1 /* Direct3D Common functions
4 This file contains all MESA common code */
9 #include "wine/obj_base.h"
12 #include "debugtools.h"
14 #include "mesa_private.h"
16 DEFAULT_DEBUG_CHANNEL(ddraw);
18 #define D3DTPRIVATE(x) mesa_d3dt_private *dtpriv = (mesa_d3dt_private*)(x)->private
20 void set_render_state(D3DRENDERSTATETYPE dwRenderStateType,
21 DWORD dwRenderState, RenderState *rs)
25 _dump_renderstate(dwRenderStateType, dwRenderState);
27 /* First, all the stipple patterns */
28 if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) &&
29 (dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) {
30 ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType);
34 /* All others state variables */
35 switch (dwRenderStateType) {
37 case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */
38 IDirect3DTexture2Impl* tex = (IDirect3DTexture2Impl*) dwRenderState;
41 glBindTexture(GL_TEXTURE_2D, 0);
42 glDisable(GL_TEXTURE_2D);
43 TRACE("disabling texturing\n");
47 glEnable(GL_TEXTURE_2D);
48 /* Default parameters */
49 glBindTexture(GL_TEXTURE_2D, dtpriv->tex_name);
50 /* To prevent state change, we could test here what are the parameters
51 stored in the texture */
52 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, rs->mag);
53 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, rs->min);
54 TRACE("setting OpenGL texture handle : %d\n", dtpriv->tex_name);
58 case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
60 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
62 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
65 case D3DRENDERSTATE_ZENABLE: /* 7 */
67 glEnable(GL_DEPTH_TEST);
69 glDisable(GL_DEPTH_TEST);
72 case D3DRENDERSTATE_FILLMODE: /* 8 */
73 switch ((D3DFILLMODE) dwRenderState) {
78 ERR("Unhandled fill mode !\n");
82 case D3DRENDERSTATE_SHADEMODE: /* 9 */
83 switch ((D3DSHADEMODE) dwRenderState) {
85 glShadeModel(GL_FLAT);
88 case D3DSHADE_GOURAUD:
89 glShadeModel(GL_SMOOTH);
93 ERR("Unhandled shade mode !\n");
97 case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
101 glDepthMask(GL_FALSE);
104 case D3DRENDERSTATE_TEXTUREMAG: /* 17 */
105 switch ((D3DTEXTUREFILTER) dwRenderState) {
106 case D3DFILTER_NEAREST:
107 rs->mag = GL_NEAREST;
110 case D3DFILTER_LINEAR:
115 ERR("Unhandled texture mag !\n");
119 case D3DRENDERSTATE_TEXTUREMIN: /* 18 */
120 switch ((D3DTEXTUREFILTER) dwRenderState) {
121 case D3DFILTER_NEAREST:
122 rs->min = GL_NEAREST;
125 case D3DFILTER_LINEAR:
130 ERR("Unhandled texture min !\n");
134 case D3DRENDERSTATE_SRCBLEND: /* 19 */
135 switch ((D3DBLEND) dwRenderState) {
136 case D3DBLEND_SRCALPHA:
137 rs->src = GL_SRC_ALPHA;
141 ERR("Unhandled blend mode !\n");
144 glBlendFunc(rs->src, rs->dst);
147 case D3DRENDERSTATE_DESTBLEND: /* 20 */
148 switch ((D3DBLEND) dwRenderState) {
149 case D3DBLEND_INVSRCALPHA:
150 rs->dst = GL_ONE_MINUS_SRC_ALPHA;
154 ERR("Unhandled blend mode !\n");
157 glBlendFunc(rs->src, rs->dst);
160 case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */
161 switch ((D3DTEXTUREBLEND) dwRenderState) {
162 case D3DTBLEND_MODULATE:
163 case D3DTBLEND_MODULATEALPHA:
164 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
168 ERR("Unhandled texture environment !\n");
172 case D3DRENDERSTATE_CULLMODE: /* 22 */
173 switch ((D3DCULL) dwRenderState) {
175 glDisable(GL_CULL_FACE);
179 glEnable(GL_CULL_FACE);
184 glEnable(GL_CULL_FACE);
189 ERR("Unhandled cull mode !\n");
193 case D3DRENDERSTATE_ZFUNC: /* 23 */
194 switch ((D3DCMPFUNC) dwRenderState) {
196 glDepthFunc(GL_NEVER);
199 glDepthFunc(GL_LESS);
202 glDepthFunc(GL_EQUAL);
204 case D3DCMP_LESSEQUAL:
205 glDepthFunc(GL_LEQUAL);
208 glDepthFunc(GL_GREATER);
210 case D3DCMP_NOTEQUAL:
211 glDepthFunc(GL_NOTEQUAL);
213 case D3DCMP_GREATEREQUAL:
214 glDepthFunc(GL_GEQUAL);
217 glDepthFunc(GL_ALWAYS);
221 ERR("Unexpected value\n");
225 case D3DRENDERSTATE_DITHERENABLE: /* 26 */
229 glDisable(GL_DITHER);
232 case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
239 case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
246 case D3DRENDERSTATE_FLUSHBATCH: /* 50 */
250 ERR("Unhandled dwRenderStateType %d!\n",dwRenderStateType);