1013 lines
62 KiB
C
1013 lines
62 KiB
C
/*
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* Direct3D state management
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*
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* Copyright 2006 Stefan Dösinger for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include <stdio.h>
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#ifdef HAVE_FLOAT_H
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# include <float.h>
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#endif
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(stateblock->wineD3DDevice->wineD3D))->gl_info
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static void state_unknown(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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/* State which does exist, but wined3d doesn't know about */
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if(STATE_IS_RENDER(state)) {
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WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
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FIXME("(%s, %d) Unknown renderstate\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
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} else {
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FIXME("(%d) Unknown state with unknown type\n", state);
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}
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}
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static void state_nogl(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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/* Used for states which are not mapped to a gl state as-is, but used somehow different,
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* e.g as a parameter for drawing, or which are unimplemented in windows d3d
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*/
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if(STATE_IS_RENDER(state)) {
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WINED3DRENDERSTATETYPE RenderState = state - STATE_RENDER(0);
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TRACE("(%s,%d) no direct mapping to gl\n", debug_d3drenderstate(RenderState), stateblock->renderState[RenderState]);
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} else {
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/* Shouldn't have an unknown type here */
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FIXME("%d no direct mapping to gl of state with unknown type\n", state);
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}
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}
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static void state_undefined(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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/* Print a WARN, this allows the stateblock code to loop over all states to generate a display
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* list without causing confusing terminal output. Deliberately no special debug name here
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* because its undefined.
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*/
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WARN("undefined state %d\n", state);
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}
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static void state_fillmode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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D3DFILLMODE Value = stateblock->renderState[WINED3DRS_FILLMODE];
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switch(Value) {
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case D3DFILL_POINT:
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glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
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checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
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break;
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case D3DFILL_WIREFRAME:
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
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break;
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case D3DFILL_SOLID:
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
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break;
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default:
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FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
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}
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}
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static void state_lighting(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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/* TODO: Lighting is only enabled if Vertex normals are passed by the application,
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* so merge the lighting render state with the vertex declaration once it is available
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*/
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if (stateblock->renderState[WINED3DRS_LIGHTING]) {
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glEnable(GL_LIGHTING);
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checkGLcall("glEnable GL_LIGHTING");
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} else {
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glDisable(GL_LIGHTING);
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checkGLcall("glDisable GL_LIGHTING");
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}
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}
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static void state_zenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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switch ((WINED3DZBUFFERTYPE) stateblock->renderState[WINED3DRS_ZENABLE]) {
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case WINED3DZB_FALSE:
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glDisable(GL_DEPTH_TEST);
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checkGLcall("glDisable GL_DEPTH_TEST");
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break;
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case WINED3DZB_TRUE:
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glEnable(GL_DEPTH_TEST);
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checkGLcall("glEnable GL_DEPTH_TEST");
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break;
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case WINED3DZB_USEW:
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glEnable(GL_DEPTH_TEST);
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checkGLcall("glEnable GL_DEPTH_TEST");
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FIXME("W buffer is not well handled\n");
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break;
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default:
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FIXME("Unrecognized D3DZBUFFERTYPE value %d\n", stateblock->renderState[WINED3DRS_ZENABLE]);
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}
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}
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static void state_cullmode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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/* TODO: Put this into the offscreen / onscreen rendering block due to device->render_offscreen */
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/* If we are culling "back faces with clockwise vertices" then
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set front faces to be counter clockwise and enable culling
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of back faces */
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switch ((WINED3DCULL) stateblock->renderState[WINED3DRS_CULLMODE]) {
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case WINED3DCULL_NONE:
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glDisable(GL_CULL_FACE);
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checkGLcall("glDisable GL_CULL_FACE");
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break;
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case WINED3DCULL_CW:
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glEnable(GL_CULL_FACE);
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checkGLcall("glEnable GL_CULL_FACE");
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if (stateblock->wineD3DDevice->render_offscreen) {
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glFrontFace(GL_CW);
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checkGLcall("glFrontFace GL_CW");
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} else {
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glFrontFace(GL_CCW);
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checkGLcall("glFrontFace GL_CCW");
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}
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glCullFace(GL_BACK);
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break;
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case WINED3DCULL_CCW:
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glEnable(GL_CULL_FACE);
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checkGLcall("glEnable GL_CULL_FACE");
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if (stateblock->wineD3DDevice->render_offscreen) {
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glFrontFace(GL_CCW);
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checkGLcall("glFrontFace GL_CCW");
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} else {
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glFrontFace(GL_CW);
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checkGLcall("glFrontFace GL_CW");
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}
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glCullFace(GL_BACK);
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break;
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default:
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FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", stateblock->renderState[WINED3DRS_CULLMODE]);
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}
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}
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static void state_shademode(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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switch ((WINED3DSHADEMODE) stateblock->renderState[WINED3DRS_SHADEMODE]) {
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case WINED3DSHADE_FLAT:
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glShadeModel(GL_FLAT);
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checkGLcall("glShadeModel(GL_FLAT)");
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break;
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case WINED3DSHADE_GOURAUD:
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glShadeModel(GL_SMOOTH);
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checkGLcall("glShadeModel(GL_SMOOTH)");
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break;
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case WINED3DSHADE_PHONG:
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FIXME("WINED3DSHADE_PHONG isn't supported\n");
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break;
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default:
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FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", stateblock->renderState[WINED3DRS_SHADEMODE]);
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}
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}
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static void state_ditherenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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if (stateblock->renderState[WINED3DRS_DITHERENABLE]) {
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glEnable(GL_DITHER);
