Silence some TRACEs to better spot real errors.
[wine.git] / dlls / ddraw / mesa.c
blob253985ae82f6168f350a0bfe29bbde20f4a32aec
1 /* Direct3D Common functions
2 * Copyright (c) 1998 Lionel ULMER
4 * This file contains all MESA common code
6 * This library is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with this library; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "config.h"
23 #include "windef.h"
24 #include "objbase.h"
25 #include "ddraw.h"
26 #include "d3d.h"
27 #include "wine/debug.h"
29 #include "mesa_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(ddraw);
33 GLenum convert_D3D_compare_to_GL(D3DCMPFUNC dwRenderState)
35 switch (dwRenderState) {
36 case D3DCMP_NEVER: return GL_NEVER;
37 case D3DCMP_LESS: return GL_LESS;
38 case D3DCMP_EQUAL: return GL_EQUAL;
39 case D3DCMP_LESSEQUAL: return GL_LEQUAL;
40 case D3DCMP_GREATER: return GL_GREATER;
41 case D3DCMP_NOTEQUAL: return GL_NOTEQUAL;
42 case D3DCMP_GREATEREQUAL: return GL_GEQUAL;
43 case D3DCMP_ALWAYS: return GL_ALWAYS;
44 default: ERR("Unexpected compare type %d !\n", dwRenderState);
46 return GL_ALWAYS;
49 GLenum convert_D3D_stencilop_to_GL(D3DSTENCILOP dwRenderState)
51 switch (dwRenderState) {
52 case D3DSTENCILOP_KEEP: return GL_KEEP;
53 case D3DSTENCILOP_ZERO: return GL_ZERO;
54 case D3DSTENCILOP_REPLACE: return GL_REPLACE;
55 case D3DSTENCILOP_INCRSAT: return GL_INCR;
56 case D3DSTENCILOP_DECRSAT: return GL_DECR;
57 case D3DSTENCILOP_INVERT: return GL_INVERT;
58 case D3DSTENCILOP_INCR: WARN("D3DSTENCILOP_INCR not properly handled !\n"); return GL_INCR;
59 case D3DSTENCILOP_DECR: WARN("D3DSTENCILOP_DECR not properly handled !\n"); return GL_DECR;
60 default: ERR("Unexpected compare type %d !\n", dwRenderState);
62 return GL_KEEP;
65 GLenum convert_D3D_blendop_to_GL(D3DBLEND dwRenderState)
67 switch ((D3DBLEND) dwRenderState) {
68 case D3DBLEND_ZERO: return GL_ZERO;
69 case D3DBLEND_ONE: return GL_ONE;
70 case D3DBLEND_SRCALPHA: return GL_SRC_ALPHA;
71 case D3DBLEND_INVSRCALPHA: return GL_ONE_MINUS_SRC_ALPHA;
72 case D3DBLEND_DESTALPHA: return GL_DST_ALPHA;
73 case D3DBLEND_INVDESTALPHA: return GL_ONE_MINUS_DST_ALPHA;
74 case D3DBLEND_DESTCOLOR: return GL_DST_COLOR;
75 case D3DBLEND_INVDESTCOLOR: return GL_ONE_MINUS_DST_COLOR;
76 case D3DBLEND_SRCALPHASAT: return GL_SRC_ALPHA_SATURATE;
77 case D3DBLEND_SRCCOLOR: return GL_SRC_COLOR;
78 case D3DBLEND_INVSRCCOLOR: return GL_ONE_MINUS_SRC_COLOR;
79 default: ERR("Unhandled blend mode %d !\n", dwRenderState); return GL_ZERO;
83 void set_render_state(IDirect3DDeviceImpl* This,
84 D3DRENDERSTATETYPE dwRenderStateType, STATEBLOCK *lpStateBlock)
86 DWORD dwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
88 if (TRACE_ON(ddraw))
89 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
91 /* First, all the stipple patterns */
92 if ((dwRenderStateType >= D3DRENDERSTATE_STIPPLEPATTERN00) &&
93 (dwRenderStateType <= D3DRENDERSTATE_STIPPLEPATTERN31)) {
94 ERR("Unhandled dwRenderStateType stipple %d!\n",dwRenderStateType);
95 } else {
96 ENTER_GL();
