wined3d: Get rid of the textureDimensions field in the state block.

This commit is contained in:
Henri Verbeet 2008-12-12 09:33:51 +01:00 committed by Alexandre Julliard
parent f36c377d0e
commit 70ed814b95
6 changed files with 115 additions and 93 deletions

View File

@ -2064,7 +2064,6 @@ static void create_dummy_textures(IWineD3DDeviceImpl *This) {
/* Generate a dummy 2d texture (not using 1d because they cause many
* DRI drivers fall back to sw) */
This->stateBlock->textureDimensions[i] = GL_TEXTURE_2D;
glBindTexture(GL_TEXTURE_2D, This->dummyTextureName[i]);
checkGLcall("glBindTexture");
@ -4673,14 +4672,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD
oldTexture = This->updateStateBlock->textures[Stage];
if(pTexture != NULL) {
/* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
*/
if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
return WINED3DERR_INVALIDCALL;
}
This->stateBlock->textureDimensions[Stage] = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
/* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
if (pTexture && ((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH)
{
WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
return WINED3DERR_INVALIDCALL;
}
TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));

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@ -41,7 +41,7 @@ static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateb
}
if(stateblock->textures[stage]) {
switch(stateblock->textureDimensions[stage]) {
switch(IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
case GL_TEXTURE_2D:
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, bumpmap ? GL_OFFSET_TEXTURE_2D_NV : GL_TEXTURE_2D);
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)");

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@ -470,27 +470,29 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
float ref;
BOOL enable_ckey = FALSE;
IWineD3DSurfaceImpl *surf;
/* Find out if the texture on the first stage has a ckey set
* The alpha state func reads the texture settings, even though alpha and texture are not grouped
* together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
* used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
* in case it finds some texture+colorkeyenable combination which needs extra care.
*/
if(stateblock->textures[0] && (
stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
if (stateblock->textures[0])
{
UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
if(surf->CKeyFlags & WINEDDSD_CKSRCBLT) {
const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
/* The surface conversion does not do color keying conversion for surfaces that have an alpha
* channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
* surface has alpha bits
*/
if(fmt->alphaMask == 0x00000000) {
enable_ckey = TRUE;
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
{
IWineD3DSurfaceImpl *surf;
surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
if (surf->CKeyFlags & WINEDDSD_CKSRCBLT)
{
const StaticPixelFormatDesc *fmt = getFormatDescEntry(surf->resource.format, NULL, NULL);
/* The surface conversion does not do color keying conversion for surfaces that have an alpha
* channel on their own. Likewise, the alpha test shouldn't be set up for color keying if the
* surface has alpha bits */
if (fmt->alphaMask == 0x00000000) enable_ckey = TRUE;
}
}
}
@ -2999,50 +3001,64 @@ void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext
arg2 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG2];
arg0 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG0];
if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 &&
stateblock->textures[0] &&
(stateblock->textureDimensions[0] == GL_TEXTURE_2D || stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
if (stateblock->renderState[WINED3DRS_COLORKEYENABLE] && stage == 0 && stateblock->textures[0])
{
UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
{
IWineD3DSurfaceImpl *surf;
/* Color keying needs to pass alpha values from the texture through to have the alpha test work properly.
* On the other hand applications can still use texture combiners apparently. This code takes care that apps
* cannot remove the texture's alpha channel entirely.
*
* The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
* on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
* draw things like translucent text and perform other blending effects.
*
* Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
* behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
* OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
* (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
* wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
* (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
* it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
* otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
* What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
*/
if(op == WINED3DTOP_DISABLE) {
arg1 = WINED3DTA_TEXTURE;
op = WINED3DTOP_SELECTARG1;
}
else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
arg2 = WINED3DTA_TEXTURE;
op = WINED3DTOP_MODULATE;
}
else arg1 = WINED3DTA_TEXTURE;
}
else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
if (surf->CKeyFlags & WINEDDSD_CKSRCBLT
&& getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000)
{
/* Color keying needs to pass alpha values from the texture through to have the alpha test work
* properly. On the other hand applications can still use texture combiners apparently. This code
* takes care that apps cannot remove the texture's alpha channel entirely.
*
* The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
* D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
* and alpha component of diffuse color to draw things like translucent text and perform other
* blending effects.
*
* Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
* provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
* modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
* SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
* game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
* color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
* fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
* blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
* modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
* alpha.
*
* What to do with multitexturing? So far no app has been found that uses color keying with
* multitexturing */
if (op == WINED3DTOP_DISABLE)
{
arg1 = WINED3DTA_TEXTURE;
op = WINED3DTOP_MODULATE;
op = WINED3DTOP_SELECTARG1;
}
else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE)
{
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
{
arg2 = WINED3DTA_TEXTURE;
op = WINED3DTOP_MODULATE;
}
else arg1 = WINED3DTA_TEXTURE;
}
else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE)
{
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
{
arg1 = WINED3DTA_TEXTURE;
op = WINED3DTOP_MODULATE;
}
else arg2 = WINED3DTA_TEXTURE;
}
else arg2 = WINED3DTA_TEXTURE;
}
}
}
@ -3388,13 +3404,17 @@ static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, W
* misc pipeline
*/
if(sampler < MAX_TEXTURES) {
if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(texture);
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
{
if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
texIsPow2 = TRUE;
}
} else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
}
else if (texture_dimensions == GL_TEXTURE_CUBE_MAP_ARB)
{
if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
texIsPow2 = TRUE;
}

