wined3d: Explicitly pass device and state to gen_ffp_frag_op().
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@ -6257,9 +6257,11 @@ static void fragment_prog_arbfp(DWORD state_id, struct wined3d_stateblock *state
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return;
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}
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if(!use_pshader) {
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/* Find or create a shader implementing the fixed function pipeline settings, then activate it */
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gen_ffp_frag_op(stateblock, &settings, FALSE);
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if (!use_pshader)
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{
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/* Find or create a shader implementing the fixed function pipeline
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* settings, then activate it. */
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gen_ffp_frag_op(device, state, &settings, FALSE);
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desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
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if(!desc) {
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struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
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@ -806,7 +806,7 @@ static void set_tex_op_atifs(DWORD state, struct wined3d_stateblock *stateblock,
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DWORD mapped_stage;
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unsigned int i;
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gen_ffp_frag_op(stateblock, &settings, TRUE);
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gen_ffp_frag_op(device, &stateblock->state, &settings, TRUE);
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desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(&priv->fragment_shaders, &settings);
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if(!desc) {
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struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
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@ -2749,7 +2749,8 @@ DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) {
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return size;
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}
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void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype)
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void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
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struct ffp_frag_settings *settings, BOOL ignore_textype)
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{
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#define ARG1 0x01
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#define ARG2 0x02
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@ -2786,8 +2787,7 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
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unsigned int i;
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DWORD ttff;
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DWORD cop, aop, carg0, carg1, carg2, aarg0, aarg1, aarg2;
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struct wined3d_device *device = stateblock->device;
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struct wined3d_surface *rt = device->fb.render_targets[0];
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const struct wined3d_surface *rt = device->fb.render_targets[0];
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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for (i = 0; i < gl_info->limits.texture_stages; ++i)
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@ -2795,7 +2795,7 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
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const struct wined3d_texture *texture;
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settings->op[i].padding = 0;
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if (stateblock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
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if (state->texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
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{
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settings->op[i].cop = WINED3DTOP_DISABLE;
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settings->op[i].aop = WINED3DTOP_DISABLE;
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@ -2809,7 +2809,7 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
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break;
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}
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if ((texture = stateblock->state.textures[i]))
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if ((texture = state->textures[i]))
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{
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settings->op[i].color_fixup = texture->resource.format->color_fixup;
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if (ignore_textype)
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@ -2842,14 +2842,14 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
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settings->op[i].tex_type = tex_1d;
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}
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cop = stateblock->state.texture_states[i][WINED3DTSS_COLOROP];
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aop = stateblock->state.texture_states[i][WINED3DTSS_ALPHAOP];
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cop = state->texture_states[i][WINED3DTSS_COLOROP];
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aop = state->texture_states[i][WINED3DTSS_ALPHAOP];
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carg1 = (args[cop] & ARG1) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG1] : ARG_UNUSED;
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carg2 = (args[cop] & ARG2) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG2] : ARG_UNUSED;
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carg0 = (args[cop] & ARG0) ? stateblock->state.texture_states[i][WINED3DTSS_COLORARG0] : ARG_UNUSED;
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carg1 = (args[cop] & ARG1) ? state->texture_states[i][WINED3DTSS_COLORARG1] : ARG_UNUSED;
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carg2 = (args[cop] & ARG2) ? state->texture_states[i][WINED3DTSS_COLORARG2] : ARG_UNUSED;
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carg0 = (args[cop] & ARG0) ? state->texture_states[i][WINED3DTSS_COLORARG0] : ARG_UNUSED;
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if (is_invalid_op(&stateblock->state, i, cop, carg1, carg2, carg0))
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if (is_invalid_op(state, i, cop, carg1, carg2, carg0))
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{
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carg0 = ARG_UNUSED;
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carg2 = ARG_UNUSED;
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@ -2868,16 +2868,16 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
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}
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else
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{
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aarg1 = (args[aop] & ARG1) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED;
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aarg2 = (args[aop] & ARG2) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED;
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aarg0 = (args[aop] & ARG0) ? stateblock->state.texture_states[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
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aarg1 = (args[aop] & ARG1) ? state->texture_states[i][WINED3DTSS_ALPHAARG1] : ARG_UNUSED;
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aarg2 = (args[aop] & ARG2) ? state->texture_states[i][WINED3DTSS_ALPHAARG2] : ARG_UNUSED;
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aarg0 = (args[aop] & ARG0) ? state->texture_states[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
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}
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if (!i && stateblock->state.textures[0] && stateblock->state.render_states[WINED3DRS_COLORKEYENABLE])
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if (!i && state->textures[0] && state->render_states[WINED3DRS_COLORKEYENABLE])
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{
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GLenum texture_dimensions;
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texture = stateblock->state.textures[0];
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texture = state->textures[0];
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texture_dimensions = texture->target;
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if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
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@ -2893,7 +2893,7 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
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}
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else if (aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE)