98 /* All others state variables */
99 switch (dwRenderStateType) {
100 case D3DRENDERSTATE_TEXTUREHANDLE: { /* 1 */
101 IDirectDrawSurfaceImpl *tex = (IDirectDrawSurfaceImpl*) dwRenderState;
103 LEAVE_GL();
104 IDirect3DDevice7_SetTexture(ICOM_INTERFACE(This, IDirect3DDevice7),
106 ICOM_INTERFACE(tex, IDirectDrawSurface7));
107 ENTER_GL();
108 } break;
110 case D3DRENDERSTATE_TEXTUREADDRESSU: /* 44 */
111 case D3DRENDERSTATE_TEXTUREADDRESSV: /* 45 */
112 case D3DRENDERSTATE_TEXTUREADDRESS: { /* 3 */
113 D3DTEXTURESTAGESTATETYPE d3dTexStageStateType;
115 if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) d3dTexStageStateType = D3DTSS_ADDRESS;
116 else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESSU) d3dTexStageStateType = D3DTSS_ADDRESSU;
117 else d3dTexStageStateType = D3DTSS_ADDRESSV;
119 LEAVE_GL();
120 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7),
121 0, d3dTexStageStateType,
122 dwRenderState);
123 ENTER_GL();
124 } break;
126 case D3DRENDERSTATE_TEXTUREPERSPECTIVE: /* 4 */
127 if (dwRenderState)
128 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
129 else
130 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
131 break;
133 case D3DRENDERSTATE_WRAPU: /* 5 */
134 case D3DRENDERSTATE_WRAPV: /* 6 */
135 case D3DRENDERSTATE_WRAP0: /* 128 */
136 case D3DRENDERSTATE_WRAP1: /* 129 */
137 case D3DRENDERSTATE_WRAP2: /* 130 */
138 case D3DRENDERSTATE_WRAP3: /* 131 */
139 case D3DRENDERSTATE_WRAP4: /* 132 */
140 case D3DRENDERSTATE_WRAP5: /* 133 */
141 case D3DRENDERSTATE_WRAP6: /* 134 */
142 case D3DRENDERSTATE_WRAP7: /* 135 */
143 if (dwRenderState)
144 ERR("Texture WRAP modes unsupported by OpenGL.. Expect graphical glitches !\n");
145 break;
147 case D3DRENDERSTATE_ZENABLE: /* 7 */
148 /* To investigate : in OpenGL, if we disable the depth test, the Z buffer will NOT be
149 updated either.. No idea about what happens in D3D.
151 Maybe replacing the Z function by ALWAYS would be a better idea. */
152 if (dwRenderState == D3DZB_TRUE)
153 glEnable(GL_DEPTH_TEST);
154 else if (dwRenderState == D3DZB_FALSE)
155 glDisable(GL_DEPTH_TEST);
156 else {
157 glEnable(GL_DEPTH_TEST);
158 WARN(" w-buffering not supported.\n");
160 break;
162 case D3DRENDERSTATE_FILLMODE: /* 8 */
163 switch ((D3DFILLMODE) dwRenderState) {
164 case D3DFILL_POINT:
165 glPolygonMode(GL_FRONT_AND_BACK,GL_POINT);
166 break;
167 case D3DFILL_WIREFRAME:
168 glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
169 break;
170 case D3DFILL_SOLID:
171 glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
172 break;
173 default:
174 ERR("Unhandled fill mode %ld !\n",dwRenderState);
176 break;
178 case D3DRENDERSTATE_SHADEMODE: /* 9 */
179 switch ((D3DSHADEMODE) dwRenderState) {
180 case D3DSHADE_FLAT:
181 glShadeModel(GL_FLAT);
182 break;
183 case D3DSHADE_GOURAUD:
184 glShadeModel(GL_SMOOTH);
185 break;
186 default:
187 ERR("Unhandled shade mode %ld !\n",dwRenderState);
189 break;
191 case D3DRENDERSTATE_ZWRITEENABLE: /* 14 */
192 if (dwRenderState)
193 glDepthMask(GL_TRUE);
194 else
195 glDepthMask(GL_FALSE);
