2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
36 ULONG CDECL
wined3d_blend_state_incref(struct wined3d_blend_state
*state
)
38 ULONG refcount
= InterlockedIncrement(&state
->refcount
);
40 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
45 static void wined3d_blend_state_destroy_object(void *object
)
47 TRACE("object %p.\n", object
);
52 ULONG CDECL
wined3d_blend_state_decref(struct wined3d_blend_state
*state
)
54 ULONG refcount
= wined3d_atomic_decrement_mutex_lock(&state
->refcount
);
55 struct wined3d_device
*device
= state
->device
;
57 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
61 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
62 wined3d_cs_destroy_object(device
->cs
, wined3d_blend_state_destroy_object
, state
);
63 wined3d_mutex_unlock();
69 void * CDECL
wined3d_blend_state_get_parent(const struct wined3d_blend_state
*state
)
71 TRACE("state %p.\n", state
);
76 static BOOL
is_dual_source(enum wined3d_blend state
)
78 return state
>= WINED3D_BLEND_SRC1COLOR
&& state
<= WINED3D_BLEND_INVSRC1ALPHA
;
81 HRESULT CDECL
wined3d_blend_state_create(struct wined3d_device
*device
,
82 const struct wined3d_blend_state_desc
*desc
, void *parent
,
83 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_blend_state
**state
)
85 struct wined3d_blend_state
*object
;
87 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
88 device
, desc
, parent
, parent_ops
, state
);
90 if (!(object
= heap_alloc_zero(sizeof(*object
))))
95 object
->parent
= parent
;
96 object
->parent_ops
= parent_ops
;
97 object
->device
= device
;
99 object
->dual_source
= desc
->rt
[0].enable
100 && (is_dual_source(desc
->rt
[0].src
)
101 || is_dual_source(desc
->rt
[0].dst
)
102 || is_dual_source(desc
->rt
[0].src_alpha
)
103 || is_dual_source(desc
->rt
[0].dst_alpha
));
105 TRACE("Created blend state %p.\n", object
);
111 ULONG CDECL
wined3d_depth_stencil_state_incref(struct wined3d_depth_stencil_state
*state
)
113 ULONG refcount
= InterlockedIncrement(&state
->refcount
);
115 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
120 static void wined3d_depth_stencil_state_destroy_object(void *object
)
122 TRACE("object %p.\n", object
);
127 ULONG CDECL
wined3d_depth_stencil_state_decref(struct wined3d_depth_stencil_state
*state
)
129 ULONG refcount
= wined3d_atomic_decrement_mutex_lock(&state
->refcount
);
130 struct wined3d_device
*device
= state
->device
;
132 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
136 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
137 wined3d_cs_destroy_object(device
->cs
, wined3d_depth_stencil_state_destroy_object
, state
);
138 wined3d_mutex_unlock();
144 void * CDECL
wined3d_depth_stencil_state_get_parent(const struct wined3d_depth_stencil_state
*state
)
146 TRACE("state %p.\n", state
);
148 return state
->parent
;
151 HRESULT CDECL
wined3d_depth_stencil_state_create(struct wined3d_device
*device
,
152 const struct wined3d_depth_stencil_state_desc
*desc
, void *parent
,
153 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_depth_stencil_state
**state
)
155 struct wined3d_depth_stencil_state
*object
;
157 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
158 device
, desc
, parent
, parent_ops
, state
);
160 if (!(object
= heap_alloc_zero(sizeof(*object
))))
161 return E_OUTOFMEMORY
;
163 object
->refcount
= 1;
164 object
->desc
= *desc
;
165 object
->parent
= parent
;
166 object
->parent_ops
= parent_ops
;
167 object
->device
= device
;
169 TRACE("Created depth/stencil state %p.\n", object
);
175 ULONG CDECL
wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state
*state
)
177 ULONG refcount
= InterlockedIncrement(&state
->refcount
);
179 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
184 static void wined3d_rasterizer_state_destroy_object(void *object
)
186 TRACE("object %p.\n", object
);
191 ULONG CDECL
wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state
*state
)
193 ULONG refcount
= wined3d_atomic_decrement_mutex_lock(&state
->refcount
);
194 struct wined3d_device
*device
= state
->device
;
196 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
200 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
201 wined3d_cs_destroy_object(device
->cs
, wined3d_rasterizer_state_destroy_object
, state
);
202 wined3d_mutex_unlock();
208 void * CDECL
wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state
*state
)
210 TRACE("rasterizer_state %p.\n", state
);
212 return state
->parent
;
215 HRESULT CDECL
wined3d_rasterizer_state_create(struct wined3d_device
*device
,
216 const struct wined3d_rasterizer_state_desc
*desc
, void *parent
,
217 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_rasterizer_state
**state
)
219 struct wined3d_rasterizer_state
*object
;
221 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
222 device
, desc
, parent
, parent_ops
, state
);
224 if (!(object
= heap_alloc_zero(sizeof(*object
))))
225 return E_OUTOFMEMORY
;
227 object
->refcount
= 1;
228 object
->desc
= *desc
;
229 object
->parent
= parent
;
230 object
->parent_ops
= parent_ops
;
231 object
->device
= device
;
233 TRACE("Created rasterizer state %p.\n", object
);
239 /* Context activation for state handler is done by the caller. */
241 static void state_undefined(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
243 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id
), state_id
);
246 void state_nop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
248 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id
));
251 static void fillmode(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
253 enum wined3d_fill_mode mode
= r
? r
->desc
.fill_mode
: WINED3D_FILL_SOLID
;
257 case WINED3D_FILL_POINT
:
258 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_POINT
);
259 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
261 case WINED3D_FILL_WIREFRAME
:
262 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_LINE
);
263 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
265 case WINED3D_FILL_SOLID
:
266 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
267 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
270 FIXME("Unrecognized fill mode %#x.\n", mode
);
274 static void state_lighting(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
276 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
278 /* Lighting is not enabled if transformed vertices are drawn, but lighting
279 * does not affect the stream sources, so it is not grouped for
280 * performance reasons. */
282 if (state
->render_states
[WINED3D_RS_LIGHTING
]
283 && !context
->stream_info
.position_transformed
)
285 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHTING
);
286 checkGLcall("glEnable GL_LIGHTING");
290 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
291 checkGLcall("glDisable GL_LIGHTING");
295 static void cullmode(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
297 enum wined3d_cull mode
= r
? r
->desc
.cull_mode
: WINED3D_CULL_BACK
;
299 /* glFrontFace() is set in context.c at context init and on an
300 * offscreen / onscreen rendering switch. */
303 case WINED3D_CULL_NONE
:
304 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
305 checkGLcall("glDisable GL_CULL_FACE");
307 case WINED3D_CULL_FRONT
:
308 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
309 checkGLcall("glEnable GL_CULL_FACE");
310 gl_info
->gl_ops
.gl