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@ -203,7 +203,6 @@ void stateblock_copy(
memcpy(Dest->clipplane, This->clipplane, sizeof(double) * MAX_CLIPPLANES * 4);
memcpy(Dest->renderState, This->renderState, sizeof(DWORD) * (WINEHIGHEST_RENDER_STATE + 1));
memcpy(Dest->textures, This->textures, sizeof(IWineD3DBaseTexture*) * MAX_COMBINED_SAMPLERS);
memcpy(Dest->textureDimensions, This->textureDimensions, sizeof(int) * MAX_COMBINED_SAMPLERS);
memcpy(Dest->textureState, This->textureState, sizeof(DWORD) * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memcpy(Dest->samplerState, This->samplerState, sizeof(DWORD) * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
@ -613,7 +612,6 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
memcpy(This->pixelShaderConstantF, targetStateBlock->pixelShaderConstantF, sizeof(float) * GL_LIMITS(pshader_constantsF) * 4);
memcpy(This->renderState, targetStateBlock->renderState, sizeof(This->renderState));
memcpy(This->textures, targetStateBlock->textures, sizeof(This->textures));
memcpy(This->textureDimensions, targetStateBlock->textureDimensions, sizeof(This->textureDimensions));
memcpy(This->textureState, targetStateBlock->textureState, sizeof(This->textureState));
memcpy(This->samplerState, targetStateBlock->samplerState, sizeof(This->samplerState));
This->scissorRect = targetStateBlock->scissorRect;

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@ -1931,7 +1931,7 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
if(ignore_textype) {
settings->op[i].tex_type = tex_1d;
} else {
switch(stateblock->textureDimensions[i]) {
switch (IWineD3DBaseTexture_GetTextureDimensions((IWineD3DBaseTexture *)texture)) {
case GL_TEXTURE_1D:
settings->op[i].tex_type = tex_1d;
break;
@ -1983,32 +1983,41 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
aarg0 = (args[aop] & ARG0) ? stateblock->textureState[i][WINED3DTSS_ALPHAARG0] : ARG_UNUSED;
}
if(i == 0 && stateblock->textures[0] &&
stateblock->renderState[WINED3DRS_COLORKEYENABLE] &&
(stateblock->textureDimensions[0] == GL_TEXTURE_2D ||
stateblock->textureDimensions[0] == GL_TEXTURE_RECTANGLE_ARB)) {
IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
if (i == 0 && stateblock->textures[0] && stateblock->renderState[WINED3DRS_COLORKEYENABLE])
{
UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[0]);
if(surf->CKeyFlags & WINEDDSD_CKSRCBLT &&
getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000) {
if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
{
IWineD3DSurfaceImpl *surf;
surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
if(aop == WINED3DTOP_DISABLE) {
aarg1 = WINED3DTA_TEXTURE;
aop = WINED3DTOP_SELECTARG1;
}
else if(aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE) {
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
aarg2 = WINED3DTA_TEXTURE;
aop = WINED3DTOP_MODULATE;
if (surf->CKeyFlags & WINEDDSD_CKSRCBLT
&& getFormatDescEntry(surf->resource.format, NULL, NULL)->alphaMask == 0x00000000)
{
if (aop == WINED3DTOP_DISABLE)
{
aarg1 = WINED3DTA_TEXTURE;
aop = WINED3DTOP_SELECTARG1;
}
else aarg1 = WINED3DTA_TEXTURE;
}
else if(aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE) {
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
aarg1 = WINED3DTA_TEXTURE;
aop = WINED3DTOP_MODULATE;
else if (aop == WINED3DTOP_SELECTARG1 && aarg1 != WINED3DTA_TEXTURE)
{
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
{
aarg2 = WINED3DTA_TEXTURE;
aop = WINED3DTOP_MODULATE;
}
else aarg1 = WINED3DTA_TEXTURE;
}
else if (aop == WINED3DTOP_SELECTARG2 && aarg2 != WINED3DTA_TEXTURE)
{
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE])
{
aarg1 = WINED3DTA_TEXTURE;
aop = WINED3DTOP_MODULATE;
}
else aarg2 = WINED3DTA_TEXTURE;
}
else aarg2 = WINED3DTA_TEXTURE;
}
}
}
@ -2115,7 +2124,7 @@ void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *des
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
if(stateblock->textures[stage]) {
switch(stateblock->textureDimensions[stage]) {
switch (IWineD3DBaseTexture_GetTextureDimensions(stateblock->textures[stage])) {
case GL_TEXTURE_2D:
glDisable(GL_TEXTURE_3D);
checkGLcall("glDisable(GL_TEXTURE_3D)");

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@ -1835,7 +1835,6 @@ struct IWineD3DStateBlockImpl
/* Texture */
IWineD3DBaseTexture *textures[MAX_COMBINED_SAMPLERS];
int textureDimensions[MAX_COMBINED_SAMPLERS];
/* Texture State Stage */
DWORD textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];