
,
GL_DEPTH_COMPONENT
,
GL_UNSIGNED_INT
,
0
,
WINED3DFMT_FLAG_DEPTH
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_SHADOW
,
ARB_DEPTH_TEXTURE
,
NULL
},
ARB_DEPTH_TEXTURE
,
NULL
},
{
WINED3DFMT_S1_UINT_D15_UNORM
,
GL_DEPTH_COMPONENT24_ARB
,
GL_DEPTH_COMPONENT24_ARB
,
0
,
{
WINED3DFMT_S1_UINT_D15_UNORM
,
GL_DEPTH_COMPONENT24_ARB
,
GL_DEPTH_COMPONENT24_ARB
,
0
,
GL_DEPTH_COMPONENT
,
GL_UNSIGNED_SHORT
,
0
,
GL_DEPTH_COMPONENT
,
GL_UNSIGNED_SHORT
,
0
,
WINED3DFMT_FLAG_DEPTH
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_SHADOW
,
ARB_DEPTH_TEXTURE
,
NULL
},
ARB_DEPTH_TEXTURE
,
NULL
},
{
WINED3DFMT_S1_UINT_D15_UNORM
,
GL_DEPTH24_STENCIL8_EXT
,
GL_DEPTH24_STENCIL8_EXT
,
0
,
{
WINED3DFMT_S1_UINT_D15_UNORM
,
GL_DEPTH24_STENCIL8_EXT
,
GL_DEPTH24_STENCIL8_EXT
,
0
,
GL_DEPTH_STENCIL_EXT
,
GL_UNSIGNED_INT_24_8_EXT
,
4
,
GL_DEPTH_STENCIL_EXT
,
GL_UNSIGNED_INT_24_8_EXT
,
4
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
|
WINED3DFMT_FLAG_SHADOW
,
EXT_PACKED_DEPTH_STENCIL
,
&
convert_s1_uint_d15_unorm
},
EXT_PACKED_DEPTH_STENCIL
,
&
convert_s1_uint_d15_unorm
},
{
WINED3DFMT_S1_UINT_D15_UNORM
,
GL_DEPTH24_STENCIL8
,
GL_DEPTH24_STENCIL8
,
0
,
{
WINED3DFMT_S1_UINT_D15_UNORM
,
GL_DEPTH24_STENCIL8
,
GL_DEPTH24_STENCIL8
,
0
,
GL_DEPTH_STENCIL
,
GL_UNSIGNED_INT_24_8
,
4
,
GL_DEPTH_STENCIL
,
GL_UNSIGNED_INT_24_8
,
4
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
|
WINED3DFMT_FLAG_SHADOW
,
ARB_FRAMEBUFFER_OBJECT
,
&
convert_s1_uint_d15_unorm
},
ARB_FRAMEBUFFER_OBJECT
,
&
convert_s1_uint_d15_unorm
},
{
WINED3DFMT_D24_UNORM_S8_UINT
,
GL_DEPTH_COMPONENT24_ARB
,
GL_DEPTH_COMPONENT24_ARB
,
0
,
{
WINED3DFMT_D24_UNORM_S8_UINT
,
GL_DEPTH_COMPONENT24_ARB
,
GL_DEPTH_COMPONENT24_ARB
,
0
,
GL_DEPTH_COMPONENT
,
GL_UNSIGNED_INT
,
0
,
GL_DEPTH_COMPONENT
,
GL_UNSIGNED_INT
,
0
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
|
WINED3DFMT_FLAG_DEPTH
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
|
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_SHADOW
,
ARB_DEPTH_TEXTURE
,
NULL
},
ARB_DEPTH_TEXTURE
,
NULL
},
{
WINED3DFMT_D24_UNORM_S8_UINT
,
GL_DEPTH24_STENCIL8_EXT
,
GL_DEPTH24_STENCIL8_EXT
,
0
,
{
WINED3DFMT_D24_UNORM_S8_UINT
,
GL_DEPTH24_STENCIL8_EXT
,
GL_DEPTH24_STENCIL8_EXT
,
0
,
GL_DEPTH_STENCIL_EXT
,
GL_UNSIGNED_INT_24_8_EXT
,
0
,
GL_DEPTH_STENCIL_EXT
,
GL_UNSIGNED_INT_24_8_EXT
,
0
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
|
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
|
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
|
WINED3DFMT_FLAG_SHADOW
,
EXT_PACKED_DEPTH_STENCIL
,
NULL
},
EXT_PACKED_DEPTH_STENCIL
,
NULL
},
{
WINED3DFMT_D24_UNORM_S8_UINT
,
GL_DEPTH24_STENCIL8
,
GL_DEPTH24_STENCIL8
,
0
,
{
WINED3DFMT_D24_UNORM_S8_UINT
,
GL_DEPTH24_STENCIL8
,
GL_DEPTH24_STENCIL8
,
0
,
GL_DEPTH_STENCIL
,
GL_UNSIGNED_INT_24_8
,
0
,
GL_DEPTH_STENCIL
,
GL_UNSIGNED_INT_24_8
,
0