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checkGLcall("glEnable GL_DITHER");
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} else {
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glDisable(GL_DITHER);
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checkGLcall("glDisable GL_DITHER");
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}
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}
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static void state_zwritenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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/* TODO: Test if in d3d z writing is enabled even if ZENABLE is off. If yes,
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* this has to be merged with ZENABLE and ZFUNC
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*/
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if (stateblock->renderState[WINED3DRS_ZWRITEENABLE]) {
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glDepthMask(1);
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checkGLcall("glDepthMask(1)");
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} else {
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glDepthMask(0);
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checkGLcall("glDepthMask(0)");
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}
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}
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static void state_zfunc(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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int glParm = CompareFunc(stateblock->renderState[WINED3DRS_ZFUNC]);
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if(glParm) {
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glDepthFunc(glParm);
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checkGLcall("glDepthFunc");
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}
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}
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static void state_ambient(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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float col[4];
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D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_AMBIENT], col);
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TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
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checkGLcall("glLightModel for MODEL_AMBIENT");
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}
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static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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int srcBlend = GL_ZERO;
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int dstBlend = GL_ZERO;
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float col[4];
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/* GL_LINE_SMOOTH needs GL_BLEND to work, according to the red book, and special blending params */
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/* TODO: Is enabling blending really affected by the blendfactor??? */
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if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
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stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
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stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE] ||
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stateblock->renderState[WINED3DRS_BLENDFACTOR] != 0xFFFFFFFF) {
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glEnable(GL_BLEND);
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checkGLcall("glEnable GL_BLEND");
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} else {
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glDisable(GL_BLEND);
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checkGLcall("glDisable GL_BLEND");
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/* Nothing more to do - get out */
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return;
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};
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switch (stateblock->renderState[WINED3DRS_SRCBLEND]) {
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case WINED3DBLEND_ZERO : srcBlend = GL_ZERO; break;
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case WINED3DBLEND_ONE : srcBlend = GL_ONE; break;
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case WINED3DBLEND_SRCCOLOR : srcBlend = GL_SRC_COLOR; break;
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case WINED3DBLEND_INVSRCCOLOR : srcBlend = GL_ONE_MINUS_SRC_COLOR; break;
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case WINED3DBLEND_SRCALPHA : srcBlend = GL_SRC_ALPHA; break;
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case WINED3DBLEND_INVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA; break;
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case WINED3DBLEND_DESTALPHA : srcBlend = GL_DST_ALPHA; break;
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case WINED3DBLEND_INVDESTALPHA : srcBlend = GL_ONE_MINUS_DST_ALPHA; break;
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case WINED3DBLEND_DESTCOLOR : srcBlend = GL_DST_COLOR; break;
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case WINED3DBLEND_INVDESTCOLOR : srcBlend = GL_ONE_MINUS_DST_COLOR; break;
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case WINED3DBLEND_SRCALPHASAT : srcBlend = GL_SRC_ALPHA_SATURATE; break;
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case WINED3DBLEND_BOTHSRCALPHA : srcBlend = GL_SRC_ALPHA;
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dstBlend = GL_SRC_ALPHA;
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break;
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case WINED3DBLEND_BOTHINVSRCALPHA : srcBlend = GL_ONE_MINUS_SRC_ALPHA;
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dstBlend = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case WINED3DBLEND_BLENDFACTOR : srcBlend = GL_CONSTANT_COLOR; break;
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case WINED3DBLEND_INVBLENDFACTOR : srcBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
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default:
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FIXME("Unrecognized src blend value %d\n", stateblock->renderState[WINED3DRS_SRCBLEND]);
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}
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switch (stateblock->renderState[WINED3DRS_DESTBLEND]) {
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case WINED3DBLEND_ZERO : dstBlend = GL_ZERO; break;
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case WINED3DBLEND_ONE : dstBlend = GL_ONE; break;
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case WINED3DBLEND_SRCCOLOR : dstBlend = GL_SRC_COLOR; break;
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case WINED3DBLEND_INVSRCCOLOR : dstBlend = GL_ONE_MINUS_SRC_COLOR; break;
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case WINED3DBLEND_SRCALPHA : dstBlend = GL_SRC_ALPHA; break;
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case WINED3DBLEND_INVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA; break;
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case WINED3DBLEND_DESTALPHA : dstBlend = GL_DST_ALPHA; break;
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case WINED3DBLEND_INVDESTALPHA : dstBlend = GL_ONE_MINUS_DST_ALPHA; break;
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case WINED3DBLEND_DESTCOLOR : dstBlend = GL_DST_COLOR; break;
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case WINED3DBLEND_INVDESTCOLOR : dstBlend = GL_ONE_MINUS_DST_COLOR; break;
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case WINED3DBLEND_SRCALPHASAT : dstBlend = GL_SRC_ALPHA_SATURATE; break;
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case WINED3DBLEND_BOTHSRCALPHA : dstBlend = GL_SRC_ALPHA;
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srcBlend = GL_SRC_ALPHA;
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break;
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case WINED3DBLEND_BOTHINVSRCALPHA : dstBlend = GL_ONE_MINUS_SRC_ALPHA;
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srcBlend = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case D3DBLEND_BLENDFACTOR : dstBlend = GL_CONSTANT_COLOR; break;
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case D3DBLEND_INVBLENDFACTOR : dstBlend = GL_ONE_MINUS_CONSTANT_COLOR; break;
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default:
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FIXME("Unrecognized dst blend value %d\n", stateblock->renderState[WINED3DRS_DESTBLEND]);
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}
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if(stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
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stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
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glEnable(GL_LINE_SMOOTH);
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checkGLcall("glEnable(GL_LINE_SMOOTH)");
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if(srcBlend != GL_SRC_ALPHA) {
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FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible src blending param - what to do?\n");
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srcBlend = GL_SRC_ALPHA;
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}
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if(dstBlend != GL_ONE_MINUS_SRC_ALPHA) {
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FIXME("WINED3DRS_EDGEANTIALIAS enabled, but incompatible dst blending param - what to do?\n");
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dstBlend = GL_ONE_MINUS_SRC_ALPHA;
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}
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} else {
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glDisable(GL_LINE_SMOOTH);
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checkGLcall("glDisable(GL_LINE_SMOOTH)");
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}
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TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
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glBlendFunc(srcBlend, dstBlend);
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checkGLcall("glBlendFunc");
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/* TODO: Remove when state management done */
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stateblock->wineD3DDevice->dstBlend = dstBlend;
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stateblock->wineD3DDevice->srcBlend = srcBlend;
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TRACE("Setting BlendFactor to %d\n", stateblock->renderState[WINED3DRS_BLENDFACTOR]);
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D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_BLENDFACTOR], col);
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glBlendColor (col[0],col[1],col[2],col[3]);
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checkGLcall("glBlendColor");
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}
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static void state_alpha(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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int glParm = 0;
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float ref;
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BOOL enable_ckey = FALSE;
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IWineD3DSurfaceImpl *surf;
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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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* used WINED3DRS_COLORKEYENABLE state(which is d3d <= 3 only). The texture function will call alpha
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* in case it finds some texture+colorkeyenable combination which needs extra care.
