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https://github.com/reactos/wine.git
synced 2024-11-25 04:39:45 +00:00
- Stencil mapping now works (it helps to actually allocate a stencil
buffer). - Texture mapping corrected if no real texture bound. - Code now detects which opengl extensions are present - to be extended later. - More debug tracepoints.
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dfbaa901c2
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@ -63,9 +63,6 @@ IDirect3D8* WINAPI Direct3DCreate8(UINT SDKVersion)
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TRACE("SDKVersion = %x, Created Direct3D object at %p\n", SDKVersion, object);
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/* Dump out the gl supported features
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TRACE("GL_Extensions reported: %s\n", glGetString(GL_EXTENSIONS)); */
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return (IDirect3D8 *)object;
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}
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@ -311,7 +311,6 @@ struct IDirect3DDevice8Impl
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Display *display;
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Window win;
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void *dummyTexture[8];
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UINT dummyTextureName[8];
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};
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@ -515,8 +515,10 @@ GLenum StencilOp(DWORD op) {
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case D3DSTENCILOP_INCRSAT : return GL_INCR;
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case D3DSTENCILOP_DECRSAT : return GL_DECR;
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case D3DSTENCILOP_INVERT : return GL_INVERT;
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case D3DSTENCILOP_INCR : return GL_INCR; /* Fixme - needs to support wrap */
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case D3DSTENCILOP_DECR : return GL_DECR; /* Fixme - needs to support wrap */
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case D3DSTENCILOP_INCR : FIXME("Unsupported stencil op %ld\n", op);
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return GL_INCR; /* Fixme - needs to support wrap */
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case D3DSTENCILOP_DECR : FIXME("Unsupported stencil op %ld\n", op);
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return GL_DECR; /* Fixme - needs to support wrap */
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default:
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FIXME("Invalid stencil op %ld\n", op);
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return GL_ALWAYS;
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@ -1130,8 +1132,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_Clear(LPDIRECT3DDEVICE8 iface, DWORD Count
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curRect->x1, curRect->y2, curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
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glScissor(curRect->x1, curRect->y2, curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
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checkGLcall("glScissor");
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} else {
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TRACE("Clearing screen with glClear to color %lx\n", Color);
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}
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/* Clear the whole screen */
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@ -1148,6 +1148,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_Clear(LPDIRECT3DDEVICE8 iface, DWORD Count
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}
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if (Flags & D3DCLEAR_TARGET) {
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TRACE("Clearing screen with glClear to color %lx\n", Color);
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glClearColor(((Color >> 16) & 0xFF) / 255.0, ((Color >> 8) & 0xFF) / 255.0,
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((Color >> 0) & 0xFF) / 255.0, ((Color >> 24) & 0xFF) / 255.0);
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checkGLcall("glClearColor");
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@ -2050,6 +2051,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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case D3DRS_STENCILWRITEMASK :
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{
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glStencilMask(Value);
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TRACE("glStencilMask(%lu)\n", Value);
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checkGLcall("glStencilMask");
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}
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break;
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@ -2826,26 +2828,28 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
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} else {
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/* Enable only the appropriate texture dimension */
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if (This->StateBlock.textureDimensions[Stage] == GL_TEXTURE_1D) {
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glEnable(GL_TEXTURE_1D);
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checkGLcall("Enable GL_TEXTURE_1D");
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} else {
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glDisable(GL_TEXTURE_1D);
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checkGLcall("Disable GL_TEXTURE_1D");
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}
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if (This->StateBlock.textureDimensions[Stage] == GL_TEXTURE_2D) {
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glEnable(GL_TEXTURE_2D);
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checkGLcall("Enable GL_TEXTURE_2D");
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} else {
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glDisable(GL_TEXTURE_2D);
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checkGLcall("Disable GL_TEXTURE_2D");
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}
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if (This->StateBlock.textureDimensions[Stage] == GL_TEXTURE_3D) {
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glEnable(GL_TEXTURE_3D);
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checkGLcall("Enable GL_TEXTURE_3D");
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} else {
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glDisable(GL_TEXTURE_3D);
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checkGLcall("Disable GL_TEXTURE_3D");
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if (Type==D3DTSS_ALPHAOP && Value != D3DTOP_DISABLE) {
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if (This->StateBlock.textureDimensions[Stage] == GL_TEXTURE_1D) {
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glEnable(GL_TEXTURE_1D);
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checkGLcall("Enable GL_TEXTURE_1D");
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} else {
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glDisable(GL_TEXTURE_1D);
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checkGLcall("Disable GL_TEXTURE_1D");
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}
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if (This->StateBlock.textureDimensions[Stage] == GL_TEXTURE_2D) {
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glEnable(GL_TEXTURE_2D);
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checkGLcall("Enable GL_TEXTURE_2D");
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} else {
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glDisable(GL_TEXTURE_2D);
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checkGLcall("Disable GL_TEXTURE_2D");
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}
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if (This->StateBlock.textureDimensions[Stage] == GL_TEXTURE_3D) {
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glEnable(GL_TEXTURE_3D);
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checkGLcall("Enable GL_TEXTURE_3D");
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} else {
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glDisable(GL_TEXTURE_3D);
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checkGLcall("Disable GL_TEXTURE_3D");
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}
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}
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/* Now set up the operand correctly */
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@ -2867,7 +2871,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
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/* Correct scale */
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if (Type == D3DTSS_ALPHAOP) glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, Scale);
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else glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, Scale);
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glTexEnvi(GL_TEXTURE_ENV, Parm, GL_MODULATE);