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
|
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
|
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
|
WINED3DFMT_FLAG_SHADOW
,
ARB_FRAMEBUFFER_OBJECT
,
NULL
},
ARB_FRAMEBUFFER_OBJECT
,
NULL
},
{
WINED3DFMT_X8D24_UNORM
,
GL_DEPTH_COMPONENT24_ARB
,
GL_DEPTH_COMPONENT24_ARB
,
0
,
{
WINED3DFMT_X8D24_UNORM
,
GL_DEPTH_COMPONENT24_ARB
,
GL_DEPTH_COMPONENT24_ARB
,
0
,
GL_DEPTH_COMPONENT
,
GL_UNSIGNED_INT
,
0
,
GL_DEPTH_COMPONENT
,
GL_UNSIGNED_INT
,
0
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
|
WINED3DFMT_FLAG_DEPTH
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
|
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_SHADOW
,
ARB_DEPTH_TEXTURE
,
NULL
},
ARB_DEPTH_TEXTURE
,
NULL
},
{
WINED3DFMT_S4X4_UINT_D24_UNORM
,
GL_DEPTH_COMPONENT24_ARB
,
GL_DEPTH_COMPONENT24_ARB
,
0
,
{
WINED3DFMT_S4X4_UINT_D24_UNORM
,
GL_DEPTH_COMPONENT24_ARB
,
GL_DEPTH_COMPONENT24_ARB
,
0
,
GL_DEPTH_COMPONENT
,
GL_UNSIGNED_INT
,
0
,
GL_DEPTH_COMPONENT
,
GL_UNSIGNED_INT
,
0
,
WINED3DFMT_FLAG_DEPTH
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_SHADOW
,
ARB_DEPTH_TEXTURE
,
NULL
},
ARB_DEPTH_TEXTURE
,
NULL
},
{
WINED3DFMT_S4X4_UINT_D24_UNORM
,
GL_DEPTH24_STENCIL8_EXT
,
GL_DEPTH24_STENCIL8_EXT
,
0
,
{
WINED3DFMT_S4X4_UINT_D24_UNORM
,
GL_DEPTH24_STENCIL8_EXT
,
GL_DEPTH24_STENCIL8_EXT
,
0
,
GL_DEPTH_STENCIL_EXT
,
GL_UNSIGNED_INT_24_8_EXT
,
4
,
GL_DEPTH_STENCIL_EXT
,
GL_UNSIGNED_INT_24_8_EXT
,
4
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
|
WINED3DFMT_FLAG_SHADOW
,
EXT_PACKED_DEPTH_STENCIL
,
&
convert_s4x4_uint_d24_unorm
},
EXT_PACKED_DEPTH_STENCIL
,
&
convert_s4x4_uint_d24_unorm
},
{
WINED3DFMT_S4X4_UINT_D24_UNORM
,
GL_DEPTH24_STENCIL8
,
GL_DEPTH24_STENCIL8
,
0
,
{
WINED3DFMT_S4X4_UINT_D24_UNORM
,
GL_DEPTH24_STENCIL8
,
GL_DEPTH24_STENCIL8
,
0
,
GL_DEPTH_STENCIL
,
GL_UNSIGNED_INT_24_8
,
4
,
GL_DEPTH_STENCIL
,
GL_UNSIGNED_INT_24_8
,
4
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
|
WINED3DFMT_FLAG_SHADOW
,
ARB_FRAMEBUFFER_OBJECT
,
&
convert_s4x4_uint_d24_unorm
},
ARB_FRAMEBUFFER_OBJECT
,
&
convert_s4x4_uint_d24_unorm
},
{
WINED3DFMT_D16_UNORM
,
GL_DEPTH_COMPONENT24_ARB
,
GL_DEPTH_COMPONENT24_ARB
,
0
,
{
WINED3DFMT_D16_UNORM
,
GL_DEPTH_COMPONENT24_ARB
,
GL_DEPTH_COMPONENT24_ARB
,
0
,
GL_DEPTH_COMPONENT
,
GL_UNSIGNED_SHORT
,
0
,
GL_DEPTH_COMPONENT
,
GL_UNSIGNED_SHORT
,
0
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
|
WINED3DFMT_FLAG_DEPTH
,
WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
|
WINED3DFMT_FLAG_FILTERING
|
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_SHADOW
,
ARB_DEPTH_TEXTURE
,
NULL
},
ARB_DEPTH_TEXTURE
,
NULL
},
{
WINED3DFMT_L16_UNORM
,
GL_LUMINANCE16
,
GL_LUMINANCE16
,
0
,
{
WINED3DFMT_L16_UNORM
,
GL_LUMINANCE16
,
GL_LUMINANCE16
,
0
,
GL_LUMINANCE
,
GL_UNSIGNED_SHORT
,
0
,
GL_LUMINANCE
,
GL_UNSIGNED_SHORT
,
0
,
...
