Beispiel #1
0
bool gxScene::begin( const vector<gxLight*> &lights ){

	if( dir3dDev->BeginScene()!=D3D_OK ) return false;

	//clear textures!
	int n;
	for( n=0;n<tex_stages;++n ){
		texstate[n].canvas=0;
		setTSS( n,D3DTSS_COLOROP,D3DTOP_DISABLE );
		setTSS( n,D3DTSS_ALPHAOP,D3DTOP_DISABLE );
		dir3dDev->SetTexture( n,0 );
	}

	//set light states
	_curLights.clear();
	for( n=0;n<8;++n ){
		if( n<lights.size() ){
			_curLights.push_back( lights[n] );
			dir3dDev->SetLight( n,&_curLights[n]->d3d_light );
		}else{
			dir3dDev->LightEnable( n,false );
		}
	}
	setLights();

	return true;
}
Beispiel #2
0
void gxScene::setHWMultiTex( bool e ){
	for( int n=0;n<8;++n ){
		setTSS( n,D3DTSS_COLOROP,D3DTOP_DISABLE );
		setTSS( n,D3DTSS_ALPHAOP,D3DTOP_DISABLE );
		dir3dDev->SetTexture( n,0 );
	}
	for( int k=0;k<MAX_TEXTURES;++k ){
		memset( &texstate[k],0,sizeof(texstate[k]) );
	}
	tex_stages=e ? hw_tex_stages : 1;
	n_texs=0;
}
Beispiel #3
0
  main(void)
{

  set_eflags();

  /* Define the kernel segment registers */
  set_seg_regs(__KERNEL_DS, __KERNEL_DS, INITIAL_ESP);

  printk("Kernel Loaded!    ");

  /* Initialize hardware data */
  setGdt(); /* Definicio de la taula de segments de memoria */
  setIdt(); /* Definicio del vector de interrupcions */
  setTSS(); /* Definicio de la TSS */

  /* Initialize Memory */
  init_mm();

/* Initialize an address space to be used for the monoprocess version of ZeOS */

  /* monoprocess_init_addr_space(); TO BE DELETED WHEN ADDED THE PROCESS MANAGEMENT CODE TO BECOME MULTIPROCESS */

  /* Initialize Scheduling */
  init_sched();

  /* Initialize idle task data */
  init_idle();

  /* Initialize task 1 data */
  init_task1();

  /* Initialize keyboard buffer */
  init_keyboard_buffer();

  /* Move user code/data now (after the page table initialization) */
  copy_data((void *) KERNEL_START + *p_sys_size, usr_main, *p_usr_size);

  /* Adds this call in order to perform test suite provided by lab course */
  zeos_init_auxjp();

  printk("Entering user mode...");

  /*
   * zeos_ticks must be initialized after memory initialization and just before
   * enabling interrupts in order to measure the correct elapsed time
   */
  zeos_ticks = 0;

  enable_int();

  /*
   * We return from a 'theorical' call to a 'call gate' to reduce our privileges
   * and going to execute 'magically' at 'usr_main'...
   */
  return_gate(__USER_DS, __USER_DS, USER_ESP, __USER_CS, L_USER_START);

  /* The execution never arrives to this point */
  return 0;
}
Beispiel #4
0
void gxScene::render(gxMesh* m, int first_vert, int vert_cnt, int first_tri, int tri_cnt)
{
	m->render(first_vert, vert_cnt, first_tri, tri_cnt);
	tris_drawn += tri_cnt;
	if (n_texs <= tex_stages)
		return;

	setTSS(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
	setTSS(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
	if (tex_stages > 1) {
		setTSS(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
		setTSS(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
	}

	setRS(D3DRENDERSTATE_LIGHTING, false);
	setRS(D3DRENDERSTATE_ALPHABLENDENABLE, true);

