Leaked source code of windows server 2003
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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) Microsoft Corporation, 1998.
//
// MapLegcy.cpp
//
// Direct3D Reference Rasterizer - Mapping Legacy Modes to Current Functionality
//
///////////////////////////////////////////////////////////////////////////////
#include "pch.cpp"
#pragma hdrstop
//-----------------------------------------------------------------------------
//
// MapLegacyTextureFilter - Map filter state from renderstate to per-stage state.
// This is invoked when a texture is bound via the TEXTUREHANDLE renderstate,
// indicating that we are in 'legacy' texture mode. The rasterizer always
// refers to per-stage filtering control state, so in legacy mode the filtering
// controls in the renderstate are mapped into the filtering controls associated
// with the texture object bound to D3DRS_TEXTUREHANDLE.
//
//-----------------------------------------------------------------------------
void
RefDev::MapLegacyTextureFilter( void )
{
// first check if anisotropic filtering is enabled (indicated by the
// limit value being set to > 1) - if so then aniso filter will be used
// for linear mag filter or 'linear within map' min filter
BOOL bAnisoEnabled = ( m_dwRenderState[D3DRENDERSTATE_ANISOTROPY] > 1 );
// D3D legacy filter specifications are (XXXMIP)YYY where XXX is the
// mip filter and YYY is the filter used within an LOD
// map MAG filter - legacy support is point or linear (and maybe aniso)
switch ( m_dwRenderState[D3DRENDERSTATE_TEXTUREMAG] )
{
default:
case D3DFILTER_NEAREST:
m_TextureStageState[0].m_dwVal[D3DTSS_MAGFILTER] = D3DTEXF_POINT;
break;
case D3DFILTER_LINEAR:
// select based on aniso enable
m_TextureStageState[0].m_dwVal[D3DTSS_MAGFILTER] =
bAnisoEnabled ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR;
break;
}
// map MIN and MIP filter at the same time - legacy support
// has them intermingled...
switch ( m_dwRenderState[D3DRENDERSTATE_TEXTUREMIN] )
{
case D3DFILTER_NEAREST:
m_TextureStageState[0].m_dwVal[D3DTSS_MINFILTER] = D3DTEXF_POINT;
m_TextureStageState[0].m_dwVal[D3DTSS_MIPFILTER] = D3DTEXF_NONE;
break;
case D3DFILTER_MIPNEAREST:
m_TextureStageState[0].m_dwVal[D3DTSS_MINFILTER] = D3DTEXF_POINT;
m_TextureStageState[0].m_dwVal[D3DTSS_MIPFILTER] = D3DTEXF_POINT;
break;
case D3DFILTER_LINEARMIPNEAREST:
m_TextureStageState[0].m_dwVal[D3DTSS_MINFILTER] = D3DTEXF_POINT;
m_TextureStageState[0].m_dwVal[D3DTSS_MIPFILTER] = D3DTEXF_LINEAR;
break;
case D3DFILTER_LINEAR:
// select min filter based on aniso enable
m_TextureStageState[0].m_dwVal[D3DTSS_MINFILTER] =
bAnisoEnabled ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR;
m_TextureStageState[0].m_dwVal[D3DTSS_MIPFILTER] = D3DTEXF_NONE;
break;
case D3DFILTER_MIPLINEAR:
// select min filter based on aniso enable
m_TextureStageState[0].m_dwVal[D3DTSS_MINFILTER] =
bAnisoEnabled ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR;
m_TextureStageState[0].m_dwVal[D3DTSS_MIPFILTER] = D3DTEXF_POINT;
break;
case D3DFILTER_LINEARMIPLINEAR:
// select based on aniso enable
m_TextureStageState[0].m_dwVal[D3DTSS_MINFILTER] =
bAnisoEnabled ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR;
m_TextureStageState[0].m_dwVal[D3DTSS_MIPFILTER] = D3DTEXF_LINEAR;
break;
}
}
//-----------------------------------------------------------------------------
//
// MapLegacyTextureBlend - Maps legacy (pre-DX6) texture blend modes to DX6
// texture blending controls. Uses per-stage program mode (first stage only).
// This mapping is done whenever the legacy TBLEND renderstate is set, and
// does overwrite any previously set DX6 texture blending controls.