.p_glCullFace(GL_FRONT
);
311 checkGLcall("glCullFace(GL_FRONT)");
313 case WINED3D_CULL_BACK
:
314 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
315 checkGLcall("glEnable GL_CULL_FACE");
316 gl_info
->gl_ops
.gl
.p_glCullFace(GL_BACK
);
317 checkGLcall("glCullFace(GL_BACK)");
320 FIXME("Unrecognized cull mode %#x.\n", mode
);
324 void state_shademode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
326 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
328 switch (state
->render_states
[WINED3D_RS_SHADEMODE
])
330 case WINED3D_SHADE_FLAT
:
331 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_FLAT
);
332 checkGLcall("glShadeModel(GL_FLAT)");
334 case WINED3D_SHADE_GOURAUD
:
335 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
337 case WINED3D_SHADE_PHONG
:
338 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
339 checkGLcall("glShadeModel(GL_SMOOTH)");
342 FIXME("Unrecognized shade mode %#x.\n",
343 state
->render_states
[WINED3D_RS_SHADEMODE
]);
347 static void state_ditherenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
349 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
351 if (state
->render_states
[WINED3D_RS_DITHERENABLE
])
353 gl_info
->gl_ops
.gl
.p_glEnable(GL_DITHER
);
354 checkGLcall("glEnable GL_DITHER");
358 gl_info
->gl_ops
.gl
.p_glDisable(GL_DITHER
);
359 checkGLcall("glDisable GL_DITHER");
363 GLenum
wined3d_gl_compare_func(enum wined3d_cmp_func f
)
367 case WINED3D_CMP_NEVER
:
369 case WINED3D_CMP_LESS
:
371 case WINED3D_CMP_EQUAL
:
373 case WINED3D_CMP_LESSEQUAL
:
375 case WINED3D_CMP_GREATER
:
377 case WINED3D_CMP_NOTEQUAL
:
379 case WINED3D_CMP_GREATEREQUAL
:
381 case WINED3D_CMP_ALWAYS
:
385 WARN("Unrecognized compare function %#x.\n", f
);
387 FIXME("Unrecognized compare function %#x.\n", f
);
392 static void state_ambient(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
394 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
395 struct wined3d_color color
;
397 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
398 TRACE("Setting ambient to %s.\n", debug_color(&color
));
399 gl_info
->gl_ops
.gl
.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, &color
.r
);
400 checkGLcall("glLightModel for MODEL_AMBIENT");
403 static GLenum
gl_blend_op(const struct wined3d_gl_info
*gl_info
, enum wined3d_blend_op op
)
407 case WINED3D_BLEND_OP_ADD
:
409 case WINED3D_BLEND_OP_SUBTRACT
:
410 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_SUBTRACT
: GL_FUNC_ADD
;
411 case WINED3D_BLEND_OP_REVSUBTRACT
:
412 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_REVERSE_SUBTRACT
: GL_FUNC_ADD
;
413 case WINED3D_BLEND_OP_MIN
:
414 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MIN
: GL_FUNC_ADD
;
415 case WINED3D_BLEND_OP_MAX
:
416 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MAX
: GL_FUNC_ADD
;
419 WARN("Unhandled blend op %#x.\n", op
);
421 FIXME("Unhandled blend op %#x.\n", op
);
426 static void blendop(const struct wined3d_state
*state
, const struct wined3d_gl_info
*gl_info
)
428 const struct wined3d_blend_state
*b
= state
->blend_state
;
429 GLenum blend_equation_alpha
= GL_FUNC_ADD_EXT
;
430 GLenum blend_equation
= GL_FUNC_ADD_EXT
;
432 if (!gl_info
->supported
[WINED3D_GL_BLEND_EQUATION
])
434 WARN("Unsupported in local OpenGL implementation: glBlendEquation.\n");
438 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
439 if (b
->desc
.rt
[0].op_alpha
&& !gl_info
->supported
[EXT_BLEND_EQUATION_SEPARATE
])
441 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
445 blend_equation
= gl_blend_op(gl_info
, b
->desc
.rt
[0].op
);
446 blend_equation_alpha
= gl_blend_op(gl_info
, b
->desc
.rt
[0].op_alpha
);
447 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation
, blend_equation_alpha
);
449 if (b
->desc
.rt
[0].op
!= b
->desc
.rt
[0].op_alpha
)
451 GL_EXTCALL(glBlendEquationSeparate(blend_equation
, blend_equation_alpha
));
452 checkGLcall("glBlendEquationSeparate");
456 GL_EXTCALL(glBlendEquation(blend_equation
));
457 checkGLcall("glBlendEquation");
461 static GLenum
gl_blend_factor(enum wined3d_blend factor
, const struct wined3d_format
*dst_format
)
465 case WINED3D_BLEND_ZERO
:
467 case WINED3D_BLEND_ONE
:
469 case WINED3D_BLEND_SRCCOLOR
:
471 case WINED3D_BLEND_INVSRCCOLOR
:
472 return GL_ONE_MINUS_SRC_COLOR
;
473 case WINED3D_BLEND_SRCALPHA
:
475 case WINED3D_BLEND_INVSRCALPHA
:
476 return GL_ONE_MINUS_SRC_ALPHA
;
477 case WINED3D_BLEND_DESTCOLOR
:
479 case WINED3D_BLEND_INVDESTCOLOR
:
480 return GL_ONE_MINUS_DST_COLOR
;
481 /* To compensate for the lack of format switching with backbuffer
482 * offscreen rendering, and with onscreen rendering, we modify the
483 * alpha test parameters for (INV)DESTALPHA if the render target
484 * doesn't support alpha blending. A nonexistent alpha channel
485 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
486 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
487 case WINED3D_BLEND_DESTALPHA
:
488 return dst_format
->alpha_size
? GL_DST_ALPHA
: GL_ONE
;
489 case WINED3D_BLEND_INVDESTALPHA
:
490 return dst_format
->alpha_size
? GL_ONE_MINUS_DST_ALPHA
: GL_ZERO
;
491 case WINED3D_BLEND_SRCALPHASAT
:
492 return GL_SRC_ALPHA_SATURATE
;
493 case WINED3D_BLEND_BLENDFACTOR
:
494 return GL_CONSTANT_COLOR_EXT
;
495 case WINED3D_BLEND_INVBLENDFACTOR
:
496 return GL_ONE_MINUS_CONSTANT_COLOR_EXT
;
497 case WINED3D_BLEND_SRC1COLOR
:
498 return GL_SRC1_COLOR
;
499 case WINED3D_BLEND_INVSRC1COLOR
:
500 return GL_ONE_MINUS_SRC1_COLOR
;
501 case WINED3D_BLEND_SRC1ALPHA
:
502 return GL_SRC1_ALPHA
;
503 case WINED3D_BLEND_INVSRC1ALPHA
:
504 return GL_ONE_MINUS_SRC1_ALPHA
;
507 WARN("Unhandled blend factor %#x.\n", factor
);
509 FIXME("Unhandled blend factor %#x.\n", factor
);
514 static void gl_blend_from_d3d(GLenum
*src_blend
, GLenum
*dst_blend
,
515 enum wined3d_blend d3d_src_blend
, enum wined3d_blend d3d_dst_blend
,
516 const struct wined3d_format
*rt_format
)
518 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
519 * source blending values which are still valid up to d3d9. They should
520 * not occur as dest blend values. */
521 if (d3d_src_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
523 *src_blend
= GL_SRC_ALPHA
;
524 *dst_blend
= GL_ONE_MINUS_SRC_ALPHA
;
526 else if (d3d_src_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
528 *src_blend
= GL_ONE_MINUS_SRC_ALPHA
;
529 *dst_blend
= GL_SRC_ALPHA
;
533 *src_blend
= gl_blend_factor(d3d_src_blend
, rt_format
);
534 *dst_blend
= gl_blend_factor(d3d_dst_blend
, rt_format
);
538 static void state_blend_factor_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
540 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
543 static void state_blend_factor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
545 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
546 const struct wined3d_color
*factor
= &state
->blend_factor
;
548 TRACE("Setting blend factor to %s.\n", debug_color(factor
));
550 GL_EXTCALL(glBlendColor(factor
->r
, factor
->g
, factor
->b
, factor
->a
));
551 checkGLcall("glBlendColor");
554 static BOOL
is_blend_enabled(struct wined3d_context
*context
, const struct wined3d_state
*state
, UINT index
)
556 const struct wined3d_blend_state
*b
= state
->blend_state
;
558 if (!state
->fb
.render_targets
[index
])
561 if (!b
->desc
.rt
[index
].enable
)
564 /* Disable blending in all cases even without pixel shaders.