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*/
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if(stateblock->textures[0]) {
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surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)stateblock->textures[0])->surfaces[0];
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if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
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}
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if (stateblock->renderState[WINED3DRS_ALPHATESTENABLE] ||
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(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
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glEnable(GL_ALPHA_TEST);
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checkGLcall("glEnable GL_ALPHA_TEST");
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} else {
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glDisable(GL_ALPHA_TEST);
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checkGLcall("glDisable GL_ALPHA_TEST");
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/* Alpha test is disabled, don't bother setting the params - it will happen on the next
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* enable call
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*/
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return;
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}
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if(stateblock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
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glParm = GL_NOTEQUAL;
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ref = 0.0;
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} else {
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ref = ((float) stateblock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
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glParm = CompareFunc(stateblock->renderState[WINED3DRS_ALPHAFUNC]);
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}
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if(glParm) {
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stateblock->wineD3DDevice->alphafunc = glParm; /* Remove when state management done */
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glAlphaFunc(glParm, ref);
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checkGLcall("glAlphaFunc");
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}
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/* TODO: Some texture blending operations seem to affect the alpha test */
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}
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static void state_clipping(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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DWORD enable = 0xFFFFFFFF;
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DWORD disable = 0x00000000;
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/* TODO: Keep track of previously enabled clipplanes to avoid unneccessary resetting
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* of already set values
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*/
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/* If enabling / disabling all
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* TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
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*/
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if (stateblock->renderState[WINED3DRS_CLIPPING]) {
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enable = stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
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disable = ~stateblock->renderState[WINED3DRS_CLIPPLANEENABLE];
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} else {
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disable = 0xffffffff;
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enable = 0x00;
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}
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if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
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if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
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if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
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if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
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if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
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if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
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if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
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if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
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if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
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if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
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if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
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if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
|
|
|
|
/** update clipping status */
|
|
if (enable) {
|
|
stateblock->clip_status.ClipUnion = 0;
|
|
stateblock->clip_status.ClipIntersection = 0xFFFFFFFF;
|
|
} else {
|
|
stateblock->clip_status.ClipUnion = 0;
|
|
stateblock->clip_status.ClipIntersection = 0;
|
|
}
|
|
}
|
|
|
|
static void state_blendop(DWORD state, IWineD3DStateBlockImpl *stateblock) {
|
|
int glParm = GL_FUNC_ADD;
|
|
|
|
if(!GL_SUPPORT(EXT_BLEND_MINMAX)) {
|
|
WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
|
|
return;
|
|
}
|
|
|
|
switch ((WINED3DBLENDOP) stateblock->renderState[WINED3DRS_BLENDOP]) {
|
|
case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
|
|
case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
|
|
case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
|
|
case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
|
|
case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
|
|
default:
|
|
FIXME("Unrecognized/Unhandled D3DBLENDOP value %d\n", stateblock->renderState[WINED3DRS_BLENDOP]);
|
|
}
|
|
|
|
TRACE("glBlendEquation(%x)\n", glParm);
|
|
GL_EXTCALL(glBlendEquation(glParm));
|
|
checkGLcall("glBlendEquation");
|
|
}
|
|
|
|
static void
|
|
state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock) {
|
|
/* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
|
|
* and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
|
|
* specular color. This is wrong:
|
|
* Separate specular color means the specular colour is maintained separately, whereas
|
|
* single color means it is merged in. However in both cases they are being used to
|
|
* some extent.
|
|
* To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
|
|
* NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
|
|
* running 1.4 yet!
|
|
*
|
|
*
|
|
* If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
|
|
* Instead, we need to setup the FinalCombiner properly.
|
|
*
|
|
* The default setup for the FinalCombiner is:
|
|
*
|
|
* <variable> <input> <mapping> <usage>
|
|
* GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
|
|
* GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
|
|
* GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
|
|
* GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
|
|
* GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
|
|
* GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
|
|
* GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
|
|
*
|
|
* That's pretty much fine as it is, except for variable B, which needs to take
|
|
* either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
|
|
* whether WINED3DRS_SPECULARENABLE is enabled or not.
|
|
*/
|
|
|
|
TRACE("Setting specular enable state\n");
|
|
/* TODO: Add to the material setting functions */
|
|
if (stateblock->renderState[WINED3DRS_SPECULARENABLE]) {
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &stateblock->material.Specular);
|
|
checkGLcall("glMaterialfv");
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
glEnable(GL_COLOR_SUM_EXT);
|
|
} else {
|
|
TRACE("Specular colors cannot be enabled in this version of opengl\n");
|
|
}
|
|
checkGLcall("glEnable(GL_COLOR_SUM)");
|
|
|
|
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
|
|
checkGLcall("glFinalCombinerInputNV()");
|
|
}
|
|
} else {
|
|
float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
|
|
/* for the case of enabled lighting: */
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
|
|
checkGLcall("glMaterialfv");
|
|
|
|
/* for the case of disabled lighting: */
|
|
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
|
|
glDisable(GL_COLOR_SUM_EXT);
|
|
} else {
|
|
TRACE("Specular colors cannot be disabled in this version of opengl\n");
|
|
}
|
|
checkGLcall("glDisable(GL_COLOR_SUM)");
|
|
|
|
if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
|
|
checkGLcall("glFinalCombinerInputNV()");
|
|
}
|
|
}
|
|
}
|
|
|
|
static void state_texfactor(DWORD state, IWineD3DStateBlockImpl *stateblock) {
|
|
unsigned int i;
|
|
|
|
/* Note the texture color applies to all textures whereas
|
|
* GL_TEXTURE_ENV_COLOR applies to active only
|
|
*/
|
|
float col[4];
|
|
D3DCOLORTOGLFLOAT4(stateblock->renderState[WINED3DRS_TEXTUREFACTOR], col);
|
|
|
|
if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
|
|
/* And now the default texture color as well */
|
|
for (i = 0; i < GL_LIMITS(texture_stages); i++) {
|
|
/* Note the WINED3DRS value applies to all textures, but GL has one
|
|
* per texture, so apply it now ready to be used!
