wined3d: Implement color keying in the glsl fragment pipeline.
This commit is contained in:
parent
2d56694445
commit
5d51c97d07
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@ -1329,11 +1329,6 @@ static void test_ck_rgba(void)
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color = get_surface_color(rt, 320, 240);
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if (i == 2)
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todo_wine ok(compare_color(color, tests[i].result1, 1) || compare_color(color, tests[i].result1_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result1, i, color);
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else
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ok(compare_color(color, tests[i].result1, 1) || compare_color(color, tests[i].result1_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result1, i, color);
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@ -1353,11 +1348,6 @@ static void test_ck_rgba(void)
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/* This tests that fragments that are masked out by the color key are
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* discarded, instead of just fully transparent. */
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color = get_surface_color(rt, 320, 240);
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if (i == 2)
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todo_wine ok(compare_color(color, tests[i].result2, 1) || compare_color(color, tests[i].result2_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result2, i, color);
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else
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ok(compare_color(color, tests[i].result2, 1) || compare_color(color, tests[i].result2_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result2, i, color);
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@ -1577,11 +1577,6 @@ static void test_ck_rgba(void)
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color = get_surface_color(rt, 320, 240);
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if (i == 2)
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todo_wine ok(compare_color(color, tests[i].result1, 1) || compare_color(color, tests[i].result1_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result1, i, color);
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else
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ok(compare_color(color, tests[i].result1, 1) || compare_color(color, tests[i].result1_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result1, i, color);
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@ -1600,11 +1595,6 @@ static void test_ck_rgba(void)
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/* This tests that fragments that are masked out by the color key are
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* discarded, instead of just fully transparent. */
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color = get_surface_color(rt, 320, 240);
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if (i == 2)
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todo_wine ok(compare_color(color, tests[i].result2, 1) || compare_color(color, tests[i].result2_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result2, i, color);
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else
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ok(compare_color(color, tests[i].result2, 1) || compare_color(color, tests[i].result2_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result2, i, color);
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@ -1766,11 +1766,6 @@ static void test_ck_rgba(void)
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color = get_surface_color(rt, 320, 240);
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if (i == 2)
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todo_wine ok(compare_color(color, tests[i].result1, 1) || compare_color(color, tests[i].result1_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result1, i, color);
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else
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ok(compare_color(color, tests[i].result1, 1) || compare_color(color, tests[i].result1_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result1, i, color);
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@ -1789,11 +1784,6 @@ static void test_ck_rgba(void)
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/* This tests that fragments that are masked out by the color key are
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* discarded, instead of just fully transparent. */
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color = get_surface_color(rt, 320, 240);
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if (i == 2)
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todo_wine ok(compare_color(color, tests[i].result2, 1) || compare_color(color, tests[i].result2_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result2, i, color);
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else
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ok(compare_color(color, tests[i].result2, 1) || compare_color(color, tests[i].result2_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result2, i, color);
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@ -1471,11 +1471,6 @@ static void test_ck_rgba(void)
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color = get_surface_color(rt, 320, 240);
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if (i == 2)
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todo_wine ok(compare_color(color, tests[i].result1, 1) || compare_color(color, tests[i].result1_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result1, i, color);
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else
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ok(compare_color(color, tests[i].result1, 1) || compare_color(color, tests[i].result1_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result1, i, color);
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@ -1494,11 +1489,6 @@ static void test_ck_rgba(void)
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/* This tests that fragments that are masked out by the color key are
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* discarded, instead of just fully transparent. */
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color = get_surface_color(rt, 320, 240);
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if (i == 2)
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todo_wine ok(compare_color(color, tests[i].result2, 1) || compare_color(color, tests[i].result2_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result2, i, color);
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else
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ok(compare_color(color, tests[i].result2, 1) || compare_color(color, tests[i].result2_broken, 1),
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"Expected color 0x%08x for test %u, got 0x%08x.\n",