565 * With blending on we could face a big performance penalty.
566 * The d3d9 visual test confirms the behavior. */
567 if (context
->render_offscreen
568 && !(state
->fb
.render_targets
[index
]->format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
574 static void blend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
576 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
577 const struct wined3d_blend_state
*b
= state
->blend_state
;
578 const struct wined3d_format
*rt_format
;
579 GLenum src_blend
, dst_blend
;
582 if (gl_info
->supported
[ARB_MULTISAMPLE
])
584 if (b
&& b
->desc
.alpha_to_coverage
)
585 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
587 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
588 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
591 if (b
&& b
->desc
.independent
)
592 WARN("Independent blend is not supported by this GL implementation.\n");
594 mask
= b
? b
->desc
.rt
[0].writemask
: 0xf;
596 gl_info
->gl_ops
.gl
.p_glColorMask(mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
597 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
598 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
599 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
);
600 checkGLcall("glColorMask");
602 if (!b
|| !is_blend_enabled(context
, state
, 0))
604 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
605 checkGLcall("glDisable GL_BLEND");
609 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
610 checkGLcall("glEnable GL_BLEND");
612 rt_format
= state
->fb
.render_targets
[0]->format
;
614 gl_blend_from_d3d(&src_blend
, &dst_blend
, b
->desc
.rt
[0].src
, b
->desc
.rt
[0].dst
, rt_format
);
616 blendop(state
, gl_info
);
618 if (b
->desc
.rt
[0].src
!= b
->desc
.rt
[0].src_alpha
|| b
->desc
.rt
[0].dst
!= b
->desc
.rt
[0].dst_alpha
)
620 GLenum src_blend_alpha
, dst_blend_alpha
;
622 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
623 if (!gl_info
->supported
[EXT_BLEND_FUNC_SEPARATE
])
625 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
629 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
, b
->desc
.rt
[0].src_alpha
, b
->desc
.rt
[0].dst_alpha
, rt_format
);
631 GL_EXTCALL(glBlendFuncSeparate(src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
632 checkGLcall("glBlendFuncSeparate");
636 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend
, dst_blend
);
637 gl_info
->gl_ops
.gl
.p_glBlendFunc(src_blend
, dst_blend
);
638 checkGLcall("glBlendFunc");
641 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
643 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
644 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
647 static void set_color_mask(const struct wined3d_gl_info
*gl_info
, UINT index
, DWORD mask
)
649 GL_EXTCALL(glColorMaski(index
,
650 mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
651 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
652 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
653 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
));
654 checkGLcall("glColorMaski");
657 static void blend_db2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
659 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
660 GLenum src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
;
661 const struct wined3d_blend_state
*b
= state
->blend_state
;
662 const struct wined3d_format
*rt_format
;
663 BOOL dual_source
= b
&& b
->dual_source
;
666 if (b
&& b
->desc
.alpha_to_coverage
)
667 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
669 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
670 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
672 if (context
->last_was_dual_source_blend
!= dual_source
)
674 /* Dual source blending changes the location of the output varyings. */
675 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
676 context
->last_was_dual_source_blend
= dual_source
;
679 if (!b
|| !b
->desc
.independent
)
681 blend(context
, state
, state_id
);
685 rt_format
= state
->fb
.render_targets
[0]->format
;
686 gl_blend_from_d3d(&src_blend
, &dst_blend
, b
->desc
.rt
[0].src
, b
->desc
.rt
[0].dst
, rt_format
);
687 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
, b
->desc
.rt
[0].src_alpha
, b
->desc
.rt
[0].dst_alpha
, rt_format
);
689 GL_EXTCALL(glBlendFuncSeparate(src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
690 checkGLcall("glBlendFuncSeparate");
692 GL_EXTCALL(glBlendEquationSeparate(gl_blend_op(gl_info
, b
->desc
.rt
[0].op
),
693 gl_blend_op(gl_info
, b
->desc
.rt
[0].op_alpha
)));
694 checkGLcall("glBlendEquationSeparate");
696 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
698 set_color_mask(gl_info
, i
, b
->desc
.rt
[i
].writemask
);
700 if (!is_blend_enabled(context
, state
, i
))
702 GL_EXTCALL(glDisablei(GL_BLEND
, i
));
703 checkGLcall("glDisablei GL_BLEND");
707 GL_EXTCALL(glEnablei(GL_BLEND
, i
));
708 checkGLcall("glEnablei GL_BLEND");
710 if (b
->desc
.rt
[i
].src
!= b
->desc
.rt
[0].src
711 || b
->desc
.rt
[i
].dst
!= b
->desc
.rt
[0].dst
712 || b
->desc
.rt
[i
].op
!= b
->desc
.rt
[0].op
713 || b
->desc
.rt
[i
].src_alpha
!= b
->desc
.rt
[0].src_alpha
714 || b
->desc
.rt
[i
].dst_alpha
!= b
->desc
.rt
[0].dst_alpha
715 || b
->desc
.rt
[i
].op_alpha
!= b
->desc
.rt
[0].op_alpha
)
716 WARN("Independent blend equations and blend functions are not supported by this GL implementation.\n");
719 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
721 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
722 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
725 static void blend_dbb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
727 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
728 const struct wined3d_blend_state
*b
= state
->blend_state
;
729 BOOL dual_source
= b
&& b
->dual_source
;
732 if (b
&& b
->desc
.alpha_to_coverage
)
733 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
735 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
736 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
738 if (context
->last_was_dual_source_blend
!= dual_source
)
740 /* Dual source blending changes the location of the output varyings. */
741 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
742 context
->last_was_dual_source_blend
= dual_source
;
745 if (!b
|| !b
->desc
.independent
)
747 blend(context
, state
, state_id
);
751 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
753 GLenum src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
;
754 const struct wined3d_format
*rt_format
;
756 set_color_mask(gl_info
, i
, b
->desc
.rt
[i
].writemask
);
758 if (!is_blend_enabled(context
, state
, i
))
760 GL_EXTCALL(glDisablei(GL_BLEND
, i
));
761 checkGLcall("glDisablei GL_BLEND");
765 GL_EXTCALL(glEnablei(GL_BLEND
, i
));
766 checkGLcall("glEnablei GL_BLEND");
768 rt_format
= state
->fb
.render_targets
[i
]->format
;
769 gl_blend_from_d3d(&src_blend
, &dst_blend
, b
->desc
.rt
[i
].src
, b
->desc
.rt
[i
].dst
, rt_format
);
770 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
,
771 b
->desc
.rt
[i
].src_alpha
, b
->desc
.rt
[i
].dst_alpha
, rt_format
);
773 GL_EXTCALL(glBlendFuncSeparatei(i
, src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
774 checkGLcall("glBlendFuncSeparatei");
776 GL_EXTCALL(glBlendEquationSeparatei(i
, gl_blend_op(gl_info
, b
->desc
.rt
[i
].op
),
777 gl_blend_op(gl_info
, b
->desc
.rt
[i
].op_alpha
)));
778 checkGLcall("glBlendEquationSeparatei");
781 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
783 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
784 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
787 void state_alpha_test(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
789 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
792 BOOL enable_ckey
= FALSE
;
794 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
796 /* Find out if the texture on the first stage has a ckey set. The alpha
797 * state func reads the texture settings, even though alpha and texture
798 * are not grouped together. This is to avoid making a huge alpha +
799 * texture + texture stage + ckey block due to the hardly used
800 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
801 * function will call alpha in case it finds some texture + colorkeyenable
802 * combination which needs extra care. */
803 if (state
->textures
[0] && (state
->textures
[0]->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
806 if (enable_ckey
|| context
->last_was_ckey
)
807 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
808 context
->last_was_ckey
= enable_ckey
;
810 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
811 || (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
))
813 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
814 checkGLcall("glEnable GL_ALPHA_TEST");
818 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
819 checkGLcall("glDisable GL_ALPHA_TEST");
820 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
826 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
828 glParm
= GL_NOTEQUAL
;
833 ref
= wined3d_alpha_ref(state
);
834 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
838 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
839 checkGLcall("glAlphaFunc");
843 void state_clipping(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
845 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
846 uint32_t enable_mask
;
848 if (use_vs(state
) && !context
->d3d_info
->vs_clipping
)
852 /* The OpenGL spec says that clipping planes are disabled when using
853 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
854 * driver keeps clipping planes activated with shaders in some
855 * conditions I got sick of tracking down. The shader state handler
856 * disables all clip planes because of that - don't do anything here
857 * and keep them disabled. */
858 if (state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] && !warned
++)
859 FIXME("Clipping not supported with vertex shaders.\n");
863 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
864 * The enabled / disabled planes are hardcoded into the shader. Update the
865 * shader to update the enabled clipplanes. In case of fixed function, we
866 * need to update the clipping field from ffp_vertex_settings. */
867 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
869 /* If enabling / disabling all
870 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
872 enable_mask
= state
->render_states
[WINED3D_RS_CLIPPING
] ?