|
|
*/
|
|
if (GL_SUPPORT(ARB_MULTITEXTURE)) {
|
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
|
|
checkGLcall("glActiveTextureARB");
|
|
} else if (i>0) {
|
|
FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
|
|
}
|
|
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
|
|
checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
renderstate_stencil_twosided(IWineD3DStateBlockImpl *stateblock, GLint face, GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass ) {
|
|
#if 0 /* Don't use OpenGL 2.0 calls for now */
|
|
if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
|
|
GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
|
|
checkGLcall("glStencilFuncSeparate(...)");
|
|
GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
|
|
checkGLcall("glStencilOpSeparate(...)");
|
|
}
|
|
else
|
|
#endif
|
|
if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
|
|
glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
|
|
GL_EXTCALL(glActiveStencilFaceEXT(face));
|
|
checkGLcall("glActiveStencilFaceEXT(...)");
|
|
glStencilFunc(func, ref, mask);
|
|
checkGLcall("glStencilFunc(...)");
|
|
glStencilOp(stencilFail, depthFail, stencilPass);
|
|
checkGLcall("glStencilOp(...)");
|
|
} else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
|
|
GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
|
|
checkGLcall("glStencilFuncSeparateATI(...)");
|
|
GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
|
|
checkGLcall("glStencilOpSeparateATI(...)");
|
|
} else {
|
|
ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
|
|
}
|
|
}
|
|
|
|
static void
|
|
state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock) {
|
|
DWORD onesided_enable = FALSE;
|
|
DWORD twosided_enable = FALSE;
|
|
GLint func = GL_ALWAYS;
|
|
GLint func_ccw = GL_ALWAYS;
|
|
GLint ref = 0;
|
|
GLuint mask = 0;
|
|
GLint stencilFail = GL_KEEP;
|
|
GLint depthFail = GL_KEEP;
|
|
GLint stencilPass = GL_KEEP;
|
|
GLint stencilFail_ccw = GL_KEEP;
|
|
GLint depthFail_ccw = GL_KEEP;
|
|
GLint stencilPass_ccw = GL_KEEP;
|
|
|
|
if( stateblock->set.renderState[WINED3DRS_STENCILENABLE] )
|
|
onesided_enable = stateblock->renderState[WINED3DRS_STENCILENABLE];
|
|
if( stateblock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
|
|
twosided_enable = stateblock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
|
|
if( stateblock->set.renderState[WINED3DRS_STENCILFUNC] )
|
|
if( !( func = CompareFunc(stateblock->renderState[WINED3DRS_STENCILFUNC]) ) )
|
|
func = GL_ALWAYS;
|
|
if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
|
|
if( !( func_ccw = CompareFunc(stateblock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
|
|
func = GL_ALWAYS;
|
|
if( stateblock->set.renderState[WINED3DRS_STENCILREF] )
|
|
ref = stateblock->renderState[WINED3DRS_STENCILREF];
|
|
if( stateblock->set.renderState[WINED3DRS_STENCILMASK] )
|
|
mask = stateblock->renderState[WINED3DRS_STENCILMASK];
|
|
if( stateblock->set.renderState[WINED3DRS_STENCILFAIL] )
|
|
stencilFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILFAIL]);
|
|
if( stateblock->set.renderState[WINED3DRS_STENCILZFAIL] )
|
|
depthFail = StencilOp(stateblock->renderState[WINED3DRS_STENCILZFAIL]);
|
|
if( stateblock->set.renderState[WINED3DRS_STENCILPASS] )
|
|
stencilPass = StencilOp(stateblock->renderState[WINED3DRS_STENCILPASS]);
|
|
if( stateblock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
|
|
stencilFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILFAIL]);
|
|
if( stateblock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
|
|
depthFail_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
|
|
if( stateblock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
|
|
stencilPass_ccw = StencilOp(stateblock->renderState[WINED3DRS_CCW_STENCILPASS]);
|
|
|
|
TRACE("(onesided %d, twosided %d, ref %x, mask %x, \
|
|
GL_FRONT: func: %x, fail %x, zfail %x, zpass %x \
|
|
GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
|
|
onesided_enable, twosided_enable, ref, mask,
|
|
func, stencilFail, depthFail, stencilPass,
|
|
func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
|
|
|
|
if (twosided_enable) {
|
|
renderstate_stencil_twosided(stateblock, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
|
|
renderstate_stencil_twosided(stateblock, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
|
|
} else {
|
|
if (onesided_enable) {
|
|
glEnable(GL_STENCIL_TEST);
|
|
checkGLcall("glEnable GL_STENCIL_TEST");
|
|
glStencilFunc(func, ref, mask);
|
|
checkGLcall("glStencilFunc(...)");
|
|
glStencilOp(stencilFail, depthFail, stencilPass);
|
|
checkGLcall("glStencilOp(...)");
|
|
} else {
|
|
glDisable(GL_STENCIL_TEST);
|
|
checkGLcall("glDisable GL_STENCIL_TEST");
|
|
}
|
|
}
|
|
}
|
|
|
|
static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
|
|
glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
|
|
checkGLcall("glStencilMask");
|
|
}
|
|
|
|
static void state_fog(DWORD state, IWineD3DStateBlockImpl *stateblock) {
|
|
/* TODO: Put this into the vertex type block once that is in the state table */
|
|
BOOL fogenable = stateblock->renderState[WINED3DRS_FOGENABLE];
|
|
float fogstart, fogend;
|
|
|
|
union {
|
|
DWORD d;
|
|
float f;
|
|
} tmpvalue;
|
|
|
|
if (!fogenable) {
|
|
/* No fog? Disable it, and we're done :-) */
|
|
glDisable(GL_FOG);
|
|
checkGLcall("glDisable GL_FOG");
|
|
}
|
|
|
|
tmpvalue.d = stateblock->renderState[WINED3DRS_FOGSTART];
|
|
fogstart = tmpvalue.f;
|
|
tmpvalue.d = stateblock->renderState[WINED3DRS_FOGEND];
|
|
fogend = tmpvalue.f;
|
|
|
|
#if 0
|
|
/* Activate when vertex shaders are in the state table */
|
|
if(stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function &&
|
|
((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog) {
|
|
glFogi(GL_FOG_MODE, GL_LINEAR);
|
|
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
|
|
fogstart = 1.0;
|
|
fogend = 0.0;
|
|
stateblock->wineD3DDevice->last_was_foggy_shader = TRUE;
|
|
}
|
|
#endif
|
|
|
|
/* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
|
|
* the system will apply only pixel(=table) fog effects."
