Sweden-Number/dlls/wined3d/utils.c

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/*
* Utility functions for the WineD3D Library
*
* Copyright 2002-2004 Jason Edmeades
* Copyright 2003-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
2005-07-13 16:15:54 +02:00
* Copyright 2005 Oliver Stieber
2007-02-27 20:51:48 +01:00
* Copyright 2006-2007 Henri Verbeet
2008-03-29 02:36:13 +01:00
* Copyright 2007-2008 Stefan D<EFBFBD>singer for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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/*****************************************************************************
* Pixel format array
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*
* For the formats WINED3DFMT_A32B32G32R32F, WINED3DFMT_A16B16G16R16F,
* and WINED3DFMT_A16B16G16R16 do not have correct alpha masks, because the
* high masks do not fit into the 32 bit values needed for ddraw. It is only
* used for ddraw mostly, and to figure out if the format has alpha at all, so
* setting a mask like 0x1 for those surfaces is correct. The 64 and 128 bit
* formats are not usable in 2D rendering because ddraw doesn't support them.
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*/
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static const StaticPixelFormatDesc formats[] = {
/*{WINED3DFORMAT ,alphamask ,redmask ,greenmask ,bluemask ,bpp ,depth ,stencil, isFourcc*/
{WINED3DFMT_UNKNOWN ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
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/* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
{WINED3DFMT_UYVY ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
{WINED3DFMT_YUY2 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
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{WINED3DFMT_YV12 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
{WINED3DFMT_DXT1 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
{WINED3DFMT_DXT2 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
{WINED3DFMT_DXT3 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
{WINED3DFMT_DXT4 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
{WINED3DFMT_DXT5 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
{WINED3DFMT_MULTI2_ARGB8,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
{WINED3DFMT_G8R8_G8B8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
{WINED3DFMT_R8G8_B8G8 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
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/* IEEE formats */
{WINED3DFMT_R32F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_G32R32F ,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
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{WINED3DFMT_A32B32G32R32F,0x1 ,0x0 ,0x0 ,0x0 ,16 ,0 ,0 ,FALSE },
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/* Hmm? */
{WINED3DFMT_CxV8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
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/* Float */
{WINED3DFMT_R16F ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_G16R16F ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_A16B16G16R16F,0x1 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
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/* Palettized formats */
{WINED3DFMT_A8P8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_P8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
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/* Standard ARGB formats. Keep WINED3DFMT_R8G8B8(=20) at position 20 */
{WINED3DFMT_R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,3 ,0 ,0 ,FALSE },
{WINED3DFMT_A8R8G8B8 ,0xff000000 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_X8R8G8B8 ,0x0 ,0x00ff0000 ,0x0000ff00 ,0x000000ff ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_R5G6B5 ,0x0 ,0x0000F800 ,0x000007e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_X1R5G5B5 ,0x0 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_A1R5G5B5 ,0x00008000 ,0x00007c00 ,0x000003e0 ,0x0000001f ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_A4R4G4B4 ,0x0000f000 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_R3G3B2 ,0x0 ,0x000000e0 ,0x0000001c ,0x00000003 ,1 ,0 ,0 ,FALSE },
{WINED3DFMT_A8 ,0x000000ff ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
{WINED3DFMT_A8R3G3B2 ,0x0000ff00 ,0x000000e0 ,0x0000001c ,0x00000003 ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_X4R4G4B4 ,0x0 ,0x00000f00 ,0x000000f0 ,0x0000000f ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_A2B10G10R10 ,0xb0000000 ,0x000003ff ,0x000ffc00 ,0x3ff00000 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_A8B8G8R8 ,0xff000000 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_X8B8G8R8 ,0x0 ,0x000000ff ,0x0000ff00 ,0x00ff0000 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_G16R16 ,0x0 ,0x0000ffff ,0xffff0000 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_A2R10G10B10 ,0xb0000000 ,0x3ff00000 ,0x000ffc00 ,0x000003ff ,4 ,0 ,0 ,FALSE },
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{WINED3DFMT_A16B16G16R16,0x1 ,0x0000ffff ,0xffff0000 ,0x0 ,8 ,0 ,0 ,FALSE },
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/* Luminance */
{WINED3DFMT_L8 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
{WINED3DFMT_A8L8 ,0x0000ff00 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_A4L4 ,0x000000f0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
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/* Bump mapping stuff */
{WINED3DFMT_V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_L6V5U5 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_X8L8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_Q8W8V8U8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_V16U16 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_W11V11U10 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_A2W10V10U10 ,0xb0000000 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
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/* Depth stencil formats */
{WINED3DFMT_D16_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
{WINED3DFMT_D32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
{WINED3DFMT_D15S1 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,15 ,1 ,FALSE },
{WINED3DFMT_D24S8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
{WINED3DFMT_D24X8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,0 ,FALSE },
{WINED3DFMT_D24X4S4 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,4 ,FALSE },
{WINED3DFMT_D16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
{WINED3DFMT_L16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,16 ,0 ,FALSE },
{WINED3DFMT_D32F_LOCKABLE,0x0 ,0x0 ,0x0 ,0x0 ,4 ,32 ,0 ,FALSE },
{WINED3DFMT_D24FS8 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,24 ,8 ,FALSE },
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/* Is this a vertex buffer? */
{WINED3DFMT_VERTEXDATA ,0x0 ,0x0 ,0x0 ,0x0 ,0 ,0 ,0 ,FALSE },
{WINED3DFMT_INDEX16 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,FALSE },
{WINED3DFMT_INDEX32 ,0x0 ,0x0 ,0x0 ,0x0 ,4 ,0 ,0 ,FALSE },
{WINED3DFMT_Q16W16V16U16,0x0 ,0x0 ,0x0 ,0x0 ,8 ,0 ,0 ,FALSE },
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};
typedef struct {
WINED3DFORMAT fmt;
GLint glInternal, glGammaInternal, rtInternal, glFormat, glType;
unsigned int Flags;
} GlPixelFormatDescTemplate;
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/*****************************************************************************
* OpenGL format template. Contains unexciting formats which do not need
* extension checks. The order in this table is independent of the order in
* the table StaticPixelFormatDesc above. Not all formats have to be in this
* table.
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*/
static const GlPixelFormatDescTemplate gl_formats_template[] = {
/*{ internal ,srgbInternal , rtInternal, format ,type \
,Flags }*/
{WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0
,0 },
/* FourCC formats */
{WINED3DFMT_UYVY ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_YUY2 ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_DXT3 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_DXT4 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_DXT5 ,GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_MULTI2_ARGB8 ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_G8R8_G8B8 ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_R8G8_B8G8 ,0 ,0 , 0, 0 ,0
,0 },
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/* IEEE formats */
{WINED3DFMT_R32F ,GL_RGB32F_ARB ,GL_RGB32F_ARB , 0, GL_RED ,GL_FLOAT
,WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_G32R32F ,0 ,0 , 0, 0 ,0
,WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_A32B32G32R32F ,GL_RGBA32F_ARB ,GL_RGBA32F_ARB , 0, GL_RGBA ,GL_FLOAT
,WINED3DFMT_FLAG_RENDERTARGET },
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/* Hmm? */
{WINED3DFMT_CxV8U8 ,0 ,0 , 0, 0 ,0
,0 },
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/* Float */
{WINED3DFMT_R16F ,GL_RGB16F_ARB ,GL_RGB16F_ARB , 0, GL_RED ,GL_HALF_FLOAT_ARB
,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_G16R16F ,0 ,0 , 0, 0 ,0
,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_A16B16G16R16F ,GL_RGBA16F_ARB ,GL_RGBA16F_ARB , 0, GL_RGBA ,GL_HALF_FLOAT_ARB
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
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/* Palettized formats */
{WINED3DFMT_A8P8, 0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_P8, GL_COLOR_INDEX8_EXT ,GL_COLOR_INDEX8_EXT , 0, GL_COLOR_INDEX ,GL_UNSIGNED_BYTE
,0 },
/* Standard ARGB formats */
{WINED3DFMT_R8G8B8 ,GL_RGB8 ,GL_RGB8 , 0, GL_BGR ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_A8R8G8B8 ,GL_RGBA8 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_X8R8G8B8 ,GL_RGB8 ,GL_SRGB8_EXT , 0, GL_BGRA ,GL_UNSIGNED_INT_8_8_8_8_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_R5G6B5 ,GL_RGB5 ,GL_RGB5 , GL_RGB8, GL_RGB ,GL_UNSIGNED_SHORT_5_6_5
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
{WINED3DFMT_X1R5G5B5 ,GL_RGB5 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_A1R5G5B5 ,GL_RGB5_A1 ,GL_RGB5_A1 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_1_5_5_5_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_A4R4G4B4 ,GL_RGBA4 ,GL_SRGB8_ALPHA8_EXT , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_R3G3B2 ,GL_R3_G3_B2 ,GL_R3_G3_B2 , 0, GL_RGB ,GL_UNSIGNED_BYTE_3_3_2
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_A8 ,GL_ALPHA8 ,GL_ALPHA8 , 0, GL_ALPHA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING },
{WINED3DFMT_A8R3G3B2 ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_X4R4G4B4 ,GL_RGB4 ,GL_RGB4 , 0, GL_BGRA ,GL_UNSIGNED_SHORT_4_4_4_4_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_A2B10G10R10 ,GL_RGBA ,GL_RGBA , 0, GL_RGBA ,GL_UNSIGNED_INT_2_10_10_10_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_A8B8G8R8 ,GL_RGBA8 ,GL_RGBA8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_X8B8G8R8 ,GL_RGB8 ,GL_RGB8 , 0, GL_RGBA ,GL_UNSIGNED_INT_8_8_8_8_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING},
{WINED3DFMT_G16R16 ,GL_RGB16_EXT ,GL_RGB16_EXT , 0, GL_RGB ,GL_UNSIGNED_SHORT
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_A2R10G10B10 ,GL_RGBA ,GL_RGBA , 0, GL_BGRA ,GL_UNSIGNED_INT_2_10_10_10_REV
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_A16B16G16R16 ,GL_RGBA16_EXT ,GL_RGBA16_EXT , 0, GL_RGBA ,GL_UNSIGNED_SHORT
,WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING | WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_RENDERTARGET },
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/* Luminance */
{WINED3DFMT_L8 ,GL_LUMINANCE8 ,GL_SLUMINANCE8_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_A8L8 ,GL_LUMINANCE8_ALPHA8 ,GL_SLUMINANCE8_ALPHA8_EXT , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_A4L4 ,GL_LUMINANCE4_ALPHA4 ,GL_LUMINANCE4_ALPHA4 , 0, GL_LUMINANCE_ALPHA ,GL_UNSIGNED_BYTE
,0 },
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/* Bump mapping stuff */
{WINED3DFMT_V8U8 ,GL_DSDT8_NV ,GL_DSDT8_NV , 0, GL_DSDT_NV ,GL_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_L6V5U5 ,GL_DSDT8_MAG8_NV ,GL_DSDT8_MAG8_NV , 0, GL_DSDT_MAG_NV ,GL_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_X8L8V8U8 ,GL_DSDT8_MAG8_INTENSITY8_NV ,GL_DSDT8_MAG8_INTENSITY8_NV , 0, GL_DSDT_MAG_VIB_NV ,GL_UNSIGNED_INT_8_8_S8_S8_REV_NV
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_Q8W8V8U8 ,GL_SIGNED_RGBA8_NV ,GL_SIGNED_RGBA8_NV , 0, GL_RGBA ,GL_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_V16U16 ,GL_SIGNED_HILO16_NV ,GL_SIGNED_HILO16_NV , 0, GL_HILO_NV ,GL_SHORT
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_W11V11U10 ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_A2W10V10U10 ,0 ,0 , 0, 0 ,0
,0 },
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/* Depth stencil formats */
{WINED3DFMT_D16_LOCKABLE ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
,WINED3DFMT_FLAG_DEPTH },
{WINED3DFMT_D32 ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
,WINED3DFMT_FLAG_DEPTH },
{WINED3DFMT_D15S1 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
{WINED3DFMT_D24S8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
{WINED3DFMT_D24X8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
{WINED3DFMT_D24X4S4 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_INT
,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL },
{WINED3DFMT_D16 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_UNSIGNED_SHORT
,WINED3DFMT_FLAG_FILTERING | WINED3DFMT_FLAG_DEPTH },
{WINED3DFMT_L16 ,GL_LUMINANCE16_EXT ,GL_LUMINANCE16_EXT , 0, GL_LUMINANCE ,GL_UNSIGNED_SHORT
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_D32F_LOCKABLE ,GL_DEPTH_COMPONENT32_ARB ,GL_DEPTH_COMPONENT32_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
,WINED3DFMT_FLAG_DEPTH },
{WINED3DFMT_D24FS8 ,GL_DEPTH_COMPONENT24_ARB ,GL_DEPTH_COMPONENT24_ARB , 0, GL_DEPTH_COMPONENT ,GL_FLOAT
,WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL},
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/* Is this a vertex buffer? */
{WINED3DFMT_VERTEXDATA ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_INDEX16 ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_INDEX32 ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_Q16W16V16U16 ,GL_COLOR_INDEX ,GL_COLOR_INDEX , 0, GL_COLOR_INDEX ,GL_UNSIGNED_SHORT
,0 }
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};
static inline int getFmtIdx(WINED3DFORMAT fmt) {
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/* First check if the format is at the position of its value.