	for (int k = tex_stages; k < n_texs; ++k) {
		const TexState& state = texstate[k];
		switch (state.blend) {
		case BLEND_ALPHA:
			setRS(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
			setRS(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
			break;
		case BLEND_MULTIPLY:
		case BLEND_DOT3:
			setRS(D3DRENDERSTATE_SRCBLEND, D3DBLEND_DESTCOLOR);
			setRS(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO);
			break;
		case BLEND_ADD:
			setRS(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE);
			setRS(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
			break;
		}
		setTexState(0, state, false);
		m->render(first_vert, vert_cnt, first_tri, tri_cnt);
		tris_drawn += tri_cnt;
	}

	setRS(D3DRENDERSTATE_ALPHABLENDENABLE, false);
	setRS(D3DRENDERSTATE_LIGHTING, true);
	if (tex_stages > 1)
		setTexState(1, texstate[1], true);
	setTexState(0, texstate[0], true);
}
Beispiel #5
0
main(void)
{
    
    set_eflags();
    
    /* Define the kernel segment registers  and a stack to execute the 'main' code */
    // It is necessary to use a global static array for the stack, because the
    // compiler will know its final memory location. Otherwise it will try to use the
    // 'ds' register to access the address... but we are not ready for that yet
    // (we are still in real mode).
    set_seg_regs(__KERNEL_DS, __KERNEL_DS, (DWord) &protected_tasks[5]);
    
    printk("Kernel Loaded!    ");
    
    /* Initialize hardware data */
    setGdt(); /* Definicio de la taula de segments de memoria */
    setIdt(); /* Definicio del vector de interrupcions */
    setTSS(); /* Definicio de la TSS */
    
    /* Initialize Memory */
    init_mm();
    
    /* Initialize an address space to be used for the monoprocess version of ZeOS */
    
    monoprocess_init_addr_space(); /* TO BE DELETED WHEN ADDED THE PROCESS MANAGEMENT CODE TO BECOME MULTIPROCESS */
    
    /* Initialize Scheduling */
    init_sched();
    
    /* Initialize idle task  data */
    init_idle();
    /* Initialize task 1 data */
    init_task1();

    /* Initialize semaphores */
    init_semaphores();
    
    /* Move user code/data now (after the page table initialization) */
    copy_data((void *) KERNEL_START + *p_sys_size, usr_main, *p_usr_size);
    
    
    printk("Entering user mode...");
    
    enable_int();
    /*
     * We return from a 'theorical' call to a 'call gate' to reduce our privileges
     * and going to execute 'magically' at 'usr_main'...
     */
    return_gate(__USER_DS, __USER_DS, USER_ESP, __USER_CS, L_USER_START);
    
    /* The execution never arrives to this point */
    return 0;
}
Beispiel #6
0
  main(void) 
{

  set_eflags();

  /* Define the kernel segment registers */
  set_seg_regs(__KERNEL_DS, __KERNEL_DS, KERNEL_ESP);


  printk("Kernel Loaded!    "); 

  /* Initialize hardware data */
  setGdt(); /* Definicio de la taula de segments de memoria */
  setIdt(); /* Definicio del vector de interrupcions */
  setTSS(); /* Definicio de la TSS */

  /* Initialize Memory */
  init_mm();

/* Initialize an address space to be used for the monoprocess version of ZeOS */

//  monoprocess_init_addr_space(); /* TO BE DELETED WHEN ADDED THE PROCESS MANAGEMENT CODE TO BECOME MULTIPROCESS */

  /* Initialize Scheduling */
  init_sched();

  /* Initialize idle task  data */
  init_idle();
  /* Initialize task 1 data */
  init_task1();

  /* Move user code/data now (after the page table initialization) */
  copy_data((void *) KERNEL_START + *p_sys_size, usr_main, *p_usr_size);


  
  printk("Entering user mode..."); 
  
  enable_int();
  /*
   * We return from a 'theorical' call to a 'call gate' to reduce our privileges
   * and going to execute 'magically' at 'usr_main'...
   */
  return_gate(__USER_DS, __USER_DS, USER_ESP, __USER_CS, L_USER_START);