|
|
*/
|
|
/* else */ if(stateblock->renderState[WINED3DRS_FOGTABLEMODE] == D3DFOG_NONE) {
|
|
glHint(GL_FOG_HINT, GL_FASTEST);
|
|
checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
|
|
#if 0
|
|
stateblock->wineD3DDevice->last_was_foggy_shader = FALSE;
|
|
#endif
|
|
switch (stateblock->renderState[WINED3DRS_FOGVERTEXMODE]) {
|
|
/* Processed vertices have their fog factor stored in the specular value. Fall too the none case.
|
|
* If we are drawing untransformed vertices atm, d3ddevice_set_ortho will update the fog
|
|
*/
|
|
case D3DFOG_EXP: {
|
|
if(!stateblock->wineD3DDevice->last_was_rhw) {
|
|
glFogi(GL_FOG_MODE, GL_EXP);
|
|
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
|
|
if(GL_SUPPORT(EXT_FOG_COORD)) {
|
|
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
|
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
case D3DFOG_EXP2: {
|
|
if(!stateblock->wineD3DDevice->last_was_rhw) {
|
|
glFogi(GL_FOG_MODE, GL_EXP2);
|
|
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
|
|
if(GL_SUPPORT(EXT_FOG_COORD)) {
|
|
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
|
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
case D3DFOG_LINEAR: {
|
|
if(!stateblock->wineD3DDevice->last_was_rhw) {
|
|
glFogi(GL_FOG_MODE, GL_LINEAR);
|
|
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
|
|
if(GL_SUPPORT(EXT_FOG_COORD)) {
|
|
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
|
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
case D3DFOG_NONE: {
|
|
/* Both are none? According to msdn the alpha channel of the specular
|
|
* color contains a fog factor. Set it in drawStridedSlow.
|
|
* Same happens with Vertexfog on transformed vertices
|
|
*/
|
|
if(GL_SUPPORT(EXT_FOG_COORD)) {
|
|
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
|
|
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
|
|
glFogi(GL_FOG_MODE, GL_LINEAR);
|
|
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
|
|
fogstart = 0xff;
|
|
fogend = 0x0;
|
|
} else {
|
|
/* Disable GL fog, handle this in software in drawStridedSlow */
|
|
fogenable = FALSE;
|
|
}
|
|
break;
|
|
}
|
|
default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", stateblock->renderState[WINED3DRS_FOGVERTEXMODE]);
|
|
}
|
|
} else {
|
|
glHint(GL_FOG_HINT, GL_NICEST);
|
|
checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
|
|
#if 0
|
|
stateblock->wineD3DDevice->last_was_foggy_shader = FALSE;
|
|
#endif
|
|
switch (stateblock->renderState[WINED3DRS_FOGTABLEMODE]) {
|
|
case D3DFOG_EXP:
|
|
glFogi(GL_FOG_MODE, GL_EXP);
|
|
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
|
|
if(GL_SUPPORT(EXT_FOG_COORD)) {
|
|
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
|
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
|
|
}
|
|
break;
|
|
|
|
case D3DFOG_EXP2:
|
|
glFogi(GL_FOG_MODE, GL_EXP2);
|
|
checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
|
|
if(GL_SUPPORT(EXT_FOG_COORD)) {
|
|
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
|
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
|
|
}
|
|
break;
|
|
|
|
case D3DFOG_LINEAR:
|
|
glFogi(GL_FOG_MODE, GL_LINEAR);
|
|
checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
|
|
if(GL_SUPPORT(EXT_FOG_COORD)) {
|
|
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
|
|
checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
|
|
}
|
|
break;
|
|
|
|
case D3DFOG_NONE: /* Won't happen */
|
|
default:
|
|
FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", stateblock->renderState[WINED3DRS_FOGTABLEMODE]);
|
|
}
|
|
}
|
|
|
|
if(fogenable) {
|
|
glEnable(GL_FOG);
|
|
checkGLcall("glEnable GL_FOG");
|
|
|
|
glFogfv(GL_FOG_START, &fogstart);
|
|
checkGLcall("glFogf(GL_FOG_START, fogstart");
|
|
TRACE("Fog Start == %f\n", fogstart);
|
|
|
|
glFogfv(GL_FOG_END, &fogend);
|
|
checkGLcall("glFogf(GL_FOG_END, fogend");
|
|
TRACE("Fog End == %f\n", fogend);
|
|
} else {
|
|
glDisable(GL_FOG);
|
|
checkGLcall("glDisable GL_FOG");
|
|
}
|
|
|
|
if (GL_SUPPORT(NV_FOG_DISTANCE)) {
|
|
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
|
|
}
|
|
}
|
|
|
|
const struct StateEntry StateTable[] =
|
|
{
|
|
/* State name representative, apply function */
|
|
{ /* 0, Undefined */ 0, state_undefined },
|
|
{ /* 1, WINED3DRS_TEXTUREHANDLE */ 0 /* Handled in ddraw */, state_undefined },
|
|
{ /* 2, WINED3DRS_ANTIALIAS */ STATE_RENDER(WINED3DRS_ANTIALIAS), state_unknown },
|
|
{ /* 3, WINED3DRS_TEXTUREADDRESS */ 0 /* Handled in ddraw */, state_undefined },
|
|
{ /* 4, WINED3DRS_TEXTUREPERSPECTIVE */ STATE_RENDER(WINED3DRS_TEXTUREPERSPECTIVE), state_unknown },
|
|
{ /* 5, WINED3DRS_WRAPU */ STATE_RENDER(WINED3DRS_WRAPU), state_unknown },
|
|
{ /* 6, WINED3DRS_WRAPV */ STATE_RENDER(WINED3DRS_WRAPV), state_unknown },
|
|
{ /* 7, WINED3DRS_ZENABLE */ STATE_RENDER(WINED3DRS_ZENABLE), state_zenable },
|
|
{ /* 8, WINED3DRS_FILLMODE */ STATE_RENDER(WINED3DRS_FILLMODE), state_fillmode },
|
|
{ /* 9, WINED3DRS_SHADEMODE */ STATE_RENDER(WINED3DRS_SHADEMODE), state_shademode },
|
|