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break;
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@ -2875,12 +2878,15 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
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glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD);
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break;
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case D3DTOP_ADDSIGNED2X : Scale = Scale * 2; /* Drop through */
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case D3DTOP_ADDSIGNED :
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glTexEnvi(GL_TEXTURE_ENV, Parm, GL_ADD_SIGNED_EXT);
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break;
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case D3DTOP_DOTPRODUCT3 :
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/*glTexEnvi(GL_TEXTURE_ENV, Parm, GL_DOT3_RGBA);
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checkGLcall("glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA);");
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break;*/
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case D3DTOP_SUBTRACT :
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/* glTexEnvi(GL_TEXTURE_ENV, Parm, GL_SUBTRACT); Missing? */
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@ -2899,7 +2905,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetTextureStageState(LPDIRECT3DDEVICE8 ifa
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case D3DTOP_MODULATEINVCOLOR_ADDALPHA :
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case D3DTOP_BUMPENVMAP :
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case D3DTOP_BUMPENVMAPLUMINANCE :
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case D3DTOP_DOTPRODUCT3 :
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case D3DTOP_MULTIPLYADD :
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case D3DTOP_LERP :
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default:
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@ -3467,14 +3472,12 @@ void CreateStateBlock(LPDIRECT3DDEVICE8 iface) {
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texture stage, but disable all stages by default. Hence if a stage is enabled
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then the default texture will kick in until replaced by a SetTexture call */
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for (i=0; i<8; i++) {
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GLubyte white = 255;
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/* Make appropriate texture active */
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glActiveTextureARB(GL_TEXTURE0_ARB + i);
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checkGLcall("glActiveTextureARB");
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/* Define 64 dummy bytes for the texture */
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This->dummyTexture[i] = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 64);
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/* Generate an opengl texture name */
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glGenTextures(1, &This->dummyTextureName[i]);
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checkGLcall("glGenTextures");
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@ -3485,7 +3488,7 @@ void CreateStateBlock(LPDIRECT3DDEVICE8 iface) {
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glBindTexture(GL_TEXTURE_1D, This->dummyTextureName[i]);
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checkGLcall("glBindTexture");
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glTexImage1D(GL_TEXTURE_1D, 1, GL_ALPHA8, 1, 0, GL_ALPHA, GL_BYTE, &This->dummyTexture[i]);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
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checkGLcall("glTexImage1D");
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/* Reapply all the texture state information to this texture */
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@ -337,7 +337,9 @@ HRESULT WINAPI IDirect3D8Impl_GetDeviceCaps (LPDIRECT3D8 iface,
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pCaps->ExtentsAdjust = 0;
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pCaps->StencilCaps = 0;
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pCaps->StencilCaps = D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INCRSAT |
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D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_KEEP |
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D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_ZERO /* | D3DSTENCILCAPS_DECR | D3DSTENCILCAPS_INCR */;
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pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x80000;
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pCaps->TextureOpCaps = 0xFFFFFFFF;
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@ -380,6 +382,7 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
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IDirect3DDevice8** ppReturnedDeviceInterface) {
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IDirect3DDevice8Impl *object;
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HWND whichHWND;
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const char *GL_Extensions = NULL;
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ICOM_THIS(IDirect3D8Impl,iface);
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TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, PresParms: %p, RetDevInt: %p)\n", This, Adapter, DeviceType,
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@ -412,8 +415,8 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
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/* Initialize openGl */
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{
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HDC hDc;
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int dblBuf[]={GLX_RGBA,GLX_DEPTH_SIZE,16,GLX_DOUBLEBUFFER,None};
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/*int dblBuf[]={GLX_RGBA,GLX_DEPTH_SIZE,16, None}; // Useful for debugging */
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int dblBuf[]={GLX_STENCIL_SIZE,8,GLX_RGBA,GLX_DEPTH_SIZE,16,GLX_DOUBLEBUFFER,None};
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/* FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat */
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/* Which hwnd are we using? */
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/* if (pPresentationParameters->Windowed) { */
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@ -436,6 +439,7 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
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ENTER_GL();
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object->visInfo = glXChooseVisual(object->display, DefaultScreen(object->display), dblBuf);
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object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
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LEAVE_GL();
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ReleaseDC(whichHWND, hDc);
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@ -502,12 +506,32 @@ HRESULT WINAPI IDirect3D8Impl_CreateDevice (LPDIRECT3D8 iface,
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glEnable(GL_LIGHTING);
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checkGLcall("glEnable");
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
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checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
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glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
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checkGLcall("glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
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/* Setup all the devices defaults */
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CreateStateBlock((LPDIRECT3DDEVICE8) object);
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/* Parse the gl supported features, in theory enabling parts of our code appropriately */
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GL_Extensions = glGetString(GL_EXTENSIONS);
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TRACE("GL_Extensions reported:\n");
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while (*GL_Extensions!=0x00) {
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const char *Start = GL_Extensions;
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char ThisExtn[256];
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memset(ThisExtn, 0x00, sizeof(ThisExtn));
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while (*GL_Extensions!=' ' && *GL_Extensions!=0x00) {
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GL_Extensions++;
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}
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memcpy(ThisExtn, Start, (GL_Extensions-Start));
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TRACE (" %s\n", ThisExtn);
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if (*GL_Extensions==' ') GL_Extensions++;
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}
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LEAVE_GL();
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{ /* Set a default viewport */
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