wined3d: Use the context manager to prepare for blitting.
This commit is contained in:
parent
c1623d4e7b
commit
f22d37e4dd
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@ -27,6 +27,160 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
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/*****************************************************************************
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* SetupForBlit
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*
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* Sets up a context for DirectDraw blitting.
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* All texture units are disabled, except unit 0
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* Texture unit 0 is activted where GL_TEXTURE_2D is activated
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* fog, lighting, blending, alpha test, z test, scissor test, culling diabled
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* color writing enabled for all channels
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* register combiners disabled, shaders disabled
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* world matris is set to identity, texture matrix 0 too
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* projection matrix is setup for drawing screen coordinates
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*
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* Params:
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* This: Device to activate the context for
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* context: Context to setup
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* width: render target width
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* height: render target height
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*
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*****************************************************************************/
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static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *context, UINT width, UINT height) {
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int i;
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TRACE("Setting up context %p for blitting\n", context);
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if(context->last_was_blit) {
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TRACE("Context is already set up for blitting, nothing to do\n");
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return;
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}
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context->last_was_blit = TRUE;
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/* Disable shaders */
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This->shader_backend->shader_cleanup((IWineD3DDevice *) This);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
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/* Disable all textures. The caller can then bind a texture it wants to blit
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* from
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*/
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if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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glDisable(GL_REGISTER_COMBINERS_NV);
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checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)");
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}
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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for(i = GL_LIMITS(samplers) - 1; i > 0 ; i--) {
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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}
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
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glDisable(GL_TEXTURE_3D);
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checkGLcall("glDisable GL_TEXTURE_3D");
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glDisable(GL_TEXTURE_2D);
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checkGLcall("glDisable GL_TEXTURE_2D");
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glDisable(GL_TEXTURE_1D);
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checkGLcall("glDisable GL_TEXTURE_1D");
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if(i < MAX_TEXTURES) {
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
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}
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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checkGLcall("glActiveTextureARB");
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}
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glDisable(GL_TEXTURE_CUBE_MAP_ARB);
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checkGLcall("glDisable GL_TEXTURE_CUBE_MAP_ARB");
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glDisable(GL_TEXTURE_3D);
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checkGLcall("glDisable GL_TEXTURE_3D");
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glDisable(GL_TEXTURE_1D);
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checkGLcall("glDisable GL_TEXTURE_1D");
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glEnable(GL_TEXTURE_2D);
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checkGLcall("glEnable GL_TEXTURE_2D");
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glMatrixMode(GL_TEXTURE);
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checkGLcall("glMatrixMode(GL_TEXTURE)");
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glLoadIdentity();
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checkGLcall("glLoadIdentity()");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(WINED3DTS_TEXTURE0));
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if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
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GL_TEXTURE_LOD_BIAS_EXT,
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0.0);
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checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP));
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/* Other misc states */
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glDisable(GL_ALPHA_TEST);
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checkGLcall("glDisable(GL_ALPHA_TEST)");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
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glDisable(GL_LIGHTING);
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checkGLcall("glDisable GL_LIGHTING");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_LIGHTING));
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glDisable(GL_DEPTH_TEST);
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checkGLcall("glDisable GL_DEPTH_TEST");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
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glDisable(GL_FOG);
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checkGLcall("glDisable GL_FOG");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FOGENABLE));
