1 /* Direct3D Common functions
4 This file contains all MESA common code */
7 #include "wine/obj_base.h"
10 #include "debugtools.h"
12 #include "mesa_private.h"
14 DEFAULT_DEBUG_CHANNEL(ddraw)
16 #define D3DTPRIVATE(x) mesa_d3dt_private *dtpriv = (mesa_d3dt_private*)(x)->private
18 void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
19 DWORD dwRenderState, RenderState *rs)
23 _dump_renderstate(dwRenderStateType, dwRenderState);
25 /* First, all the stipple patterns */
26 if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) &&
27 (dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) {
28 ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType);
32 /* All others state variables */
33 switch (dwRenderStateType) {
35 case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */
36 IDirect3DTexture2Impl* tex = (IDirect3DTexture2Impl*) dwRenderState;
40 glBindTexture(GL_TEXTURE_2D, 0);
41 glDisable(GL_TEXTURE_2D);
43 TRACE("setting OpenGL texture handle : %d\n", dtpriv->tex_name);
44 glEnable(GL_TEXTURE_2D);
45 /* Default parameters */
46 glBindTexture(GL_TEXTURE_2D, dtpriv->tex_name);
47 /* To prevent state change, we could test here what are the parameters
48 stored in the texture */
49 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, rs->mag);
50 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, rs->min);
54 case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
56 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
58 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
61 case D3DRENDERSTATE_ZENABLE: /* 7 */
63 glEnable(GL_DEPTH_TEST);
65 glDisable(GL_DEPTH_TEST);
68 case D3DRENDERSTATE_FILLMODE: /* 8 */
69 switch ((D3DFILLMODE) dwRenderState) {
74 ERR("Unhandled fill mode !\n");
78 case D3DRENDERSTATE_SHADEMODE: /* 9 */
79 switch ((D3DSHADEMODE) dwRenderState) {
81 glShadeModel(GL_FLAT);
84 case D3DSHADE_GOURAUD:
85 glShadeModel(GL_SMOOTH);
89 ERR("Unhandled shade mode !\n");
93 case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
97 glDepthMask(GL_FALSE);
100 case D3DRENDERSTATE_TEXTUREMAG: /* 17 */
101 switch ((D3DTEXTUREFILTER) dwRenderState) {
102 case D3DFILTER_NEAREST:
103 rs->mag = GL_NEAREST;
106 case D3DFILTER_LINEAR:
111 ERR("Unhandled texture mag !\n");
115 case D3DRENDERSTATE_TEXTUREMIN: /* 18 */
116 switch ((D3DTEXTUREFILTER) dwRenderState) {
117 case D3DFILTER_NEAREST:
118 rs->min = GL_NEAREST;
121 case D3DFILTER_LINEAR:
126 ERR("Unhandled texture min !\n");
130 case D3DRENDERSTATE_SRCBLEND: /* 19 */
131 switch ((D3DBLEND) dwRenderState) {
132 case D3DBLEND_SRCALPHA:
133 rs->src = GL_SRC_ALPHA;
137 ERR("Unhandled blend mode !\n");
140 glBlendFunc(rs->src, rs->dst);
143 case D3DRENDERSTATE_DESTBLEND: /* 20 */
144 switch ((D3DBLEND) dwRenderState) {
145 case D3DBLEND_INVSRCALPHA:
146 rs->dst = GL_ONE_MINUS_SRC_ALPHA;
150 ERR("Unhandled blend mode !\n");
153 glBlendFunc(rs->src, rs->dst);
156 case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */
157 switch ((D3DTEXTUREBLEND) dwRenderState) {
158 case D3DTBLEND_MODULATE:
159 case D3DTBLEND_MODULATEALPHA:
160 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
164 ERR("Unhandled texture environment !\n");
168 case D3DRENDERSTATE_CULLMODE: /* 22 */
169 switch ((D3DCULL) dwRenderState) {
171 glDisable(GL_CULL_FACE);
175 glEnable(GL_CULL_FACE);
180 glEnable(GL_CULL_FACE);
185 ERR("Unhandled cull mode !\n");
189 case D3DRENDERSTATE_ZFUNC: /* 23 */
190 switch ((D3DCMPFUNC) dwRenderState) {
192 glDepthFunc(GL_NEVER);
195 glDepthFunc(GL_LESS);
198 glDepthFunc(GL_EQUAL);
200 case D3DCMP_LESSEQUAL:
201 glDepthFunc(GL_LEQUAL);
204 glDepthFunc(GL_GREATER);
206 case D3DCMP_NOTEQUAL:
207 glDepthFunc(GL_NOTEQUAL);
209 case D3DCMP_GREATEREQUAL:
210 glDepthFunc(GL_GEQUAL);
213 glDepthFunc(GL_ALWAYS);
217 ERR("Unexpected value\n");
221 case D3DRENDERSTATE_DITHERENABLE: /* 26 */
225 glDisable(GL_DITHER);
228 case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
235 case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
242 case D3DRENDERSTATE_FLUSHBATCH: /* 50 */
246 ERR("Unhandled dwRenderStateType %d!\n",dwRenderStateType);