wined3d: Improve traces for D3DTRANSFORMSTATETYPE.
Added debug function for WINED3DTRANSFORMSTATETYPE and changed all references from D3DTS_* to WINED3DTS_*.
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@ -156,7 +156,7 @@ static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightIn
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/* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadMatrixf((float *)&This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
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glLoadMatrixf((float *)&This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
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/* Diffuse: */
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colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
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@ -2450,7 +2450,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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/* Most of this routine, comments included copied from ddraw tree initially: */
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TRACE("(%p) : Transform State=%d\n", This, d3dts);
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TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
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/* Handle recording of state blocks */
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if (This->isRecordingState) {
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@ -2485,27 +2485,27 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D
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*/
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/* Capture the times we can just ignore the change for now */
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if (d3dts == D3DTS_WORLDMATRIX(0)) {
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if (d3dts == WINED3DTS_WORLDMATRIX(0)) {
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This->modelview_valid = FALSE;
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return WINED3D_OK;
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} else if (d3dts == D3DTS_PROJECTION) {
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} else if (d3dts == WINED3DTS_PROJECTION) {
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This->proj_valid = FALSE;
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return WINED3D_OK;
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} else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) {
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} else if (d3dts >= WINED3DTS_WORLDMATRIX(1) && d3dts <= WINED3DTS_WORLDMATRIX(255)) {
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/* Indexed Vertex Blending Matrices 256 -> 511 */
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/* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
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FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
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FIXME("WINED3DTS_WORLDMATRIX(1..255) not handled\n");
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return WINED3D_OK;
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}
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/* Now we really are going to have to change a matrix */
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ENTER_GL();
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if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
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if (d3dts >= WINED3DTS_TEXTURE0 && d3dts <= WINED3DTS_TEXTURE7) { /* handle texture matrices */
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/* This is now set with the texture unit states, it may be a good idea to flag the change though! */
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} else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
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} else if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
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unsigned int k;
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/* If we are changing the View matrix, reset the light and clipping planes to the new view
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@ -2552,7 +2552,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : for Transform State %d\n", This, State);
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TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
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memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
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return WINED3D_OK;
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}
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@ -2567,7 +2567,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface
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* If this is found to be wrong, change to StateBlock.
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*/
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : For state %u\n", This, State);
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TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
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if (State < HIGHEST_TRANSFORMSTATE)
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{
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@ -3016,7 +3016,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWO
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/* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
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glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
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TRACE("Clipplane [%f,%f,%f,%f]\n",
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This->updateStateBlock->clipplane[Index][0],
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@ -5024,13 +5024,13 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
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}
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IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
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D3DTS_VIEW,
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WINED3DTS_VIEW,
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&view_mat);
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IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
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D3DTS_PROJECTION,
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WINED3DTS_PROJECTION,
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&proj_mat);
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IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
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D3DTS_WORLDMATRIX(0),
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WINED3DTS_WORLDMATRIX(0),
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&world_mat);
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TRACE("View mat:\n");
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@ -5520,7 +5520,7 @@ static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *ifac
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/* Unhandled */
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case WINED3DTSS_TEXTURETRANSFORMFLAGS :
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set_texture_matrix((float *)&This->stateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
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set_texture_matrix((float *)&This->stateBlock->transforms[WINED3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
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break;
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case WINED3DTSS_BUMPENVMAT00 :
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@ -267,12 +267,12 @@ static void primitiveInitState(
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/* In the general case, the view matrix is the identity matrix */
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if (This->view_ident) {
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glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
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glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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} else {
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glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
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glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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glMultMatrixf((float *) &This->stateBlock->transforms[D3DTS_WORLDMATRIX(0)].u.m[0][0]);
