wined3d: Add some traces to state handlers.
Should make it a bit clearer what's happening in some cases.
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@ -2975,6 +2975,8 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
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const struct arbfp_ffp_desc *desc;
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unsigned int i;
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TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
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if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
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if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
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/* Reload fixed function constants since they collide with the pixel shader constants */
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@ -3061,6 +3063,8 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock,
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static void state_arbfp_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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enum fogsource new_source;
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TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
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if(!isStateDirty(context, STATE_PIXELSHADER)) {
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fragment_prog_arbfp(state, stateblock, context);
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}
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@ -469,6 +469,8 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
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float ref;
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BOOL enable_ckey = FALSE;
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TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
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/* Find out if the texture on the first stage has a ckey set
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* The alpha state func reads the texture settings, even though alpha and texture are not grouped
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* together. This is to avoid making a huge alpha+texture+texture stage+ckey block due to the hardly
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@ -897,6 +899,9 @@ static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock,
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}
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static void state_fog_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
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if (!stateblock->renderState[WINED3DRS_FOGENABLE]) return;
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/* Table fog on: Never use fog coords, and use per-fragment fog */
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@ -981,6 +986,8 @@ void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
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void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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enum fogsource new_source;
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TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
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if (!stateblock->renderState[WINED3DRS_FOGENABLE]) {
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/* No fog? Disable it, and we're done :-) */
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glDisableWINE(GL_FOG);
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@ -3285,6 +3292,8 @@ static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, W
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DWORD sampler = state - STATE_SAMPLER(0);
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IWineD3DBaseTexture *texture = stateblock->textures[sampler];
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TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
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if(!texture) return;
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/* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
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* IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
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