* This will catch the argb formats before the loop is entered
*/
if(fmt < (sizeof(formats) / sizeof(formats[0])) && formats[fmt].format == fmt) {
return fmt;
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} else {
unsigned int i;
for(i = 0; i < (sizeof(formats) / sizeof(formats[0])); i++) {
if(formats[i].format == fmt) {
return i;
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}
}
}
return -1;
}
#define GLINFO_LOCATION (*gl_info)
BOOL initPixelFormats(WineD3D_GL_Info *gl_info)
{
unsigned int src;
int dst;
gl_info->gl_formats = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(formats) / sizeof(formats[0]) * sizeof(gl_info->gl_formats[0]));
if(!gl_info->gl_formats) return FALSE;
/* If a format depends on some extensions, remove them from the table above and initialize them
* after this loop
*/
for(src = 0; src < sizeof(gl_formats_template) / sizeof(gl_formats_template[0]); src++) {
dst = getFmtIdx(gl_formats_template[src].fmt);
gl_info->gl_formats[dst].glInternal = gl_formats_template[src].glInternal;
gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat;
gl_info->gl_formats[dst].glType = gl_formats_template[src].glType;
gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
gl_info->gl_formats[dst].Flags = gl_formats_template[src].Flags;
if(wined3d_settings.offscreen_rendering_mode == ORM_FBO &&
gl_formats_template[src].rtInternal != 0) {
GLuint tex, fb;
GLenum status;
/* Check if the default internal format is supported as a frame buffer target, otherwise
* fall back to the render target internal.
*
* Try to stick to the standard format if possible, this limits precision differences
*/
while(glGetError());
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, gl_formats_template[src].glInternal, 16, 16, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
GL_EXTCALL(glGenFramebuffersEXT(1, &fb));
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb));
GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, tex, 0));
status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
GL_EXTCALL(glDeleteFramebuffersEXT(1, &fb));
glDeleteTextures(1, &tex);
checkGLcall("Framebuffer format check");
if(status != GL_FRAMEBUFFER_COMPLETE_EXT) {
TRACE("Internal format of %s not supported as frame buffer target, using render target internal instead\n",
debug_d3dformat(gl_formats_template[src].fmt));
gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].rtInternal;
} else {
TRACE("Format %s is supported as fbo target\n", debug_d3dformat(gl_formats_template[src].fmt));
gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
}
} else {
gl_info->gl_formats[dst].rtInternal = gl_formats_template[src].glInternal;
}
}
/* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
* V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
* their extensions are not available.
*
* In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
* returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
* an application that needs this because it causes performance problems due to
* shader recompiling in some games.
*/
if(!GL_SUPPORT(ATI_ENVMAP_BUMPMAP) && !GL_SUPPORT(NV_TEXTURE_SHADER2)) {
/* signed -> unsigned fixup */
dst = getFmtIdx(WINED3DFMT_V8U8);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
dst = getFmtIdx(WINED3DFMT_V16U16);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
} else if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
/* signed -> unsigned fixup */
dst = getFmtIdx(WINED3DFMT_V16U16);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V16U16;
} else {
/* Blue = 1.0 fixup, disabled for now */
#if 0
dst = getFmtIdx(WINED3DFMT_V8U8);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
dst = getFmtIdx(WINED3DFMT_V16U16);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
#endif
}
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
/* If GL_NV_texture_shader is not supported, those formats are converted, incompatibly
* with each other
*/
dst = getFmtIdx(WINED3DFMT_L6V5U5);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_L6V5U5;
dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_X8L8V8U8;
dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
gl_info->gl_formats[dst].conversion_group = WINED3DFMT_Q8W8V8U8;
} else {
/* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
* are converted at surface loading time, but they do not need any modification in
* the shader, thus they are compatible with all WINED3DFMT_UNKNOWN group formats.
* WINED3DFMT_Q8W8V8U8 doesn't even need load-time conversion
*/
}
return TRUE;
}
/* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
static WINED3DGLTYPE const glTypeLookupTemplate[WINED3DDECLTYPE_UNUSED] = {
{WINED3DDECLTYPE_FLOAT1, 1, GL_FLOAT , GL_FALSE ,sizeof(float)},
{WINED3DDECLTYPE_FLOAT2, 2, GL_FLOAT , GL_FALSE ,sizeof(float)},
{WINED3DDECLTYPE_FLOAT3, 3, GL_FLOAT , GL_FALSE ,sizeof(float)},
{WINED3DDECLTYPE_FLOAT4, 4, GL_FLOAT , GL_FALSE ,sizeof(float)},
{WINED3DDECLTYPE_D3DCOLOR, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
{WINED3DDECLTYPE_UBYTE4, 4, GL_UNSIGNED_BYTE , GL_FALSE ,sizeof(BYTE)},
{WINED3DDECLTYPE_SHORT2, 2, GL_SHORT , GL_FALSE ,sizeof(short int)},
{WINED3DDECLTYPE_SHORT4, 4, GL_SHORT , GL_FALSE ,sizeof(short int)},
{WINED3DDECLTYPE_UBYTE4N, 4, GL_UNSIGNED_BYTE , GL_TRUE ,sizeof(BYTE)},
{WINED3DDECLTYPE_SHORT2N, 2, GL_SHORT , GL_TRUE ,sizeof(short int)},
{WINED3DDECLTYPE_SHORT4N, 4, GL_SHORT , GL_TRUE ,sizeof(short int)},
{WINED3DDECLTYPE_USHORT2N, 2, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
{WINED3DDECLTYPE_USHORT4N, 4, GL_UNSIGNED_SHORT , GL_TRUE ,sizeof(short int)},
{WINED3DDECLTYPE_UDEC3, 3, GL_UNSIGNED_SHORT , GL_FALSE ,sizeof(short int)},
{WINED3DDECLTYPE_DEC3N, 3, GL_SHORT , GL_TRUE ,sizeof(short int)},
{WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)},
{WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV , GL_FALSE ,sizeof(GLhalfNV)}};
void init_type_lookup(WineD3D_GL_Info *gl_info) {
memcpy(gl_info->glTypeLookup, glTypeLookupTemplate, sizeof(glTypeLookupTemplate));
if(!GL_SUPPORT(NV_HALF_FLOAT)) {
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/* Do not change the size of the type, it is CPU side. We have to change the GPU-side information though.
* It is the job of the vertex buffer code to make sure that the vbos have the right format
*/
gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_2].glType = GL_FLOAT;
gl_info->glTypeLookup[WINED3DDECLTYPE_FLOAT16_4].glType = GL_FLOAT;
}
}
#undef GLINFO_LOCATION
#define GLINFO_LOCATION This->adapter->gl_info
const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, WineD3D_GL_Info *gl_info, const GlPixelFormatDesc **glDesc)
{
int idx = getFmtIdx(fmt);
if(idx == -1) {
FIXME("Can't find format %s(%d) in the format lookup table\n", debug_d3dformat(fmt), fmt);
/* Get the caller a valid pointer */
idx = getFmtIdx(WINED3DFMT_UNKNOWN);
}
if(glDesc) {
if(!gl_info->gl_formats) {
/* If we do not have gl format information, provide a dummy NULL format. This is an easy way to make
* all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
* static variables to be initialized to 0.
*/
static const GlPixelFormatDesc dummyFmt;
*glDesc = &dummyFmt;
} else {
*glDesc = &gl_info->gl_formats[idx];
}
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}
return &formats[idx];
2006-06-21 10:36:14 +02:00
}
/*****************************************************************************
* Trace formatting of useful values
*/
const char* debug_d3dformat(WINED3DFORMAT fmt) {
switch (fmt) {
#define FMT_TO_STR(fmt) case fmt: return #fmt
FMT_TO_STR(WINED3DFMT_UNKNOWN);
FMT_TO_STR(WINED3DFMT_R8G8B8);
FMT_TO_STR(WINED3DFMT_A8R8G8B8);
FMT_TO_STR(WINED3DFMT_X8R8G8B8);
FMT_TO_STR(WINED3DFMT_R5G6B5);
FMT_TO_STR(WINED3DFMT_X1R5G5B5);
FMT_TO_STR(WINED3DFMT_A1R5G5B5);
FMT_TO_STR(WINED3DFMT_A4R4G4B4);
FMT_TO_STR(WINED3DFMT_R3G3B2);
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FMT_TO_STR(WINED3DFMT_A8);
FMT_TO_STR(WINED3DFMT_A8R3G3B2);
FMT_TO_STR(WINED3DFMT_X4R4G4B4);
FMT_TO_STR(WINED3DFMT_A2B10G10R10);
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FMT_TO_STR(WINED3DFMT_A8B8G8R8);
FMT_TO_STR(WINED3DFMT_X8B8G8R8);
FMT_TO_STR(WINED3DFMT_G16R16);
FMT_TO_STR(WINED3DFMT_A2R10G10B10);
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FMT_TO_STR(WINED3DFMT_A16B16G16R16);
FMT_TO_STR(WINED3DFMT_A8P8);
FMT_TO_STR(WINED3DFMT_P8);
FMT_TO_STR(WINED3DFMT_L8);
FMT_TO_STR(WINED3DFMT_A8L8);
FMT_TO_STR(WINED3DFMT_A4L4);
FMT_TO_STR(WINED3DFMT_V8U8);
FMT_TO_STR(WINED3DFMT_L6V5U5);
FMT_TO_STR(WINED3DFMT_X8L8V8U8);
FMT_TO_STR(WINED3DFMT_Q8W8V8U8);
FMT_TO_STR(WINED3DFMT_V16U16);
FMT_TO_STR(WINED3DFMT_W11V11U10);
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FMT_TO_STR(WINED3DFMT_A2W10V10U10);
FMT_TO_STR(WINED3DFMT_UYVY);
FMT_TO_STR(WINED3DFMT_YUY2);
FMT_TO_STR(WINED3DFMT_DXT1);
FMT_TO_STR(WINED3DFMT_DXT2);
FMT_TO_STR(WINED3DFMT_DXT3);
FMT_TO_STR(WINED3DFMT_DXT4);
FMT_TO_STR(WINED3DFMT_DXT5);
FMT_TO_STR(WINED3DFMT_MULTI2_ARGB8);
FMT_TO_STR(WINED3DFMT_G8R8_G8B8);
FMT_TO_STR(WINED3DFMT_R8G8_B8G8);
FMT_TO_STR(WINED3DFMT_D16_LOCKABLE);
FMT_TO_STR(WINED3DFMT_D32);
FMT_TO_STR(WINED3DFMT_D15S1);
FMT_TO_STR(WINED3DFMT_D24S8);
FMT_TO_STR(WINED3DFMT_D24X8);
FMT_TO_STR(WINED3DFMT_D24X4S4);
FMT_TO_STR(WINED3DFMT_D16);
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FMT_TO_STR(WINED3DFMT_L16);
FMT_TO_STR(WINED3DFMT_D32F_LOCKABLE);
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FMT_TO_STR(WINED3DFMT_D24FS8);
FMT_TO_STR(WINED3DFMT_VERTEXDATA);
FMT_TO_STR(WINED3DFMT_INDEX16);
FMT_TO_STR(WINED3DFMT_INDEX32);
FMT_TO_STR(WINED3DFMT_Q16W16V16U16);
FMT_TO_STR(WINED3DFMT_R16F);
FMT_TO_STR(WINED3DFMT_G16R16F);
FMT_TO_STR(WINED3DFMT_A16B16G16R16F);
FMT_TO_STR(WINED3DFMT_R32F);
FMT_TO_STR(WINED3DFMT_G32R32F);
FMT_TO_STR(WINED3DFMT_A32B32G32R32F);
FMT_TO_STR(WINED3DFMT_CxV8U8);
#undef FMT_TO_STR
default:
{
char fourcc[5];
fourcc[0] = (char)(fmt);
fourcc[1] = (char)(fmt >> 8);
fourcc[2] = (char)(fmt >> 16);
fourcc[3] = (char)(fmt >> 24);
fourcc[4] = 0;
if( isprint(fourcc[0]) && isprint(fourcc[1]) && isprint(fourcc[2]) && isprint(fourcc[3]) )
FIXME("Unrecognized %u (as fourcc: %s) WINED3DFORMAT!\n", fmt, fourcc);
else
FIXME("Unrecognized %u WINED3DFORMAT!\n", fmt);
}
return "unrecognized";
}
}
const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype) {
switch (devtype) {
#define DEVTYPE_TO_STR(dev) case dev: return #dev
DEVTYPE_TO_STR(WINED3DDEVTYPE_HAL);
DEVTYPE_TO_STR(WINED3DDEVTYPE_REF);
DEVTYPE_TO_STR(WINED3DDEVTYPE_SW);
#undef DEVTYPE_TO_STR
default:
FIXME("Unrecognized %u WINED3DDEVTYPE!\n", devtype);
return "unrecognized";
}
}
const char* debug_d3dusage(DWORD usage) {
switch (usage & WINED3DUSAGE_MASK) {
#define WINED3DUSAGE_TO_STR(u) case u: return #u
WINED3DUSAGE_TO_STR(WINED3DUSAGE_RENDERTARGET);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DEPTHSTENCIL);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_WRITEONLY);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_SOFTWAREPROCESSING);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DONOTCLIP);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_POINTS);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_RTPATCHES);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_NPATCHES);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DYNAMIC);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_AUTOGENMIPMAP);
WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
#undef WINED3DUSAGE_TO_STR
case 0: return "none";
default:
2006-10-01 05:20:10 +02:00
FIXME("Unrecognized %u Usage!\n", usage);
return "unrecognized";
}
}
const char* debug_d3dusagequery(DWORD usagequery) {
switch (usagequery & WINED3DUSAGE_QUERY_MASK) {
#define WINED3DUSAGEQUERY_TO_STR(u) case u: return #u