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glDisable(GL_BLEND);
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checkGLcall("glDisable GL_BLEND");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
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glDisable(GL_CULL_FACE);
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checkGLcall("glDisable GL_CULL_FACE");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_CULLMODE));
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glDisable(GL_STENCIL_TEST);
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checkGLcall("glDisable GL_STENCIL_TEST");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
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if(GL_SUPPORT(ARB_POINT_SPRITE)) {
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glDisable(GL_POINT_SPRITE_ARB);
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checkGLcall("glDisable GL_POINT_SPRITE_ARB");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
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}
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glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
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checkGLcall("glColorMask");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_CLIPPING));
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/* Setup transforms */
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode(GL_MODELVIEW)");
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glLoadIdentity();
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checkGLcall("glLoadIdentity()");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
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glMatrixMode(GL_PROJECTION);
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checkGLcall("glMatrixMode(GL_PROJECTION)");
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glLoadIdentity();
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checkGLcall("glLoadIdentity()");
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glOrtho(0, width, height, 0, 0.0, -1.0);
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checkGLcall("glOrtho");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(WINED3DTS_PROJECTION));
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context->last_was_rhw = TRUE;
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL); /* because of last_was_rhw = TRUE */
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glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
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glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
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glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)");
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glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
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glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
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glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_CLIPPING));
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glViewport(0, 0, width, height);
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checkGLcall("glViewport");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
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}
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/*****************************************************************************
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* ActivateContext
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*
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@ -70,10 +224,13 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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StateTable[dirtyState].apply(dirtyState, This->stateBlock, context);
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}
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context->numDirtyEntries = 0; /* This makes the whole list clean */
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context->last_was_blit = FALSE;
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break;
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case CTXUSAGE_BLIT:
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FIXME("Setting up for blitting not supported yet\n");
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SetupForBlit(This, context,
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((IWineD3DSurfaceImpl *)target)->currentDesc.Width,
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((IWineD3DSurfaceImpl *)target)->currentDesc.Height);
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break;
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default:
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@ -853,8 +853,6 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This) {
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glDisable(GL_TEXTURE_2D);
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vcheckGLcall("glDisable(GL_TEXTURE_2D)");
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glDisable(GL_TEXTURE_1D);
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vcheckGLcall("glDisable(GL_TEXTURE_1D)");
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glFlush();
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vcheckGLcall("glFlush");
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@ -1039,21 +1037,6 @@ static void flush_to_framebuffer_texture(IWineD3DSurface *iface) {
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ENTER_GL();
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/* Disable some fancy graphics effects */
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glDisable(GL_LIGHTING);
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checkGLcall("glDisable GL_LIGHTING");
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glDisable(GL_DEPTH_TEST);
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checkGLcall("glDisable GL_DEPTH_TEST");
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glDisable(GL_FOG);
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checkGLcall("glDisable GL_FOG");
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glDisable(GL_CULL_FACE);
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checkGLcall("glDisable GL_CULL_FACE");
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glDisable(GL_BLEND);
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checkGLcall("glDisable GL_BLEND");
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glDisable(GL_STENCIL_TEST);
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checkGLcall("glDisable GL_STENCIL_TEST");
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
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checkGLcall("glEnable glBindTexture");
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@ -1160,19 +1143,10 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain);
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if ((backbuf || iface == implSwapChain->frontBuffer || iface == myDevice->render_targets[0]) && wined3d_settings.rendertargetlock_mode != RTL_DISABLE) {
