wined3d: Where possible, avoid using D3DCOLORTOGLFLOAT4.
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@ -363,11 +363,11 @@ void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface
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break;
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case WINED3DSAMP_BORDERCOLOR:
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{
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float col[4];
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GLint col[4];
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*state = samplerStates[textureObjectSamplerStates[i].state];
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D3DCOLORTOGLFLOAT4(*state, col);
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D3DCOLORTOGLINT4(*state, col);
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TRACE("Setting border color for %u to %x\n", textureDimensions, *state);
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glTexParameterfv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
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glTexParameteriv(textureDimensions, GL_TEXTURE_BORDER_COLOR, &col[0]);
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checkGLcall("glTexParameteri(..., GL_TEXTURE_BORDER_COLOR, ...)");
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}
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break;
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@ -438,7 +438,7 @@ static void delete_glsl_shader_list(IWineD3DDevice* iface) {
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/* Apply the current values to the specified texture stage */
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static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD texture_idx, DWORD Flags) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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float col[4];
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GLint col[4];
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union {
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float f;
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@ -503,8 +503,8 @@ static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface,
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checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
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}
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D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
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D3DCOLORTOGLINT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
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glTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
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checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
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/* TODO: NV_POINT_SPRITE */
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@ -197,11 +197,11 @@ static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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float col[4];
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D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
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GLint col[4];
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D3DCOLORTOGLINT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
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TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
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TRACE("Setting ambient to (%d,%d,%d,%d)\n", col[0], col[1], col[2], col[3]);
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glLightModeliv(GL_LIGHT_MODEL_AMBIENT, col);
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checkGLcall("glLightModel for MODEL_AMBIENT");
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}
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@ -499,8 +499,8 @@ static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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/* Note the texture color applies to all textures whereas
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* GL_TEXTURE_ENV_COLOR applies to active only
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*/
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float col[4];
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D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
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GLint col[4];
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D3DCOLORTOGLINT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
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if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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/* And now the default texture color as well */
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@ -515,11 +515,11 @@ static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
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glTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
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checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
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}
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} else {
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GL_EXTCALL(glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV, &col[0]));
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GL_EXTCALL(glCombinerParameterivNV(GL_CONSTANT_COLOR0_NV, &col[0]));
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}
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}
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@ -786,10 +786,10 @@ static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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static void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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float col[4];
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D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
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GLint col[4];
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D3DCOLORTOGLINT4(stateblock->renderState[WINED3DRS_FOGCOLOR], col);
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/* Set the default alpha blend color */
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glFogfv(GL_FOG_COLOR, &col[0]);
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glFogiv(GL_FOG_COLOR, &col[0]);
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checkGLcall("glFog GL_FOG_COLOR");
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}
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@ -228,6 +228,12 @@ extern int num_lock;
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(vec)[2] = D3DCOLOR_B(dw); \
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(vec)[3] = D3DCOLOR_A(dw);
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#define D3DCOLORTOGLINT4(src, dst) \
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(dst)[0] = D3DCOLOR_B_R(src); \
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(dst)[1] = D3DCOLOR_B_G(src); \
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(dst)[2] = D3DCOLOR_B_B(src); \
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(dst)[3] = D3DCOLOR_B_A(src);
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/* DirectX Device Limits */
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/* --------------------- */
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#define MAX_LEVELS 256 /* Maximum number of mipmap levels. Guessed at 256 */
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