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glMultMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_WORLDMATRIX(0)].u.m[0][0]);
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checkGLcall("glMultMatrixf");
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}
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}
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@ -299,7 +299,7 @@ static void primitiveInitState(
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glMultMatrixf(invymat);
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checkGLcall("glMultMatrixf(invymat)");
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}
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glMultMatrixf((float *) &This->stateBlock->transforms[D3DTS_PROJECTION].u.m[0][0]);
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glMultMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_PROJECTION].u.m[0][0]);
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checkGLcall("glLoadMatrixf");
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}
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@ -816,10 +816,10 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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This->blockType = WINED3DSBT_INIT;
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/* Set some of the defaults for lights, transforms etc */
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memcpy(&This->transforms[D3DTS_PROJECTION], &identity, sizeof(identity));
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memcpy(&This->transforms[D3DTS_VIEW], &identity, sizeof(identity));
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memcpy(&This->transforms[WINED3DTS_PROJECTION], &identity, sizeof(identity));
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memcpy(&This->transforms[WINED3DTS_VIEW], &identity, sizeof(identity));
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for (i = 0; i < 256; ++i) {
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memcpy(&This->transforms[D3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
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memcpy(&This->transforms[WINED3DTS_WORLDMATRIX(i)], &identity, sizeof(identity));
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}
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TRACE("Render states\n");
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@ -970,7 +970,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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/* Texture Stage States - Put directly into state block, we will call function below */
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for (i = 0; i < GL_LIMITS(texture_stages); i++) {
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TRACE("Setting up default texture states for texture Stage %d\n", i);
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memcpy(&This->transforms[D3DTS_TEXTURE0 + i], &identity, sizeof(identity));
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memcpy(&This->transforms[WINED3DTS_TEXTURE0 + i], &identity, sizeof(identity));
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This->textureState[i][D3DTSS_COLOROP ] = (i==0)? D3DTOP_MODULATE : D3DTOP_DISABLE;
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This->textureState[i][D3DTSS_COLORARG1 ] = D3DTA_TEXTURE;
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This->textureState[i][D3DTSS_COLORARG2 ] = D3DTA_CURRENT;
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@ -542,6 +542,31 @@ const char* debug_d3dtop(D3DTEXTUREOP d3dtop) {
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}
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}
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const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) {
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switch (tstype) {
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#define TSTYPE_TO_STR(tstype) case tstype: return #tstype
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TSTYPE_TO_STR(WINED3DTS_VIEW);
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TSTYPE_TO_STR(WINED3DTS_PROJECTION);
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TSTYPE_TO_STR(WINED3DTS_TEXTURE0);
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TSTYPE_TO_STR(WINED3DTS_TEXTURE1);
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TSTYPE_TO_STR(WINED3DTS_TEXTURE2);
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TSTYPE_TO_STR(WINED3DTS_TEXTURE3);
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TSTYPE_TO_STR(WINED3DTS_TEXTURE4);
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TSTYPE_TO_STR(WINED3DTS_TEXTURE5);
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TSTYPE_TO_STR(WINED3DTS_TEXTURE6);
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TSTYPE_TO_STR(WINED3DTS_TEXTURE7);
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TSTYPE_TO_STR(WINED3DTS_WORLDMATRIX(0));
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#undef TSTYPE_TO_STR
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default:
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if (tstype > 256 && tstype < 512) {
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FIXME("WINED3DTS_WORLDMATRIX(%u). 1..255 not currently supported\n", tstype);
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return ("WINED3DTS_WORLDMATRIX > 0");
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}
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FIXME("Unrecognized %u WINED3DTS\n", tstype);
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return "unrecognized";
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}
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}
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const char* debug_d3dpool(WINED3DPOOL Pool) {
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switch (Pool) {
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#define POOL_TO_STR(p) case p: return #p;
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@ -1215,6 +1215,7 @@ const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType);
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const char* debug_d3drenderstate(DWORD state);
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const char* debug_d3dsamplerstate(DWORD state);
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const char* debug_d3dtexturestate(DWORD state);
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const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
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const char* debug_d3dpool(WINED3DPOOL pool);
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/* Routines for GL <-> D3D values */
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@ -455,6 +455,27 @@ typedef enum _WINED3DTEXTURESTAGESTATETYPE {
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#define WINED3D_HIGHEST_TEXTURE_STATE WINED3DTSS_CONSTANT
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typedef enum _WINED3DTRANSFORMSTATETYPE {
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WINED3DTS_VIEW = 2,
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WINED3DTS_PROJECTION = 3,
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WINED3DTS_TEXTURE0 = 16,
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WINED3DTS_TEXTURE1 = 17,
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WINED3DTS_TEXTURE2 = 18,
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WINED3DTS_TEXTURE3 = 19,
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WINED3DTS_TEXTURE4 = 20,
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WINED3DTS_TEXTURE5 = 21,
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WINED3DTS_TEXTURE6 = 22,
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WINED3DTS_TEXTURE7 = 23,
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WINED3DTS_FORCE_DWORD = 0x7fffffff
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} WINED3DTRANSFORMSTATETYPE;
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#define WINED3DTS_WORLD WINED3DTS_WORLDMATRIX(0)
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#define WINED3DTS_WORLD1 WINED3DTS_WORLDMATRIX(1)
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#define WINED3DTS_WORLD2 WINED3DTS_WORLDMATRIX(2)
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#define WINED3DTS_WORLD3 WINED3DTS_WORLDMATRIX(3)
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#define WINED3DTS_WORLDMATRIX(index) (WINED3DTRANSFORMSTATETYPE)(index + 256)
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typedef enum _WINED3DBASISTYPE {
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WINED3DBASIS_BEZIER = 0,
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WINED3DBASIS_BSPLINE = 1,
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