873 state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] : 0;
874 wined3d_context_gl_enable_clip_distances(context_gl
, enable_mask
);
877 static void state_specularenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
879 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
881 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
882 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
883 * specular color. This is wrong:
884 * Separate specular color means the specular colour is maintained separately, whereas
885 * single color means it is merged in. However in both cases they are being used to
887 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
888 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
892 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
893 * Instead, we need to setup the FinalCombiner properly.
895 * The default setup for the FinalCombiner is:
897 * <variable> <input> <mapping> <usage>
898 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
899 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
900 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
901 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
902 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
903 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
904 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
906 * That's pretty much fine as it is, except for variable B, which needs to take
907 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
908 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
911 TRACE("Setting specular enable state and materials\n");
912 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
914 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
915 checkGLcall("glMaterialfv");
917 if (state
->material
.power
> gl_info
->limits
.shininess
)
919 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
920 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
921 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
922 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
923 * them, it should be safe to do so without major visual distortions.
925 WARN("Material power = %.8e, limit %.8e\n", state
->material
.power
, gl_info
->limits
.shininess
);
926 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, gl_info
->limits
.shininess
);
930 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, state
->material
.power
);
932 checkGLcall("glMaterialf(GL_SHININESS)");
934 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
935 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_SUM_EXT
);
937 TRACE("Specular colors cannot be enabled in this version of opengl\n");
938 checkGLcall("glEnable(GL_COLOR_SUM)");
940 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
942 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_PLUS_SECONDARY_COLOR_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
943 checkGLcall("glFinalCombinerInputNV()");
946 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
948 /* for the case of enabled lighting: */
949 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
950 checkGLcall("glMaterialfv");
952 /* for the case of disabled lighting: */
953 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
954 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
956 TRACE("Specular colors cannot be disabled in this version of opengl\n");
957 checkGLcall("glDisable(GL_COLOR_SUM)");
959 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
961 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
962 checkGLcall("glFinalCombinerInputNV()");
966 TRACE("diffuse %s\n", debug_color(&state
->material
.diffuse
));
967 TRACE("ambient %s\n", debug_color(&state
->material
.ambient
));
968 TRACE("specular %s\n", debug_color(&state
->material
.specular
));
969 TRACE("emissive %s\n", debug_color(&state
->material
.emissive
));
971 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
972 checkGLcall("glMaterialfv(GL_AMBIENT)");
973 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
974 checkGLcall("glMaterialfv(GL_DIFFUSE)");
975 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
976 checkGLcall("glMaterialfv(GL_EMISSION)");
979 static void state_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
981 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
982 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
983 struct wined3d_color color
;
986 /* Note the texture color applies to all textures whereas
987 * GL_TEXTURE_ENV_COLOR applies to active only. */
988 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
990 /* And now the default texture color as well */
991 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
993 /* Note the WINED3D_RS value applies to all textures, but GL has one
994 * per texture, so apply it now ready to be used! */
995 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
997 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_COLOR
, &color
.r
);
998 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
1002 static void renderstate_stencil_twosided(struct wined3d_context
*context
, GLint face
,
1003 GLint func
, GLint ref
, GLuint mask
, GLint stencilFail
, GLint depthFail
, GLint stencilPass
)
1005 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1007 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
1008 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1009 GL_EXTCALL(glActiveStencilFaceEXT(face
));
1010 checkGLcall("glActiveStencilFaceEXT(...)");
1011 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
1012 checkGLcall("glStencilFunc(...)");
1013 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
1014 checkGLcall("glStencilOp(...)");
1017 static GLenum
gl_stencil_op(enum wined3d_stencil_op op
)
1021 case WINED3D_STENCIL_OP_KEEP
:
1023 case WINED3D_STENCIL_OP_ZERO
:
1025 case WINED3D_STENCIL_OP_REPLACE
:
1027 case WINED3D_STENCIL_OP_INCR_SAT
:
1029 case WINED3D_STENCIL_OP_DECR_SAT
:
1031 case WINED3D_STENCIL_OP_INVERT
:
1033 case WINED3D_STENCIL_OP_INCR
:
1034 return GL_INCR_WRAP
;
1035 case WINED3D_STENCIL_OP_DECR
:
1036 return GL_DECR_WRAP
;
1039 WARN("Unrecognized stencil op %#x.\n", op
);
1041 FIXME("Unrecognized stencil op %#x.\n", op
);
1046 static void state_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
)
1048 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1049 const struct wined3d_depth_stencil_state
*d
= state
->depth_stencil_state
;
1055 GLint stencilFail_back
;
1057 GLint stencilPass_back
;
1059 GLint depthFail_back
;
1061 /* No stencil test without a stencil buffer. */
1062 if (!state
->fb
.depth_stencil
|| !d
|| !d
->desc
.stencil
)
1064 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
1065 checkGLcall("glDisable GL_STENCIL_TEST");
1069 if (!(func
= wined3d_gl_compare_func(d
->desc
.front
.func
)))
1071 if (!(func_back
= wined3d_gl_compare_func(d
->desc
.back
.func
)))
1072 func_back
= GL_ALWAYS
;
1073 mask
= d
->desc
.stencil_read_mask
;
1074 ref
= state
->stencil_ref
& wined3d_mask_from_size(state
->fb
.depth_stencil
->format
->stencil_size
);
1075 stencilFail
= gl_stencil_op(d
->desc
.front
.fail_op
);
1076 depthFail
= gl_stencil_op(d
->desc
.front
.depth_fail_op
);
1077 stencilPass
= gl_stencil_op(d
->desc
.front
.pass_op
);
1078 stencilFail_back
= gl_stencil_op(d
->desc
.back
.fail_op
);
1079 depthFail_back
= gl_stencil_op(d
->desc
.back
.depth_fail_op
);
1080 stencilPass_back
= gl_stencil_op(d
->desc
.back
.pass_op
);
1082 TRACE("(ref %x, mask %x, "
1083 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
1084 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
1086 func
, stencilFail
, depthFail
, stencilPass
,
1087 func_back
, stencilFail_back
, depthFail_back
, stencilPass_back
);
1089 if (memcmp(&d
->desc
.front
, &d
->desc
.back
, sizeof(d
->desc
.front
)))
1091 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
1092 checkGLcall("glEnable GL_STENCIL_TEST");
1094 if (gl_info
->supported
[WINED3D_GL_VERSION_2_0
])
1096 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT
, func
, ref
, mask
));
1097 GL_EXTCALL(glStencilOpSeparate(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
1098 GL_EXTCALL(glStencilFuncSeparate(GL_BACK
, func_back
, ref
, mask
));
1099 GL_EXTCALL(glStencilOpSeparate(GL_BACK
, stencilFail_back
, depthFail_back
, stencilPass_back
));
1100 checkGLcall("setting two sided stencil state");
1102 else if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
1104 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
1105 * which has an effect on the code below too. If we apply the front face
1106 * afterwards, we are sure that the active stencil face is set to front,
1107 * and other stencil functions which do not use two sided stencil do not have
1110 renderstate_stencil_twosided(context
, GL_BACK
,
1111 func_back
, ref
, mask
, stencilFail_back
, depthFail_back
, stencilPass_back
);
1112 renderstate_stencil_twosided(context