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_FILTER);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_LEGACYBUMPMAP);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBREAD);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_SRGBWRITE);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_VERTEXTEXTURE);
WINED3DUSAGEQUERY_TO_STR(WINED3DUSAGE_QUERY_WRAPANDMIP);
#undef WINED3DUSAGEQUERY_TO_STR
case 0: return "none";
default:
2006-10-01 05:20:10 +02:00
FIXME("Unrecognized %u Usage Query!\n", usagequery);
return "unrecognized";
}
}
const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method) {
switch (method) {
#define WINED3DDECLMETHOD_TO_STR(u) case u: return #u
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_DEFAULT);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALU);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_PARTIALV);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_CROSSUV);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_UV);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUP);
WINED3DDECLMETHOD_TO_STR(WINED3DDECLMETHOD_LOOKUPPRESAMPLED);
#undef WINED3DDECLMETHOD_TO_STR
default:
FIXME("Unrecognized %u declaration method!\n", method);
return "unrecognized";
}
}
const char* debug_d3ddecltype(WINED3DDECLTYPE type) {
switch (type) {
#define WINED3DDECLTYPE_TO_STR(u) case u: return #u
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT1);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT2);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT3);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT4);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_D3DCOLOR);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UBYTE4N);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT2N);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_SHORT4N);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT2N);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_USHORT4N);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UDEC3);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_DEC3N);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_2);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_FLOAT16_4);
WINED3DDECLTYPE_TO_STR(WINED3DDECLTYPE_UNUSED);
#undef WINED3DDECLTYPE_TO_STR
default:
FIXME("Unrecognized %u declaration type!\n", type);
return "unrecognized";
}
}
const char* debug_d3ddeclusage(BYTE usage) {
switch (usage) {
#define WINED3DDECLUSAGE_TO_STR(u) case u: return #u
2007-02-13 23:12:14 +01:00
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITION);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDWEIGHT);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BLENDINDICES);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_NORMAL);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_PSIZE);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TEXCOORD);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TANGENT);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_BINORMAL);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_TESSFACTOR);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_POSITIONT);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_COLOR);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_FOG);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_DEPTH);
WINED3DDECLUSAGE_TO_STR(WINED3DDECLUSAGE_SAMPLE);
#undef WINED3DDECLUSAGE_TO_STR
default:
FIXME("Unrecognized %u declaration usage!\n", usage);
return "unrecognized";
}
}
const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res) {
switch (res) {
#define RES_TO_STR(res) case res: return #res;
RES_TO_STR(WINED3DRTYPE_SURFACE);
RES_TO_STR(WINED3DRTYPE_VOLUME);
RES_TO_STR(WINED3DRTYPE_TEXTURE);
RES_TO_STR(WINED3DRTYPE_VOLUMETEXTURE);
RES_TO_STR(WINED3DRTYPE_CUBETEXTURE);
RES_TO_STR(WINED3DRTYPE_VERTEXBUFFER);
RES_TO_STR(WINED3DRTYPE_INDEXBUFFER);
#undef RES_TO_STR
default:
FIXME("Unrecognized %u WINED3DRESOURCETYPE!\n", res);
return "unrecognized";
}
}
const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) {
switch (PrimitiveType) {
#define PRIM_TO_STR(prim) case prim: return #prim;
PRIM_TO_STR(WINED3DPT_POINTLIST);
PRIM_TO_STR(WINED3DPT_LINELIST);
PRIM_TO_STR(WINED3DPT_LINESTRIP);
PRIM_TO_STR(WINED3DPT_TRIANGLELIST);
PRIM_TO_STR(WINED3DPT_TRIANGLESTRIP);
PRIM_TO_STR(WINED3DPT_TRIANGLEFAN);
#undef PRIM_TO_STR
default:
FIXME("Unrecognized %u WINED3DPRIMITIVETYPE!\n", PrimitiveType);
return "unrecognized";
}
}
const char* debug_d3drenderstate(DWORD state) {
switch (state) {
#define D3DSTATE_TO_STR(u) case u: return #u
D3DSTATE_TO_STR(WINED3DRS_TEXTUREHANDLE );
D3DSTATE_TO_STR(WINED3DRS_ANTIALIAS );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESS );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREPERSPECTIVE );
D3DSTATE_TO_STR(WINED3DRS_WRAPU );
D3DSTATE_TO_STR(WINED3DRS_WRAPV );
D3DSTATE_TO_STR(WINED3DRS_ZENABLE );
D3DSTATE_TO_STR(WINED3DRS_FILLMODE );
D3DSTATE_TO_STR(WINED3DRS_SHADEMODE );
D3DSTATE_TO_STR(WINED3DRS_LINEPATTERN );
D3DSTATE_TO_STR(WINED3DRS_MONOENABLE );
D3DSTATE_TO_STR(WINED3DRS_ROP2 );
D3DSTATE_TO_STR(WINED3DRS_PLANEMASK );
D3DSTATE_TO_STR(WINED3DRS_ZWRITEENABLE );
D3DSTATE_TO_STR(WINED3DRS_ALPHATESTENABLE );
D3DSTATE_TO_STR(WINED3DRS_LASTPIXEL );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAG );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREMIN );
D3DSTATE_TO_STR(WINED3DRS_SRCBLEND );
D3DSTATE_TO_STR(WINED3DRS_DESTBLEND );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREMAPBLEND );
D3DSTATE_TO_STR(WINED3DRS_CULLMODE );
D3DSTATE_TO_STR(WINED3DRS_ZFUNC );
D3DSTATE_TO_STR(WINED3DRS_ALPHAREF );
D3DSTATE_TO_STR(WINED3DRS_ALPHAFUNC );
D3DSTATE_TO_STR(WINED3DRS_DITHERENABLE );
D3DSTATE_TO_STR(WINED3DRS_ALPHABLENDENABLE );
D3DSTATE_TO_STR(WINED3DRS_FOGENABLE );
D3DSTATE_TO_STR(WINED3DRS_SPECULARENABLE );
D3DSTATE_TO_STR(WINED3DRS_ZVISIBLE );
D3DSTATE_TO_STR(WINED3DRS_SUBPIXEL );
D3DSTATE_TO_STR(WINED3DRS_SUBPIXELX );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEDALPHA );
D3DSTATE_TO_STR(WINED3DRS_FOGCOLOR );
D3DSTATE_TO_STR(WINED3DRS_FOGTABLEMODE );
D3DSTATE_TO_STR(WINED3DRS_FOGSTART );
D3DSTATE_TO_STR(WINED3DRS_FOGEND );
D3DSTATE_TO_STR(WINED3DRS_FOGDENSITY );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEENABLE );
D3DSTATE_TO_STR(WINED3DRS_EDGEANTIALIAS );
D3DSTATE_TO_STR(WINED3DRS_COLORKEYENABLE );
D3DSTATE_TO_STR(WINED3DRS_BORDERCOLOR );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSU );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREADDRESSV );
D3DSTATE_TO_STR(WINED3DRS_MIPMAPLODBIAS );
D3DSTATE_TO_STR(WINED3DRS_ZBIAS );
D3DSTATE_TO_STR(WINED3DRS_RANGEFOGENABLE );
D3DSTATE_TO_STR(WINED3DRS_ANISOTROPY );
D3DSTATE_TO_STR(WINED3DRS_FLUSHBATCH );
D3DSTATE_TO_STR(WINED3DRS_TRANSLUCENTSORTINDEPENDENT);
D3DSTATE_TO_STR(WINED3DRS_STENCILENABLE );
D3DSTATE_TO_STR(WINED3DRS_STENCILFAIL );
D3DSTATE_TO_STR(WINED3DRS_STENCILZFAIL );
D3DSTATE_TO_STR(WINED3DRS_STENCILPASS );
D3DSTATE_TO_STR(WINED3DRS_STENCILFUNC );
D3DSTATE_TO_STR(WINED3DRS_STENCILREF );
D3DSTATE_TO_STR(WINED3DRS_STENCILMASK );
D3DSTATE_TO_STR(WINED3DRS_STENCILWRITEMASK );
D3DSTATE_TO_STR(WINED3DRS_TEXTUREFACTOR );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN00 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN01 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN02 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN03 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN04 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN05 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN06 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN07 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN08 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN09 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN10 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN11 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN12 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN13 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN14 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN15 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN16 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN17 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN18 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN19 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN20 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN21 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN22 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN23 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN24 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN25 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN26 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN27 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN28 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN29 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN30 );
D3DSTATE_TO_STR(WINED3DRS_STIPPLEPATTERN31 );
D3DSTATE_TO_STR(WINED3DRS_WRAP0 );
D3DSTATE_TO_STR(WINED3DRS_WRAP1 );
D3DSTATE_TO_STR(WINED3DRS_WRAP2 );
D3DSTATE_TO_STR(WINED3DRS_WRAP3 );
D3DSTATE_TO_STR(WINED3DRS_WRAP4 );
D3DSTATE_TO_STR(WINED3DRS_WRAP5 );
D3DSTATE_TO_STR(WINED3DRS_WRAP6 );
D3DSTATE_TO_STR(WINED3DRS_WRAP7 );
D3DSTATE_TO_STR(WINED3DRS_CLIPPING );
D3DSTATE_TO_STR(WINED3DRS_LIGHTING );
D3DSTATE_TO_STR(WINED3DRS_EXTENTS );
D3DSTATE_TO_STR(WINED3DRS_AMBIENT );
D3DSTATE_TO_STR(WINED3DRS_FOGVERTEXMODE );
D3DSTATE_TO_STR(WINED3DRS_COLORVERTEX );
D3DSTATE_TO_STR(WINED3DRS_LOCALVIEWER );
D3DSTATE_TO_STR(WINED3DRS_NORMALIZENORMALS );
D3DSTATE_TO_STR(WINED3DRS_COLORKEYBLENDENABLE );
D3DSTATE_TO_STR(WINED3DRS_DIFFUSEMATERIALSOURCE );
D3DSTATE_TO_STR(WINED3DRS_SPECULARMATERIALSOURCE );
D3DSTATE_TO_STR(WINED3DRS_AMBIENTMATERIALSOURCE );
D3DSTATE_TO_STR(WINED3DRS_EMISSIVEMATERIALSOURCE );
D3DSTATE_TO_STR(WINED3DRS_VERTEXBLEND );
D3DSTATE_TO_STR(WINED3DRS_CLIPPLANEENABLE );
D3DSTATE_TO_STR(WINED3DRS_SOFTWAREVERTEXPROCESSING );
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE );
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MIN );
D3DSTATE_TO_STR(WINED3DRS_POINTSPRITEENABLE );
D3DSTATE_TO_STR(WINED3DRS_POINTSCALEENABLE );
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_A );
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_B );
D3DSTATE_TO_STR(WINED3DRS_POINTSCALE_C );
D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEANTIALIAS );
D3DSTATE_TO_STR(WINED3DRS_MULTISAMPLEMASK );
D3DSTATE_TO_STR(WINED3DRS_PATCHEDGESTYLE );
D3DSTATE_TO_STR(WINED3DRS_PATCHSEGMENTS );
D3DSTATE_TO_STR(WINED3DRS_DEBUGMONITORTOKEN );
D3DSTATE_TO_STR(WINED3DRS_POINTSIZE_MAX );
D3DSTATE_TO_STR(WINED3DRS_INDEXEDVERTEXBLENDENABLE );
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE );
D3DSTATE_TO_STR(WINED3DRS_TWEENFACTOR );
D3DSTATE_TO_STR(WINED3DRS_BLENDOP );
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D3DSTATE_TO_STR(WINED3DRS_POSITIONDEGREE );
D3DSTATE_TO_STR(WINED3DRS_NORMALDEGREE );
D3DSTATE_TO_STR(WINED3DRS_SCISSORTESTENABLE );
D3DSTATE_TO_STR(WINED3DRS_SLOPESCALEDEPTHBIAS );
D3DSTATE_TO_STR(WINED3DRS_ANTIALIASEDLINEENABLE );
D3DSTATE_TO_STR(WINED3DRS_MINTESSELLATIONLEVEL );
D3DSTATE_TO_STR(WINED3DRS_MAXTESSELLATIONLEVEL );
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_X );
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Y );
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_Z );
D3DSTATE_TO_STR(WINED3DRS_ADAPTIVETESS_W );
D3DSTATE_TO_STR(WINED3DRS_ENABLEADAPTIVETESSELLATION);
D3DSTATE_TO_STR(WINED3DRS_TWOSIDEDSTENCILMODE );
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFAIL );
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILZFAIL );
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILPASS );
D3DSTATE_TO_STR(WINED3DRS_CCW_STENCILFUNC );
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE1 );
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE2 );
D3DSTATE_TO_STR(WINED3DRS_COLORWRITEENABLE3 );
D3DSTATE_TO_STR(WINED3DRS_BLENDFACTOR );
D3DSTATE_TO_STR(WINED3DRS_SRGBWRITEENABLE );
