wined3d: Change colorkey fixup for stage 0 alphaop / alphaarg.

This commit is contained in:
Alexander Dorofeyev 2008-01-20 20:17:49 -08:00 committed by Alexandre Julliard
parent 426418f725
commit 536f98000d

View file

@ -351,6 +351,12 @@ static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
glBlendFunc(srcBlend, dstBlend);
checkGLcall("glBlendFunc");
/* colorkey fixup for stage 0 alphaop depends on WINED3DRS_ALPHABLENDENABLE state,
so it may need updating */
if (stateblock->renderState[WINED3DRS_COLORKEYENABLE]) {
StateTable[STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP)].apply(STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP), stateblock, context);
}
}
static void state_blendfactor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
@ -1950,13 +1956,38 @@ static void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
* cannot remove the texture's alpha channel entirely.
*
* The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires D3DTOP_MODULATE to work
* on color keyed surfaces.
* on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures and alpha component of diffuse color to
* draw things like translucent text and perform other blending effects.
*
* Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To provide the
* behavior expected by the game, while emulating the colorkey, diffuse alpha must be modulated with texture alpha.
* OTOH, Moto racer 2 at some points sets alphaop/alphaarg to SELECTARG/CURRENT, yet puts garbage in diffuse alpha
* (zeroes). This works on native, because the game disables alpha test and alpha blending. Alpha test is overwritten by
* wine's for purposes of color-keying though, so this will lead to missing geometry if texture alpha is modulated
* (pixels fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha blending,
* it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with texture alpha;
* otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
* What to do with multitexturing? So far no app has been found that uses color keying with multitexturing
*/
if(op == WINED3DTOP_DISABLE) op = WINED3DTOP_SELECTARG1;
if(op == WINED3DTOP_SELECTARG1) arg1 = WINED3DTA_TEXTURE;
else if(op == WINED3DTOP_SELECTARG2) arg2 = WINED3DTA_TEXTURE;
if(op == WINED3DTOP_DISABLE) {
arg1 = WINED3DTA_TEXTURE;
op = WINED3DTOP_SELECTARG1;
}
else if(op == WINED3DTOP_SELECTARG1 && arg1 != WINED3DTA_TEXTURE) {
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
arg2 = WINED3DTA_TEXTURE;
op = WINED3DTOP_MODULATE;
}
else arg1 = WINED3DTA_TEXTURE;
}
else if(op == WINED3DTOP_SELECTARG2 && arg2 != WINED3DTA_TEXTURE) {
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
arg1 = WINED3DTA_TEXTURE;
op = WINED3DTOP_MODULATE;
}
else arg2 = WINED3DTA_TEXTURE;
}
}
}