{ /* 10, WINED3DRS_LINEPATTERN */ STATE_RENDER(WINED3DRS_LINEPATTERN), state_unknown },
|
|
{ /* 11, WINED3DRS_MONOENABLE */ STATE_RENDER(WINED3DRS_MONOENABLE), state_unknown },
|
|
{ /* 12, WINED3DRS_ROP2 */ STATE_RENDER(WINED3DRS_ROP2), state_unknown },
|
|
{ /* 13, WINED3DRS_PLANEMASK */ STATE_RENDER(WINED3DRS_PLANEMASK), state_unknown },
|
|
{ /* 14, WINED3DRS_ZWRITEENABLE */ STATE_RENDER(WINED3DRS_ZWRITEENABLE), state_zwritenable },
|
|
{ /* 15, WINED3DRS_ALPHATESTENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
|
|
{ /* 16, WINED3DRS_LASTPIXEL */ STATE_RENDER(WINED3DRS_LASTPIXEL), state_unknown },
|
|
{ /* 17, WINED3DRS_TEXTUREMAG */ 0 /* Handled in ddraw */, state_undefined },
|
|
{ /* 18, WINED3DRS_TEXTUREMIN */ 0 /* Handled in ddraw */, state_undefined },
|
|
{ /* 19, WINED3DRS_SRCBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
|
|
{ /* 20, WINED3DRS_DESTBLEND */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
|
|
{ /* 21, WINED3DRS_TEXTUREMAPBLEND */ 0 /* Handled in ddraw */, state_undefined },
|
|
{ /* 22, WINED3DRS_CULLMODE */ STATE_RENDER(WINED3DRS_CULLMODE), state_cullmode },
|
|
{ /* 23, WINED3DRS_ZFUNC */ STATE_RENDER(WINED3DRS_ZFUNC), state_zfunc },
|
|
{ /* 24, WINED3DRS_ALPHAREF */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
|
|
{ /* 25, WINED3DRS_ALPHAFUNC */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
|
|
{ /* 26, WINED3DRS_DITHERENABLE */ STATE_RENDER(WINED3DRS_DITHERENABLE), state_ditherenable },
|
|
{ /* 27, WINED3DRS_ALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
|
|
{ /* 28, WINED3DRS_FOGENABLE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
|
|
{ /* 29, WINED3DRS_SPECULARENABLE */ STATE_RENDER(WINED3DRS_SPECULARENABLE), state_specularenable},
|
|
{ /* 30, WINED3DRS_ZVISIBLE */ 0 /* Not supported according to the msdn */, state_nogl },
|
|
{ /* 31, WINED3DRS_SUBPIXEL */ STATE_RENDER(WINED3DRS_SUBPIXEL), state_unknown },
|
|
{ /* 32, WINED3DRS_SUBPIXELX */ STATE_RENDER(WINED3DRS_SUBPIXELX), state_unknown },
|
|
{ /* 33, WINED3DRS_STIPPLEDALPHA */ STATE_RENDER(WINED3DRS_STIPPLEDALPHA), state_unknown },
|
|
{ /* 34, WINED3DRS_FOGCOLOR */ STATE_RENDER(WINED3DRS_FOGCOLOR), state_unknown },
|
|
{ /* 35, WINED3DRS_FOGTABLEMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
|
|
{ /* 36, WINED3DRS_FOGSTART */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
|
|
{ /* 37, WINED3DRS_FOGEND */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
|
|
{ /* 38, WINED3DRS_FOGDENSITY */ STATE_RENDER(WINED3DRS_FOGDENSITY), state_unknown },
|
|
{ /* 39, WINED3DRS_STIPPLEENABLE */ STATE_RENDER(WINED3DRS_STIPPLEENABLE), state_unknown },
|
|
{ /* 40, WINED3DRS_EDGEANTIALIAS */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
|
|
{ /* 41, WINED3DRS_COLORKEYENABLE */ STATE_RENDER(WINED3DRS_ALPHATESTENABLE), state_alpha },
|
|
{ /* 42, undefined */ 0, state_undefined },
|
|
{ /* 43, WINED3DRS_BORDERCOLOR */ STATE_RENDER(WINED3DRS_BORDERCOLOR), state_unknown },
|
|
{ /* 44, WINED3DRS_TEXTUREADDRESSU */ 0, /* Handled in ddraw */ state_undefined },
|
|
{ /* 45, WINED3DRS_TEXTUREADDRESSV */ 0, /* Handled in ddraw */ state_undefined },
|
|
{ /* 46, WINED3DRS_MIPMAPLODBIAS */ STATE_RENDER(WINED3DRS_MIPMAPLODBIAS), state_unknown },
|
|
{ /* 47, WINED3DRS_ZBIAS */ STATE_RENDER(WINED3DRS_ZBIAS), state_unknown },
|
|
{ /* 48, WINED3DRS_RANGEFOGENABLE */ STATE_RENDER(WINED3DRS_RANGEFOGENABLE), state_unknown },
|
|
{ /* 49, WINED3DRS_ANISOTROPY */ STATE_RENDER(WINED3DRS_ANISOTROPY), state_unknown },
|
|
{ /* 50, WINED3DRS_FLUSHBATCH */ STATE_RENDER(WINED3DRS_FLUSHBATCH), state_unknown },
|
|
{ /* 51, WINED3DRS_TRANSLUCENTSORTINDEPENDENT */ STATE_RENDER(WINED3DRS_TRANSLUCENTSORTINDEPENDENT), state_unknown },
|
|
{ /* 52, WINED3DRS_STENCILENABLE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
|
|
{ /* 53, WINED3DRS_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
|
|
{ /* 54, WINED3DRS_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
|
|
{ /* 55, WINED3DRS_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
|
|
{ /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
|
|
{ /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
|
|
{ /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
|
|
{ /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
|
|
{ /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
|
|
/* A BIG hole. If wanted, 'fixed' states like the vertex type or the bound shaders can be put here */
|
|
{ /* 61, Undefined */ 0, state_undefined },
|
|
{ /* 62, Undefined */ 0, state_undefined },
|
|
{ /* 63, Undefined */ 0, state_undefined },
|
|
{ /* 64, Undefined */ 0, state_undefined },
|
|
{ /* 65, Undefined */ 0, state_undefined },
|
|
{ /* 66, Undefined */ 0, state_undefined },
|
|
{ /* 67, Undefined */ 0, state_undefined },
|
|
{ /* 68, Undefined */ 0, state_undefined },
|
|
{ /* 69, Undefined */ 0, state_undefined },
|
|
{ /* 70, Undefined */ 0, state_undefined },
|
|
{ /* 71, Undefined */ 0, state_undefined },
|
|
{ /* 72, Undefined */ 0, state_undefined },
|
|
{ /* 73, Undefined */ 0, state_undefined },