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tests[i].result2, i, color);
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@ -7556,10 +7556,10 @@ static GLuint arbfp_gen_plain_shader(struct arbfp_blit_priv *priv,
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shader_addline(&buffer, "TEMP compare;\n");
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shader_addline(&buffer, "PARAM color_key = program.local[%u];\n", ARBFP_BLIT_PARAM_COLOR_KEY);
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shader_addline(&buffer, "TEX color, fragment.texcoord[0], texture[0], %s;\n", tex_target);
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shader_addline(&buffer, "SGE compare.r, color.a, color_key.a;\n");
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shader_addline(&buffer, "SGE compare.g, -color.a, -color_key.a;\n");
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shader_addline(&buffer, "MUL compare, compare.r, -compare.g;\n");
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shader_addline(&buffer, "KIL compare;\n");
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shader_addline(&buffer, "SUB compare, color, color_key;\n");
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shader_addline(&buffer, "DP4 compare.r, compare, compare;\n");
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shader_addline(&buffer, "SGE compare, -compare.r, 0.0;\n");
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shader_addline(&buffer, "KIL -compare;\n");
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shader_addline(&buffer, "MOV result.color, color;\n");
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}
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else
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@ -7599,7 +7599,7 @@ static HRESULT arbfp_blit_set(void *blit_priv, struct wined3d_context *context,
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struct wine_rb_entry *entry;
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struct arbfp_blit_type type;
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struct arbfp_blit_desc *desc;
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float float_color_key[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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struct wined3d_color float_color_key;
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if (is_complex_fixup(surface->resource.format->color_fixup))
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fixup = get_complex_fixup(surface->resource.format->color_fixup);
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@ -7699,10 +7699,10 @@ err_out:
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checkGLcall("glProgramLocalParameter4fvARB");
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if (type.use_color_key)
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{
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if (surface->resource.format->id == WINED3DFMT_P8_UINT)
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float_color_key[3] = color_key->color_space_low_value / 255.0f;
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARBFP_BLIT_PARAM_COLOR_KEY, float_color_key));
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wined3d_format_convert_color_to_float(surface->resource.format, NULL,
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surface->container->async.src_blt_color_key.color_space_high_value, &float_color_key);
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GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB,
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ARBFP_BLIT_PARAM_COLOR_KEY, &float_color_key.r));
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checkGLcall("glProgramLocalParameter4fvARB");
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}
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@ -7790,10 +7790,6 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
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struct wined3d_context *context;
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RECT src_rect = *src_rect_in;
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RECT dst_rect = *dst_rect_in;
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struct wined3d_color_key old_color_key = src_surface->container->async.src_blt_color_key;
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DWORD old_color_key_flags = src_surface->container->async.color_key_flags;
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wined3d_texture_set_color_key(src_surface->container, WINED3D_CKEY_SRC_BLT, color_key);
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/* Activate the destination context, set it up for blitting */
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context = context_acquire(device, dst_surface);
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@ -7840,9 +7836,6 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
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surface_validate_location(dst_surface, dst_surface->container->resource.draw_binding);
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surface_invalidate_location(dst_surface, ~dst_surface->container->resource.draw_binding);
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wined3d_texture_set_color_key(src_surface->container, WINED3D_CKEY_SRC_BLT,
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(old_color_key_flags & WINED3D_CKEY_SRC_BLT) ? &old_color_key : NULL);
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return WINED3D_OK;
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}
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@ -931,6 +931,9 @@ static void wined3d_cs_exec_set_color_key(struct wined3d_cs *cs, const void *dat
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break;
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}
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}
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if (texture->resource.bind_count && op->flags & WINED3D_CKEY_SRC_BLT)
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device_invalidate_state(cs->device, STATE_RENDER(WINED3D_RS_COLORKEYENABLE));
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}
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void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
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@ -3565,6 +3565,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
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adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
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adapter->d3d_info.limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;
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adapter->d3d_info.limits.ffp_textures = fragment_caps.MaxSimultaneousTextures;
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adapter->d3d_info.shader_color_key = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_COLOR_KEY;
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TRACE("Max texture stages: %u.\n", adapter->d3d_info.limits.ffp_blend_stages);