D3DSTATE_TO_STR(WINED3DRS_DEPTHBIAS );
D3DSTATE_TO_STR(WINED3DRS_WRAP8 );
D3DSTATE_TO_STR(WINED3DRS_WRAP9 );
D3DSTATE_TO_STR(WINED3DRS_WRAP10 );
D3DSTATE_TO_STR(WINED3DRS_WRAP11 );
D3DSTATE_TO_STR(WINED3DRS_WRAP12 );
D3DSTATE_TO_STR(WINED3DRS_WRAP13 );
D3DSTATE_TO_STR(WINED3DRS_WRAP14 );
D3DSTATE_TO_STR(WINED3DRS_WRAP15 );
D3DSTATE_TO_STR(WINED3DRS_SEPARATEALPHABLENDENABLE );
D3DSTATE_TO_STR(WINED3DRS_SRCBLENDALPHA );
D3DSTATE_TO_STR(WINED3DRS_DESTBLENDALPHA );
D3DSTATE_TO_STR(WINED3DRS_BLENDOPALPHA );
#undef D3DSTATE_TO_STR
default:
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FIXME("Unrecognized %u render state!\n", state);
return "unrecognized";
}
}
const char* debug_d3dsamplerstate(DWORD state) {
switch (state) {
#define D3DSTATE_TO_STR(u) case u: return #u
D3DSTATE_TO_STR(WINED3DSAMP_BORDERCOLOR );
D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSU );
D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSV );
D3DSTATE_TO_STR(WINED3DSAMP_ADDRESSW );
D3DSTATE_TO_STR(WINED3DSAMP_MAGFILTER );
D3DSTATE_TO_STR(WINED3DSAMP_MINFILTER );
D3DSTATE_TO_STR(WINED3DSAMP_MIPFILTER );
D3DSTATE_TO_STR(WINED3DSAMP_MIPMAPLODBIAS);
D3DSTATE_TO_STR(WINED3DSAMP_MAXMIPLEVEL );
D3DSTATE_TO_STR(WINED3DSAMP_MAXANISOTROPY);
D3DSTATE_TO_STR(WINED3DSAMP_SRGBTEXTURE );
D3DSTATE_TO_STR(WINED3DSAMP_ELEMENTINDEX );
D3DSTATE_TO_STR(WINED3DSAMP_DMAPOFFSET );
#undef D3DSTATE_TO_STR
default:
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FIXME("Unrecognized %u sampler state!\n", state);
return "unrecognized";
}
}
const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) {
switch (filter_type) {
#define D3DTEXTUREFILTERTYPE_TO_STR(u) case u: return #u
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_NONE);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_POINT);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_LINEAR);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_ANISOTROPIC);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_FLATCUBIC);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANCUBIC);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_PYRAMIDALQUAD);
D3DTEXTUREFILTERTYPE_TO_STR(WINED3DTEXF_GAUSSIANQUAD);
#undef D3DTEXTUREFILTERTYPE_TO_STR
default:
FIXME("Unrecognied texture filter type 0x%08x\n", filter_type);
return "unrecognized";
}
}
const char* debug_d3dtexturestate(DWORD state) {
switch (state) {
#define D3DSTATE_TO_STR(u) case u: return #u
D3DSTATE_TO_STR(WINED3DTSS_COLOROP );
D3DSTATE_TO_STR(WINED3DTSS_COLORARG1 );
D3DSTATE_TO_STR(WINED3DTSS_COLORARG2 );
D3DSTATE_TO_STR(WINED3DTSS_ALPHAOP );
D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG1 );
D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG2 );
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT00 );
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT01 );
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT10 );
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVMAT11 );
D3DSTATE_TO_STR(WINED3DTSS_TEXCOORDINDEX );
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLSCALE );
D3DSTATE_TO_STR(WINED3DTSS_BUMPENVLOFFSET );
D3DSTATE_TO_STR(WINED3DTSS_TEXTURETRANSFORMFLAGS );
D3DSTATE_TO_STR(WINED3DTSS_ADDRESSW );
D3DSTATE_TO_STR(WINED3DTSS_COLORARG0 );
D3DSTATE_TO_STR(WINED3DTSS_ALPHAARG0 );
D3DSTATE_TO_STR(WINED3DTSS_RESULTARG );
D3DSTATE_TO_STR(WINED3DTSS_CONSTANT );
#undef D3DSTATE_TO_STR
case 12:
/* Note WINED3DTSS are not consecutive, so skip these */
return "unused";
default:
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FIXME("Unrecognized %u texture state!\n", state);
return "unrecognized";
}
}
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static const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop) {
switch (d3dtop) {
#define D3DTOP_TO_STR(u) case u: return #u
D3DTOP_TO_STR(WINED3DTOP_DISABLE);
D3DTOP_TO_STR(WINED3DTOP_SELECTARG1);
D3DTOP_TO_STR(WINED3DTOP_SELECTARG2);
D3DTOP_TO_STR(WINED3DTOP_MODULATE);
D3DTOP_TO_STR(WINED3DTOP_MODULATE2X);
D3DTOP_TO_STR(WINED3DTOP_MODULATE4X);
D3DTOP_TO_STR(WINED3DTOP_ADD);
D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED);
D3DTOP_TO_STR(WINED3DTOP_ADDSIGNED2X);
D3DTOP_TO_STR(WINED3DTOP_SUBTRACT);
D3DTOP_TO_STR(WINED3DTOP_ADDSMOOTH);
D3DTOP_TO_STR(WINED3DTOP_BLENDDIFFUSEALPHA);
D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHA);
D3DTOP_TO_STR(WINED3DTOP_BLENDFACTORALPHA);
D3DTOP_TO_STR(WINED3DTOP_BLENDTEXTUREALPHAPM);
D3DTOP_TO_STR(WINED3DTOP_BLENDCURRENTALPHA);
D3DTOP_TO_STR(WINED3DTOP_PREMODULATE);
D3DTOP_TO_STR(WINED3DTOP_MODULATEALPHA_ADDCOLOR);
D3DTOP_TO_STR(WINED3DTOP_MODULATECOLOR_ADDALPHA);
D3DTOP_TO_STR(WINED3DTOP_MODULATEINVALPHA_ADDCOLOR);
D3DTOP_TO_STR(WINED3DTOP_MODULATEINVCOLOR_ADDALPHA);
D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAP);
D3DTOP_TO_STR(WINED3DTOP_BUMPENVMAPLUMINANCE);
D3DTOP_TO_STR(WINED3DTOP_DOTPRODUCT3);
D3DTOP_TO_STR(WINED3DTOP_MULTIPLYADD);
D3DTOP_TO_STR(WINED3DTOP_LERP);
#undef D3DTOP_TO_STR
default:
FIXME("Unrecognized %u WINED3DTOP\n", d3dtop);
return "unrecognized";
}
}
const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
switch (tstype) {
#define TSTYPE_TO_STR(tstype) case tstype: return #tstype
TSTYPE_TO_STR(WINED3DTS_VIEW);
TSTYPE_TO_STR(WINED3DTS_PROJECTION);
TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
#undef TSTYPE_TO_STR
default:
if (tstype > 256 && tstype < 512) {
FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
return ("WINED3DTS_WORLDMATRIX > 0");
}
FIXME("Unrecognized %u WINED3DTS\n", tstype);
return "unrecognized";
}
}
const char* debug_d3dpool(WINED3DPOOL Pool) {
switch (Pool) {
#define POOL_TO_STR(p) case p: return #p;
POOL_TO_STR(WINED3DPOOL_DEFAULT);
POOL_TO_STR(WINED3DPOOL_MANAGED);
POOL_TO_STR(WINED3DPOOL_SYSTEMMEM);
POOL_TO_STR(WINED3DPOOL_SCRATCH);
#undef POOL_TO_STR
default:
FIXME("Unrecognized %u WINED3DPOOL!\n", Pool);
return "unrecognized";
}
}
const char *debug_fbostatus(GLenum status) {
switch(status) {
#define FBOSTATUS_TO_STR(u) case u: return #u
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_COMPLETE_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT);
FBOSTATUS_TO_STR(GL_FRAMEBUFFER_UNSUPPORTED_EXT);
#undef FBOSTATUS_TO_STR
default:
FIXME("Unrecognied FBO status 0x%08x\n", status);
return "unrecognized";
}
}
const char *debug_glerror(GLenum error) {
switch(error) {
#define GLERROR_TO_STR(u) case u: return #u
GLERROR_TO_STR(GL_NO_ERROR);
GLERROR_TO_STR(GL_INVALID_ENUM);
GLERROR_TO_STR(GL_INVALID_VALUE);
GLERROR_TO_STR(GL_INVALID_OPERATION);
GLERROR_TO_STR(GL_STACK_OVERFLOW);
GLERROR_TO_STR(GL_STACK_UNDERFLOW);
GLERROR_TO_STR(GL_OUT_OF_MEMORY);
GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION_EXT);
#undef GLERROR_TO_STR
default:
FIXME("Unrecognied GL error 0x%08x\n", error);
return "unrecognized";
}
}
2007-07-04 17:57:45 +02:00
const char *debug_d3dbasis(WINED3DBASISTYPE basis) {
switch(basis) {
case WINED3DBASIS_BEZIER: return "WINED3DBASIS_BEZIER";
case WINED3DBASIS_BSPLINE: return "WINED3DBASIS_BSPLINE";
case WINED3DBASIS_INTERPOLATE: return "WINED3DBASIS_INTERPOLATE";
default: return "unrecognized";
}
}
const char *debug_d3ddegree(WINED3DDEGREETYPE degree) {
switch(degree) {
case WINED3DDEGREE_LINEAR: return "WINED3DDEGREE_LINEAR";
case WINED3DDEGREE_QUADRATIC: return "WINED3DDEGREE_QUADRATIC";
case WINED3DDEGREE_CUBIC: return "WINED3DDEGREE_CUBIC";
case WINED3DDEGREE_QUINTIC: return "WINED3DDEGREE_QUINTIC";
default: return "unrecognized";
}
}
/*****************************************************************************
* Useful functions mapping GL <-> D3D values
*/
GLenum StencilOp(DWORD op) {
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switch(op) {
case WINED3DSTENCILOP_KEEP : return GL_KEEP;
case WINED3DSTENCILOP_ZERO : return GL_ZERO;
case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
case WINED3DSTENCILOP_INVERT : return GL_INVERT;
case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
default:
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FIXME("Unrecognized stencil op %d\n", op);
return GL_KEEP;
}
}
GLenum CompareFunc(DWORD func) {
switch ((WINED3DCMPFUNC)func) {
case WINED3DCMP_NEVER : return GL_NEVER;
case WINED3DCMP_LESS : return GL_LESS;
case WINED3DCMP_EQUAL : return GL_EQUAL;
case WINED3DCMP_LESSEQUAL : return GL_LEQUAL;
case WINED3DCMP_GREATER : return GL_GREATER;
case WINED3DCMP_NOTEQUAL : return GL_NOTEQUAL;
case WINED3DCMP_GREATEREQUAL : return GL_GEQUAL;
case WINED3DCMP_ALWAYS : return GL_ALWAYS;
default:
FIXME("Unrecognized WINED3DCMPFUNC value %d\n", func);
return 0;
}
}
static GLenum d3dta_to_combiner_input(DWORD d3dta, DWORD stage, INT texture_idx) {
switch (d3dta) {
case WINED3DTA_DIFFUSE:
return GL_PRIMARY_COLOR_NV;
case WINED3DTA_CURRENT:
if (stage) return GL_SPARE0_NV;
else return GL_PRIMARY_COLOR_NV;
case WINED3DTA_TEXTURE:
if (texture_idx > -1) return GL_TEXTURE0_ARB + texture_idx;
else return GL_PRIMARY_COLOR_NV;
case WINED3DTA_TFACTOR:
return GL_CONSTANT_COLOR0_NV;
case WINED3DTA_SPECULAR:
return GL_SECONDARY_COLOR_NV;
case WINED3DTA_TEMP:
return GL_SPARE1_NV;
case WINED3DTA_CONSTANT:
/* TODO: Support per stage constants (WINED3DTSS_CONSTANT, NV_register_combiners2) */
FIXME("WINED3DTA_CONSTANT, not properly supported.\n");
return GL_CONSTANT_COLOR1_NV;
default:
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FIXME("Unrecognized texture arg %#x\n", d3dta);
return GL_TEXTURE;
}
}
static GLenum invert_mapping(GLenum mapping) {
if (mapping == GL_UNSIGNED_INVERT_NV) return GL_SIGNED_IDENTITY_NV;
else if (mapping == GL_SIGNED_IDENTITY_NV) return GL_UNSIGNED_INVERT_NV;
FIXME("Unhandled mapping %#x\n", mapping);
return mapping;
}
static void get_src_and_opr_nvrc(DWORD stage, DWORD arg, BOOL is_alpha, GLenum* input, GLenum* mapping, GLenum *component_usage, INT texture_idx) {
/* The WINED3DTA_COMPLEMENT flag specifies the complement of the input should
* be used. */
if (arg & WINED3DTA_COMPLEMENT) *mapping = GL_UNSIGNED_INVERT_NV;
else *mapping = GL_SIGNED_IDENTITY_NV;
/* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the input
* should be used for all input components. */
if (is_alpha || arg & WINED3DTA_ALPHAREPLICATE) *component_usage = GL_ALPHA;
else *component_usage = GL_RGB;
*input = d3dta_to_combiner_input(arg & WINED3DTA_SELECTMASK, stage, texture_idx);
}
typedef struct {
GLenum input[3];
GLenum mapping[3];
GLenum component_usage[3];
} tex_op_args;
static BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) {
if (op == WINED3DTOP_DISABLE) return FALSE;
if (This->stateBlock->textures[stage]) return FALSE;
if ((arg1 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
&& op != WINED3DTOP_SELECTARG2) return TRUE;
if ((arg2 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
&& op != WINED3DTOP_SELECTARG1) return TRUE;
if ((arg3 & WINED3DTA_SELECTMASK) == WINED3DTA_TEXTURE
&& (op == WINED3DTOP_MULTIPLYADD || op == WINED3DTOP_LERP)) return TRUE;
return FALSE;
}
void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl*)iface;
tex_op_args tex_op_args = {{0}, {0}, {0}};
GLenum portion = is_alpha ? GL_ALPHA : GL_RGB;
GLenum target = GL_COMBINER0_NV + stage;
GLenum output;
2006-10-01 05:20:10 +02:00
TRACE("stage %d, is_alpha %d, op %s, arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
stage, is_alpha, debug_d3dtop(op), arg1, arg2, arg3, texture_idx);
/* If a texture stage references an invalid texture unit the stage just
* passes through the result from the previous stage */
if (is_invalid_op(This, stage, op, arg1, arg2, arg3)) {
arg1 = WINED3DTA_CURRENT;
op = WINED3DTOP_SELECTARG1;
}
get_src_and_opr_nvrc(stage, arg1, is_alpha, &tex_op_args.input[0],
&tex_op_args.mapping[0], &tex_op_args.component_usage[0], texture_idx);
get_src_and_opr_nvrc(stage, arg2, is_alpha, &tex_op_args.input[1],
&tex_op_args.mapping[1], &tex_op_args.component_usage[1], texture_idx);
get_src_and_opr_nvrc(stage, arg3, is_alpha, &tex_op_args.input[2],
