wined3d: Pass a wined3d_state structure to nvts_activate_dimensions().
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@ -30,12 +30,12 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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/* GL locking for state handlers is done by the caller. */
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static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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static void nvts_activate_dimensions(const struct wined3d_state *state, DWORD stage, struct wined3d_context *context)
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{
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BOOL bumpmap = FALSE;
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if (stage > 0 && (stateblock->state.texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
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|| stateblock->state.texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP))
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if (stage > 0 && (state->texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
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|| state->texture_states[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP))
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{
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bumpmap = TRUE;
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context->texShaderBumpMap |= (1 << stage);
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@ -43,9 +43,9 @@ static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateb
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context->texShaderBumpMap &= ~(1 << stage);
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}
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if (stateblock->state.textures[stage])
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if (state->textures[stage])
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{
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switch (stateblock->state.textures[stage]->baseTexture.target)
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switch (state->textures[stage]->baseTexture.target)
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{
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case GL_TEXTURE_2D:
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glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
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@ -482,16 +482,16 @@ static void nvrc_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, str
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checkGLcall("glActiveTextureARB");
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}
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if (stateblock->state.lowest_disabled_stage > 0)
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if (state->lowest_disabled_stage > 0)
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{
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glEnable(GL_REGISTER_COMBINERS_NV);
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GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, stateblock->state.lowest_disabled_stage));
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GL_EXTCALL(glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, state->lowest_disabled_stage));
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}
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else
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{
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glDisable(GL_REGISTER_COMBINERS_NV);
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}
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if (stage >= stateblock->state.lowest_disabled_stage)
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if (stage >= state->lowest_disabled_stage)
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{
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TRACE("Stage disabled\n");
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if (mapped_stage != WINED3D_UNMAPPED_STAGE)
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@ -529,57 +529,58 @@ static void nvrc_colorop(DWORD state_id, IWineD3DStateBlockImpl *stateblock, str
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{
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if (gl_info->supported[NV_TEXTURE_SHADER2])
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{
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nvts_activate_dimensions(stage, stateblock, context);
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nvts_activate_dimensions(state, stage, context);
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}
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else
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{
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texture_activate_dimensions(stateblock->state.textures[stage], gl_info);
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texture_activate_dimensions(state->textures[stage], gl_info);
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}
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}
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}
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/* Set the texture combiners */
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set_tex_op_nvrc(gl_info, &stateblock->state, FALSE, stage,
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stateblock->state.texture_states[stage][WINED3DTSS_COLOROP],
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stateblock->state.texture_states[stage][WINED3DTSS_COLORARG1],
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stateblock->state.texture_states[stage][WINED3DTSS_COLORARG2],
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stateblock->state.texture_states[stage][WINED3DTSS_COLORARG0],
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set_tex_op_nvrc(gl_info, state, FALSE, stage,
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state->texture_states[stage][WINED3DTSS_COLOROP],
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state->texture_states[stage][WINED3DTSS_COLORARG1],
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state->texture_states[stage][WINED3DTSS_COLORARG2],
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state->texture_states[stage][WINED3DTSS_COLORARG0],
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mapped_stage,
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stateblock->state.texture_states[stage][WINED3DTSS_RESULTARG]);
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state->texture_states[stage][WINED3DTSS_RESULTARG]);
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/* In register combiners bump mapping is done in the stage AFTER the one that has the bump map operation set,
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* thus the texture shader may have to be updated
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*/
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if (gl_info->supported[NV_TEXTURE_SHADER2])
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{
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BOOL usesBump = (stateblock->state.texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
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|| stateblock->state.texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP);
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BOOL usesBump = (state->texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE
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|| state->texture_states[stage][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAP);
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BOOL usedBump = !!(context->texShaderBumpMap & 1 << (stage + 1));
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if (usesBump != usedBump)
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{
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage + 1));
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checkGLcall("glActiveTextureARB");
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nvts_activate_dimensions(stage + 1, stateblock, context);
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nvts_activate_dimensions(state, stage + 1, context);
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
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checkGLcall("glActiveTextureARB");
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}
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}
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}
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static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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static void nvts_texdim(DWORD state_id, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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{
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DWORD sampler = state - STATE_SAMPLER(0);
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DWORD sampler = state_id - STATE_SAMPLER(0);
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DWORD mapped_stage = stateblock->device->texUnitMap[sampler];
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const struct wined3d_state *state = &stateblock->state;
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/* No need to enable / disable anything here for unused samplers. The tex_colorop
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* handler takes care. Also no action is needed with pixel shaders, or if tex_colorop
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* will take care of this business
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*/
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if (mapped_stage == WINED3D_UNMAPPED_STAGE || mapped_stage >= context->gl_info->limits.textures) return;
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if (sampler >= stateblock->state.lowest_disabled_stage) return;
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if (sampler >= state->lowest_disabled_stage) return;
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if (isStateDirty(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP))) return;
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nvts_activate_dimensions(sampler, stateblock, context);
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nvts_activate_dimensions(state, sampler, context);
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}
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static void nvts_bumpenvmat(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context)
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