|
|
{ /* 74, Undefined */ 0, state_undefined },
|
|
{ /* 75, Undefined */ 0, state_undefined },
|
|
{ /* 76, Undefined */ 0, state_undefined },
|
|
{ /* 77, Undefined */ 0, state_undefined },
|
|
{ /* 78, Undefined */ 0, state_undefined },
|
|
{ /* 79, Undefined */ 0, state_undefined },
|
|
{ /* 80, Undefined */ 0, state_undefined },
|
|
{ /* 81, Undefined */ 0, state_undefined },
|
|
{ /* 82, Undefined */ 0, state_undefined },
|
|
{ /* 83, Undefined */ 0, state_undefined },
|
|
{ /* 84, Undefined */ 0, state_undefined },
|
|
{ /* 85, Undefined */ 0, state_undefined },
|
|
{ /* 86, Undefined */ 0, state_undefined },
|
|
{ /* 87, Undefined */ 0, state_undefined },
|
|
{ /* 88, Undefined */ 0, state_undefined },
|
|
{ /* 89, Undefined */ 0, state_undefined },
|
|
{ /* 90, Undefined */ 0, state_undefined },
|
|
{ /* 91, Undefined */ 0, state_undefined },
|
|
{ /* 92, Undefined */ 0, state_undefined },
|
|
{ /* 93, Undefined */ 0, state_undefined },
|
|
{ /* 94, Undefined */ 0, state_undefined },
|
|
{ /* 95, Undefined */ 0, state_undefined },
|
|
{ /* 96, Undefined */ 0, state_undefined },
|
|
{ /* 97, Undefined */ 0, state_undefined },
|
|
{ /* 98, Undefined */ 0, state_undefined },
|
|
{ /* 99, Undefined */ 0, state_undefined },
|
|
{ /*100, Undefined */ 0, state_undefined },
|
|
{ /*101, Undefined */ 0, state_undefined },
|
|
{ /*102, Undefined */ 0, state_undefined },
|
|
{ /*103, Undefined */ 0, state_undefined },
|
|
{ /*104, Undefined */ 0, state_undefined },
|
|
{ /*105, Undefined */ 0, state_undefined },
|
|
{ /*106, Undefined */ 0, state_undefined },
|
|
{ /*107, Undefined */ 0, state_undefined },
|
|
{ /*108, Undefined */ 0, state_undefined },
|
|
{ /*109, Undefined */ 0, state_undefined },
|
|
{ /*110, Undefined */ 0, state_undefined },
|
|
{ /*111, Undefined */ 0, state_undefined },
|
|
{ /*112, Undefined */ 0, state_undefined },
|
|
{ /*113, Undefined */ 0, state_undefined },
|
|
{ /*114, Undefined */ 0, state_undefined },
|
|
{ /*115, Undefined */ 0, state_undefined },
|
|
{ /*116, Undefined */ 0, state_undefined },
|
|
{ /*117, Undefined */ 0, state_undefined },
|
|
{ /*118, Undefined */ 0, state_undefined },
|
|
{ /*119, Undefined */ 0, state_undefined },
|
|
{ /*120, Undefined */ 0, state_undefined },
|
|
{ /*121, Undefined */ 0, state_undefined },
|
|
{ /*122, Undefined */ 0, state_undefined },
|
|
{ /*123, Undefined */ 0, state_undefined },
|
|
{ /*124, Undefined */ 0, state_undefined },
|
|
{ /*125, Undefined */ 0, state_undefined },
|
|
{ /*126, Undefined */ 0, state_undefined },
|
|
{ /*127, Undefined */ 0, state_undefined },
|
|
/* Big hole ends */
|
|
{ /*128, WINED3DRS_WRAP0 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*129, WINED3DRS_WRAP1 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*130, WINED3DRS_WRAP2 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*131, WINED3DRS_WRAP3 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*132, WINED3DRS_WRAP4 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*133, WINED3DRS_WRAP5 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*134, WINED3DRS_WRAP6 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*135, WINED3DRS_WRAP7 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*136, WINED3DRS_CLIPPING */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
|
|
{ /*137, WINED3DRS_LIGHTING */ STATE_RENDER(WINED3DRS_LIGHTING) /* Vertex decl! */,state_lighting },
|
|
{ /*138, WINED3DRS_EXTENTS */ STATE_RENDER(WINED3DRS_EXTENTS), state_unknown },
|
|
{ /*139, WINED3DRS_AMBIENT */ STATE_RENDER(WINED3DRS_AMBIENT), state_ambient },
|
|
{ /*140, WINED3DRS_FOGVERTEXMODE */ STATE_RENDER(WINED3DRS_FOGENABLE), state_fog },
|
|
{ /*141, WINED3DRS_COLORVERTEX */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_unknown },
|
|
{ /*142, WINED3DRS_LOCALVIEWER */ STATE_RENDER(WINED3DRS_LOCALVIEWER), state_unknown },
|
|
{ /*143, WINED3DRS_NORMALIZENORMALS */ STATE_RENDER(WINED3DRS_NORMALIZENORMALS), state_unknown },
|
|
{ /*144, WINED3DRS_COLORKEYBLENDENABLE */ STATE_RENDER(WINED3DRS_COLORKEYBLENDENABLE), state_unknown },
|
|
{ /*145, WINED3DRS_DIFFUSEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_unknown },
|
|
{ /*146, WINED3DRS_SPECULARMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_unknown },
|
|
{ /*147, WINED3DRS_AMBIENTMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_unknown },
|
|
{ /*148, WINED3DRS_EMISSIVEMATERIALSOURCE */ STATE_RENDER(WINED3DRS_COLORVERTEX), state_unknown },
|
|
{ /*149, Undefined */ 0, state_undefined },
|
|
{ /*150, Undefined */ 0, state_undefined },
|
|
{ /*151, WINED3DRS_VERTEXBLEND */ 0, state_nogl },
|
|
{ /*152, WINED3DRS_CLIPPLANEENABLE */ STATE_RENDER(WINED3DRS_CLIPPING), state_clipping },
|
|
{ /*153, WINED3DRS_SOFTWAREVERTEXPROCESSING */ 0, state_nogl },
|
|
{ /*154, WINED3DRS_POINTSIZE */ STATE_RENDER(WINED3DRS_POINTSIZE), state_unknown },
|
|
{ /*155, WINED3DRS_POINTSIZE_MIN */ STATE_RENDER(WINED3DRS_POINTSIZE_MIN), state_unknown },
|
|