&tex_op_args.mapping[2], &tex_op_args.component_usage[2], texture_idx);
if(dst == WINED3DTA_TEMP) {
output = GL_SPARE1_NV;
} else {
output = GL_SPARE0_NV;
}
/* This is called by a state handler which has the gl lock held and a context for the thread */
switch(op)
{
case WINED3DTOP_DISABLE:
/* Only for alpha */
if (!is_alpha) ERR("Shouldn't be called for WINED3DTSS_COLOROP (WINED3DTOP_DISABLE)\n");
/* Input, prev_alpha*1 */
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
/* Output */
GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
case WINED3DTOP_SELECTARG1:
case WINED3DTOP_SELECTARG2:
/* Input, arg*1 */
if (op == WINED3DTOP_SELECTARG1) {
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
} else {
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
}
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
/* Output */
GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
case WINED3DTOP_MODULATE:
case WINED3DTOP_MODULATE2X:
case WINED3DTOP_MODULATE4X:
/* Input, arg1*arg2 */
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
/* Output */
if (op == WINED3DTOP_MODULATE) {
GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
} else if (op == WINED3DTOP_MODULATE2X) {
GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
GL_DISCARD_NV, GL_SCALE_BY_TWO_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
} else if (op == WINED3DTOP_MODULATE4X) {
GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
GL_DISCARD_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
}
break;
case WINED3DTOP_ADD:
case WINED3DTOP_ADDSIGNED:
case WINED3DTOP_ADDSIGNED2X:
/* Input, arg1*1+arg2*1 */
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
/* Output */
if (op == WINED3DTOP_ADD) {
GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
} else if (op == WINED3DTOP_ADDSIGNED) {
GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
output, GL_NONE, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
} else if (op == WINED3DTOP_ADDSIGNED2X) {
GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
output, GL_SCALE_BY_TWO_NV, GL_BIAS_BY_NEGATIVE_ONE_HALF_NV, GL_FALSE, GL_FALSE, GL_FALSE));
}
break;
case WINED3DTOP_SUBTRACT:
/* Input, arg1*1+-arg2*1 */
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
tex_op_args.input[1], GL_SIGNED_NEGATE_NV, tex_op_args.component_usage[1]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
/* Output */
GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
case WINED3DTOP_ADDSMOOTH:
/* Input, arg1*1+(1-arg1)*arg2 */
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
/* Output */
GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
case WINED3DTOP_BLENDDIFFUSEALPHA:
case WINED3DTOP_BLENDTEXTUREALPHA:
case WINED3DTOP_BLENDFACTORALPHA:
case WINED3DTOP_BLENDTEXTUREALPHAPM:
case WINED3DTOP_BLENDCURRENTALPHA:
{
GLenum alpha_src = GL_PRIMARY_COLOR_NV;
if (op == WINED3DTOP_BLENDDIFFUSEALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_DIFFUSE, stage, texture_idx);
else if (op == WINED3DTOP_BLENDTEXTUREALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
else if (op == WINED3DTOP_BLENDFACTORALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_TFACTOR, stage, texture_idx);
else if (op == WINED3DTOP_BLENDTEXTUREALPHAPM) alpha_src = d3dta_to_combiner_input(WINED3DTA_TEXTURE, stage, texture_idx);
else if (op == WINED3DTOP_BLENDCURRENTALPHA) alpha_src = d3dta_to_combiner_input(WINED3DTA_CURRENT, stage, texture_idx);
else FIXME("Unhandled WINED3DTOP %s, shouldn't happen\n", debug_d3dtop(op));
/* Input, arg1*alpha_src+arg2*(1-alpha_src) */
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
if (op == WINED3DTOP_BLENDTEXTUREALPHAPM)
{
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
} else {
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
alpha_src, GL_UNSIGNED_IDENTITY_NV, GL_ALPHA));
}
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
alpha_src, GL_UNSIGNED_INVERT_NV, GL_ALPHA));
/* Output */
GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
}
case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
/* Input, arg1_alpha*arg2_rgb+arg1_rgb*1 */
if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEALPHA_ADDCOLOR)\n");
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
/* Output */
GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
case WINED3DTOP_MODULATECOLOR_ADDALPHA:
/* Input, arg1_rgb*arg2_rgb+arg1_alpha*1 */
if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATECOLOR_ADDALPHA)\n");
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
/* Output */
GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
/* Input, (1-arg1_alpha)*arg2_rgb+arg1_rgb*1 */
if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVALPHA_ADDCOLOR)\n");
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), GL_ALPHA));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
/* Output */
GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
/* Input, (1-arg1_rgb)*arg2_rgb+arg1_alpha*1 */
if (is_alpha) ERR("Only supported for WINED3DTSS_COLOROP (WINED3DTOP_MODULATEINVCOLOR_ADDALPHA)\n");
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[0], invert_mapping(tex_op_args.mapping[0]), tex_op_args.component_usage[0]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
tex_op_args.input[0], tex_op_args.mapping[0], GL_ALPHA));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
/* Output */
GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
case WINED3DTOP_DOTPRODUCT3:
/* Input, arg1 . arg2 */
/* FIXME: DX7 uses a different calculation? */
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[0], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[0]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
tex_op_args.input[1], GL_EXPAND_NORMAL_NV, tex_op_args.component_usage[1]));
/* Output */
GL_EXTCALL(glCombinerOutputNV(target, portion, output, GL_DISCARD_NV,
GL_DISCARD_NV, GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE));
break;
case WINED3DTOP_MULTIPLYADD:
/* Input, arg3*1+arg1*arg2 */
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
/* Output */
GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
case WINED3DTOP_LERP:
/* Input, arg3*arg1+(1-arg3)*arg2 */
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[2], tex_op_args.mapping[2], tex_op_args.component_usage[2]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
tex_op_args.input[0], tex_op_args.mapping[0], tex_op_args.component_usage[0]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_C_NV,
tex_op_args.input[2], invert_mapping(tex_op_args.mapping[2]), tex_op_args.component_usage[2]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_D_NV,
tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
/* Output */
GL_EXTCALL(glCombinerOutputNV(target, portion, GL_DISCARD_NV, GL_DISCARD_NV,
output, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
case WINED3DTOP_BUMPENVMAPLUMINANCE:
case WINED3DTOP_BUMPENVMAP:
if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
/* The bump map stage itself isn't exciting, just read the texture. But tell the next stage to
* perform bump mapping and source from the current stage. Pretty much a SELECTARG2.
* ARG2 is passed through unmodified(apps will most likely use D3DTA_CURRENT for arg2, arg1
* (which will most likely be D3DTA_TEXTURE) is available as a texture shader input for the next stage
*/
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_A_NV,
tex_op_args.input[1], tex_op_args.mapping[1], tex_op_args.component_usage[1]));
GL_EXTCALL(glCombinerInputNV(target, portion, GL_VARIABLE_B_NV,
GL_ZERO, GL_UNSIGNED_INVERT_NV, portion));
/* Always pass through to CURRENT, ignore temp arg */
GL_EXTCALL(glCombinerOutputNV(target, portion, GL_SPARE0_NV, GL_DISCARD_NV,
GL_DISCARD_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE));
break;
}
default:
FIXME("Unhandled WINED3DTOP: stage %d, is_alpha %d, op %s (%#x), arg1 %#x, arg2 %#x, arg3 %#x, texture_idx %d\n",
stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
}
checkGLcall("set_tex_op_nvrc()\n");
}
static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
/* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
* input should be used for all input components. The WINED3DTA_COMPLEMENT
* flag specifies the complement of the input should be used. */
BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
BOOL complement = arg & WINED3DTA_COMPLEMENT;
/* Calculate the operand */
if (complement) {
if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
else *operand = GL_ONE_MINUS_SRC_COLOR;
} else {
if (from_alpha) *operand = GL_SRC_ALPHA;
else *operand = GL_SRC_COLOR;
}
/* Calculate the source */
switch (arg & WINED3DTA_SELECTMASK) {
case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
case WINED3DTA_SPECULAR:
/*
* According to the GL_ARB_texture_env_combine specs, SPECULAR is
* 'Secondary color' and isn't supported until base GL supports it
* There is no concept of temp registers as far as I can tell
*/
FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
*source = GL_TEXTURE;
break;
default:
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FIXME("Unrecognized texture arg %#x\n", arg);
*source = GL_TEXTURE;
break;
}
}
/* Set texture operations up - The following avoids lots of ifdefs in this routine!*/
#if defined (GL_VERSION_1_3)
# define useext(A) A
#elif defined (GL_EXT_texture_env_combine)
# define useext(A) A##_EXT
#elif defined (GL_ARB_texture_env_combine)
# define useext(A) A##_ARB
#endif
/* Setup the texture operations texture stage states */
void set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
{
GLenum src1, src2, src3;
GLenum opr1, opr2, opr3;
GLenum comb_target;
GLenum src0_target, src1_target, src2_target;
GLenum opr0_target, opr1_target, opr2_target;
GLenum scal_target;
GLenum opr=0, invopr, src3_target, opr3_target;
BOOL Handled = FALSE;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
/* This is called by a state handler which has the gl lock held and a context for the thread */
/* Note: Operations usually involve two ars, src0 and src1 and are operations of
the form (a1 <operation> a2). However, some of the more complex operations
2005-07-13 16:15:54 +02:00
take 3 parameters. Instead of the (sensible) addition of a3, Microsoft added
in a third parameter called a0. Therefore these are operations of the form
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a0 <operation> a1 <operation> a2, i.e., the new parameter goes to the front.
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However, below we treat the new (a0) parameter as src2/opr2, so in the actual
functions below, expect their syntax to differ slightly to those listed in the
2008-04-23 07:13:32 +02:00
manuals, i.e., replace arg1 with arg3, arg2 with arg1 and arg3 with arg2
This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP */
2005-07-13 16:15:54 +02:00
if (isAlpha) {
comb_target = useext(GL_COMBINE_ALPHA);
src0_target = useext(GL_SOURCE0_ALPHA);
src1_target = useext(GL_SOURCE1_ALPHA);
src2_target = useext(GL_SOURCE2_ALPHA);
opr0_target = useext(GL_OPERAND0_ALPHA);
opr1_target = useext(GL_OPERAND1_ALPHA);
opr2_target = useext(GL_OPERAND2_ALPHA);
scal_target = GL_ALPHA_SCALE;
}
else {
comb_target = useext(GL_COMBINE_RGB);
src0_target = useext(GL_SOURCE0_RGB);
src1_target = useext(GL_SOURCE1_RGB);
src2_target = useext(GL_SOURCE2_RGB);
opr0_target = useext(GL_OPERAND0_RGB);
opr1_target = useext(GL_OPERAND1_RGB);
opr2_target = useext(GL_OPERAND2_RGB);
scal_target = useext(GL_RGB_SCALE);
}
/* If a texture stage references an invalid texture unit the stage just
* passes through the result from the previous stage */
if (is_invalid_op(This, Stage, op, arg1, arg2, arg3)) {
arg1 = WINED3DTA_CURRENT;
op = WINED3DTOP_SELECTARG1;
}
/* From MSDN (WINED3DTSS_ALPHAARG1) :
The default argument is WINED3DTA_TEXTURE. If no texture is set for this stage,
then the default argument is WINED3DTA_DIFFUSE.
