ddraw: Fix D3DTBLEND_MODULATE emulation.

Alpha source should be selected with WINED3DTSS_ALPHAOP and not by changing the source itself.
This commit is contained in:
Christian Costa 2010-02-15 09:48:38 +01:00 committed by Alexandre Julliard
parent 6b6db0dcb2
commit 720aa5bf23

View File

@ -2580,7 +2580,8 @@ IDirect3DDeviceImpl_3_GetRenderState(IDirect3DDevice3 *iface,
}
if (!(colorop == WINED3DTOP_MODULATE && colorarg1 == WINED3DTA_TEXTURE && colorarg2 == WINED3DTA_CURRENT &&
alphaop == WINED3DTOP_SELECTARG1 && alphaarg1 == (tex_alpha ? WINED3DTA_TEXTURE : WINED3DTA_CURRENT)))
alphaop == (tex_alpha ? WINED3DTOP_SELECTARG1 : WINED3DTOP_SELECTARG2) &&
alphaarg1 == WINED3DTA_TEXTURE && alphaarg2 == WINED3DTA_CURRENT))
{
ERR("Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous\n");
}
@ -2852,16 +2853,12 @@ IDirect3DDeviceImpl_3_SetRenderState(IDirect3DDevice3 *iface,
IWineD3DBaseTexture_Release(tex);
}
IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_SELECTARG1);
if (tex_alpha)
{
IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG1, WINED3DTA_TEXTURE);
}
IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_SELECTARG1);
else
{
IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG1, WINED3DTA_CURRENT);
}
IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_SELECTARG2);
IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG1, WINED3DTA_TEXTURE);
IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG2, WINED3DTA_CURRENT);
IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG1, WINED3DTA_TEXTURE);
IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLORARG2, WINED3DTA_CURRENT);
IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_COLOROP, WINED3DTOP_MODULATE);
@ -4664,15 +4661,11 @@ IDirect3DDeviceImpl_3_SetTexture(IDirect3DDevice3 *iface,
IWineD3DBaseTexture_Release(tex);
}
/* alphaop is WINED3DTOP_SELECTARG1 if it's D3DTBLEND_MODULATE, so only modify alphaarg1 */
/* Arg 1/2 are already set to WINED3DTA_TEXTURE/WINED3DTA_CURRENT in case of D3DTBLEND_MODULATE */
if (tex_alpha)
{
IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG1, WINED3DTA_TEXTURE);
}
IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_SELECTARG1);
else
{
IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAARG1, WINED3DTA_CURRENT);
}
IWineD3DDevice_SetTextureStageState(This->wineD3DDevice, 0, WINED3DTSS_ALPHAOP, WINED3DTOP_SELECTARG2);
}
LeaveCriticalSection(&ddraw_cs);