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wine
wine-cw
Commits
2014141a
Commit
2014141a
authored
May 29, 2013
by
Henri Verbeet
Committed by
Alexandre Julliard
May 29, 2013
Browse files
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Plain Diff
wined3d: Add support for GLSL based fixed function vertex shaders.
parent
5137fa71
Expand all
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Showing
5 changed files
with
210 additions
and
20 deletions
+210
-20
directx.c
dlls/wined3d/directx.c
+9
-1
glsl_shader.c
dlls/wined3d/glsl_shader.c
+0
-0
state.c
dlls/wined3d/state.c
+22
-19
utils.c
dlls/wined3d/utils.c
+96
-0
wined3d_private.h
dlls/wined3d/wined3d_private.h
+83
-0
No files found.
dlls/wined3d/directx.c
View file @
2014141a
...
...
@@ -2316,6 +2316,14 @@ static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *
return
select_card_fallback_nvidia
(
gl_info
);
}
static
const
struct
wined3d_vertex_pipe_ops
*
select_vertex_implementation
(
const
struct
wined3d_gl_info
*
gl_info
,
const
struct
wined3d_shader_backend_ops
*
shader_backend_ops
)
{
if
(
shader_backend_ops
==
&
glsl_shader_backend
)
return
&
glsl_vertex_pipe
;
return
&
ffp_vertex_pipe
;
}
static
const
struct
fragment_pipeline
*
select_fragment_implementation
(
const
struct
wined3d_gl_info
*
gl_info
,
const
struct
wined3d_shader_backend_ops
*
shader_backend_ops
)
{
...
...
@@ -2843,7 +2851,7 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
checkGLcall
(
"extension detection"
);
adapter
->
shader_backend
=
select_shader_backend
(
gl_info
);
adapter
->
vertex_pipe
=
&
ffp_vertex_pipe
;
adapter
->
vertex_pipe
=
select_vertex_implementation
(
gl_info
,
adapter
->
shader_backend
)
;
adapter
->
fragment_pipe
=
select_fragment_implementation
(
gl_info
,
adapter
->
shader_backend
);
adapter
->
blitter
=
select_blit_implementation
(
gl_info
,
adapter
->
shader_backend
);
...
...
dlls/wined3d/glsl_shader.c
View file @
2014141a
This diff is collapsed.
Click to expand it.
dlls/wined3d/state.c
View file @
2014141a
...
...
@@ -271,7 +271,7 @@ static void state_zfunc(struct wined3d_context *context, const struct wined3d_st
checkGLcall
(
"glDepthFunc"
);
}
static
void
state_ambient
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
state_ambient
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
float
col
[
4
];
...
...
@@ -587,7 +587,7 @@ static void shaderconstant(struct wined3d_context *context, const struct wined3d
context
->
load_constants
=
1
;
}
static
void
state_clipping
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
state_clipping
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
DWORD
enable
=
0xffffffff
;
...
...
@@ -654,7 +654,7 @@ static void state_clipping(struct wined3d_context *context, const struct wined3d
checkGLcall
(
"clip plane disable"
);
}
static
void
state_specularenable
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
state_specularenable
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
/* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
...
...
@@ -950,7 +950,7 @@ static void state_stencilwrite(struct wined3d_context *context, const struct win
checkGLcall
(
"glStencilMask"
);
}
static
void
state_fog_vertexpart
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
state_fog_vertexpart
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -1431,7 +1431,7 @@ static void state_normalize(struct wined3d_context *context, const struct wined3
}
}
static
void
state_psizemin_w
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
state_psizemin_w
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
union
{
DWORD
d
;
...
...
@@ -1451,7 +1451,7 @@ static void state_psizemin_w(struct wined3d_context *context, const struct wined
}
static
void
state_psizemin_ext
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
state_psizemin_ext
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
union
...
...
@@ -1474,7 +1474,7 @@ static void state_psizemin_ext(struct wined3d_context *context, const struct win
checkGLcall
(
"glPointParameterfEXT(...)"
);
}
static
void
state_psizemin_arb
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
state_psizemin_arb
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
union
...
...
@@ -1497,7 +1497,7 @@ static void state_psizemin_arb(struct wined3d_context *context, const struct win
checkGLcall
(
"glPointParameterfARB(...)"
);
}
static
void
state_pscale
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
state_pscale
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
/* TODO: Group this with the viewport */
...
...
@@ -1672,7 +1672,7 @@ static void state_lastpixel(struct wined3d_context *context, const struct wined3
}
}
static
void
state_pointsprite_w
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
state_pointsprite_w
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
static
BOOL
warned
;
...
...