FIXME? If texture added/removed, may need to reset back as well? */
if (isAlpha && This->stateBlock->textures[Stage] == NULL && arg1 == WINED3DTA_TEXTURE) {
get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
} else {
get_src_and_opr(arg1, isAlpha, &src1, &opr1);
}
get_src_and_opr(arg2, isAlpha, &src2, &opr2);
get_src_and_opr(arg3, isAlpha, &src3, &opr3);
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TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
Handled = TRUE; /* Assume will be handled */
/* Other texture operations require special extensions: */
if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
if (isAlpha) {
opr = GL_SRC_ALPHA;
invopr = GL_ONE_MINUS_SRC_ALPHA;
src3_target = GL_SOURCE3_ALPHA_NV;
opr3_target = GL_OPERAND3_ALPHA_NV;
} else {
opr = GL_SRC_COLOR;
invopr = GL_ONE_MINUS_SRC_COLOR;
src3_target = GL_SOURCE3_RGB_NV;
opr3_target = GL_OPERAND3_RGB_NV;
}
switch (op) {
case WINED3DTOP_DISABLE: /* Only for alpha */
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
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glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
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glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
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checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
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checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
break;
case WINED3DTOP_SELECTARG1: /* = a1 * 1 + 0 * 0 */
case WINED3DTOP_SELECTARG2: /* = a2 * 1 + 0 * 0 */
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
if (op == WINED3DTOP_SELECTARG1) {
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glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
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glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
} else {
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glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
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glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
}
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glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
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glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
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checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
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checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
break;
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case WINED3DTOP_MODULATE:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
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glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
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glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_MODULATE2X:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
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glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
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glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
break;
case WINED3DTOP_MODULATE4X:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
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glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
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glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
break;
case WINED3DTOP_ADD:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_ADDSIGNED:
glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_ADDSIGNED2X:
glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
break;
case WINED3DTOP_ADDSMOOTH:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_BLENDDIFFUSEALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR));
checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_PRIMARY_COLOR)");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR));
checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_PRIMARY_COLOR)");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_BLENDTEXTUREALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_BLENDFACTORALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT));
checkGLcall("GL_TEXTURE_ENV, src1_target, useext(GL_CONSTANT)");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT));
checkGLcall("GL_TEXTURE_ENV, src3_target, useext(GL_CONSTANT)");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_BLENDTEXTUREALPHAPM:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
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glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
switch (opr) {
case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_MODULATECOLOR_ADDALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_MULTIPLYADD:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
2005-07-13 16:15:54 +02:00
case WINED3DTOP_BUMPENVMAP:
{
}
case WINED3DTOP_BUMPENVMAPLUMINANCE:
FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
default:
Handled = FALSE;
}
if (Handled) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2005-07-13 16:15:54 +02:00
return;
}
} /* GL_NV_texture_env_combine4 */
2005-07-13 16:15:54 +02:00
Handled = TRUE; /* Again, assume handled */
switch (op) {
case WINED3DTOP_DISABLE: /* Only for alpha */
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_SELECTARG1:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_SELECTARG2:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_MODULATE:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_MODULATE2X:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
break;
case WINED3DTOP_MODULATE4X:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
break;
case WINED3DTOP_ADD:
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_ADDSIGNED:
glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
checkGLcall("GL_TEXTURE_ENV, comb_target, useext((GL_ADD_SIGNED)");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_ADDSIGNED2X:
glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED));
checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_ADD_SIGNED)");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
break;
case WINED3DTOP_SUBTRACT:
if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE)) {
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_SUBTRACT)");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else {
FIXME("This version of opengl does not support GL_SUBTRACT\n");
}
break;
case WINED3DTOP_BLENDDIFFUSEALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PRIMARY_COLOR));
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_BLENDTEXTUREALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_BLENDFACTORALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_CONSTANT));
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_BLENDCURRENTALPHA:
glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src2_target, useext(GL_PREVIOUS));
checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_DOTPRODUCT3:
if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3)) {
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
} else if (GL_SUPPORT(EXT_TEXTURE_ENV_DOT3)) {
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
} else {
FIXME("This version of opengl does not support GL_DOT3\n");
}
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_LERP:
glTexEnvi(GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE));
checkGLcall("GL_TEXTURE_ENV, comb_target, useext(GL_INTERPOLATE)");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
break;
case WINED3DTOP_ADDSMOOTH:
if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else
Handled = FALSE;
break;
case WINED3DTOP_BLENDTEXTUREALPHAPM:
if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else
Handled = FALSE;
break;
case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else
Handled = FALSE;
break;
case WINED3DTOP_MODULATECOLOR_ADDALPHA:
if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else
Handled = FALSE;
break;
case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else
Handled = FALSE;
break;
case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
switch (opr1) {
case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
}
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else
Handled = FALSE;
break;
case WINED3DTOP_MULTIPLYADD:
if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3)) {
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
} else
Handled = FALSE;
break;
case WINED3DTOP_BUMPENVMAPLUMINANCE:
if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
/* Some apps use BUMPENVMAPLUMINANCE instead of D3DTOP_BUMPENVMAP, although
* they check for the non-luminance cap flag. Well, give them what they asked
* for :-)
*/
WARN("Application uses WINED3DTOP_BUMPENVMAPLUMINANCE\n");
} else {
Handled = FALSE;
break;
}
/* Fall through */
case WINED3DTOP_BUMPENVMAP:
if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
TRACE("Using ati bumpmap on stage %d, target %d\n", Stage, Stage + 1);
glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_BUMP_ENVMAP_ATI);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_BUMP_ENVMAP_ATI)");
glTexEnvi(GL_TEXTURE_ENV, GL_BUMP_TARGET_ATI, GL_TEXTURE0_ARB + Stage + 1);
checkGLcall("glTexEnvi(GL_TEXTURE_ENV, GL_BUMP_TARGET_ATI, GL_TEXTURE0_ARB + Stage + 1)");
glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
checkGLcall("GL_TEXTURE_ENV, src0_target, src3");
glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
checkGLcall("GL_TEXTURE_ENV, opr0_target, opr3");
glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
Handled = TRUE;
break;
} else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
/* Technically texture shader support without register combiners is possible, but not expected to occur
* on real world cards, so for now a fixme should be enough
*/
FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
}
default:
Handled = FALSE;
}
if (Handled) {
BOOL combineOK = TRUE;
if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
DWORD op2;
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if (isAlpha) {
op2 = This->stateBlock->textureState[Stage][WINED3DTSS_COLOROP];
} else {
op2 = This->stateBlock->textureState[Stage][WINED3DTSS_ALPHAOP];
}
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/* Note: If COMBINE4 in effect can't go back to combine! */
switch (op2) {
case WINED3DTOP_ADDSMOOTH:
case WINED3DTOP_BLENDTEXTUREALPHAPM:
case WINED3DTOP_MODULATEALPHA_ADDCOLOR:
case WINED3DTOP_MODULATECOLOR_ADDALPHA:
case WINED3DTOP_MODULATEINVALPHA_ADDCOLOR:
case WINED3DTOP_MODULATEINVCOLOR_ADDALPHA:
case WINED3DTOP_MULTIPLYADD:
/* Ignore those implemented in both cases */
switch (op) {
case WINED3DTOP_SELECTARG1:
case WINED3DTOP_SELECTARG2:
combineOK = FALSE;
Handled = FALSE;
break;
default:
FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
return;
}
}
}
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if (combineOK) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE));
checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, useext(GL_COMBINE)");
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return;
}
}
/* After all the extensions, if still unhandled, report fixme */
FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
#undef GLINFO_LOCATION
}
/* Setup this textures matrix according to the texture flags*/
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void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype)
{
float mat[16];
glMatrixMode(GL_TEXTURE);
checkGLcall("glMatrixMode(GL_TEXTURE)");
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if (flags == WINED3DTTFF_DISABLE || flags == WINED3DTTFF_COUNT1 || transformed) {
glLoadIdentity();
checkGLcall("glLoadIdentity()");
return;
}
if (flags == (WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED)) {
ERR("Invalid texture transform flags: WINED3DTTFF_COUNT1|WINED3DTTFF_PROJECTED\n");
return;
}
memcpy(mat, smat, 16 * sizeof(float));
if (flags & WINED3DTTFF_PROJECTED) {
switch (flags & ~WINED3DTTFF_PROJECTED) {
case WINED3DTTFF_COUNT2:
mat[3] = mat[1], mat[7] = mat[5], mat[11] = mat[9], mat[15] = mat[13];
mat[1] = mat[5] = mat[9] = mat[13] = 0;
break;
case WINED3DTTFF_COUNT3:
mat[3] = mat[2], mat[7] = mat[6], mat[11] = mat[10], mat[15] = mat[14];
mat[2] = mat[6] = mat[10] = mat[14] = 0;
break;
}
} else { /* under directx the R/Z coord can be used for translation, under opengl we use the Q coord instead */
if(!calculatedCoords) {
switch(coordtype) {
case WINED3DDECLTYPE_FLOAT1:
/* Direct3D passes the default 1.0 in the 2nd coord, while gl passes it in the 4th.
* swap 2nd and 4th coord. No need to store the value of mat[12] in mat[4] because
* the input value to the transformation will be 0, so the matrix value is irrelevant
*/
mat[12] = mat[4];
mat[13] = mat[5];
mat[14] = mat[6];
mat[15] = mat[7];
break;
case WINED3DDECLTYPE_FLOAT2:
/* See above, just 3rd and 4th coord
*/
mat[12] = mat[8];
mat[13] = mat[9];
mat[14] = mat[10];
mat[15] = mat[11];
break;
case WINED3DDECLTYPE_FLOAT3: /* Opengl defaults match dx defaults */
case WINED3DDECLTYPE_FLOAT4: /* No defaults apply, all app defined */
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2008-01-09 20:37:05 +01:00
/* This is to prevent swapping the matrix lines and put the default 4th coord = 1.0
* into a bad place. The division elimination below will apply to make sure the
* 1.0 doesn't do anything bad. The caller will set this value if the stride is 0
*/
case WINED3DDECLTYPE_UNUSED: /* No texture coords, 0/0/0/1 defaults are passed */
break;
default:
FIXME("Unexpected fixed function texture coord input\n");
}
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}
switch (flags & ~WINED3DTTFF_PROJECTED) {
/* case WINED3DTTFF_COUNT1: Won't ever get here */
case WINED3DTTFF_COUNT2: mat[2] = mat[6] = mat[10] = mat[14] = 0;
/* OpenGL divides the first 3 vertex coord by the 4th by default,
* which is essentially the same as D3DTTFF_PROJECTED. Make sure that
* the 4th coord evaluates to 1.0 to eliminate that.
*
* If the fixed function pipeline is used, the 4th value remains unused,
* so there is no danger in doing this. With vertex shaders we have a
* problem. Should an app hit that problem, the code here would have to
* check for pixel shaders, and the shader has to undo the default gl divide.
*
* A more serious problem occurs if the app passes 4 coordinates in, and the
* 4th is != 1.0(opengl default). This would have to be fixed in drawStridedSlow
* or a replacement shader
*/
default: mat[3] = mat[7] = mat[11] = 0; mat[15] = 1;
}
}
glLoadMatrixf(mat);
checkGLcall("glLoadMatrixf(mat)");
}
#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
/* This small helper function is used to convert a bitmask into the number of masked bits */
unsigned int count_bits(unsigned int mask)
{
unsigned int count;
for (count = 0; mask; ++count)
{
mask &= mask - 1;
}
return count;
}
/* Helper function for retrieving color info for ChoosePixelFormat and wglChoosePixelFormatARB.