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int tex;
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ENTER_GL();
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/* glDrawPixels transforms the raster position as though it was a vertex -
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we want to draw at screen position 0,0 - Set up ortho (rhw) mode as
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per drawprim (and leave set - it will sort itself out due to last_was_rhw */
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myDevice->contexts[myDevice->activeContext].last_was_rhw = TRUE;
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/* Apply the projection and world matrices, it sets up orthogonal projection due to last_was_rhw */
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StateTable[STATE_TRANSFORM(WINED3DTS_PROJECTION)].apply(STATE_TRANSFORM(WINED3DTS_PROJECTION), myDevice->stateBlock, &myDevice->contexts[myDevice->activeContext]);
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StateTable[STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))].apply(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), myDevice->stateBlock, &myDevice->contexts[myDevice->activeContext]);
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/* Will reapply the projection matrix too */
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IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_VDECL);
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ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
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if (iface == implSwapChain->frontBuffer) {
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glDrawBuffer(GL_FRONT);
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@ -1182,31 +1156,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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checkGLcall("glDrawBuffer GL_BACK");
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}
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/* Disable higher textures before calling glDrawPixels */
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for(tex = 1; tex < GL_LIMITS(samplers); tex++) {
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + tex));
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checkGLcall("glActiveTextureARB");
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}
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(tex));
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glDisable(GL_TEXTURE_2D);
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checkGLcall("glDisable GL_TEXTURE_2D");
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glDisable(GL_TEXTURE_1D);
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checkGLcall("glDisable GL_TEXTURE_1D");
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}
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/* Activate texture 0, but don't disable it necessarily */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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checkGLcall("glActiveTextureARB");
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}
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
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/* And back buffers are not blended. Disable the depth test,
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that helps performance */
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_FOG);
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switch(wined3d_settings.rendertargetlock_mode) {
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case RTL_AUTO:
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case RTL_READDRAW:
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@ -1234,10 +1183,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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glDrawBuffer(GL_BACK);
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vcheckGLcall("glDrawBuffer");
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}
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if(myDevice->stateBlock->renderState[WINED3DRS_ZENABLE] == WINED3DZB_TRUE ||
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myDevice->stateBlock->renderState[WINED3DRS_ZENABLE] == WINED3DZB_USEW) glEnable(GL_DEPTH_TEST);
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if (myDevice->stateBlock->renderState[WINED3DRS_ALPHABLENDENABLE]) glEnable(GL_BLEND);
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if (myDevice->stateBlock->renderState[WINED3DRS_FOGENABLE]) glEnable(GL_FOG);
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LEAVE_GL();
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@ -2343,10 +2288,6 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
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float glTexCoord[4];
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DWORD oldCKey;
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DDCOLORKEY oldBltCKey = {0,0};
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GLint oldLight, oldFog, oldDepth, oldBlend, oldCull, oldAlpha;
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GLint oldStencil, oldNVRegisterCombiners = 0;
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GLint alphafunc;
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GLclampf alpharef;
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RECT SourceRectangle;
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GLint oldDraw;
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@ -2399,23 +2340,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
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ENTER_GL();
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/* Save all the old stuff until we have a proper opengl state manager */
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oldLight = glIsEnabled(GL_LIGHTING);
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oldFog = glIsEnabled(GL_FOG);
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oldDepth = glIsEnabled(GL_DEPTH_TEST);
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oldBlend = glIsEnabled(GL_BLEND);
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oldCull = glIsEnabled(GL_CULL_FACE);
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oldAlpha = glIsEnabled(GL_ALPHA_TEST);
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oldStencil = glIsEnabled(GL_STENCIL_TEST);
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if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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oldNVRegisterCombiners = glIsEnabled(GL_REGISTER_COMBINERS_NV);
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}
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glGetIntegerv(GL_ALPHA_TEST_FUNC, &alphafunc);
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checkGLcall("glGetFloatv GL_ALPHA_TEST_FUNC");
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glGetFloatv(GL_ALPHA_TEST_REF, &alpharef);
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checkGLcall("glGetFloatv GL_ALPHA_TEST_REF");
