ddraw: Update the primary stateblock in d3d_device3_SetRenderState().

Signed-off-by: Zebediah Figura <z.figura12@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2020-01-29 19:24:47 -06:00 committed by Alexandre Julliard
parent 1907d01fab
commit 5d28b4224e

View file

@ -2688,6 +2688,13 @@ static HRESULT WINAPI d3d_device7_SetRenderState_FPUPreserve(IDirect3DDevice7 *i
return hr;
}
static void d3d_device_set_texture_stage_state(struct d3d_device *device,
UINT stage, enum wined3d_texture_stage_state state, DWORD value)
{
wined3d_stateblock_set_texture_stage_state(device->state, stage, state, value);
wined3d_device_set_texture_stage_state(device->wined3d_device, stage, state, value);
}
static void fixup_texture_alpha_op(struct d3d_device *device)
{
/* This fixup is required by the way D3DTBLEND_MODULATE maps to texture stage states.
@ -2711,7 +2718,7 @@ static void fixup_texture_alpha_op(struct d3d_device *device)
}
/* Args 1 and 2 are already set to WINED3DTA_TEXTURE/WINED3DTA_CURRENT in case of D3DTBLEND_MODULATE */
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_ALPHA_OP, tex_alpha ? WINED3D_TOP_SELECT_ARG1 : WINED3D_TOP_SELECT_ARG2);
}
@ -2757,6 +2764,7 @@ static HRESULT WINAPI d3d_device3_SetRenderState(IDirect3DDevice3 *iface,
if (value == 0)
{
wined3d_stateblock_set_texture(device->state, 0, NULL);
wined3d_device_set_texture(device->wined3d_device, 0, NULL);
hr = D3D_OK;
break;
@ -2793,69 +2801,69 @@ static HRESULT WINAPI d3d_device3_SetRenderState(IDirect3DDevice3 *iface,
{
fixup_texture_alpha_op(device);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_ALPHA_ARG1, WINED3DTA_TEXTURE);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_ALPHA_ARG2, WINED3DTA_CURRENT);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_COLOR_ARG2, WINED3DTA_CURRENT);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_MODULATE);
break;
}
case D3DTBLEND_ADD:
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_ADD);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_COLOR_ARG2, WINED3DTA_CURRENT);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_SELECT_ARG2);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_ALPHA_ARG2, WINED3DTA_CURRENT);
break;
case D3DTBLEND_MODULATEALPHA:
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_ALPHA_ARG1, WINED3DTA_TEXTURE);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_COLOR_ARG2, WINED3DTA_CURRENT);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_ALPHA_ARG2, WINED3DTA_CURRENT);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_MODULATE);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_MODULATE);
break;
case D3DTBLEND_COPY:
case D3DTBLEND_DECAL:
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_ALPHA_ARG1, WINED3DTA_TEXTURE);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_SELECT_ARG1);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_SELECT_ARG1);
break;
case D3DTBLEND_DECALALPHA:
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_COLOR_OP, WINED3D_TOP_BLEND_TEXTURE_ALPHA);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_COLOR_ARG1, WINED3DTA_TEXTURE);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_COLOR_ARG2, WINED3DTA_CURRENT);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_ALPHA_OP, WINED3D_TOP_SELECT_ARG2);
wined3d_device_set_texture_stage_state(device->wined3d_device,
d3d_device_set_texture_stage_state(device,
0, WINED3D_TSS_ALPHA_ARG2, WINED3DTA_CURRENT);
break;