, GL_FRONT
,
1113 func
, ref
, mask
, stencilFail
, depthFail
, stencilPass
);
1115 else if (gl_info
->supported
[ATI_SEPARATE_STENCIL
])
1117 GL_EXTCALL(glStencilFuncSeparateATI(func
, func_back
, ref
, mask
));
1118 checkGLcall("glStencilFuncSeparateATI(...)");
1119 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
1120 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
1121 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK
, stencilFail_back
, depthFail_back
, stencilPass_back
));
1122 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
1126 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
1131 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
1133 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
1134 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1137 /* This code disables the ATI extension as well, since the standard stencil functions are equal
1138 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
1140 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
1141 checkGLcall("glEnable GL_STENCIL_TEST");
1142 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
1143 checkGLcall("glStencilFunc(...)");
1144 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
1145 checkGLcall("glStencilOp(...)");
1149 static void depth(struct wined3d_context
*context
, const struct wined3d_state
*state
)
1151 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1152 const struct wined3d_depth_stencil_state
*d
= state
->depth_stencil_state
;
1153 BOOL enable_depth
= d
? d
->desc
.depth
: TRUE
;
1154 GLenum depth_func
= GL_LESS
;
1156 if (!state
->fb
.depth_stencil
)
1158 TRACE("No depth/stencil buffer is attached; disabling depth test.\n");
1159 enable_depth
= FALSE
;
1164 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
1165 checkGLcall("glEnable GL_DEPTH_TEST");
1169 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
1170 checkGLcall("glDisable GL_DEPTH_TEST");
1173 if (!d
|| d
->desc
.depth_write
)
1175 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
1176 checkGLcall("glDepthMask(GL_TRUE)");
1180 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_FALSE
);
1181 checkGLcall("glDepthMask(GL_FALSE)");
1185 depth_func
= wined3d_gl_compare_func(d
->desc
.depth_func
);
1188 gl_info
->gl_ops
.gl
.p_glDepthFunc(depth_func
);
1189 checkGLcall("glDepthFunc");
1192 if (context
->last_was_rhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
1193 context_apply_state(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
1196 static void depth_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1198 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1199 const struct wined3d_depth_stencil_state
*d
= state
->depth_stencil_state
;
1200 GLuint stencil_write_mask
= 0;
1202 depth(context
, state
);
1203 state_stencil(context
, state
);
1205 if (state
->fb
.depth_stencil
)
1206 stencil_write_mask
= d
? d
->desc
.stencil_write_mask
: ~0u;
1208 gl_info
->gl_ops
.gl
.p_glStencilMask(stencil_write_mask
);
1209 checkGLcall("glStencilMask");
1212 static void depth_stencil_2s(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1214 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1215 const struct wined3d_depth_stencil_state
*d
= state
->depth_stencil_state
;
1216 GLuint stencil_write_mask
= 0;
1218 depth(context
, state
);
1219 state_stencil(context
, state
);
1221 if (state
->fb
.depth_stencil
)
1222 stencil_write_mask
= d
? d
->desc
.stencil_write_mask
: ~0u;
1224 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK
));
1225 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1226 gl_info
->gl_ops
.gl
.p_glStencilMask(stencil_write_mask
);
1227 checkGLcall("glStencilMask");
1228 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT
));
1229 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1230 gl_info
->gl_ops
.gl
.p_glStencilMask(stencil_write_mask
);
1233 static void state_fog_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1235 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1237 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1239 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1242 /* Table fog on: Never use fog coords, and use per-fragment fog */
1243 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
1245 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_NICEST
);
1246 if (context
->fog_coord
)
1248 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
1249 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1250 context
->fog_coord
= FALSE
;
1253 /* Range fog is only used with per-vertex fog in d3d */
1254 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1256 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1257 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1262 /* Otherwise use per-vertex fog in any case */
1263 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_FASTEST
);
1265 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
1267 /* No fog at all, or transformed vertices: Use fog coord */
1268 if (!context
->fog_coord
)
1270 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FOG_COORDINATE_EXT
);
1271 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1272 context
->fog_coord
= TRUE
;
1277 /* Otherwise, use the fragment depth */
1278 if (context
->fog_coord
)
1280 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
1281 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1282 context
->fog_coord
= FALSE
;
1285 if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
1287 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1289 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_RADIAL_NV
);
1290 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1294 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1297 else if (gl_info
->supported
[NV_FOG_DISTANCE
])
1299 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1300 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1305 void state_fogstartend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1307 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1308 float fogstart
, fogend
;
1310 get_fog_start_end(context
, state
, &fogstart
, &fogend
);
1312 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_START
, fogstart
);
1313 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1314 TRACE("Fog Start == %f\n", fogstart
);
1316 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_END
, fogend
);
1317 checkGLcall("glFogf(GL_FOG_END, fogend)");
1318 TRACE("Fog End == %f\n", fogend
);
1321 void state_fog_fragpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1323 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1324 enum fogsource new_source
;
1325 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
1326 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
1328 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1330 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1332 /* No fog? Disable it, and we're done :-) */
1333 gl_info
->p_glDisableWINE(GL_FOG
);
1334 checkGLcall("glDisable GL_FOG");
1340 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1341 * It can use the Z value of the vertex, or the alpha component of the specular color.
1342 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1343 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1344 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1346 * FOGTABLEMODE != NONE:
1347 * The Z value is used, with the equation specified, no matter what vertex type.
1349 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1350 * Per vertex fog is calculated using the specified fog equation and the parameters
1352 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1353 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1354 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1357 * Rules for vertex fog with shaders:
1359 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1360 * the fog computation to happen during transformation while openGL expects it to happen
1361 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1362 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1363 * To solve this problem, WineD3D does:
1364 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1366 * and 2) disables the fog computation (in either the fixed function or programmable
1367 * rasterizer) if using a vertex program.
1369 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1370 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1371 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1372 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1373 * There are some GL differences between specular fog coords and vertex shaders though.
1375 * With table fog the vertex shader fog coordinate is ignored.
1377 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1381 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1382 * the system will apply only pixel(=table) fog effects."