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ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
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glGetIntegerv(GL_DRAW_BUFFER, &oldDraw);
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if(This == (IWineD3DSurfaceImpl *) swapchain->frontBuffer) {
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@ -2424,52 +2349,10 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
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checkGLcall("glDrawBuffer GL_FRONT");
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}
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/* Unbind the old texture */
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glBindTexture(GL_TEXTURE_2D, 0);
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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/* We use texture unit 0 for blts */
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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checkGLcall("glActiveTextureARB");
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} else {
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WARN("Multi-texturing is unsupported in the local OpenGL implementation\n");
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}
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/* Disable some fancy graphics effects */
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glDisable(GL_LIGHTING);
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checkGLcall("glDisable GL_LIGHTING");
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glDisable(GL_DEPTH_TEST);
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checkGLcall("glDisable GL_DEPTH_TEST");
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glDisable(GL_FOG);
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checkGLcall("glDisable GL_FOG");
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glDisable(GL_BLEND);
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checkGLcall("glDisable GL_BLEND");
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glDisable(GL_CULL_FACE);
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checkGLcall("glDisable GL_CULL_FACE");
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glDisable(GL_STENCIL_TEST);
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checkGLcall("glDisable GL_STENCIL_TEST");
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if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
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glDisable(GL_REGISTER_COMBINERS_NV);
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checkGLcall("glDisable GL_REGISTER_COMBINERS_NV");
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}
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/* Ok, we need 2d textures, but not 1D or 3D */
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glDisable(GL_TEXTURE_1D);
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checkGLcall("glDisable GL_TEXTURE_1D");
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glEnable(GL_TEXTURE_2D);
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checkGLcall("glEnable GL_TEXTURE_2D");
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glDisable(GL_TEXTURE_3D);
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checkGLcall("glDisable GL_TEXTURE_3D");
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/* Bind the texture */
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glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
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checkGLcall("glBindTexture");
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glEnable(GL_SCISSOR_TEST);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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/* No filtering for blts */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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@ -2495,13 +2378,6 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
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/* Draw a textured quad
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*/
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myDevice->contexts[myDevice->activeContext].last_was_rhw = TRUE;
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/* Apply the projection matrix, it sets up orthogonal projection due to last_was_rhw */
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StateTable[STATE_TRANSFORM(WINED3DTS_PROJECTION)].apply(STATE_TRANSFORM(WINED3DTS_PROJECTION), myDevice->stateBlock, &myDevice->contexts[myDevice->activeContext]);
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StateTable[STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0))].apply(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), myDevice->stateBlock, &myDevice->contexts[myDevice->activeContext]);
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/* That will reapply the projection matrix too */
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IWineD3DDeviceImpl_MarkStateDirty(myDevice, STATE_VDECL);
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glBegin(GL_QUADS);
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glColor3d(1.0f, 1.0f, 1.0f);
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||||
|
@ -2529,46 +2405,6 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
|
|||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
checkGLcall("glEnable glBindTexture");
|
||||
|
||||
/* Restore the old settings */
|
||||
if(oldLight) {
|
||||
glEnable(GL_LIGHTING);
|
||||
checkGLcall("glEnable GL_LIGHTING");
|
||||
}
|
||||
if(oldFog) {
|
||||
glEnable(GL_FOG);
|
||||
checkGLcall("glEnable GL_FOG");
|
||||
}
|
||||
if(oldDepth) {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
checkGLcall("glEnable GL_DEPTH_TEST");
|
||||
}
|
||||
if(oldBlend) {
|
||||
glEnable(GL_BLEND);
|
||||
checkGLcall("glEnable GL_BLEND");
|
||||
}
|
||||
if(oldCull) {
|
||||
glEnable(GL_CULL_FACE);
|
||||
checkGLcall("glEnable GL_CULL_FACE");
|
||||
}
|
||||
if(oldStencil) {
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
checkGLcall("glEnable GL_STENCIL_TEST");
|
||||
}
|
||||
if(!oldAlpha) {
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
checkGLcall("glDisable GL_ALPHA_TEST");
|
||||
} else {
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
checkGLcall("glEnable GL_ALPHA_TEST");
|
||||
}
|
||||
if (GL_SUPPORT(NV_REGISTER_COMBINERS) && oldNVRegisterCombiners) {
|
||||
glEnable(GL_REGISTER_COMBINERS_NV);
|
||||
checkGLcall("glEnable GL_REGISTER_COMBINERS_NV");
|
||||
}
|
||||
|
||||
glAlphaFunc(alphafunc, alpharef);
|
||||
checkGLcall("glAlphaFunc\n");
|
||||
|
||||
if(This == (IWineD3DSurfaceImpl *) swapchain->frontBuffer && oldDraw == GL_BACK) {
|
||||
glDrawBuffer(oldDraw);
|
||||
}
|
||||
|
|
|
@ -477,6 +477,7 @@ struct WineD3DContext {
|
|||
BOOL namedArraysLoaded, numberedArraysLoaded;
|
||||
BOOL lastWasPow2Texture[MAX_TEXTURES];
|
||||
GLenum tracking_parm; /* Which source is tracking current colour */
|
||||
BOOL last_was_blit;
|
||||
};
|
||||
|
||||
typedef enum ContextUsage {
|
||||
|
|
Loading…
Reference in New Issue