@@ -1685,7 +1685,7 @@ static void state_pointsprite_w(struct wined3d_context *context, const struct wi
}
}
static
void
state_pointsprite
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
state_pointsprite
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -3295,7 +3295,7 @@ void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *st
}
}
static
void
transform_texture
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
transform_texture
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
DWORD
texUnit
=
(
state_id
-
STATE_TEXTURESTAGE
(
0
,
0
))
/
(
WINED3D_HIGHEST_TEXTURE_STATE
+
1
);
const
struct
wined3d_device
*
device
=
context
->
swapchain
->
device
;
...
...
@@ -3599,7 +3599,7 @@ static void tex_bumpenvlscale(struct wined3d_context *context, const struct wine
context
->
load_constants
=
1
;
}
static
void
sampler_texmatrix
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
sampler_texmatrix
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
DWORD
sampler
=
state_id
-
STATE_SAMPLER
(
0
);
const
struct
wined3d_texture
*
texture
=
state
->
textures
[
sampler
];
...
...
@@ -3763,7 +3763,7 @@ static void shader_bumpenvmat(struct wined3d_context *context, const struct wine
context
->
load_constants
=
1
;
}
static
void
transform_world
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
transform_world
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -3791,7 +3791,7 @@ static void transform_world(struct wined3d_context *context, const struct wined3
}
}
static
void
clipplane
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
clipplane
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
UINT
index
=
state_id
-
STATE_CLIPPLANE
(
0
);
...
...
@@ -3919,7 +3919,7 @@ static void state_vertexblend(struct wined3d_context *context, const struct wine
}
}
static
void
transform_view
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
transform_view
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_light_info
*
light
=
NULL
;
...
...
@@ -3978,7 +3978,7 @@ static void transform_view(struct wined3d_context *context, const struct wined3d
}
}
static
void
transform_projection
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
transform_projection
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -4536,7 +4536,7 @@ static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d
streamsrc
(
context
,
state
,
STATE_STREAMSRC
);
}
static
void
vertexdeclaration
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
vertexdeclaration
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_device
*
device
=
context
->
swapchain
->
device
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
...
...
@@ -4698,10 +4698,13 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
vp
.
width
,
vp
.
height
);
}
if
(
!
isStateDirty
(
context
,
STATE_RENDER
(
WINED3D_RS_POINTSCALEENABLE
)))
state_pscale
(
context
,
state
,
STATE_RENDER
(
WINED3D_RS_POINTSCALEENABLE
));
checkGLcall
(
"glViewport"
);
}
static
void
viewport_vertexpart
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
viewport_vertexpart
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
if
(
!
isStateDirty
(
context
,
STATE_TRANSFORM
(
WINED3D_TS_PROJECTION
)))
transform_projection
(
context
,
state
,
STATE_TRANSFORM
(
WINED3D_TS_PROJECTION
));
...
...
@@ -4711,7 +4714,7 @@ static void viewport_vertexpart(struct wined3d_context *context, const struct wi
context
->
load_constants
=
1
;
}
static
void
light
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
void
light
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
UINT
Index
=
state_id
-
STATE_ACTIVELIGHT
(
0
);
...
...
dlls/wined3d/utils.c
View file @
2014141a
...
...
@@ -3521,6 +3521,102 @@ const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions =
ffp_frag_program_key_compare
,
};
void
wined3d_ffp_get_vs_settings
(
const
struct
wined3d_state
*
state
,
const
struct
wined3d_stream_info
*
si
,
struct
wined3d_ffp_vs_settings
*
settings
)
{
unsigned
int
coord_idx
,
i
;
if
(
si
->
position_transformed
)
{
memset
(
settings
,
0
,
sizeof
(
*
settings
));
if
(
!
state
->
render_states
[
WINED3D_RS_FOGENABLE
])
settings
->
fog_mode
=
WINED3D_FFP_VS_FOG_OFF
;
else
if
(
state
->
render_states
[
WINED3D_RS_FOGTABLEMODE
]
!=
WINED3D_FOG_NONE
)
settings
->
fog_mode
=
WINED3D_FFP_VS_FOG_DEPTH
;
else
settings
->
fog_mode
=
WINED3D_FFP_VS_FOG_FOGCOORD
;
for
(
i
=
0
;
i
<
MAX_TEXTURES
;
++
i
)
{
coord_idx
=
state
->
texture_states
[
i
][
WINED3D_TSS_TEXCOORD_INDEX
];
if
(
coord_idx
<
MAX_TEXTURES
&&
(
si
->
use_map
&
(
1
<<
(
WINED3D_FFP_TEXCOORD0
+
coord_idx
))))
settings
->
texcoords
|=
1
<<
i
;
settings
->
texgen
[
i
]
=
(
state
->
texture_states
[
i
][
WINED3D_TSS_TEXCOORD_INDEX
]
>>
WINED3D_FFP_TCI_SHIFT
)
&
WINED3D_FFP_TCI_MASK
;
}
return
;
}
settings
->
normal
=
!!
