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wined3d: NP2 coordinate adjustment is a vertex operation.
When a sampler is changed and unconditional NP2 textures are not supported, the texture matrix may need adjustment. The sampler state function checks for that, and calls the texture transform setting function in that case. However, samplers are a misc state, and the texture transform flags a vertex state. Thus split up the code and move the matrix changes to the vertex side.
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@ -2344,6 +2344,38 @@ static void tex_bumpenvloffset(DWORD state, IWineD3DStateBlockImpl *stateblock,
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}
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}
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static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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BOOL texIsPow2 = FALSE;
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DWORD sampler = state - STATE_SAMPLER(0);
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if(!stateblock->textures[sampler]) return;
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/* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
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* IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
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* scaling is reapplied or removed, the texture matrix has to be reapplied
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*
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* The mapped stage is alrady active because the sampler() function below, which is part of the
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* misc pipeline
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*/
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if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
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if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
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stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
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if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0 ||
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((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[5] != 1.0 ) {
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texIsPow2 = TRUE;
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}
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} else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
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if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0) {
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texIsPow2 = TRUE;
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}
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}
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if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
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context->lastWasPow2Texture[sampler] = texIsPow2;
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transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
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}
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}
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}
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static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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DWORD sampler = state - STATE_SAMPLER(0);
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DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
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@ -2375,31 +2407,6 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont
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}
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if(stateblock->textures[sampler]) {
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BOOL texIsPow2 = FALSE;
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/* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
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* IWineD3DBaseTexture::ApplyStateChanges multiplies the set matrix with a fixup matrix. Before the
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* scaling is reapplied or removed, the texture matrix has to be reapplied
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*/
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if(!GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) && sampler < MAX_TEXTURES) {
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if(stateblock->textureDimensions[sampler] == GL_TEXTURE_2D ||
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stateblock->textureDimensions[sampler] == GL_TEXTURE_RECTANGLE_ARB) {
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if(((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0 ||
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((IWineD3DTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[5] != 1.0 ) {
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texIsPow2 = TRUE;
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}
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} else if(stateblock->textureDimensions[sampler] == GL_TEXTURE_CUBE_MAP_ARB) {
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if(((IWineD3DCubeTextureImpl *) stateblock->textures[sampler])->baseTexture.pow2Matrix[0] != 1.0) {
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texIsPow2 = TRUE;
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}
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}
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if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
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context->lastWasPow2Texture[sampler] = texIsPow2;
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transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
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}
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}
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IWineD3DBaseTexture_PreLoad(stateblock->textures[sampler]);
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IWineD3DBaseTexture_ApplyStateChanges(stateblock->textures[sampler], stateblock->textureState[sampler], stateblock->samplerState[sampler]);
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@ -4300,6 +4307,15 @@ const struct StateEntryTemplate ffp_vertexstate_template[] = {
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{ STATE_RENDER(WINED3DRS_POINTSCALE_B), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }},
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{ STATE_RENDER(WINED3DRS_POINTSCALE_C), { STATE_RENDER(WINED3DRS_POINTSCALEENABLE), state_pscale }},
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{ STATE_RENDER(WINED3DRS_POINTSIZE_MAX), { STATE_RENDER(WINED3DRS_POINTSIZE_MAX), state_psizemax }},
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/* Samplers for NP2 texture matrix adjustions */
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{ STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }},
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{ STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }},
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{ STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }},
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{ STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }},
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{ STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }},
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{ STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }},
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{ STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }},
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{ STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }},
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{0 /* Terminate */, { 0, 0 }},
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};
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