  /* The execution never arrives to this point */
  return 0;
}
Beispiel #7
0
  main(void) 
{
  set_eflags();

  /* Define the kernel segment registers */
  set_seg_regs(__KERNEL_DS, __KERNEL_DS, KERNEL_ESP);


  printk("Kernel Loaded!    "); 

  /* Initialize hardware data */
  setGdt(); /* Definicio de la taula de segments de memoria */
  setIdt(); /* Definicio del vector de interrupcions */
  setTSS(); /* Definicio de la TSS */

  /* Initialize Memory */
  init_mm();

  /* Initialize task 0 data */
  //init_task0();

  init_sched();
 
  /* Move user code/data now (after the page table initialization) */
  copy_data((void *) KERNEL_START + *p_sys_size, usr_main, *p_usr_size);

  enable_int();
  
  printk("Entering user mode..."); 

  /*
   * We return from a 'theorical' call to a 'call gate' to reduce our privileges
   * and going to execute 'magically' at 'usr_main'...
   */
  return_gate(__USER_DS, __USER_DS, USER_ESP, __USER_CS, L_USER_START);

  /* The execution never arrives to this point */
  return 0;
}
Beispiel #8
0
void gxScene::setRenderState( const RenderState &rs ){
	bool setmat=false;
	if( memcmp( rs.color,&material.diffuse.r,12 ) ){
		memcpy( &material.diffuse.r,rs.color,12 );
		memcpy( &material.ambient.r,rs.color,12 );
		setmat=true;
	}
	if( rs.alpha!=material.diffuse.a ){
		material.diffuse.a=rs.alpha;
		if( rs.fx&FX_ALPHATEST ){
			int alpharef=(rs.fx&FX_VERTEXALPHA)?0:128*rs.alpha;
			setRS( D3DRENDERSTATE_ALPHAREF,alpharef );
		}
		setmat=true;
	}
	if( rs.shininess!=shininess ){
		shininess=rs.shininess;
		float t=shininess>0 ? (shininess<1 ? shininess : 1) : 0;
		material.specular.r=material.specular.g=material.specular.b=t;
		material.power=shininess*128;
		setRS( D3DRENDERSTATE_SPECULARENABLE,shininess>0 ? true : false );
		setmat=true;
	}
	if( rs.blend!=blend ){
		blend=rs.blend;
		switch( blend ){
		case BLEND_REPLACE:
			setRS( D3DRENDERSTATE_ALPHABLENDENABLE,false );
			break;
		case BLEND_ALPHA:
			setRS( D3DRENDERSTATE_ALPHABLENDENABLE,true );
			setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCALPHA );
			setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_INVSRCALPHA );
			break;
		case BLEND_MULTIPLY:
			setRS( D3DRENDERSTATE_ALPHABLENDENABLE,true );
			setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_DESTCOLOR );
			setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_ZERO );
			break;
		case BLEND_ADD:
			setRS( D3DRENDERSTATE_ALPHABLENDENABLE,true );
			setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCALPHA );
			setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_ONE );
			break;
		}
	}
	if( rs.fx!=fx ){
		int t=rs.fx^fx;fx=rs.fx;
		if( t & (FX_FULLBRIGHT|FX_CONDLIGHT) ){
			setLights();
			setAmbient();
		}
		if( t&FX_VERTEXCOLOR ){
			setRS( D3DRENDERSTATE_COLORVERTEX,fx & FX_VERTEXCOLOR ? true : false );
		}
		if( t&FX_FLATSHADED ){
			setRS( D3DRENDERSTATE_SHADEMODE,fx & FX_FLATSHADED ? D3DSHADE_FLAT : D3DSHADE_GOURAUD );
		}
		if( t&FX_NOFOG ){
			setFogMode();
		}
		if( t&FX_DOUBLESIDED ){
			setTriCull();
		}
		if( t&FX_EMISSIVE ){
			//Q3 Hack!
			int n=fx & FX_EMISSIVE;
			setRS( D3DRENDERSTATE_DIFFUSEMATERIALSOURCE,n ? D3DMCS_MATERIAL : D3DMCS_COLOR1 );
			setRS( D3DRENDERSTATE_AMBIENTMATERIALSOURCE,n ? D3DMCS_MATERIAL : D3DMCS_COLOR1 );
			setRS( D3DRENDERSTATE_EMISSIVEMATERIALSOURCE,n ? D3DMCS_COLOR1 : D3DMCS_MATERIAL );
			setRS( D3DRENDERSTATE_COLORVERTEX,n ? true : false );
		}
		if( t&FX_ALPHATEST ){
			if( fx&FX_ALPHATEST ){
				int alpharef=(rs.fx&FX_VERTEXALPHA)?0:128*rs.alpha;
				setRS( D3DRENDERSTATE_ALPHAREF,alpharef );
			}
			setRS( D3DRENDERSTATE_ALPHATESTENABLE,fx & FX_ALPHATEST ? true : false );
		}
	}
	if( setmat ){
		dir3dDev->SetMaterial( &material );
	}