196 break;
198 case D3DRENDERSTATE_ALPHATESTENABLE: /* 15 */
199 if (dwRenderState)
200 glEnable(GL_ALPHA_TEST);
201 else
202 glDisable(GL_ALPHA_TEST);
203 break;
205 case D3DRENDERSTATE_TEXTUREMAG: { /* 17 */
206 DWORD tex_mag = 0xFFFFFFFF;
208 switch ((D3DTEXTUREFILTER) dwRenderState) {
209 case D3DFILTER_NEAREST:
210 tex_mag = D3DTFG_POINT;
211 break;
212 case D3DFILTER_LINEAR:
213 tex_mag = D3DTFG_LINEAR;
214 break;
215 default:
216 ERR("Unhandled texture mag %ld !\n",dwRenderState);
219 if (tex_mag != 0xFFFFFFFF) {
220 LEAVE_GL();
221 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MAGFILTER, tex_mag);
222 ENTER_GL();
224 } break;
226 case D3DRENDERSTATE_TEXTUREMIN: { /* 18 */
227 DWORD tex_min = 0xFFFFFFFF;
229 switch ((D3DTEXTUREFILTER) dwRenderState) {
230 case D3DFILTER_NEAREST:
231 tex_min = D3DTFN_POINT;
232 break;
233 case D3DFILTER_LINEAR:
234 tex_min = D3DTFN_LINEAR;
235 break;
236 default:
237 ERR("Unhandled texture min %ld !\n",dwRenderState);
240 if (tex_min != 0xFFFFFFFF) {
241 LEAVE_GL();
242 IDirect3DDevice7_SetTextureStageState(ICOM_INTERFACE(This, IDirect3DDevice7), 0, D3DTSS_MINFILTER, tex_min);
243 ENTER_GL();
245 } break;
247 case D3DRENDERSTATE_SRCBLEND: /* 19 */
248 case D3DRENDERSTATE_DESTBLEND: /* 20 */
249 glBlendFunc(convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1]),
250 convert_D3D_blendop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1]));
251 break;
253 case D3DRENDERSTATE_TEXTUREMAPBLEND: /* 21 */
254 switch ((D3DTEXTUREBLEND) dwRenderState) {
255 case D3DTBLEND_MODULATE:
256 case D3DTBLEND_MODULATEALPHA:
257 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
258 break;
259 default:
260 ERR("Unhandled texture environment %ld !\n",dwRenderState);
262 break;
264 case D3DRENDERSTATE_CULLMODE: /* 22 */
265 switch ((D3DCULL) dwRenderState) {
266 case D3DCULL_NONE:
267 glDisable(GL_CULL_FACE);
268 break;
269 case D3DCULL_CW:
270 glEnable(GL_CULL_FACE);
271 glFrontFace(GL_CCW);
272 glCullFace(GL_BACK);
273 break;
274 case D3DCULL_CCW:
275 glEnable(GL_CULL_FACE);
276 glFrontFace(GL_CW);
277 glCullFace(GL_BACK);
278 break;
279 default:
280 ERR("Unhandled cull mode %ld !\n",dwRenderState);
282 break;
284 case D3DRENDERSTATE_ZFUNC: /* 23 */
285 glDepthFunc(convert_D3D_compare_to_GL(dwRenderState));
286 break;
288 case D3DRENDERSTATE_ALPHAREF: /* 24 */
289 case D3DRENDERSTATE_ALPHAFUNC: /* 25 */
290 glAlphaFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_ALPHAFUNC - 1]),
291 (lpStateBlock->render_state[D3DRENDERSTATE_ALPHAREF - 1] & 0x000000FF) / 255.0);
292 break;
294 case D3DRENDERSTATE_DITHERENABLE: /* 26 */
295 if (dwRenderState)
296 glEnable(GL_DITHER);
297 else
298 glDisable(GL_DITHER);
299 break;
301 case D3DRENDERSTATE_ALPHABLENDENABLE: /* 27 */
302 if (dwRenderState) {
303 glEnable(GL_BLEND);
304 } else {
305 glDisable(GL_BLEND);
307 break;
309 case D3DRENDERSTATE_FOGENABLE: /* 28 */
310 /* Nothing to do here. Only the storage matters :-) */
311 break;
313 case D3DRENDERSTATE_SPECULARENABLE: /* 29 */
314 if (dwRenderState)