(
si
->
use_map
&
(
1
<<
WINED3D_FFP_NORMAL
));
settings
->
normalize
=
settings
->
normal
&&
state
->
render_states
[
WINED3D_RS_NORMALIZENORMALS
];
settings
->
lighting
=
!!
state
->
render_states
[
WINED3D_RS_LIGHTING
];
settings
->
localviewer
=
!!
state
->
render_states
[
WINED3D_RS_LOCALVIEWER
];
if
(
state
->
render_states
[
WINED3D_RS_COLORVERTEX
]
&&
(
si
->
use_map
&
(
1
<<
WINED3D_FFP_DIFFUSE
)))
{
settings
->
diffuse_source
=
state
->
render_states
[
WINED3D_RS_DIFFUSEMATERIALSOURCE
];
settings
->
emission_source
=
state
->
render_states
[
WINED3D_RS_EMISSIVEMATERIALSOURCE
];
settings
->
ambient_source
=
state
->
render_states
[
WINED3D_RS_AMBIENTMATERIALSOURCE
];
settings
->
specular_source
=
state
->
render_states
[
WINED3D_RS_SPECULARMATERIALSOURCE
];
}
else
{
settings
->
diffuse_source
=
WINED3D_MCS_MATERIAL
;
settings
->
emission_source
=
WINED3D_MCS_MATERIAL
;
settings
->
ambient_source
=
WINED3D_MCS_MATERIAL
;
settings
->
specular_source
=
WINED3D_MCS_MATERIAL
;
}
settings
->
texcoords
=
0
;
for
(
i
=
0
;
i
<
MAX_TEXTURES
;
++
i
)
{
coord_idx
=
state
->
texture_states
[
i
][
WINED3D_TSS_TEXCOORD_INDEX
];
if
(
coord_idx
<
MAX_TEXTURES
&&
(
si
->
use_map
&
(
1
<<
(
WINED3D_FFP_TEXCOORD0
+
coord_idx
))))
settings
->
texcoords
|=
1
<<
i
;
settings
->
texgen
[
i
]
=
(
state
->
texture_states
[
i
][
WINED3D_TSS_TEXCOORD_INDEX
]
>>
WINED3D_FFP_TCI_SHIFT
)
&
WINED3D_FFP_TCI_MASK
;
}
settings
->
light_type
=
0
;
for
(
i
=
0
;
i
<
MAX_ACTIVE_LIGHTS
;
++
i
)
{
if
(
state
->
lights
[
i
])
settings
->
light_type
|=
(
state
->
lights
[
i
]
->
OriginalParms
.
type
&
WINED3D_FFP_LIGHT_TYPE_MASK
)
<<
WINED3D_FFP_LIGHT_TYPE_SHIFT
(
i
);
}
if
(
!
state
->
render_states
[
WINED3D_RS_FOGENABLE
])
settings
->
fog_mode
=
WINED3D_FFP_VS_FOG_OFF
;
else
if
(
state
->
render_states
[
WINED3D_RS_FOGTABLEMODE
]
!=
WINED3D_FOG_NONE
)
settings
->
fog_mode
=
WINED3D_FFP_VS_FOG_DEPTH
;
else
if
(
state
->
render_states
[
WINED3D_RS_FOGVERTEXMODE
]
==
WINED3D_FOG_NONE
)
settings
->
fog_mode
=
WINED3D_FFP_VS_FOG_FOGCOORD
;
else
if
(
state
->
render_states
[
WINED3D_RS_RANGEFOGENABLE
])
settings
->
fog_mode
=
WINED3D_FFP_VS_FOG_RANGE
;
else
settings
->
fog_mode
=
WINED3D_FFP_VS_FOG_DEPTH
;
settings
->
padding
=
0
;
}
static
int
wined3d_ffp_vertex_program_key_compare
(
const
void
*
key
,
const
struct
wine_rb_entry
*
entry
)
{
const
struct
wined3d_ffp_vs_settings
*
ka
=
key
;
const
struct
wined3d_ffp_vs_settings
*
kb
=
&
WINE_RB_ENTRY_VALUE
(
entry
,
const
struct
wined3d_ffp_vs_desc
,
entry
)
->
settings
;
return
memcmp
(
ka
,
kb
,
sizeof
(
*
ka
));
}
const
struct
wine_rb_functions
wined3d_ffp_vertex_program_rb_functions
=
{
wined3d_rb_alloc
,
wined3d_rb_realloc
,
wined3d_rb_free
,
wined3d_ffp_vertex_program_key_compare
,
};
UINT
wined3d_log2i
(
UINT32
x
)
{
static
const
UINT
l
[]
=
...