	n_texs=0;
	TexState *hw=texstate;
	for( int k=0;k<MAX_TEXTURES;++k ){
		const RenderState::TexState &ts=rs.tex_states[k];
		if( !ts.canvas || !ts.blend ) continue;
		bool settex=false;
		ts.canvas->getTexSurface();	//force mipmap rebuild
		if( ts.canvas!=hw->canvas ){ hw->canvas=ts.canvas;settex=true; }
		if( ts.blend!=hw->blend ){ hw->blend=ts.blend;settex=true; }
		if( ts.flags!=hw->flags ){ hw->flags=ts.flags;settex=true; }
		if( ts.matrix || hw->mat_valid ){
			if( ts.matrix ){
				memcpy( &hw->matrix._11,ts.matrix->elements[0],12 );
				memcpy( &hw->matrix._21,ts.matrix->elements[1],12 );
				memcpy( &hw->matrix._31,ts.matrix->elements[2],12 );
				memcpy( &hw->matrix._41,ts.matrix->elements[3],12 );
				hw->mat_valid=true;
			}else{
				hw->mat_valid=false;
			}
			settex=true;
		}
		if( settex && n_texs<tex_stages ){
			setTexState( n_texs,*hw,true );
		}
		++hw;++n_texs;
	}
	if( n_texs<tex_stages && hw->canvas ){
		hw->canvas=0;
		setTSS( n_texs,D3DTSS_COLOROP,D3DTOP_DISABLE );
		setTSS( n_texs,D3DTSS_ALPHAOP,D3DTOP_DISABLE );
		dir3dDev->SetTexture( n_texs,0 );
	}
}
Beispiel #9
0
gxScene::gxScene( gxGraphics *g,gxCanvas *t ):
graphics(g),target(t),dir3dDev( g->dir3dDev ),
n_texs(0),tris_drawn(0){

	memset( d3d_rs,0x55,sizeof(d3d_rs) );
	memset( d3d_tss,0x55,sizeof(d3d_tss) );

	//nomalize normals
	setRS( D3DRENDERSTATE_NORMALIZENORMALS,TRUE );

	//vertex coloring
	setRS( D3DRENDERSTATE_COLORVERTEX,FALSE );
	setRS( D3DRENDERSTATE_DIFFUSEMATERIALSOURCE,D3DMCS_COLOR1 );
	setRS( D3DRENDERSTATE_AMBIENTMATERIALSOURCE,D3DMCS_COLOR1 );
	setRS( D3DRENDERSTATE_EMISSIVEMATERIALSOURCE,D3DMCS_MATERIAL );
	setRS( D3DRENDERSTATE_SPECULARMATERIALSOURCE,D3DMCS_MATERIAL );

	//Alpha test
	setRS( D3DRENDERSTATE_ALPHATESTENABLE,false );
	setRS( D3DRENDERSTATE_ALPHAFUNC,D3DCMP_GREATER );
	setRS( D3DRENDERSTATE_ALPHAREF,128 );

