wined3d: Move WINED3DRS_WRAPx to the state table.
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@ -3407,16 +3407,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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case WINED3DRS_LASTPIXEL :
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case WINED3DRS_LASTPIXEL :
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case WINED3DRS_SOFTWAREVERTEXPROCESSING :
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case WINED3DRS_SOFTWAREVERTEXPROCESSING :
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case WINED3DRS_POINTSPRITEENABLE :
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case WINED3DRS_POINTSPRITEENABLE :
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StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
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break;
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/** not supported */
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case WINED3DRS_ZVISIBLE :
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{
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LEAVE_GL();
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return WINED3DERR_INVALIDCALL;
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}
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case WINED3DRS_WRAP0 :
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case WINED3DRS_WRAP0 :
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case WINED3DRS_WRAP1 :
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case WINED3DRS_WRAP1 :
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case WINED3DRS_WRAP2 :
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case WINED3DRS_WRAP2 :
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@ -3433,20 +3423,14 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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case WINED3DRS_WRAP13 :
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case WINED3DRS_WRAP13 :
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case WINED3DRS_WRAP14 :
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case WINED3DRS_WRAP14 :
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case WINED3DRS_WRAP15 :
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case WINED3DRS_WRAP15 :
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/**
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StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
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http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
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http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
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http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
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Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
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http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
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so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
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*/
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{
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if(Value) {
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ERR("(%p)->(%s,%d) Texture wraping not yet supported\n",This, debug_d3drenderstate(State), Value);
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}
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break;
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break;
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/** not supported */
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case WINED3DRS_ZVISIBLE :
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{
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LEAVE_GL();
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return WINED3DERR_INVALIDCALL;
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}
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}
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case WINED3DRS_MULTISAMPLEANTIALIAS :
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case WINED3DRS_MULTISAMPLEANTIALIAS :
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@ -1068,6 +1068,37 @@ static void state_pointsprite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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}
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}
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}
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static void state_wrap(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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/**
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http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
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http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
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http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
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Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
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http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
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so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
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*/
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TRACE("Stub\n");
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if(stateblock->renderState[WINED3DRS_WRAP0] ||
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stateblock->renderState[WINED3DRS_WRAP1] ||
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stateblock->renderState[WINED3DRS_WRAP2] ||
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stateblock->renderState[WINED3DRS_WRAP3] ||
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stateblock->renderState[WINED3DRS_WRAP4] ||
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stateblock->renderState[WINED3DRS_WRAP5] ||
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stateblock->renderState[WINED3DRS_WRAP6] ||
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stateblock->renderState[WINED3DRS_WRAP7] ||
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stateblock->renderState[WINED3DRS_WRAP8] ||
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stateblock->renderState[WINED3DRS_WRAP9] ||
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stateblock->renderState[WINED3DRS_WRAP10] ||
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stateblock->renderState[WINED3DRS_WRAP11] ||
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stateblock->renderState[WINED3DRS_WRAP12] ||
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stateblock->renderState[WINED3DRS_WRAP13] ||
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stateblock->renderState[WINED3DRS_WRAP14] ||
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stateblock->renderState[WINED3DRS_WRAP15] ) {
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ERR("(WINED3DRS_WRAP0) Texture wraping not yet supported\n");
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}
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}
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const struct StateEntry StateTable[] =
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const struct StateEntry StateTable[] =
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{
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{
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/* State name representative, apply function */
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/* State name representative, apply function */
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@ -1201,14 +1232,14 @@ const struct StateEntry StateTable[] =
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{ /*126, Undefined */ 0, state_undefined },
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{ /*126, Undefined */ 0, state_undefined },
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{ /*127, Undefined */ 0, state_undefined },
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{ /*127, Undefined */ 0, state_undefined },
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/* Big hole ends */
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/* Big hole ends */
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{ /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
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{ /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
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{ /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING) /* Vertex decl! */,state_lighting },
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{ /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING) /* Vertex decl! */,state_lighting },
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{ /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_unknown },
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{ /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_unknown },
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@ -1273,14 +1304,14 @@ const struct StateEntry StateTable[] =
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{ /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_unknown },
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{ /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_unknown },
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{ /*196, undefined */ 0, state_undefined },
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{ /*196, undefined */ 0, state_undefined },
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{ /*197, undefined */ 0, state_undefined },
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{ /*197, undefined */ 0, state_undefined },
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{ /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
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{ /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_wrap },
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{ /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_unknown },
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{ /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_unknown },
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{ /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_unknown },
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{ /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_unknown },
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{ /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_unknown },
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{ /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_unknown },
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