@@ -831,11 +836,11 @@ static const struct wined3d_format_texture_info format_texture_info[] =
...
@@ -831,11 +836,11 @@ static const struct wined3d_format_texture_info format_texture_info[] =
WINED3D_GL_EXT_NONE
,
NULL
},
WINED3D_GL_EXT_NONE
,
NULL
},
{
WINED3DFMT_D32_FLOAT
,
GL_DEPTH_COMPONENT32F
,
GL_DEPTH_COMPONENT32F
,
0
,
{
WINED3DFMT_D32_FLOAT
,
GL_DEPTH_COMPONENT32F
,
GL_DEPTH_COMPONENT32F
,
0
,
GL_DEPTH_COMPONENT
,
GL_FLOAT
,
0
,
GL_DEPTH_COMPONENT
,
GL_FLOAT
,
0
,
WINED3DFMT_FLAG_DEPTH
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_SHADOW
,
ARB_DEPTH_BUFFER_FLOAT
,
NULL
},
ARB_DEPTH_BUFFER_FLOAT
,
NULL
},
{
WINED3DFMT_S8_UINT_D24_FLOAT
,
GL_DEPTH32F_STENCIL8
,
GL_DEPTH32F_STENCIL8
,
0
,
{
WINED3DFMT_S8_UINT_D24_FLOAT
,
GL_DEPTH32F_STENCIL8
,
GL_DEPTH32F_STENCIL8
,
0
,
GL_DEPTH_STENCIL
,
GL_FLOAT_32_UNSIGNED_INT_24_8_REV
,
8
,
GL_DEPTH_STENCIL
,
GL_FLOAT_32_UNSIGNED_INT_24_8_REV
,
8
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
,
WINED3DFMT_FLAG_DEPTH
|
WINED3DFMT_FLAG_STENCIL
|
WINED3DFMT_FLAG_SHADOW
,
ARB_DEPTH_BUFFER_FLOAT
,
&
convert_s8_uint_d24_float
},
ARB_DEPTH_BUFFER_FLOAT
,
&
convert_s8_uint_d24_float
},
/* Vendor-specific formats */
/* Vendor-specific formats */
{
WINED3DFMT_ATI2N
,
GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
,
GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
,
0
,
{
WINED3DFMT_ATI2N
,
GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
,
GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI
,
0
,
...
...
dlls/wined3d/wined3d_private.h
View file @
79145e21
...
@@ -687,6 +687,7 @@ struct ps_compile_args {
...
@@ -687,6 +687,7 @@ struct ps_compile_args {
/* Bitmap for NP2 texcoord fixups (16 samplers max currently).
/* Bitmap for NP2 texcoord fixups (16 samplers max currently).
D3D9 has a limit of 16 samplers and the fixup is superfluous
D3D9 has a limit of 16 samplers and the fixup is superfluous
in D3D10 (unconditional NP2 support mandatory). */
in D3D10 (unconditional NP2 support mandatory). */
WORD
shadow
;
/* MAX_FRAGMENT_SAMPLERS, 16 */
};
};
enum
fog_src_type
{
enum
fog_src_type
{
...
@@ -1821,7 +1822,8 @@ typedef enum winetexturestates {
...
@@ -1821,7 +1822,8 @@ typedef enum winetexturestates {
WINED3DTEXSTA_MAXMIPLEVEL
=
7
,
WINED3DTEXSTA_MAXMIPLEVEL
=
7
,
WINED3DTEXSTA_MAXANISOTROPY
=
8
,
WINED3DTEXSTA_MAXANISOTROPY
=
8
,
WINED3DTEXSTA_SRGBTEXTURE
=
9
,
WINED3DTEXSTA_SRGBTEXTURE
=
9
,
MAX_WINETEXTURESTATES
=
10
,
WINED3DTEXSTA_SHADOW
=
10
,
MAX_WINETEXTURESTATES
=
11
,
}
winetexturestates
;
}
winetexturestates
;
enum
WINED3DSRGB
enum
WINED3DSRGB
...
@@ -2979,6 +2981,7 @@ extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
...
@@ -2979,6 +2981,7 @@ extern WINED3DFORMAT pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
#define WINED3DFMT_FLAG_SRGB_READ 0x00000800
#define WINED3DFMT_FLAG_SRGB_READ 0x00000800
#define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
#define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
#define WINED3DFMT_FLAG_VTF 0x00002000
#define WINED3DFMT_FLAG_VTF 0x00002000
#define WINED3DFMT_FLAG_SHADOW 0x00004000
struct
wined3d_format_desc
struct
wined3d_format_desc
{
{
...
...
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