1384 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
1388 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1389 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1390 new_source
= FOGSOURCE_VS
;
1394 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
1396 /* If processed vertices are used, fall through to the NONE case */
1397 case WINED3D_FOG_EXP
:
1398 if (!context
->last_was_rhw
)
1400 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1401 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1402 new_source
= FOGSOURCE_FFP
;
1407 case WINED3D_FOG_EXP2
:
1408 if (!context
->last_was_rhw
)
1410 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1411 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1412 new_source
= FOGSOURCE_FFP
;
1417 case WINED3D_FOG_LINEAR
:
1418 if (!context
->last_was_rhw
)
1420 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1421 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1422 new_source
= FOGSOURCE_FFP
;
1427 case WINED3D_FOG_NONE
:
1428 /* Both are none? According to msdn the alpha channel of
1429 * the specular colour contains a fog factor. Set it in
1430 * draw_primitive_immediate_mode(). Same happens with
1431 * vertex fog on transformed vertices. */
1432 new_source
= FOGSOURCE_COORD
;
1433 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1434 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1438 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1439 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1440 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
1444 new_source
= FOGSOURCE_FFP
;
1446 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
1448 case WINED3D_FOG_EXP
:
1449 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1450 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1453 case WINED3D_FOG_EXP2
:
1454 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1455 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1458 case WINED3D_FOG_LINEAR
:
1459 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1460 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1463 case WINED3D_FOG_NONE
: /* Won't happen */
1465 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1466 state
->render_states
[WINED3D_RS_FOGTABLEMODE
]);
1470 gl_info
->p_glEnableWINE(GL_FOG
);
1471 checkGLcall("glEnable GL_FOG");
1472 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
1474 context
->fog_source
= new_source
;
1475 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
1479 void state_fogcolor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1481 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1482 struct wined3d_color color
;
1484 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1485 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_COLOR
, &color
.r
);
1486 checkGLcall("glFog GL_FOG_COLOR");
1489 void state_fogdensity(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1491 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1497 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1498 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_DENSITY
, &tmpvalue
.f
);
1499 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1502 static void state_colormat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1504 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1505 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1508 context_gl
->untracked_material_count
= 0;
1509 if ((context_gl
->c
.stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
))
1510 && state
->render_states
[WINED3D_RS_COLORVERTEX
])
1512 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1513 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
],
1514 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
],
1515 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
],
1516 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
]);
1518 if (state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1520 if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1521 Parm
= GL_AMBIENT_AND_DIFFUSE
;
1524 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1525 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_EMISSION
;
1526 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1527 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1529 else if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1532 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1533 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_EMISSION
;
1534 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1535 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1537 else if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1540 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1541 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1543 else if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1549 /* Nothing changed, return. */
1550 if (Parm
== context_gl
->tracking_parm
)
1555 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1556 checkGLcall("glDisable GL_COLOR_MATERIAL");
1560 gl_info
->gl_ops
.gl
.p_glColorMaterial(GL_FRONT_AND_BACK
, Parm
);
1561 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1562 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_MATERIAL
);
1563 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1566 /* Apparently calls to glMaterialfv are ignored for properties we're
1567 * tracking with glColorMaterial, so apply those here. */
1568 switch (context_gl
->tracking_parm
)
1570 case GL_AMBIENT_AND_DIFFUSE
:
1571 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1572 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1573 checkGLcall("glMaterialfv");
1577 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1578 checkGLcall("glMaterialfv");
1582 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1583 checkGLcall("glMaterialfv");
1587 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1588 checkGLcall("glMaterialfv");
1592 /* Only change material color if specular is enabled, otherwise it is set to black */
1593 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1595 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
1596 checkGLcall("glMaterialfv");
1600 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1601 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
1602 checkGLcall("glMaterialfv");
1607 context_gl
->tracking_parm
= Parm
;
1610 static void state_linepattern(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1612 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1616 struct wined3d_line_pattern lp
;
1618 tmppattern
.d
= state
->render_states
[WINED3D_RS_LINEPATTERN
];
1620 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1622 if (tmppattern
.lp
.repeat_factor
)
1624 gl_info
->gl_ops
.gl
.p_glLineStipple(tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1625 checkGLcall("glLineStipple(repeat, linepattern)");
1626 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_STIPPLE
);
1627 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1631 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_STIPPLE
);
1632 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1636 static void state_linepattern_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1638 static unsigned int once
;
1641 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1644 static void state_normalize(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1646 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1648 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1649 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1650 * by zero and is not properly defined in opengl, so avoid it
1652 if (state
->render_states
[WINED3D_RS_NORMALIZENORMALS
]
1653 && (context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
)))
1655 gl_info
->gl_ops
.gl
.p_glEnable(GL_NORMALIZE
);
1656 checkGLcall("glEnable(GL_NORMALIZE);");
1660 gl_info
->gl_ops
.gl
.p_glDisable(GL_NORMALIZE
);
1661 checkGLcall("glDisable(GL_NORMALIZE);");
1665 static void state_psizemin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1669 get_pointsize_minmax(context
, state
, &min
, &max
);
1672 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min
);
1674 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max
);
1677 static void state_psizemin_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1679 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1682 get_pointsize_minmax(context
, state
, &min
, &max
);
1684 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MIN_EXT
, min
);
1685 checkGLcall("glPointParameterfEXT(...)");
1686 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MAX_EXT
, max
);
1687 checkGLcall("glPointParameterfEXT(...)");
1690 static void state_psizemin_arb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1692 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1695 get_pointsize_minmax(context
, state
, &min
, &max
);
1697 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MIN_ARB
, min
);
1698 checkGLcall("glPointParameterfARB(...)");
1699 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MAX_ARB
, max
);
1700 checkGLcall("glPointParameterfARB(...)");
1703 static void state_pscale(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1705 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1709 get_pointsize(context
, state
, &pointsize
, att
);
1711 if (gl_info
->supported
[ARB_POINT_PARAMETERS
])
1713 GL_EXTCALL(glPointParameterfvARB
)(GL_POINT_DISTANCE_ATTENUATION_ARB
, att
);
1714 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1716 else if (gl_info
->supported
[EXT_POINT_PARAMETERS
])
1718 GL_EXTCALL(glPointParameterfvEXT
)(GL_DISTANCE_ATTENUATION_EXT
, att
);
1719 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1721 else if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1723 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1726 gl_info
->gl_ops
.gl
.p_glPointSize(max(pointsize
, FLT_MIN
));
1727 checkGLcall("glPointSize(...);");
1730 static void state_debug_monitor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1732 WARN("token: %#x.\n", state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
]);
1735 static void state_localviewer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1737 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1739 if (state
->render_states
[WINED3D_RS_LOCALVIEWER
])
1741 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 1);
1742 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1746 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 0);
1747 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1751 static void state_lastpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1753 if (state
->render_states
[WINED3D_RS_LASTPIXEL
])
1755 TRACE("Last Pixel Drawing Enabled\n");
1761 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1764 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1769 void state_pointsprite_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1773 /* TODO: NV_POINT_SPRITE */
1774 if (!warned
&& state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1776 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1777 FIXME("Point sprites not supported\n");
1782 void state_pointsprite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1784 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1786 if (state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1788 gl_info
->gl_ops
.gl
.p_glEnable(GL_POINT_SPRITE_ARB
);
1789 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1793 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1794 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1798 static void state_wrap(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1800 static unsigned int once
;
1802 if ((state
->render_states
[WINED3D_RS_WRAP0
]
1803 || state
->render_states
[WINED3D_RS_WRAP1
]
1804 || state
->render_states
[WINED3D_RS_WRAP2
]
1805 || state
->render_states
[WINED3D_RS_WRAP3
]
1806 || state
->render_states
[WINED3D_RS_WRAP4
]
1807 || state
->render_states
[WINED3D_RS_WRAP5
]
1808 || state
->render_states
[WINED3D_RS_WRAP6
]
1809 || state
->render_states
[WINED3D_RS_WRAP7
]
1810 || state
->render_states
[WINED3D_RS_WRAP8
]
1811 || state
->render_states
[WINED3D_RS_WRAP9
]
1812 || state
->render_states
[WINED3D_RS_WRAP10
]
1813 || state
->render_states
[WINED3D_RS_WRAP11
]
1814 || state
->render_states
[WINED3D_RS_WRAP12
]
1815 || state
->render_states
[WINED3D_RS_WRAP13
]
1816 || state
->render_states
[WINED3D_RS_WRAP14
]
1817 || state
->render_states
[WINED3D_RS_WRAP15
])
1819 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1822 static void state_msaa_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1824 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1825 WARN("Multisample antialiasing not supported by GL.\n");
1828 static void state_msaa(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1830 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1832 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1834 gl_info
->gl_ops
.gl
.p_glEnable(GL_MULTISAMPLE_ARB
);
1835 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1839 gl_info
->gl_ops
.gl
.p_glDisable(GL_MULTISAMPLE_ARB
);
1840 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1844 static void line_antialias(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
1846 if (r
&& r
->desc
.line_antialias
)
1848 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_SMOOTH
);
1849 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1853 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_SMOOTH
);
1854 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1858 static void scissor(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
1860 if (r
&& r
->desc
.scissor
)
1862 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
1863 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1867 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1868 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1872 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1873 * OpenGL the bias is specified in units of "the smallest value that is
1874 * guaranteed to produce a resolvable offset for a given implementation". To
1875 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1876 * We try to detect the value from GL with test draws. On most drivers (r300g,
1877 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1878 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1879 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1880 * not depend on the depth buffer precision on any driver.