//
//-----------------------------------------------------------------------------
void
RefDev::MapLegacyTextureBlend( void )
{
// disable texture blend processing stage 1 (this also disables subsequent stages)
m_TextureStageState[1].m_dwVal[D3DTSS_COLOROP] = D3DTOP_DISABLE;
// set texture blend processing stage 0 to match legacy mode
switch ( m_dwRenderState[D3DRENDERSTATE_TEXTUREMAPBLEND] )
{
default:
case D3DTBLEND_DECALMASK: // unsupported - do decal
case D3DTBLEND_DECAL:
case D3DTBLEND_COPY:
m_TextureStageState[0].m_dwVal[D3DTSS_COLOROP] = D3DTOP_SELECTARG1;
m_TextureStageState[0].m_dwVal[D3DTSS_COLORARG1] = D3DTA_TEXTURE;
m_TextureStageState[0].m_dwVal[D3DTSS_ALPHAOP] = D3DTOP_SELECTARG1;
m_TextureStageState[0].m_dwVal[D3DTSS_ALPHAARG1] = D3DTA_TEXTURE;
break;
case D3DTBLEND_MODULATEMASK: // unsupported - do modulate
case D3DTBLEND_MODULATE:
m_TextureStageState[0].m_dwVal[D3DTSS_COLOROP] = D3DTOP_MODULATE;
m_TextureStageState[0].m_dwVal[D3DTSS_COLORARG1] = D3DTA_TEXTURE;
m_TextureStageState[0].m_dwVal[D3DTSS_COLORARG2] = D3DTA_DIFFUSE;
// a special legacy alpha operation is called for that depends
// on the format of the texture
m_TextureStageState[0].m_dwVal[D3DTSS_ALPHAOP] = D3DTOP_LEGACY_ALPHAOVR;
m_TextureStageState[0].m_dwVal[D3DTSS_ALPHAARG1] = D3DTA_TEXTURE;
m_TextureStageState[0].m_dwVal[D3DTSS_ALPHAARG2] = D3DTA_DIFFUSE;
break;
case D3DTBLEND_MODULATEALPHA:
m_TextureStageState[0].m_dwVal[D3DTSS_COLOROP] = D3DTOP_MODULATE;
m_TextureStageState[0].m_dwVal[D3DTSS_COLORARG1] = D3DTA_TEXTURE;
m_TextureStageState[0].m_dwVal[D3DTSS_COLORARG2] = D3DTA_DIFFUSE;
m_TextureStageState[0].m_dwVal[D3DTSS_ALPHAOP] = D3DTOP_MODULATE;
m_TextureStageState[0].m_dwVal[D3DTSS_ALPHAARG1] = D3DTA_TEXTURE;
m_TextureStageState[0].m_dwVal[D3DTSS_ALPHAARG2] = D3DTA_DIFFUSE;
break;
case D3DTBLEND_DECALALPHA:
m_TextureStageState[0].m_dwVal[D3DTSS_COLOROP] = D3DTOP_BLENDTEXTUREALPHA;
m_TextureStageState[0].m_dwVal[D3DTSS_COLORARG1] = D3DTA_TEXTURE;
m_TextureStageState[0].m_dwVal[D3DTSS_COLORARG2] = D3DTA_DIFFUSE;
m_TextureStageState[0].m_dwVal[D3DTSS_ALPHAOP] = D3DTOP_SELECTARG2;
m_TextureStageState[0].m_dwVal[D3DTSS_ALPHAARG1] = D3DTA_TEXTURE;
m_TextureStageState[0].m_dwVal[D3DTSS_ALPHAARG2] = D3DTA_DIFFUSE;
break;
case D3DTBLEND_ADD:
m_TextureStageState[0].m_dwVal[D3DTSS_COLOROP] = D3DTOP_ADD;
m_TextureStageState[0].m_dwVal[D3DTSS_COLORARG1] = D3DTA_TEXTURE;
m_TextureStageState[0].m_dwVal[D3DTSS_COLORARG2] = D3DTA_DIFFUSE;
m_TextureStageState[0].m_dwVal[D3DTSS_ALPHAOP] = D3DTOP_SELECTARG2;
m_TextureStageState[0].m_dwVal[D3DTSS_ALPHAARG1] = D3DTA_TEXTURE;
m_TextureStageState[0].m_dwVal[D3DTSS_ALPHAARG2] = D3DTA_DIFFUSE;
break;
}
}
///////////////////////////////////////////////////////////////////////////////
// end