wined3d: Handle texture transforms in the TEXTURETRANSFORMFLAGS state.

This is a nop by itself, but it makes it easier for fragment pipelines
to read WINED3DTSS_TEXTURETRANSFORMFLAGS.
This commit is contained in:
Stefan Dösinger 2008-08-26 14:25:56 -05:00 committed by Alexandre Julliard
parent 8dcc6b66dc
commit 8f20b882bb

View file

@ -3105,7 +3105,7 @@ void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext
}
static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD texUnit = state - STATE_TRANSFORM(WINED3DTS_TEXTURE0);
DWORD texUnit = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
BOOL generated;
int coordIdx;
@ -3375,7 +3375,7 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
/* Update the texture matrix */
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage))) {
transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stage), stateblock, context);
transform_texture(STATE_TEXTURESTAGE(stage, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
}
if(!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded) {
@ -3448,7 +3448,7 @@ static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, W
if(texIsPow2 || context->lastWasPow2Texture[sampler]) {
context->lastWasPow2Texture[sampler] = texIsPow2;
transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + stateblock->wineD3DDevice->texUnitMap[sampler]), stateblock, context);
transform_texture(STATE_TEXTURESTAGE(stateblock->wineD3DDevice->texUnitMap[sampler], WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
}
}
}
@ -4624,7 +4624,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
int i;
for(i = 0; i < MAX_TEXTURES; i++) {
if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i))) {
transform_texture(STATE_TRANSFORM(WINED3DTS_TEXTURE0 + i), stateblock, context);
transform_texture(STATE_TEXTURESTAGE(i, WINED3DTSS_TEXTURETRANSFORMFLAGS), stateblock, context);
}
}
}
@ -5053,14 +5053,14 @@ const struct StateEntryTemplate ffp_vertexstate_template[] = {
/* Transform states follow */
{ STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, 0 },
{ STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, 0 },
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_world }, 0 },
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_world }, 0 },
@ -5317,14 +5317,14 @@ const struct StateEntryTemplate ffp_vertexstate_template[] = {
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(253)), transform_world }, 0 },
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(254)), transform_world }, 0 },
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_world }, 0 },
{ STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE0), transform_texture }, 0 },
{ STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE1), transform_texture }, 0 },
{ STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE2), transform_texture }, 0 },
{ STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE3), transform_texture }, 0 },
{ STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE4), transform_texture }, 0 },
{ STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE5), transform_texture }, 0 },
{ STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE6), transform_texture }, 0 },
{ STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TRANSFORM(WINED3DTS_TEXTURE7), transform_texture }, 0 },
{ STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
{ STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
{ STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
{ STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
{ STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
{ STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
{ STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
{ STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),{STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS),transform_texture }, 0 },
{ STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(0, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
{ STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(1, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },
{ STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), { STATE_TEXTURESTAGE(2, WINED3DTSS_TEXCOORDINDEX), tex_coordindex }, 0 },