1882 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1883 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1885 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1886 * doesn't need to be scaled to account for GL vs D3D differences. */
1887 static void depthbias(struct wined3d_context
*context
, const struct wined3d_state
*state
)
1889 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1890 const struct wined3d_rasterizer_state
*r
= state
->rasterizer_state
;
1891 float scale_bias
= r
? r
->desc
.scale_bias
: 0.0f
;
1898 const_bias
.f
= r
? r
->desc
.depth_bias
: 0.0f
;
1900 if (scale_bias
|| const_bias
.f
)
1902 const struct wined3d_rendertarget_view
*depth
= state
->fb
.depth_stencil
;
1903 float factor
, units
, scale
, clamp
;
1905 clamp
= r
? r
->desc
.depth_bias_clamp
: 0.0f
;
1907 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_DEPTH_BIAS
)
1909 factor
= units
= -(float)const_bias
.d
;
1915 scale
= depth
->format
->depth_bias_scale
;
1917 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1918 debug_d3dformat(depth
->format
->id
), scale
);
1922 /* The context manager will reapply this state on a depth stencil change */
1923 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1927 factor
= scale_bias
;
1928 units
= const_bias
.f
* scale
;
1931 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
1932 if (gl_info
->supported
[ARB_POLYGON_OFFSET_CLAMP
])
1934 gl_info
->gl_ops
.ext
.p_glPolygonOffsetClamp(factor
, units
, clamp
);
1939 WARN("Ignoring depth bias clamp %.8e.\n", clamp
);
1940 gl_info
->gl_ops
.gl
.p_glPolygonOffset(factor
, units
);
1945 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
1948 checkGLcall("depth bias");
1951 static void state_zvisible(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1953 if (state
->render_states
[WINED3D_RS_ZVISIBLE
])
1954 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1957 static void state_stippledalpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1959 if (state
->render_states
[WINED3D_RS_STIPPLEDALPHA
])
1960 FIXME("Stippled Alpha not supported yet.\n");
1963 static void state_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1965 if (state
->render_states
[WINED3D_RS_ANTIALIAS
])
1966 FIXME("Antialias not supported yet.\n");
1969 static void state_sample_mask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1971 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1972 unsigned int sample_mask
= state
->sample_mask
;
1974 TRACE("Setting sample mask to %#x.\n", sample_mask
);
1975 if (sample_mask
!= 0xffffffff)
1977 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_MASK
);
1978 checkGLcall("glEnable GL_SAMPLE_MASK");
1979 GL_EXTCALL(glSampleMaski(0, sample_mask
));
1980 checkGLcall("glSampleMaski");
1984 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_MASK
);
1985 checkGLcall("glDisable GL_SAMPLE_MASK");
1989 static void state_sample_mask_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1991 WARN("Unsupported in local OpenGL implementation: glSampleMaski.\n");
1994 static void state_patchedgestyle(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1996 if (state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] != WINED3D_PATCH_EDGE_DISCRETE
)
1997 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1998 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
]);
2001 static void state_patchsegments(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2009 if (state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] != tmpvalue
.d
)
2011 static BOOL displayed
= FALSE
;
2013 tmpvalue
.d
= state
->render_states
[WINED3D_RS_PATCHSEGMENTS
];
2015 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
2021 static void state_positiondegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2023 if (state
->render_states
[WINED3D_RS_POSITIONDEGREE
] != WINED3D_DEGREE_CUBIC
)
2024 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
2025 state
->render_states
[WINED3D_RS_POSITIONDEGREE
]);
2028 static void state_normaldegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2030 if (state
->render_states
[WINED3D_RS_NORMALDEGREE
] != WINED3D_DEGREE_LINEAR
)
2031 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
2032 state
->render_states
[WINED3D_RS_NORMALDEGREE
]);
2035 static void state_tessellation(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2037 if (state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
])
2038 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
2039 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
]);
2042 static void state_nvdb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2044 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
2051 if (state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] == WINED3DFMT_NVDB
)
2053 zmin
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
];
2054 zmax
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
];
2056 /* If zmin is larger than zmax INVALID_VALUE error is generated.
