wined3d: Move WINED3DTSS_TEXCOORDINDEX to the state table.
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bd6a6ad2c0
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4e5314011b
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@ -4309,145 +4309,7 @@ static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *ifac
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#endif
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case WINED3DTSS_TEXCOORDINDEX :
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{
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/* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
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/* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
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one flag, you can still specify an index value, which the system uses to
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determine the texture wrapping mode.
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eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
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means use the vertex position (camera-space) as the input texture coordinates
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for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
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state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
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to the TEXCOORDINDEX value */
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/**
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* Be careful the value of the mask 0xF0000 come from d3d8types.h infos
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*/
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switch (Value & 0xFFFF0000) {
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case WINED3DTSS_TCI_PASSTHRU:
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/*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
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break;
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case WINED3DTSS_TCI_CAMERASPACEPOSITION:
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/* CameraSpacePosition means use the vertex position, transformed to camera space,
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as the input texture coordinates for this stage's texture transformation. This
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equates roughly to EYE_LINEAR */
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{
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float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
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float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
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float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
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float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
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TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
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glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
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glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
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glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
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glPopMatrix();
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TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
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glEnable(GL_TEXTURE_GEN_S);
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checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
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glEnable(GL_TEXTURE_GEN_T);
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checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
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glEnable(GL_TEXTURE_GEN_R);
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checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
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}
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break;
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case WINED3DTSS_TCI_CAMERASPACENORMAL:
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{
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if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
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float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
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float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
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float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
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float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
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TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
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glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
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glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
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glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
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glPopMatrix();
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glEnable(GL_TEXTURE_GEN_S);
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checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
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checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
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glEnable(GL_TEXTURE_GEN_T);
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checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
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checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
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glEnable(GL_TEXTURE_GEN_R);
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checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
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checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
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}
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}
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break;
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case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
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{
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if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
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float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
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float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
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float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
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float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
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TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
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glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
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glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
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glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
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glPopMatrix();
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glEnable(GL_TEXTURE_GEN_S);
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checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
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checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
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glEnable(GL_TEXTURE_GEN_T);
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checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
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checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
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glEnable(GL_TEXTURE_GEN_R);
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checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
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checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
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}
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}
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break;
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/* Unhandled types: */
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default:
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/* Todo: */
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/* ? disable GL_TEXTURE_GEN_n ? */
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", Value);
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break;
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}
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/* Handled from the state table */
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}
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break;
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@ -1454,6 +1454,165 @@ static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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}
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static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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/* TODO: register combiners! */
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if(stage >= GL_LIMITS(sampler_stages)) {
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return;
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}
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + stage));
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checkGLcall("glActiveTextureARB");
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} else if (stage > 0) {
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/* We can't do anything here */
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WARN("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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return;
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}
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/* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
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*
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* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
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* one flag, you can still specify an index value, which the system uses to
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* determine the texture wrapping mode.
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* eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
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* means use the vertex position (camera-space) as the input texture coordinates
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* for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
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* state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
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* to the TEXCOORDINDEX value
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*/
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/*
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* Be careful the value of the mask 0xF0000 come from d3d8types.h infos
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*/
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switch (stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) {
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case WINED3DTSS_TCI_PASSTHRU:
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/*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
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break;
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case WINED3DTSS_TCI_CAMERASPACEPOSITION:
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/* CameraSpacePosition means use the vertex position, transformed to camera space,
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* as the input texture coordinates for this stage's texture transformation. This
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* equates roughly to EYE_LINEAR
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*/
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{
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float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
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float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
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float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