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if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
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@ -143,6 +143,7 @@ struct glsl_ps_program
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GLint specular_enable_location;
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GLint ycorrection_location;
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GLint np2_fixup_location;
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GLint color_key_location;
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const struct ps_np2fixup_info *np2_fixup_info;
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};
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@ -833,6 +834,18 @@ static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_con
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checkGLcall("glUniformMatrix3fv");
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}
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/* Context activation is done by the caller (state handler). */
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static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps,
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const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
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{
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struct wined3d_color float_key;
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const struct wined3d_texture *texture = state->textures[0];
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wined3d_format_convert_color_to_float(texture->resource.format, NULL,
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texture->async.src_blt_color_key.color_space_high_value, &float_key);
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GL_EXTCALL(glUniform4fv(ps->color_key_location, 1, &float_key.r));
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}
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/* Context activation is done by the caller (state handler). */
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static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state)
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@ -947,6 +960,8 @@ static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context
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if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
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shader_glsl_load_np2fixup_constants(&prog->ps, gl_info, state);
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if (update_mask & WINED3D_SHADER_CONST_FFP_COLOR_KEY)
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shader_glsl_load_color_key_constant(&prog->ps, gl_info, state);
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if (update_mask & WINED3D_SHADER_CONST_FFP_PS)
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{
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@ -5499,7 +5514,8 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf
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arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
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arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
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if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
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if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE
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|| (stage == 0 && settings->color_key_enabled))
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tex_map |= 1 << stage;
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if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
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tfactor_used = TRUE;
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@ -5603,6 +5619,8 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf
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}
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if (tfactor_used)
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shader_addline(buffer, "uniform vec4 tex_factor;\n");
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if (settings->color_key_enabled)
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shader_addline(buffer, "uniform vec4 color_key;\n");
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shader_addline(buffer, "uniform vec4 specular_enable;\n");
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if (settings->sRGB_write)
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@ -5759,6 +5777,9 @@ static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buf
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settings->op[stage].color_fixup);
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}
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if (settings->color_key_enabled)
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shader_addline(buffer, "if (all(equal(tex0, color_key))) discard;\n");
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/* Generate the main shader */
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for (stage = 0; stage < MAX_TEXTURES; ++stage)
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{
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@ -5949,6 +5970,7 @@ static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *
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ps->specular_enable_location = GL_EXTCALL(glGetUniformLocation(program_id, "specular_enable"));
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ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "ps_samplerNP2Fixup"));
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ps->ycorrection_location = GL_EXTCALL(glGetUniformLocation(program_id, "ycorrection"));
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ps->color_key_location = GL_EXTCALL(glGetUniformLocation(program_id, "color_key"));
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}
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static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info *gl_info, GLuint program_id,
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@ -6245,6 +6267,8 @@ static void set_glsl_shader_program(const struct wined3d_context *context, const
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if (entry->ps.np2_fixup_location != -1)
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entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
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if (entry->ps.color_key_location != -1)
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entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
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}
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}
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@ -7405,7 +7429,8 @@ static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOO
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static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
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{
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caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
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| WINED3D_FRAGMENT_CAP_SRGB_WRITE;
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| WINED3D_FRAGMENT_CAP_SRGB_WRITE
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| WINED3D_FRAGMENT_CAP_COLOR_KEY;
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caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP
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| WINED3DPMISCCAPS_PERSTAGECONSTANT;
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caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE
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@ -528,6 +528,9 @@ static void state_alpha(struct wined3d_context *context, const struct wined3d_st
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context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
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context->last_was_ckey = enable_ckey;
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if (context->d3d_info->shader_color_key)
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enable_ckey = FALSE;
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if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
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|| (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
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{
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@ -449,6 +449,7 @@ void wined3d_texture_load(struct wined3d_texture *texture,
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{
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UINT sub_count = texture->level_count * texture->layer_count;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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DWORD flag;
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UINT i;
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@ -462,10 +463,11 @@ void wined3d_texture_load(struct wined3d_texture *texture,
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else
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flag = WINED3D_TEXTURE_RGB_VALID;
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if (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
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if (!d3d_info->shader_color_key
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&& (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
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!= !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
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|| (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
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&& !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key)))
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&& !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
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{
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unsigned int sub_count = texture->level_count * texture->layer_count;
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unsigned int i;
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@ -664,16 +666,20 @@ HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT
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void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
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{
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DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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if (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
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if (!d3d_info->shader_color_key
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&& !(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
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!= !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
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{
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wined3d_texture_force_reload(texture);
|
||||
|
||||
if (texture->flags & alloc_flag)
|
||||
return;
|
||||
|
||||
if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
|
||||
texture->async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
|
||||
}
|
||||
|
||||
if (texture->flags & alloc_flag)
|
||||
return;
|
||||
|
||||
texture->texture_ops->texture_prepare_texture(texture, context, srgb);
|
||||
texture->flags |= alloc_flag;
|
||||
|
|
|
@ -3688,6 +3688,8 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
|
|||
const struct wined3d_gl_info *gl_info = context->gl_info;
|
||||
const struct wined3d_d3d_info *d3d_info = context->d3d_info;
|
||||
|
||||
settings->padding = 0;
|
||||
|
||||
for (i = 0; i < d3d_info->limits.ffp_blend_stages; ++i)
|
||||
{
|
||||
const struct wined3d_texture *texture;
|
||||
|
@ -3915,6 +3917,13 @@ void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d
|
|||
} else {
|
||||
settings->emul_clipplanes = 1;
|
||||
}
|
||||
|
||||
if (state->render_states[WINED3D_RS_COLORKEYENABLE] && state->textures[0]
|
||||
&& state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT
|
||||
&& settings->op[0].cop != WINED3D_TOP_DISABLE)
|
||||
settings->color_key_enabled = 1;
|
||||
else
|
||||
settings->color_key_enabled = 0;
|
||||
}
|
||||
|
||||
const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
|
||||
|
|
|
@ -309,6 +309,7 @@ enum wined3d_shader_resource_type
|
|||
#define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00000400
|
||||
#define WINED3D_SHADER_CONST_FFP_PROJ 0x00000800
|
||||
#define WINED3D_SHADER_CONST_FFP_PS 0x00001000
|
||||
#define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00002000
|
||||
|
||||
enum wined3d_shader_register_type
|
||||
{
|
||||
|
@ -1258,6 +1259,7 @@ struct StateEntryTemplate
|
|||
|
||||
#define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
|
||||
#define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
|
||||
#define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
|
||||
|
||||
struct fragment_caps
|
||||
{
|
||||
|
@ -1744,6 +1746,7 @@ struct wined3d_d3d_info
|
|||
struct wined3d_ffp_attrib_ops ffp_attrib_ops;
|
||||
BOOL xyzrhw;
|
||||
BOOL vs_clipping;
|
||||
BOOL shader_color_key;
|
||||
DWORD valid_rt_mask;
|
||||
};
|
||||
|
||||
|
@ -1816,9 +1819,10 @@ struct ffp_frag_settings
|
|||
{
|
||||
struct texture_stage_op op[MAX_TEXTURES];
|
||||
enum wined3d_ffp_ps_fog_mode fog;
|
||||
/* Use shorts instead of chars to get dword alignment */
|
||||
unsigned short sRGB_write;
|
||||
unsigned short emul_clipplanes;
|
||||
unsigned char sRGB_write;
|
||||
unsigned char emul_clipplanes;
|
||||
unsigned char color_key_enabled;
|
||||
unsigned char padding;
|
||||
};
|
||||
|
||||
struct ffp_frag_desc
|
||||
|
|
Loading…
Reference in New Issue