	//source/dest blending modes
	setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCALPHA );
	setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_INVSRCALPHA );

	//suss out caps
	can_wb=false;
	hw_tex_stages=1;
	D3DDEVICEDESC7 devDesc={0};
	if( dir3dDev->GetCaps( &devDesc )>=0 ){
		DWORD caps=devDesc.dpcTriCaps.dwRasterCaps;
		//texture stages
		hw_tex_stages=devDesc.wMaxSimultaneousTextures;
		//depth buffer mode
		if( (caps & D3DPRASTERCAPS_WBUFFER) && graphics->zbuffFmt.dwRGBBitCount==16 ) can_wb=true;
		//fog mode
		if( (caps&D3DPRASTERCAPS_FOGTABLE)&&(caps&D3DPRASTERCAPS_WFOG) ){
			setRS( D3DRENDERSTATE_FOGVERTEXMODE,D3DFOG_NONE );
			setRS( D3DRENDERSTATE_FOGTABLEMODE,D3DFOG_LINEAR );
		}else{
			setRS( D3DRENDERSTATE_FOGTABLEMODE,D3DFOG_NONE );
			setRS( D3DRENDERSTATE_FOGVERTEXMODE,D3DFOG_LINEAR );
		}
	}
	tex_stages=hw_tex_stages;

	caps_level=100;
	if( devDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_CUBEMAP ){
		caps_level=110;
	}

	//default texture states
	for( int n=0;n<hw_tex_stages;++n ){
		setTSS( n,D3DTSS_COLORARG1,D3DTA_TEXTURE );
		setTSS( n,D3DTSS_COLORARG2,D3DTA_CURRENT );
		setTSS( n,D3DTSS_ALPHAARG1,D3DTA_TEXTURE );
		setTSS( n,D3DTSS_ALPHAARG2,D3DTA_CURRENT );
		setTSS( n,D3DTSS_MINFILTER,D3DTFN_LINEAR );
		setTSS( n,D3DTSS_MAGFILTER,D3DTFG_LINEAR );
		setTSS( n,D3DTSS_MIPFILTER,D3DTFP_LINEAR );
	}
	setHWMultiTex( true );

	//ATI lighting hack
	dir3dDev->LightEnable( 0,true );
	dir3dDev->LightEnable( 0,false );

	//globals
	sphere_mat._11=.5f;sphere_mat._22=-.5f;sphere_mat._33=.5f;
	sphere_mat._41=.5f;sphere_mat._42=.5f;sphere_mat._43=.5f;
	nullmatrix._11=nullmatrix._22=nullmatrix._33=nullmatrix._44=1;

	//set null renderstate
	memset(&material,0,sizeof(material));
	shininess=0;blend=BLEND_REPLACE;fx=0;
	for( int k=0;k<MAX_TEXTURES;++k ) memset( &texstate[k],0,sizeof(texstate[k]) );

	wbuffer=can_wb;
	dither=false;setDither( true );
	antialias=true;setAntialias( false );
	wireframe=true;setWireframe( false );
	flipped=true;setFlippedTris( false );
	ambient=~0;setAmbient( GRAY );
	ambient2=~0;setAmbient2( BLACK );
	fogcolor=~0;setFogColor( BLACK );
	fogrange_nr=fogrange_fr=0;setFogRange( 1,1000 );
	fogmode=FOG_LINEAR;setFogMode( FOG_NONE );
	zmode=-1;setZMode( ZMODE_NORMAL );
	memset(&projmatrix,0,sizeof(projmatrix));
	ortho_proj=true;frustum_nr=frustum_fr=frustum_w=frustum_h=0;setPerspProj( 1,1000,1,1 );
	memset(&viewport,0,sizeof(viewport));viewport.dvMaxZ=1;setViewport( 0,0,target->getWidth(),target->getHeight() );
	viewmatrix=nullmatrix;setViewMatrix( 0 );
	worldmatrix=nullmatrix;setWorldMatrix( 0 );