{ /*156, WINED3DRS_POINTSPRITEENABLE */ STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), state_unknown },
|
|
{ /*157, WINED3DRS_POINTSCALEENABLE */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_unknown },
|
|
{ /*158, WINED3DRS_POINTSCALE_A */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_unknown },
|
|
{ /*159, WINED3DRS_POINTSCALE_B */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_unknown },
|
|
{ /*160, WINED3DRS_POINTSCALE_C */ STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_unknown },
|
|
{ /*161, WINED3DRS_MULTISAMPLEANTIALIAS */ STATE_RENDER(WINED3DRS_MULTISAMPLEANTIALIAS), state_unknown },
|
|
{ /*162, WINED3DRS_MULTISAMPLEMASK */ STATE_RENDER(WINED3DRS_MULTISAMPLEMASK), state_unknown },
|
|
{ /*163, WINED3DRS_PATCHEDGESTYLE */ STATE_RENDER(WINED3DRS_PATCHEDGESTYLE), state_unknown },
|
|
{ /*164, WINED3DRS_PATCHSEGMENTS */ STATE_RENDER(WINED3DRS_PATCHSEGMENTS), state_unknown },
|
|
{ /*165, WINED3DRS_DEBUGMONITORTOKEN */ STATE_RENDER(WINED3DRS_DEBUGMONITORTOKEN), state_unknown },
|
|
{ /*166, WINED3DRS_POINTSIZE_MAX */ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_unknown },
|
|
{ /*167, WINED3DRS_INDEXEDVERTEXBLENDENABLE */ STATE_RENDER(WINED3DRS_INDEXEDVERTEXBLENDENABLE), state_unknown },
|
|
{ /*168, WINED3DRS_COLORWRITEENABLE */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_unknown },
|
|
{ /*169, Undefined */ 0, state_undefined },
|
|
{ /*170, WINED3DRS_TWEENFACTOR */ 0, state_nogl },
|
|
{ /*171, WINED3DRS_BLENDOP */ STATE_RENDER(WINED3DRS_BLENDOP), state_blendop },
|
|
{ /*172, WINED3DRS_POSITIONDEGREE */ STATE_RENDER(WINED3DRS_POSITIONDEGREE), state_unknown },
|
|
{ /*173, WINED3DRS_NORMALDEGREE */ STATE_RENDER(WINED3DRS_NORMALDEGREE), state_unknown },
|
|
/*172, WINED3DRS_POSITIONORDER */ /* Value assigned to 2 state names */
|
|
/*173, WINED3DRS_NORMALORDER */ /* Value assigned to 2 state names */
|
|
{ /*174, WINED3DRS_SCISSORTESTENABLE */ STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_unknown },
|
|
{ /*175, WINED3DRS_SLOPESCALEDEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_unknown },
|
|
{ /*176, WINED3DRS_ANTIALIASEDLINEENABLE */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
|
|
{ /*177, undefined */ 0, state_undefined },
|
|
{ /*178, WINED3DRS_MINTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
|
|
{ /*179, WINED3DRS_MAXTESSELLATIONLEVEL */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
|
|
{ /*180, WINED3DRS_ADAPTIVETESS_X */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
|
|
{ /*181, WINED3DRS_ADAPTIVETESS_Y */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
|
|
{ /*182, WINED3DRS_ADAPTIVETESS_Z */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
|
|
{ /*183, WINED3DRS_ADAPTIVETESS_W */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
|
|
{ /*184, WINED3DRS_ENABLEADAPTIVETESSELLATION */ STATE_RENDER(WINED3DRS_ENABLEADAPTIVETESSELLATION), state_unknown },
|
|
{ /*185, WINED3DRS_TWOSIDEDSTENCILMODE */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
|
|
{ /*186, WINED3DRS_CCW_STENCILFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
|
|
{ /*187, WINED3DRS_CCW_STENCILZFAIL */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
|
|
{ /*188, WINED3DRS_CCW_STENCILPASS */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
|
|
{ /*189, WINED3DRS_CCW_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
|
|
{ /*190, WINED3DRS_COLORWRITEENABLE1 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_unknown },
|
|
{ /*191, WINED3DRS_COLORWRITEENABLE2 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_unknown },
|
|
{ /*192, WINED3DRS_COLORWRITEENABLE3 */ STATE_RENDER(WINED3DRS_COLORWRITEENABLE), state_unknown },
|
|
{ /*193, WINED3DRS_BLENDFACTOR */ STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_blend },
|
|
{ /*194, WINED3DRS_SRGBWRITEENABLE */ 0, state_nogl },
|
|
{ /*195, WINED3DRS_DEPTHBIAS */ STATE_RENDER(WINED3DRS_DEPTHBIAS), state_unknown },
|
|
{ /*196, undefined */ 0, state_undefined },
|
|
{ /*197, undefined */ 0, state_undefined },
|
|
{ /*198, WINED3DRS_WRAP8 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*199, WINED3DRS_WRAP9 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*200, WINED3DRS_WRAP10 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*201, WINED3DRS_WRAP11 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*202, WINED3DRS_WRAP12 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*203, WINED3DRS_WRAP13 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*204, WINED3DRS_WRAP14 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*205, WINED3DRS_WRAP15 */ STATE_RENDER(WINED3DRS_WRAP0), state_unknown },
|
|
{ /*206, WINED3DRS_SEPARATEALPHABLENDENABLE */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_unknown },
|
|
{ /*207, WINED3DRS_SRCBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_unknown },
|
|
{ /*208, WINED3DRS_DESTBLENDALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_unknown },
|
|
{ /*209, WINED3DRS_BLENDOPALPHA */ STATE_RENDER(WINED3DRS_SEPARATEALPHABLENDENABLE), state_unknown },
|
|
};
|