* The later function requires individual color components. */
BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize)
{
const StaticPixelFormatDesc *desc;
TRACE("fmt: %s\n", debug_d3dformat(fmt));
switch(fmt)
{
case WINED3DFMT_X8R8G8B8:
case WINED3DFMT_R8G8B8:
case WINED3DFMT_A8R8G8B8:
case WINED3DFMT_A2R10G10B10:
case WINED3DFMT_X1R5G5B5:
case WINED3DFMT_A1R5G5B5:
case WINED3DFMT_R5G6B5:
case WINED3DFMT_X4R4G4B4:
case WINED3DFMT_A4R4G4B4:
case WINED3DFMT_R3G3B2:
case WINED3DFMT_A8P8:
case WINED3DFMT_P8:
break;
default:
ERR("Unsupported format: %s\n", debug_d3dformat(fmt));
return FALSE;
}
desc = getFormatDescEntry(fmt, NULL, NULL);
if(!desc)
{
ERR("Unable to look up format: 0x%x\n", fmt);
return FALSE;
}
*redSize = count_bits(desc->redMask);
*greenSize = count_bits(desc->greenMask);
*blueSize = count_bits(desc->blueMask);
*alphaSize = count_bits(desc->alphaMask);
*totalSize = *redSize + *greenSize + *blueSize + *alphaSize;
TRACE("Returning red: %d, green: %d, blue: %d, alpha: %d, total: %d for fmt=%s\n", *redSize, *greenSize, *blueSize, *alphaSize, *totalSize, debug_d3dformat(fmt));
return TRUE;
}
/* Helper function for retrieving depth/stencil info for ChoosePixelFormat and wglChoosePixelFormatARB */
BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize)
{
const StaticPixelFormatDesc *desc;
TRACE("fmt: %s\n", debug_d3dformat(fmt));
switch(fmt)
{
case WINED3DFMT_D16_LOCKABLE:
case WINED3DFMT_D16:
case WINED3DFMT_D15S1:
case WINED3DFMT_D24X8:
case WINED3DFMT_D24X4S4:
case WINED3DFMT_D24S8:
case WINED3DFMT_D24FS8:
case WINED3DFMT_D32:
case WINED3DFMT_D32F_LOCKABLE:
break;
default:
FIXME("Unsupported stencil format: %s\n", debug_d3dformat(fmt));
return FALSE;
}
desc = getFormatDescEntry(fmt, NULL, NULL);
if(!desc)
{
ERR("Unable to look up format: 0x%x\n", fmt);
return FALSE;
}
*depthSize = desc->depthSize;
*stencilSize = desc->stencilSize;
TRACE("Returning depthSize: %d and stencilSize: %d for fmt=%s\n", *depthSize, *stencilSize, debug_d3dformat(fmt));
return TRUE;
}
#undef GLINFO_LOCATION
/* DirectDraw stuff */
WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
switch(depth) {
case 8: return WINED3DFMT_P8;
case 15: return WINED3DFMT_X1R5G5B5;
case 16: return WINED3DFMT_R5G6B5;
case 24: return WINED3DFMT_X8R8G8B8; /* Robots needs 24bit to be X8R8G8B8 */
2008-01-09 20:37:05 +01:00
case 32: return WINED3DFMT_X8R8G8B8; /* EVE online and the Fur demo need 32bit AdapterDisplayMode to return X8R8G8B8 */
default: return WINED3DFMT_UNKNOWN;
}
}
2006-11-24 15:15:06 +01:00
void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
WINED3DMATRIX temp;
/* Now do the multiplication 'by hand'.
I know that all this could be optimised, but this will be done later :-) */
temp.u.s._11 = (src1->u.s._11 * src2->u.s._11) + (src1->u.s._21 * src2->u.s._12) + (src1->u.s._31 * src2->u.s._13) + (src1->u.s._41 * src2->u.s._14);
temp.u.s._21 = (src1->u.s._11 * src2->u.s._21) + (src1->u.s._21 * src2->u.s._22) + (src1->u.s._31 * src2->u.s._23) + (src1->u.s._41 * src2->u.s._24);
temp.u.s._31 = (src1->u.s._11 * src2->u.s._31) + (src1->u.s._21 * src2->u.s._32) + (src1->u.s._31 * src2->u.s._33) + (src1->u.s._41 * src2->u.s._34);
temp.u.s._41 = (src1->u.s._11 * src2->u.s._41) + (src1->u.s._21 * src2->u.s._42) + (src1->u.s._31 * src2->u.s._43) + (src1->u.s._41 * src2->u.s._44);
temp.u.s._12 = (src1->u.s._12 * src2->u.s._11) + (src1->u.s._22 * src2->u.s._12) + (src1->u.s._32 * src2->u.s._13) + (src1->u.s._42 * src2->u.s._14);
temp.u.s._22 = (src1->u.s._12 * src2->u.s._21) + (src1->u.s._22 * src2->u.s._22) + (src1->u.s._32 * src2->u.s._23) + (src1->u.s._42 * src2->u.s._24);
temp.u.s._32 = (src1->u.s._12 * src2->u.s._31) + (src1->u.s._22 * src2->u.s._32) + (src1->u.s._32 * src2->u.s._33) + (src1->u.s._42 * src2->u.s._34);
temp.u.s._42 = (src1->u.s._12 * src2->u.s._41) + (src1->u.s._22 * src2->u.s._42) + (src1->u.s._32 * src2->u.s._43) + (src1->u.s._42 * src2->u.s._44);
temp.u.s._13 = (src1->u.s._13 * src2->u.s._11) + (src1->u.s._23 * src2->u.s._12) + (src1->u.s._33 * src2->u.s._13) + (src1->u.s._43 * src2->u.s._14);
temp.u.s._23 = (src1->u.s._13 * src2->u.s._21) + (src1->u.s._23 * src2->u.s._22) + (src1->u.s._33 * src2->u.s._23) + (src1->u.s._43 * src2->u.s._24);
temp.u.s._33 = (src1->u.s._13 * src2->u.s._31) + (src1->u.s._23 * src2->u.s._32) + (src1->u.s._33 * src2->u.s._33) + (src1->u.s._43 * src2->u.s._34);
temp.u.s._43 = (src1->u.s._13 * src2->u.s._41) + (src1->u.s._23 * src2->u.s._42) + (src1->u.s._33 * src2->u.s._43) + (src1->u.s._43 * src2->u.s._44);
temp.u.s._14 = (src1->u.s._14 * src2->u.s._11) + (src1->u.s._24 * src2->u.s._12) + (src1->u.s._34 * src2->u.s._13) + (src1->u.s._44 * src2->u.s._14);
temp.u.s._24 = (src1->u.s._14 * src2->u.s._21) + (src1->u.s._24 * src2->u.s._22) + (src1->u.s._34 * src2->u.s._23) + (src1->u.s._44 * src2->u.s._24);
temp.u.s._34 = (src1->u.s._14 * src2->u.s._31) + (src1->u.s._24 * src2->u.s._32) + (src1->u.s._34 * src2->u.s._33) + (src1->u.s._44 * src2->u.s._34);
temp.u.s._44 = (src1->u.s._14 * src2->u.s._41) + (src1->u.s._24 * src2->u.s._42) + (src1->u.s._34 * src2->u.s._43) + (src1->u.s._44 * src2->u.s._44);
/* And copy the new matrix in the good storage.. */
memcpy(dest, &temp, 16 * sizeof(float));
}
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
DWORD size = 0;
int i;
int numTextures = (d3dvtVertexType & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
if (d3dvtVertexType & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
if (d3dvtVertexType & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
if (d3dvtVertexType & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
if (d3dvtVertexType & WINED3DFVF_PSIZE) size += sizeof(DWORD);
switch (d3dvtVertexType & WINED3DFVF_POSITION_MASK) {
case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
default: ERR("Unexpected position mask\n");
}
for (i = 0; i < numTextures; i++) {
size += GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, i) * sizeof(float);
}
return size;
}
2006-05-13 22:22:16 +02:00
/***********************************************************************
* CalculateTexRect
*
* Calculates the dimensions of the opengl texture used for blits.
* Handled oversized opengl textures and updates the source rectangle
* accordingly
*
* Params:
* This: Surface to operate on
* Rect: Requested rectangle
*
* Returns:
* TRUE if the texture part can be loaded,
* FALSE otherwise
*
*********************************************************************/
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]) {
int x1 = Rect->left, x2 = Rect->right;
int y1 = Rect->top, y2 = Rect->bottom;
GLint maxSize = GL_LIMITS(texture_size);
2006-10-01 05:20:10 +02:00
TRACE("(%p)->(%d,%d)-(%d,%d)\n", This,
Rect->left, Rect->top, Rect->right, Rect->bottom);
/* The sizes might be reversed */
if(Rect->left > Rect->right) {
x1 = Rect->right;
x2 = Rect->left;
}
if(Rect->top > Rect->bottom) {
y1 = Rect->bottom;
y2 = Rect->top;
}
/* No oversized texture? This is easy */
if(!(This->Flags & SFLAG_OVERSIZE)) {
/* Which rect from the texture do I need? */
if(This->glDescription.target == GL_TEXTURE_RECTANGLE_ARB) {
glTexCoord[0] = (float) Rect->left;
glTexCoord[2] = (float) Rect->top;
glTexCoord[1] = (float) Rect->right;
glTexCoord[3] = (float) Rect->bottom;
} else {
glTexCoord[0] = (float) Rect->left / (float) This->pow2Width;
glTexCoord[2] = (float) Rect->top / (float) This->pow2Height;
glTexCoord[1] = (float) Rect->right / (float) This->pow2Width;
glTexCoord[3] = (float) Rect->bottom / (float) This->pow2Height;
}
return TRUE;
} else {
/* Check if we can succeed at all */
if( (x2 - x1) > maxSize ||
(y2 - y1) > maxSize ) {
TRACE("Requested rectangle is too large for gl\n");
return FALSE;
}
/* A part of the texture has to be picked. First, check if
* some texture part is loaded already, if yes try to re-use it.
* If the texture is dirty, or the part can't be used,
* re-position the part to load
*/
if(This->Flags & SFLAG_INTEXTURE) {
if(This->glRect.left <= x1 && This->glRect.right >= x2 &&
This->glRect.top <= y1 && This->glRect.bottom >= x2 ) {
/* Ok, the rectangle is ok, re-use it */
TRACE("Using existing gl Texture\n");
} else {
/* Rectangle is not ok, dirtify the texture to reload it */
TRACE("Dirtifying texture to force reload\n");
This->Flags &= ~SFLAG_INTEXTURE;
}
}
/* Now if we are dirty(no else if!) */
if(!(This->Flags & SFLAG_INTEXTURE)) {
/* Set the new rectangle. Use the following strategy:
* 1) Use as big textures as possible.
* 2) Place the texture part in the way that the requested
* part is in the middle of the texture(well, almost)
* 3) If the texture is moved over the edges of the
* surface, replace it nicely
* 4) If the coord is not limiting the texture size,
* use the whole size
*/
if((This->pow2Width) > maxSize) {
This->glRect.left = x1 - maxSize / 2;
if(This->glRect.left < 0) {
This->glRect.left = 0;
}
This->glRect.right = This->glRect.left + maxSize;
if(This->glRect.right > This->currentDesc.Width) {
This->glRect.right = This->currentDesc.Width;
This->glRect.left = This->glRect.right - maxSize;
}
} else {
This->glRect.left = 0;
This->glRect.right = This->pow2Width;
}
if(This->pow2Height > maxSize) {
This->glRect.top = x1 - GL_LIMITS(texture_size) / 2;
if(This->glRect.top < 0) This->glRect.top = 0;
This->glRect.bottom = This->glRect.left + maxSize;
if(This->glRect.bottom > This->currentDesc.Height) {
This->glRect.bottom = This->currentDesc.Height;
This->glRect.top = This->glRect.bottom - maxSize;
}
} else {
This->glRect.top = 0;
This->glRect.bottom = This->pow2Height;
}
2006-10-01 05:20:10 +02:00
TRACE("(%p): Using rect (%d,%d)-(%d,%d)\n", This,
This->glRect.left, This->glRect.top, This->glRect.right, This->glRect.bottom);
}
/* Re-calculate the rect to draw */
Rect->left -= This->glRect.left;
Rect->right -= This->glRect.left;
Rect->top -= This->glRect.top;
Rect->bottom -= This->glRect.top;
/* Get the gl coordinates. The gl rectangle is a power of 2, eigher the max size,
* or the pow2Width / pow2Height of the surface.
*
* Can never be GL_TEXTURE_RECTANGLE_ARB because oversized surfaces are always set up
* as regular GL_TEXTURE_2D.
