wined3d: Simplify alpha test and color keying in GLSL.
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5c7707dc77
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@ -7572,6 +7572,37 @@ static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context *cont
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context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
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}
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static void glsl_fragment_pipe_alpha_test(struct wined3d_context *context,
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const struct wined3d_state *state, DWORD state_id)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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int glParm;
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float ref;
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TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
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if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
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{
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gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
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checkGLcall("glEnable GL_ALPHA_TEST");
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}
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else
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{
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gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
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checkGLcall("glDisable GL_ALPHA_TEST");
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return;
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}
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ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
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glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
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if (glParm)
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{
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gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
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checkGLcall("glAlphaFunc");
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}
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}
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static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
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{
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{STATE_VDECL, {STATE_VDECL, glsl_fragment_pipe_vdecl }, WINED3D_GL_EXT_NONE },
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@ -7651,8 +7682,8 @@ static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
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{STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_alpha_test }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_fragment_pipe_fog }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
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{STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
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@ -528,9 +528,6 @@ void state_alpha_test(struct wined3d_context *context, const struct wined3d_stat
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context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
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context->last_was_ckey = enable_ckey;
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if (context->d3d_info->shader_color_key)
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enable_ckey = FALSE;
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if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
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|| (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
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{
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