...
dlls/wined3d/wined3d_private.h
View file @
2014141a
...
...
@@ -1214,6 +1214,7 @@ extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
extern
const
struct
wined3d_vertex_pipe_ops
none_vertex_pipe
DECLSPEC_HIDDEN
;
extern
const
struct
wined3d_vertex_pipe_ops
ffp_vertex_pipe
DECLSPEC_HIDDEN
;
extern
const
struct
wined3d_vertex_pipe_ops
glsl_vertex_pipe
DECLSPEC_HIDDEN
;
/* "Base" state table */
HRESULT
compile_state_table
(
struct
StateEntry
*
StateTable
,
APPLYSTATEFUNC
**
dev_multistate_funcs
,
...
...
@@ -1680,6 +1681,7 @@ struct ffp_frag_desc
};
extern
const
struct
wine_rb_functions
wined3d_ffp_frag_program_rb_functions
DECLSPEC_HIDDEN
;
extern
const
struct
wine_rb_functions
wined3d_ffp_vertex_program_rb_functions
DECLSPEC_HIDDEN
;
extern
const
struct
wined3d_parent_ops
wined3d_null_parent_ops
DECLSPEC_HIDDEN
;
void
gen_ffp_frag_op
(
const
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
...
...
@@ -1689,6 +1691,48 @@ const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *frag
void
add_ffp_frag_shader
(
struct
wine_rb_tree
*
shaders
,
struct
ffp_frag_desc
*
desc
)
DECLSPEC_HIDDEN
;
void
wined3d_get_draw_rect
(
const
struct
wined3d_state
*
state
,
RECT
*
rect
)
DECLSPEC_HIDDEN
;
enum
wined3d_ffp_vs_fog_mode
{
WINED3D_FFP_VS_FOG_OFF
=
0
,
WINED3D_FFP_VS_FOG_FOGCOORD
=
1
,
WINED3D_FFP_VS_FOG_DEPTH
=
2
,
WINED3D_FFP_VS_FOG_RANGE
=
3
,
};
#define WINED3D_FFP_TCI_SHIFT 16
#define WINED3D_FFP_TCI_MASK 0xff
#define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
#define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
struct
wined3d_ffp_vs_settings
{
DWORD
light_type
:
24
;
/* MAX_ACTIVE_LIGHTS, 8 * 3 */
DWORD
diffuse_source
:
2
;
DWORD
emission_source
:
2
;
DWORD
ambient_source
:
2
;
DWORD
specular_source
:
2
;
DWORD
normal
:
1
;
DWORD
normalize
:
1
;
DWORD
lighting
:
1
;
DWORD
localviewer
:
1
;
DWORD
fog_mode
:
2
;
DWORD
texcoords
:
8
;
/* MAX_TEXTURES */
DWORD
padding
:
18
;
BYTE
texgen
[
MAX_TEXTURES
];
};
struct
wined3d_ffp_vs_desc
{
struct
wine_rb_entry
entry
;
struct
wined3d_ffp_vs_settings
settings
;
};
void
wined3d_ffp_get_vs_settings
(
const
struct
wined3d_state
*
state
,
const
struct
wined3d_stream_info
*
si
,
struct
wined3d_ffp_vs_settings
*
settings
)
DECLSPEC_HIDDEN
;
struct
wined3d
{
LONG
ref
;
...
...
@@ -2567,6 +2611,45 @@ void state_fog_fragpart(struct wined3d_context *context,
void
state_srgbwrite
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
sampler_texmatrix
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
state_specularenable
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
transform_world
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
transform_view
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
transform_projection
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
transform_texture
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
state_ambient
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
viewport_vertexpart
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
state_clipping
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
light
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
state_fog_vertexpart
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
vertexdeclaration
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
clipplane
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
state_psizemin_w
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
state_psizemin_ext
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
state_psizemin_arb
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
state_pointsprite_w
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
state_pointsprite
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
void
state_pscale
(
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
,
DWORD
state_id
)
DECLSPEC_HIDDEN
;
BOOL
getColorBits
(
const
struct
wined3d_format
*
format
,
BYTE
*
redSize
,
BYTE
*
greenSize
,
BYTE
*
blueSize
,
BYTE
*
alphaSize
,
BYTE
*
totalSize
)
DECLSPEC_HIDDEN
;
BOOL
getDepthStencilBits
(
const
struct
wined3d_format
*
format
,
...
...
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