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{
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if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
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if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
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{
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aarg2 = WINED3DTA_TEXTURE;
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aop = WINED3DTOP_MODULATE;
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@ -2902,7 +2902,7 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
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}
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else if (aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE)
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{
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if (stateblock->state.render_states[WINED3DRS_ALPHABLENDENABLE])
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if (state->render_states[WINED3DRS_ALPHABLENDENABLE])
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{
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aarg1 = WINED3DTA_TEXTURE;
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aop = WINED3DTOP_MODULATE;
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@ -2913,7 +2913,7 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
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}
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}
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if (is_invalid_op(&stateblock->state, i, aop, aarg1, aarg2, aarg0))
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if (is_invalid_op(state, i, aop, aarg1, aarg2, aarg0))
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{
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aarg0 = ARG_UNUSED;
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aarg2 = ARG_UNUSED;
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@ -2924,7 +2924,7 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
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if (carg1 == WINED3DTA_TEXTURE || carg2 == WINED3DTA_TEXTURE || carg0 == WINED3DTA_TEXTURE
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|| aarg1 == WINED3DTA_TEXTURE || aarg2 == WINED3DTA_TEXTURE || aarg0 == WINED3DTA_TEXTURE)
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{
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ttff = stateblock->state.texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
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ttff = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
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if (ttff == (WINED3DTTFF_PROJECTED | WINED3DTTFF_COUNT3))
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{
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settings->op[i].projected = proj_count3;
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@ -2946,12 +2946,10 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
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settings->op[i].aarg1 = aarg1;
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settings->op[i].aarg2 = aarg2;
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if (stateblock->state.texture_states[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP)
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{
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if (state->texture_states[i][WINED3DTSS_RESULTARG] == WINED3DTA_TEMP)
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settings->op[i].dst = tempreg;
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} else {
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else
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settings->op[i].dst = resultreg;
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}
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}
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/* Clear unsupported stages */
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@ -2959,19 +2957,19 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
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memset(&settings->op[i], 0xff, sizeof(settings->op[i]));
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}
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if (!stateblock->state.render_states[WINED3DRS_FOGENABLE])
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if (!state->render_states[WINED3DRS_FOGENABLE])
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{
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settings->fog = FOG_OFF;
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}
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else if (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
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else if (state->render_states[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
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{
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if (use_vs(&stateblock->state) || stateblock->state.vertex_declaration->position_transformed)
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if (use_vs(state) || state->vertex_declaration->position_transformed)
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{
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settings->fog = FOG_LINEAR;
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}
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else
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{
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switch (stateblock->state.render_states[WINED3DRS_FOGVERTEXMODE])
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switch (state->render_states[WINED3DRS_FOGVERTEXMODE])
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{
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case WINED3DFOG_NONE:
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case WINED3DFOG_LINEAR:
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@ -2988,7 +2986,7 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
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}
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else
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{
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switch (stateblock->state.render_states[WINED3DRS_FOGTABLEMODE])
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switch (state->render_states[WINED3DRS_FOGTABLEMODE])
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{
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case WINED3DFOG_LINEAR:
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settings->fog = FOG_LINEAR;
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@ -3001,15 +2999,15 @@ void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_sett
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break;
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}
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}
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if (stateblock->state.render_states[WINED3DRS_SRGBWRITEENABLE]
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if (state->render_states[WINED3DRS_SRGBWRITEENABLE]
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&& rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
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{
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settings->sRGB_write = 1;
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} else {
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settings->sRGB_write = 0;
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}
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if (device->vs_clipping || !use_vs(&stateblock->state) || !stateblock->state.render_states[WINED3DRS_CLIPPING]
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|| !stateblock->state.render_states[WINED3DRS_CLIPPLANEENABLE])
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if (device->vs_clipping || !use_vs(state) || !state->render_states[WINED3DRS_CLIPPING]
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|| !state->render_states[WINED3DRS_CLIPPLANEENABLE])
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{
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/* No need to emulate clipplanes if GL supports native vertex shader clipping or if
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* the fixed function vertex pipeline is used(which always supports clipplanes), or
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@ -1591,8 +1591,8 @@ struct ffp_frag_desc
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extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
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extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
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void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_settings *settings,
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BOOL ignore_textype) DECLSPEC_HIDDEN;
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void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
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struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
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const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
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const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
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void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
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