	//set default renderstate
	blend=fx=~0;shininess=1;
	RenderState state;memset(&state,0,sizeof(state));
	state.color[0]=state.color[1]=state.color[2]=state.alpha=1;
	state.blend=BLEND_REPLACE;
	setRenderState( state );
}
Beispiel #10
0
void gxScene::setTexState( int n,const TexState &state,bool tex_blend ){

	int flags=state.canvas->getFlags();
	int tc_index=state.flags & TEX_COORDS2 ? 1 : 0;

	//set canvas
	dir3dDev->SetTexture( n,state.canvas->getTexSurface() );

	//set addressing modes
	setTSS( n,D3DTSS_ADDRESSU,(flags & gxCanvas::CANVAS_TEX_CLAMPU) ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP );
	setTSS( n,D3DTSS_ADDRESSV,(flags & gxCanvas::CANVAS_TEX_CLAMPV) ? D3DTADDRESS_CLAMP : D3DTADDRESS_WRAP );

	//texgen
	switch( flags&(
		gxCanvas::CANVAS_TEX_SPHERE|
		gxCanvas::CANVAS_TEX_CUBE) ){

	case gxCanvas::CANVAS_TEX_SPHERE:
		setTSS( n,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_CAMERASPACENORMAL );//|tc_index );
		setTSS( n,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_COUNT2 );
		dir3dDev->SetTransform( (D3DTRANSFORMSTATETYPE)(D3DTRANSFORMSTATE_TEXTURE0+n),&sphere_mat );
		break;
	case gxCanvas::CANVAS_TEX_CUBE:
		switch( state.canvas->cubeMode() & 3 ){
		case gxCanvas::CUBEMODE_NORMAL:
			setTSS( n,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_CAMERASPACENORMAL );//|tc_index );
			break;
		case gxCanvas::CUBEMODE_POSITION:
			setTSS( n,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_CAMERASPACEPOSITION );//|tc_index );
			break;
		default:
			setTSS( n,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR );//|tc_index );
			break;
		}
		if( state.canvas->cubeMode() & 4 ){
			setTSS( n,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_DISABLE );
		}else{
			setTSS( n,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_COUNT3 );//COUNT4|D3DTTFF_PROJECTED );
			dir3dDev->SetTransform( (D3DTRANSFORMSTATETYPE)(D3DTRANSFORMSTATE_TEXTURE0+n),&inv_viewmatrix );
		}
		break;
	default:
		setTSS( n,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_PASSTHRU|tc_index );
		if( state.mat_valid){
			setTSS( n,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_COUNT2 );
			dir3dDev->SetTransform( (D3DTRANSFORMSTATETYPE)(D3DTRANSFORMSTATE_TEXTURE0+n),(D3DMATRIX*)&state.matrix );
		}else{
			setTSS( n,D3DTSS_TEXTURETRANSFORMFLAGS,D3DTTFF_DISABLE );
		}
	}

	if( !tex_blend ) return;

	//blending
	switch( state.blend ){
	case BLEND_ALPHA:
		setTSS( n,D3DTSS_COLOROP,D3DTOP_BLENDTEXTUREALPHA );
		break;
	case BLEND_MULTIPLY:
		setTSS( n,D3DTSS_COLOROP,D3DTOP_MODULATE);
		break;
	case BLEND_ADD:
		setTSS( n,D3DTSS_COLOROP,D3DTOP_ADD );
		break;
	case BLEND_DOT3:
		setTSS( n,D3DTSS_COLOROP,D3DTOP_DOTPRODUCT3 );
		break;
	case BLEND_MULTIPLY2:
		setTSS( n,D3DTSS_COLOROP,D3DTOP_MODULATE2X );
		break;
	}
	setTSS( n,D3DTSS_ALPHAOP,(flags & gxCanvas::CANVAS_TEX_ALPHA) ? D3DTOP_MODULATE : D3DTOP_SELECTARG2 );
}