wined3d: alphaop fixes for color keying.
This commit is contained in:
parent
d4c4e5d167
commit
b3f96f4327
|
@ -352,6 +352,11 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
|
|||
}
|
||||
}
|
||||
|
||||
if(enable_ckey || context->last_was_ckey) {
|
||||
StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
|
||||
}
|
||||
context->last_was_ckey = enable_ckey;
|
||||
|
||||
if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
|
||||
(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
|
@ -376,7 +381,6 @@ static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
|
|||
glAlphaFunc(glParm, ref);
|
||||
checkGLcall("glAlphaFunc");
|
||||
}
|
||||
/* TODO: Some texture blending operations seem to affect the alpha test */
|
||||
}
|
||||
|
||||
static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
||||
|
@ -1521,6 +1525,7 @@ static void tex_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
|
|||
static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
|
||||
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
|
||||
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
|
||||
DWORD op, arg1, arg2, arg0;
|
||||
|
||||
TRACE("Setting alpha op for stage %d\n", stage);
|
||||
/* Do not care for enabled / disabled stages, just assign the settigns. colorop disables / enables required stuff */
|
||||
|
@ -1542,19 +1547,41 @@ static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
|
|||
}
|
||||
}
|
||||
|
||||
op = stateblock->textureState[stage][WINED3DTSS_ALPHAOP];
|
||||
arg1 = stateblock->textureState[stage][WINED3DTSS_ALPHAARG1];
|
||||
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) {
|
||||
IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *) stateblock->textures[0])->surfaces[0];
|
||||
|
||||
if(surf->CKeyFlags & DDSD_CKSRCBLT &&
|
||||
getFormatDescEntry(surf->resource.format)->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.
|
||||
*
|
||||
* What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
|
||||
*/
|
||||
if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
|
||||
if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
|
||||
else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
|
||||
}
|
||||
}
|
||||
|
||||
TRACE("Setting alpha op for stage %d\n", stage);
|
||||
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
||||
set_tex_op_nvrc((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
|
||||
stateblock->textureState[stage][WINED3DTSS_ALPHAOP],
|
||||
stateblock->textureState[stage][WINED3DTSS_ALPHAARG1],
|
||||
stateblock->textureState[stage][WINED3DTSS_ALPHAARG2],
|
||||
stateblock->textureState[stage][WINED3DTSS_ALPHAARG0],
|
||||
op, arg1, arg2, arg0,
|
||||
mapped_stage);
|
||||
} else {
|
||||
set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage, stateblock->textureState[stage][WINED3DTSS_ALPHAOP],
|
||||
stateblock->textureState[stage][WINED3DTSS_ALPHAARG1],
|
||||
stateblock->textureState[stage][WINED3DTSS_ALPHAARG2],
|
||||
stateblock->textureState[stage][WINED3DTSS_ALPHAARG0]);
|
||||
set_tex_op((IWineD3DDevice *)stateblock->wineD3DDevice, TRUE, stage,
|
||||
op, arg1, arg2, arg0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -478,7 +478,7 @@ struct WineD3DContext {
|
|||
BOOL namedArraysLoaded, numberedArraysLoaded;
|
||||
BOOL lastWasPow2Texture[MAX_TEXTURES];
|
||||
GLenum tracking_parm; /* Which source is tracking current colour */
|
||||
BOOL last_was_blit;
|
||||
BOOL last_was_blit, last_was_ckey;
|
||||
|
||||
/* The actual opengl context */
|
||||
GLXContext glCtx;
|
||||
|
|
Loading…
Reference in New Issue