315 ERR(" Specular Lighting not supported yet.\n");
316 break;
318 case D3DRENDERSTATE_SUBPIXEL: /* 31 */
319 case D3DRENDERSTATE_SUBPIXELX: /* 32 */
320 /* We do not support this anyway, so why protest :-) */
321 break;
323 case D3DRENDERSTATE_STIPPLEDALPHA: /* 33 */
324 if (dwRenderState)
325 ERR(" Stippled Alpha not supported yet.\n");
326 break;
328 case D3DRENDERSTATE_FOGCOLOR: { /* 34 */
329 GLfloat color[4];
330 color[0] = ((dwRenderState >> 16) & 0xFF)/255.0f;
331 color[1] = ((dwRenderState >> 8) & 0xFF)/255.0f;
332 color[2] = ((dwRenderState >> 0) & 0xFF)/255.0f;
333 color[3] = ((dwRenderState >> 24) & 0xFF)/255.0f;
334 glFogfv(GL_FOG_COLOR,color);
335 /* Note: glFogiv does not seem to work */
336 } break;
338 case D3DRENDERSTATE_FOGTABLEMODE: /* 35 */
339 case D3DRENDERSTATE_FOGVERTEXMODE: /* 140 */
340 case D3DRENDERSTATE_FOGSTART: /* 36 */
341 case D3DRENDERSTATE_FOGEND: /* 37 */
342 /* Nothing to do here. Only the storage matters :-) */
343 break;
345 case D3DRENDERSTATE_FOGDENSITY: /* 38 */
346 glFogi(GL_FOG_DENSITY,*(float*)&dwRenderState);
347 break;
349 case D3DRENDERSTATE_COLORKEYENABLE: /* 41 */
350 /* This needs to be fixed. */
351 if (dwRenderState)
352 glEnable(GL_BLEND);
353 else
354 glDisable(GL_BLEND);
355 break;
357 case D3DRENDERSTATE_ZBIAS: /* 47 */
358 /* This is a tad bit hacky.. But well, no idea how to do it better in OpenGL :-/ */
359 if (dwRenderState == 0) {
360 glDisable(GL_POLYGON_OFFSET_FILL);
361 glDisable(GL_POLYGON_OFFSET_LINE);
362 glDisable(GL_POLYGON_OFFSET_POINT);
363 } else {
364 glEnable(GL_POLYGON_OFFSET_FILL);
365 glEnable(GL_POLYGON_OFFSET_LINE);
366 glEnable(GL_POLYGON_OFFSET_POINT);
367 glPolygonOffset(1.0, dwRenderState * 1.0);
369 break;
371 case D3DRENDERSTATE_FLUSHBATCH: /* 50 */
372 break;
374 case D3DRENDERSTATE_STENCILENABLE: /* 52 */
375 if (dwRenderState)
376 glEnable(GL_STENCIL_TEST);
377 else
378 glDisable(GL_STENCIL_TEST);
379 break;
381 case D3DRENDERSTATE_STENCILFAIL: /* 53 */
382 case D3DRENDERSTATE_STENCILZFAIL: /* 54 */
383 case D3DRENDERSTATE_STENCILPASS: /* 55 */
384 glStencilOp(convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFAIL - 1]),
385 convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILZFAIL - 1]),
386 convert_D3D_stencilop_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILPASS - 1]));
387 break;
389 case D3DRENDERSTATE_STENCILFUNC: /* 56 */
390 case D3DRENDERSTATE_STENCILREF: /* 57 */
391 case D3DRENDERSTATE_STENCILMASK: /* 58 */
392 glStencilFunc(convert_D3D_compare_to_GL(lpStateBlock->render_state[D3DRENDERSTATE_STENCILFUNC - 1]),
393 lpStateBlock->render_state[D3DRENDERSTATE_STENCILREF - 1],
394 lpStateBlock->render_state[D3DRENDERSTATE_STENCILMASK - 1]);
395 break;
397 case D3DRENDERSTATE_STENCILWRITEMASK: /* 59 */
398 glStencilMask(dwRenderState);
399 break;
401 case D3DRENDERSTATE_CLIPPING: /* 136 */
402 case D3DRENDERSTATE_CLIPPLANEENABLE: { /* 152 */
403 GLint i;
404 DWORD mask, runner;
406 if (dwRenderStateType == D3DRENDERSTATE_CLIPPING) {
407 mask = ((dwRenderState) ?