*/
glTexCoord[0] = (float) Rect->left / (float) (This->glRect.right - This->glRect.left);
glTexCoord[2] = (float) Rect->top / (float) (This->glRect.bottom - This->glRect.top);
glTexCoord[1] = (float) Rect->right / (float) (This->glRect.right - This->glRect.left);
glTexCoord[3] = (float) Rect->bottom / (float) (This->glRect.bottom - This->glRect.top);
}
return TRUE;
}
#undef GLINFO_LOCATION
2007-02-27 20:51:48 +01:00
/* Hash table functions */
hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function)
{
hash_table_t *table;
unsigned int initial_size = 8;
table = HeapAlloc(GetProcessHeap(), 0, sizeof(hash_table_t) + (initial_size * sizeof(struct list)));
if (!table)
{
ERR("Failed to allocate table, returning NULL.\n");
return NULL;
}
table->hash_function = hash_function;
table->compare_function = compare_function;
table->grow_size = initial_size - (initial_size >> 2);
table->shrink_size = 0;
table->buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, initial_size * sizeof(struct list));
if (!table->buckets)
{
ERR("Failed to allocate table buckets, returning NULL.\n");
HeapFree(GetProcessHeap(), 0, table);
return NULL;
}
table->bucket_count = initial_size;
table->entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, table->grow_size * sizeof(hash_table_entry_t));
if (!table->entries)
{
ERR("Failed to allocate table entries, returning NULL.\n");
HeapFree(GetProcessHeap(), 0, table->buckets);
HeapFree(GetProcessHeap(), 0, table);
return NULL;
}
table->entry_count = 0;
list_init(&table->free_entries);
table->count = 0;
return table;
}
void hash_table_destroy(hash_table_t *table)
{
unsigned int i = 0;
for (i = 0; i < table->entry_count; ++i)
{
HeapFree(GetProcessHeap(), 0, table->entries[i].key);
}
HeapFree(GetProcessHeap(), 0, table->entries);
HeapFree(GetProcessHeap(), 0, table->buckets);
HeapFree(GetProcessHeap(), 0, table);
}
static inline hash_table_entry_t *hash_table_get_by_idx(hash_table_t *table, void *key, unsigned int idx)
{
hash_table_entry_t *entry;
if (table->buckets[idx].next)
LIST_FOR_EACH_ENTRY(entry, &(table->buckets[idx]), hash_table_entry_t, entry)
if (table->compare_function(entry->key, key)) return entry;
return NULL;
}
static BOOL hash_table_resize(hash_table_t *table, unsigned int new_bucket_count)
{
unsigned int new_entry_count = 0;
hash_table_entry_t *new_entries;
struct list *new_buckets;
unsigned int grow_size = new_bucket_count - (new_bucket_count >> 2);
unsigned int i;
new_buckets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, new_bucket_count * sizeof(struct list));
if (!new_buckets)
{
ERR("Failed to allocate new buckets, returning FALSE.\n");
return FALSE;
}
new_entries = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, grow_size * sizeof(hash_table_entry_t));
if (!new_entries)
{
ERR("Failed to allocate new entries, returning FALSE.\n");
HeapFree(GetProcessHeap(), 0, new_buckets);
return FALSE;
}
for (i = 0; i < table->bucket_count; ++i)
{
if (table->buckets[i].next)
{
hash_table_entry_t *entry, *entry2;
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &table->buckets[i], hash_table_entry_t, entry)
{
int j;
hash_table_entry_t *new_entry = new_entries + (new_entry_count++);
*new_entry = *entry;
j = new_entry->hash & (new_bucket_count - 1);
if (!new_buckets[j].next) list_init(&new_buckets[j]);
list_add_head(&new_buckets[j], &new_entry->entry);
}
}
}
HeapFree(GetProcessHeap(), 0, table->buckets);
table->buckets = new_buckets;
HeapFree(GetProcessHeap(), 0, table->entries);
table->entries = new_entries;
table->entry_count = new_entry_count;
list_init(&table->free_entries);
table->bucket_count = new_bucket_count;
table->grow_size = grow_size;
table->shrink_size = new_bucket_count > 8 ? new_bucket_count >> 2 : 0;
return TRUE;
}
void hash_table_put(hash_table_t *table, void *key, void *value)
{
unsigned int idx;
unsigned int hash;
hash_table_entry_t *entry;
hash = table->hash_function(key);
idx = hash & (table->bucket_count - 1);
entry = hash_table_get_by_idx(table, key, idx);
if (entry)
{
HeapFree(GetProcessHeap(), 0, key);
entry->value = value;
if (!value)
{
HeapFree(GetProcessHeap(), 0, entry->key);
entry->key = NULL;
/* Remove the entry */
list_remove(&entry->entry);
list_add_head(&table->free_entries, &entry->entry);
--table->count;
/* Shrink if necessary */
if (table->count < table->shrink_size) {
if (!hash_table_resize(table, table->bucket_count >> 1))
{
ERR("Failed to shrink the table...\n");
}
}
}
return;
}
if (!value) return;
/* Grow if necessary */
if (table->count >= table->grow_size)
{
if (!hash_table_resize(table, table->bucket_count << 1))
{
ERR("Failed to grow the table, returning.\n");
return;
}
idx = hash & (table->bucket_count - 1);
}
/* Find an entry to insert */
if (!list_empty(&table->free_entries))
{
struct list *elem = list_head(&table->free_entries);
list_remove(elem);
entry = LIST_ENTRY(elem, hash_table_entry_t, entry);
} else {
entry = table->entries + (table->entry_count++);
}
/* Insert the entry */
entry->key = key;
entry->value = value;
entry->hash = hash;
if (!table->buckets[idx].next) list_init(&table->buckets[idx]);
list_add_head(&table->buckets[idx], &entry->entry);
++table->count;
}
void hash_table_remove(hash_table_t *table, void *key)
{
hash_table_put(table, key, NULL);
}
void *hash_table_get(hash_table_t *table, void *key)
{
unsigned int idx;
hash_table_entry_t *entry;
idx = table->hash_function(key) & (table->bucket_count - 1);
entry = hash_table_get_by_idx(table, key, idx);
return entry ? entry->value : NULL;
}
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct texture_stage_op op[MAX_TEXTURES]) {
#define ARG1 0x01
#define ARG2 0x02
#define ARG0 0x04
static const unsigned char args[WINED3DTOP_LERP + 1] = {
/* undefined */ 0,
/* D3DTOP_DISABLE */ 0,
/* D3DTOP_SELECTARG1 */ ARG1,
/* D3DTOP_SELECTARG2 */ ARG2,
/* D3DTOP_MODULATE */ ARG1 | ARG2,
/* D3DTOP_MODULATE2X */ ARG1 | ARG2,
/* D3DTOP_MODULATE4X */ ARG1 | ARG2,
/* D3DTOP_ADD */ ARG1 | ARG2,
/* D3DTOP_ADDSIGNED */ ARG1 | ARG2,
/* D3DTOP_ADDSIGNED2X */ ARG1 | ARG2,
/* D3DTOP_SUBTRACT */ ARG1 | ARG2,
/* D3DTOP_ADDSMOOTH */ ARG1 | ARG2,
/* D3DTOP_BLENDDIFFUSEALPHA */ ARG1 | ARG2,
/* D3DTOP_BLENDTEXTUREALPHA */ ARG1 | ARG2,
/* D3DTOP_BLENDFACTORALPHA */ ARG1 | ARG2,
/* D3DTOP_BLENDTEXTUREALPHAPM */ ARG1 | ARG2,
/* D3DTOP_BLENDCURRENTALPHA */ ARG1 | ARG2,
/* D3DTOP_PREMODULATE */ ARG1 | ARG2,
/* D3DTOP_MODULATEALPHA_ADDCOLOR */ ARG1 | ARG2,
/* D3DTOP_MODULATECOLOR_ADDALPHA */ ARG1 | ARG2,
/* D3DTOP_MODULATEINVALPHA_ADDCOLOR */ ARG1 | ARG2,
/* D3DTOP_MODULATEINVCOLOR_ADDALPHA */ ARG1 | ARG2,
/* D3DTOP_BUMPENVMAP */ ARG1 | ARG2,
/* D3DTOP_BUMPENVMAPLUMINANCE */ ARG1 | ARG2,
/* D3DTOP_DOTPRODUCT3 */ ARG1 | ARG2,
/* D3DTOP_MULTIPLYADD */ ARG1 | ARG2 | ARG0,
/* D3DTOP_LERP */ ARG1 | ARG2 | ARG0
};
unsigned int i;
DWORD ttff;
for(i = 0; i < GL_LIMITS(texture_stages); i++) {
IWineD3DBaseTextureImpl *texture;
if(stateblock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
op[i].cop = WINED3DTOP_DISABLE;
op[i].aop = WINED3DTOP_DISABLE;
op[i].carg0 = op[i].carg1 = op[i].carg2 = 0xffffffff;
op[i].aarg0 = op[i].aarg1 = op[i].aarg2 = 0xffffffff;
op[i].color_correction = WINED3DFMT_UNKNOWN;
op[i].dst = 0xffffffff;
i++;
break;
}
texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
op[i].color_correction = texture ? texture->baseTexture.shader_conversion_group : WINED3DFMT_UNKNOWN;
op[i].cop = stateblock->textureState[i][WINED3DTSS_COLOROP];
op[i].aop = stateblock->textureState[i][WINED3DTSS_ALPHAOP];
op[i].carg1 = (args[op[i].cop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_COLORARG1] : 0xffffffff;
op[i].carg2 = (args[op[i].cop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_COLORARG2] : 0xffffffff;
op[i].carg0 = (args[op[i].cop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_COLORARG0] : 0xffffffff;
if(is_invalid_op(stateblock->wineD3DDevice, i, op[i].cop, op[i].carg1, op[i].carg2, op[i].carg0)) {
op[i].carg0 = 0xffffffff;
op[i].carg2 = 0xffffffff;
op[i].carg1 = WINED3DTA_CURRENT;
op[i].cop = WINED3DTOP_SELECTARG1;
}
op[i].aarg1 = (args[op[i].aop] & ARG1) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG1] : 0xffffffff;
op[i].aarg2 = (args[op[i].aop] & ARG2) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG2] : 0xffffffff;
op[i].aarg0 = (args[op[i].aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : 0xffffffff;
if(is_invalid_op(stateblock->wineD3DDevice, i, op[i].aop, op[i].aarg1, op[i].aarg2, op[i].aarg0)) {
op[i].aarg0 = 0xffffffff;
op[i].aarg2 = 0xffffffff;
op[i].aarg1 = WINED3DTA_CURRENT;
op[i].aop = WINED3DTOP_SELECTARG1;
} else if(i == 0 && stateblock->textures[0] &&
stateblock->renderState[WINED3DRS_COLORKEYENABLE] &&
(stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
if(op[0].aop == WINED3DTOP_DISABLE) {
op[0].aarg1 = WINED3DTA_TEXTURE;
op[0].aop = WINED3DTOP_SELECTARG1;
}
else if(op[0].aop == WINED3DTOP_SELECTARG1 && op[0].aarg1 != WINED3DTA_TEXTURE) {
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
op[0].aarg2 = WINED3DTA_TEXTURE;
op[0].aop = WINED3DTOP_MODULATE;
}
else op[0].aarg1 = WINED3DTA_TEXTURE;
}
else if(op[0].aop == WINED3DTOP_SELECTARG2 && op[0].aarg2 != WINED3DTA_TEXTURE) {
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
op[0].aarg1 = WINED3DTA_TEXTURE;
op[0].aop = WINED3DTOP_MODULATE;
}
else op[0].aarg2 = WINED3DTA_TEXTURE;
}
}
}
if(op[i].carg1 == WINED3DTA_TEXTURE || op[i].carg2 == WINED3DTA_TEXTURE || op[i].carg0 == WINED3DTA_TEXTURE ||
op[i].aarg1 == WINED3DTA_TEXTURE || op[i].aarg2 == WINED3DTA_TEXTURE || op[i].aarg0 == WINED3DTA_TEXTURE) {
ttff = stateblock->textureState[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3)) {
op[i].projected = proj_count3;
} else if(ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT4)) {
op[i].projected = proj_count4;
} else {
op[i].projected = proj_none;
}
} else {
op[i].projected = proj_none;
}
op[i].dst = stateblock->textureState[i][WINED3DTSS_RESULTARG];
}
/* Clear unsupported stages */
for(; i < MAX_TEXTURES; i++) {
memset(&op[i], 0xff, sizeof(op[i]));
}
}
#undef GLINFO_LOCATION
struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES])
{
struct ffp_desc *entry;
/* TODO: Optimize this. Finding the shader can be optimized by e.g. sorting the list,
* or maybe consider using hashtables
*/
LIST_FOR_EACH_ENTRY(entry, shaders, struct ffp_desc, entry) {
if(memcmp(op, entry->op, sizeof(struct texture_stage_op) * MAX_TEXTURES) == 0) {
TRACE("Found shader entry %p\n", entry);
return entry;
}
}
TRACE("Shader not found\n");
return NULL;
}
void add_ffp_shader(struct list *shaders, struct ffp_desc *desc) {
list_add_head(shaders, &desc->entry);
}
/* Activates the texture dimension according to the bound D3D texture.
* Does not care for the colorop or correct gl texture unit(when using nvrc)
* Requires the caller to activate the correct unit before
*/
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->textures[stage]) {
switch(stateblock->textureDimensions[stage]) {
case GL_TEXTURE_2D:
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
break;
case GL_TEXTURE_RECTANGLE_ARB:
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
glEnable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glEnable(GL_TEXTURE_RECTANGLE_ARB)");
break;
case GL_TEXTURE_3D:
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
glEnable(GL_TEXTURE_3D);
checkGLcall("glEnable(GL_TEXTURE_3D)");
break;
case GL_TEXTURE_CUBE_MAP_ARB:
glDisable(GL_TEXTURE_2D);
checkGLcall("glDisable(GL_TEXTURE_2D)");
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glEnable(GL_TEXTURE_CUBE_MAP_ARB)");
break;
}
} else {
glEnable(GL_TEXTURE_2D);
checkGLcall("glEnable(GL_TEXTURE_2D)");
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");
if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
}
if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
glDisable(GL_TEXTURE_RECTANGLE_ARB);
checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
}
/* Binding textures is done by samplers. A dummy texture will be bound */
}
}
void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD sampler = state - STATE_SAMPLER(0);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
/* No need to enable / disable anything here for unused samplers. The tex_colorop
* handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
* will take care of this business
*/
if(mapped_stage == -1 || mapped_stage >= GL_LIMITS(textures)) return;
if(sampler >= stateblock->lowest_disabled_stage) return;
if(use_ps(stateblock->wineD3DDevice)) return;
if(isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
texture_activate_dimensions(sampler, stateblock, context);
}
#undef GLINFO_LOCATION