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float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
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TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
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glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
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glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
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glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
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glPopMatrix();
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TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
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glEnable(GL_TEXTURE_GEN_S);
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checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
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glEnable(GL_TEXTURE_GEN_T);
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checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
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glEnable(GL_TEXTURE_GEN_R);
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checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
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}
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break;
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case WINED3DTSS_TCI_CAMERASPACENORMAL:
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{
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if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
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float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
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float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
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float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
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float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
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TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
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glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
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glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
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glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
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glPopMatrix();
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glEnable(GL_TEXTURE_GEN_S);
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checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
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checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
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glEnable(GL_TEXTURE_GEN_T);
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checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
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checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
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glEnable(GL_TEXTURE_GEN_R);
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checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
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checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
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}
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}
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break;
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case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
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{
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if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
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float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
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float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
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float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
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float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
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TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
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glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
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glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
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glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
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glPopMatrix();
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glEnable(GL_TEXTURE_GEN_S);
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checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
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checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
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glEnable(GL_TEXTURE_GEN_T);
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checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
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checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
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glEnable(GL_TEXTURE_GEN_R);
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checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
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checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
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}
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}
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break;
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/* Unhandled types: */
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default:
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/* Todo: */
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/* ? disable GL_TEXTURE_GEN_n ? */
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", stateblock->textureState[stage][WINED3DTSS_TEXCOORDINDEX]);
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break;
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}
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}
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const struct StateEntry StateTable[] =
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{
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/* State name representative, apply function */
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@ -1681,7 +1840,7 @@ const struct StateEntry StateTable[] =
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{ /*0, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
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{ /*0, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
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{ /*0, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), tex_colorop },
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{ /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), state_undefined },
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{ /*0, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
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{ /*0, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
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{ /*0, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
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{ /*0, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
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@ -1714,7 +1873,7 @@ const struct StateEntry StateTable[] =
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{ /*1, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
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{ /*1, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
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{ /*1, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP), tex_colorop },
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{ /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), state_undefined },
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{ /*1, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
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{ /*1, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
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{ /*1, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
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{ /*1, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
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@ -1747,7 +1906,7 @@ const struct StateEntry StateTable[] =
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{ /*2, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
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{ /*2, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
|
||||
{ /*2, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP), tex_colorop },
|
||||
{ /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), state_undefined },
|
||||
{ /*2, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
|
||||
{ /*2, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
{ /*2, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
{ /*2, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
|
@ -1780,7 +1939,7 @@ const struct StateEntry StateTable[] =
|
|||
{ /*3, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
|
||||
{ /*3, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
|
||||
{ /*3, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP), tex_colorop },
|
||||
{ /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), state_undefined },
|
||||
{ /*3, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(3, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
|
||||
{ /*3, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
{ /*3, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
{ /*3, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
|
@ -1813,7 +1972,7 @@ const struct StateEntry StateTable[] =
|
|||
{ /*4, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
|
||||
{ /*4, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
|
||||
{ /*4, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP), state_undefined },
|
||||
{ /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), state_undefined },
|
||||
{ /*4, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(4, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
|
||||
{ /*4, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
{ /*4, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
{ /*4, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
|
@ -1846,7 +2005,7 @@ const struct StateEntry StateTable[] =
|
|||
{ /*5, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
|
||||
{ /*5, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
|
||||
{ /*5, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP), tex_colorop },
|
||||
{ /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), state_undefined },
|
||||
{ /*5, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(5, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
|
||||
{ /*5, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
{ /*5, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
{ /*5, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
|
@ -1879,7 +2038,7 @@ const struct StateEntry StateTable[] =
|
|||
{ /*6, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
|
||||
{ /*6, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
|
||||
{ /*6, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP), tex_colorop },
|
||||
{ /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), state_undefined },
|
||||
{ /*6, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(6, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
|
||||
{ /*6, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
{ /*6, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
{ /*6, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
|
@ -1912,7 +2071,7 @@ const struct StateEntry StateTable[] =
|
|||
{ /*7, 08, WINED3DTSS_BUMPENVMAT01 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
|
||||
{ /*7, 09, WINED3DTSS_BUMPENVMAT10 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
|
||||
{ /*7, 10, WINED3DTSS_BUMPENVMAT11 */ STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP), tex_colorop },
|
||||
{ /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), state_undefined },
|
||||
{ /*7, 11, WINED3DTSS_TEXCOORDINDEX */ STATE_TEXTURESTAGE(7, WINED3DTSS_TEXCOORDINDEX), tex_coordindex },
|
||||
{ /*7, 12, WINED3DTSS_ADDRESS */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
{ /*7, 13, WINED3DTSS_ADDRESSU */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
{ /*7, 14, WINED3DTSS_ADDRESSV */ 0 /* -> sampler state in ddraw / d3d8 */, state_undefined },
|
||||
|
|
Loading…
Reference in New Issue