408 (This->state_block.render_state[D3DRENDERSTATE_CLIPPLANEENABLE - 1]) : (0x0000));
409 } else {
410 mask = dwRenderState;
412 for (i = 0, runner = 0x00000001; i < This->max_clipping_planes; i++, runner = (runner << 1)) {
413 if (mask & runner) {
414 glEnable(GL_CLIP_PLANE0 + i);
415 } else {
416 glDisable(GL_CLIP_PLANE0 + i);
420 break;
422 case D3DRENDERSTATE_LIGHTING: /* 137 */
423 if (dwRenderState)
424 glEnable(GL_LIGHTING);
425 else
426 glDisable(GL_LIGHTING);
427 break;
429 case D3DRENDERSTATE_AMBIENT: { /* 139 */
430 float light[4];
432 light[0] = ((dwRenderState >> 16) & 0xFF) / 255.0;
433 light[1] = ((dwRenderState >> 8) & 0xFF) / 255.0;
434 light[2] = ((dwRenderState >> 0) & 0xFF) / 255.0;
435 light[3] = ((dwRenderState >> 24) & 0xFF) / 255.0;
436 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float *) light);
437 } break;
439 case D3DRENDERSTATE_COLORVERTEX: /* 141 */
440 /* Nothing to do here.. Only storage matters */
441 break;
443 case D3DRENDERSTATE_LOCALVIEWER: /* 142 */
444 if (dwRenderState)
445 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
446 else
447 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_FALSE);
448 break;
450 case D3DRENDERSTATE_NORMALIZENORMALS: /* 143 */
451 if (dwRenderState) {
452 glEnable(GL_NORMALIZE);
453 glEnable(GL_RESCALE_NORMAL);
454 } else {
455 glDisable(GL_NORMALIZE);
456 glDisable(GL_RESCALE_NORMAL);
458 break;
460 case D3DRENDERSTATE_DIFFUSEMATERIALSOURCE: /* 145 */
461 case D3DRENDERSTATE_SPECULARMATERIALSOURCE: /* 146 */
462 case D3DRENDERSTATE_AMBIENTMATERIALSOURCE: /* 147 */
463 case D3DRENDERSTATE_EMISSIVEMATERIALSOURCE: /* 148 */
464 /* Nothing to do here. Only the storage matters :-) */
465 break;
467 default:
468 ERR("Unhandled dwRenderStateType %s (%08x) value : %08lx !\n",
469 _get_renderstate(dwRenderStateType), dwRenderStateType, dwRenderState);
471 LEAVE_GL();
475 void store_render_state(IDirect3DDeviceImpl *This,
476 D3DRENDERSTATETYPE dwRenderStateType, DWORD dwRenderState, STATEBLOCK *lpStateBlock)
478 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), dwRenderState);
480 /* Some special cases first.. */
481 if (dwRenderStateType == D3DRENDERSTATE_SRCBLEND) {
482 if (dwRenderState == D3DBLEND_BOTHSRCALPHA) {
483 lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_SRCALPHA;
484 lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_SRCALPHA;
485 return;
486 } else if (dwRenderState == D3DBLEND_BOTHINVSRCALPHA) {
487 lpStateBlock->render_state[D3DRENDERSTATE_SRCBLEND - 1] = D3DBLEND_INVSRCALPHA;
488 lpStateBlock->render_state[D3DRENDERSTATE_DESTBLEND - 1] = D3DBLEND_INVSRCALPHA;
489 return;
491 } else if (dwRenderStateType == D3DRENDERSTATE_TEXTUREADDRESS) {
492 lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSU - 1] = dwRenderState;
493 lpStateBlock->render_state[D3DRENDERSTATE_TEXTUREADDRESSV - 1] = dwRenderState;
494 } else if (dwRenderStateType == D3DRENDERSTATE_WRAPU) {
495 if (dwRenderState)
496 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] |= D3DWRAP_U;
497 else
498 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] &= ~D3DWRAP_U;
499 } else if (dwRenderStateType == D3DRENDERSTATE_WRAPV) {
500 if (dwRenderState)
501 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] |= D3DWRAP_V;
502 else
503 lpStateBlock->render_state[D3DRENDERSTATE_WRAP0] &= ~D3DWRAP_V;
506 /* Default case */
507 lpStateBlock->render_state[dwRenderStateType - 1] = dwRenderState;
510 void get_render_state(IDirect3DDeviceImpl *This,
511 D3DRENDERSTATETYPE dwRenderStateType, LPDWORD lpdwRenderState, STATEBLOCK *lpStateBlock)
513 *lpdwRenderState = lpStateBlock->render_state[dwRenderStateType - 1];
514 if (TRACE_ON(ddraw))
515 TRACE("%s = %08lx\n", _get_renderstate(dwRenderStateType), *lpdwRenderState);
518 void apply_render_state(IDirect3DDeviceImpl *This, STATEBLOCK *lpStateBlock)
520 DWORD i;
521 TRACE("(%p,%p)\n", This, lpStateBlock);
522 for(i = 0; i < HIGHEST_RENDER_STATE; i++)
523 if (lpStateBlock->set_flags.render_state[i])
524 set_render_state(This, i + 1, lpStateBlock);