2057 * In d3d9 test is not performed in this case*/
2058 if (zmin
.f
<= zmax
.f
)
2060 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT
);
2061 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
2062 GL_EXTCALL(glDepthBoundsEXT(zmin
.f
, zmax
.f
));
2063 checkGLcall("glDepthBoundsEXT(...)");
2067 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
2068 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
2073 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
2074 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
2077 state_tessellation(context
, state
, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
));
2080 static void state_wrapu(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2082 if (state
->render_states
[WINED3D_RS_WRAPU
])
2083 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
2086 static void state_wrapv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2088 if (state
->render_states
[WINED3D_RS_WRAPV
])
2089 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
2092 static void state_monoenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2094 if (state
->render_states
[WINED3D_RS_MONOENABLE
])
2095 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
2098 static void state_rop2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2100 if (state
->render_states
[WINED3D_RS_ROP2
])
2101 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
2104 static void state_planemask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2106 if (state
->render_states
[WINED3D_RS_PLANEMASK
])
2107 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
2110 static void state_subpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2112 if (state
->render_states
[WINED3D_RS_SUBPIXEL
])
2113 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
2116 static void state_subpixelx(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2118 if (state
->render_states
[WINED3D_RS_SUBPIXELX
])
2119 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
2122 static void state_stippleenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2124 if (state
->render_states
[WINED3D_RS_STIPPLEENABLE
])
2125 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
2128 static void state_mipmaplodbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2130 if (state
->render_states
[WINED3D_RS_MIPMAPLODBIAS
])
2131 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
2134 static void state_anisotropy(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2136 if (state
->render_states
[WINED3D_RS_ANISOTROPY
])
2137 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2140 static void state_flushbatch(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2142 if (state
->render_states
[WINED3D_RS_FLUSHBATCH
])
2143 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2146 static void state_translucentsi(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2148 if (state
->render_states
[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
])
2149 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2152 static void state_extents(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2154 if (state
->render_states
[WINED3D_RS_EXTENTS
])
2155 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2158 static void state_ckeyblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2160 if (state
->render_states
[WINED3D_RS_COLORKEYBLENDENABLE
])
2161 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2164 static void state_swvp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2167 if (state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
])
2170 FIXME("Software vertex processing not implemented.\n");
2174 static void get_src_and_opr(DWORD arg
, BOOL is_alpha
, GLenum
* source
, GLenum
* operand
) {
2175 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2176 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2177 * flag specifies the complement of the input should be used. */
2178 BOOL from_alpha
= is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
;
2179 BOOL complement
= arg
& WINED3DTA_COMPLEMENT
;
2181 /* Calculate the operand */
2183 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
2184 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
2186 if (from_alpha
) *operand
= GL_SRC_ALPHA
;
2187 else *operand
= GL_SRC_COLOR
;
2190 /* Calculate the source */
2191 switch (arg
& WINED3DTA_SELECTMASK
) {
2192 case WINED3DTA_CURRENT
: *source
= GL_PREVIOUS_EXT
; break;
2193 case WINED3DTA_DIFFUSE
: *source
= GL_PRIMARY_COLOR_EXT
; break;
2194 case WINED3DTA_TEXTURE
: *source
= GL_TEXTURE
; break;
2195 case WINED3DTA_TFACTOR
: *source
= GL_CONSTANT_EXT
; break;
2196 case WINED3DTA_SPECULAR
:
2198 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2199 * 'Secondary color' and isn't supported until base GL supports it
2200 * There is no concept of temp registers as far as I can tell
2202 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2203 *source
= GL_TEXTURE
;
2206 FIXME("Unrecognized texture arg %#x\n", arg
);
2207 *source
= GL_TEXTURE
;
2212 /* Setup the texture operations texture stage states */
2213 static void set_tex_op(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
2214 BOOL isAlpha
, int Stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
2216 GLenum src1
, src2
, src3
;
2217 GLenum opr1
, opr2
, opr3
;
2219 GLenum src0_target
, src1_target
, src2_target
;
2220 GLenum opr0_target
, opr1_target
, opr2_target
;
2222 GLenum opr
=0, invopr
, src3_target
, opr3_target
;
2223 BOOL Handled
= FALSE
;
2225 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha
, Stage
, debug_d3dtop(op
), arg1
, arg2
, arg3
);
2227 /* Operations usually involve two args, src0 and src1 and are operations
2228 * of the form (a1 <operation> a2). However, some of the more complex
2229 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2230 * Microsoft added in a third parameter called a0. Therefore these are
2231 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2232 * parameter goes to the front.
2234 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2235 * actual functions below, expect their syntax to differ slightly to those
2236 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2237 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2241 comb_target
= GL_COMBINE_ALPHA
;
2242 src0_target
= GL_SOURCE0_ALPHA
;
2243 src1_target
= GL_SOURCE1_ALPHA
;
2244 src2_target
= GL_SOURCE2_ALPHA
;
2245 opr0_target
= GL_OPERAND0_ALPHA
;
2246 opr1_target
= GL_OPERAND1_ALPHA
;
2247 opr2_target
= GL_OPERAND2_ALPHA
;
2248 scal_target
= GL_ALPHA_SCALE
;
2252 comb_target
= GL_COMBINE_RGB
;
2253 src0_target
= GL_SOURCE0_RGB
;
2254 src1_target
= GL_SOURCE1_RGB
;
2255 src2_target
= GL_SOURCE2_RGB
;
2256 opr0_target
= GL_OPERAND0_RGB
;
2257 opr1_target
= GL_OPERAND1_RGB
;
2258 opr2_target
= GL_OPERAND2_RGB
;
2259 scal_target
= GL_RGB_SCALE
;
2262 /* If a texture stage references an invalid texture unit the stage just
2263 * passes through the result from the previous stage */
2264 if (is_invalid_op(state
, Stage
, op
, arg1
, arg2
, arg3
))
2266 arg1
= WINED3DTA_CURRENT
;
2267 op
= WINED3D_TOP_SELECT_ARG1
;
2270 if (isAlpha
&& !state
->textures
[Stage
] && arg1
== WINED3DTA_TEXTURE
)
2272 get_src_and_opr(WINED3DTA_DIFFUSE
, isAlpha
, &src1
, &opr1
);
2274 get_src_and_opr(arg1
, isAlpha
, &src1
, &opr1
);
2276 get_src_and_opr(arg2
, isAlpha
, &src2
, &opr2
);
2277 get_src_and_opr(arg3
, isAlpha
, &src3
, &opr3
);
2279 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target
, src1
, opr1
, src2
, opr2
, src3
, opr3
);
2281 Handled
= TRUE
; /* Assume will be handled */
2283 /* Other texture operations require special extensions: */
2284 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2288 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2289 src3_target
= GL_SOURCE3_ALPHA_NV
;
2290 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2293 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2294 src3_target
= GL_SOURCE3_RGB_NV
;
2295 opr3_target
= GL_OPERAND3_RGB_NV
;
2299 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2300 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2301 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2302 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2303 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2304 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2305 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2306 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2307 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2308 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2309 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2310 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2311 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2312 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2313 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2314 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2315 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2316 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2317 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2320 case WINED3D_TOP_SELECT_ARG1
: /* = a1 * 1 + 0 * 0 */
2321 case WINED3D_TOP_SELECT_ARG2
: /* = a2 * 1 + 0 * 0 */
2322 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2323 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2324 if (op
== WINED3D_TOP_SELECT_ARG1
)
2326 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2327 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2328 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2329 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2333 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2334 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2335 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2336 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2338 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2339 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2340 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2341 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2342 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2343 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2344 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2345 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2346 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2347 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2348 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2349 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2352 case WINED3D_TOP_MODULATE
:
2353 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2354 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2355 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2356 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2357 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2358 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2359 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2360 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2361 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2362 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2363 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2364 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2365 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2366 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2367 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2368 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2369 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2370 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2371 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2372 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2374 case WINED3D_TOP_MODULATE_2X
:
2375 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2376 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2377 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2378 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2379 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2380 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2381 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2382 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2383 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2384 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2385 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2386 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2387 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2388 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2389 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2390 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2391 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2392 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2393 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2394 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2396 case WINED3D_TOP_MODULATE_4X
:
2397 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2398 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2399 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2400 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2401 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2402 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2403 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2404 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2405 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2406 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2407 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2408 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2409 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2410 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2411 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2412 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2413 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2414 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2415 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2416 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2419 case WINED3D_TOP_ADD
:
2420 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2421 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2422 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2423 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2424 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2425 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2426 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2427 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2428 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2429 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2430 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2431 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2432 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2433 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2434 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2435 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2436 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2437 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2438 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2439 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2442 case WINED3D_TOP_ADD_SIGNED
:
2443 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2444 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2445 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2446 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2447 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2448 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2449 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2450 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2451 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2452 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2453 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2454 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2455 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2456 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2457 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2458 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2459 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2460 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2461 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2462 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2465 case WINED3D_TOP_ADD_SIGNED_2X
:
2466 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2467 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2468 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2469 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2470 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2471 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2472 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2473 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2474 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2475 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2476 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2477 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2478 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2479 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2480 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2481 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2482 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2483 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2484 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2485 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2488 case WINED3D_TOP_ADD_SMOOTH
:
2489 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2490 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2491 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2492 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2493 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2494 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2495 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2496 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2497 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2498 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2499 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2500 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2501 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2502 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2503 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2504 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2506 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2507 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2508 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2509 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2511 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2512 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2513 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2514 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2517 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2518 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2519 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2520 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2521 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2522 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2523 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2524 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_PRIMARY_COLOR
);
2525 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2526 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2527 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2528 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2529 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2530 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2531 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2532 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_PRIMARY_COLOR
);
2533 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2534 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2535 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2536 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2537 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2539 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2540 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2541 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2542 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2543 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2544 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2545 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2546 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_TEXTURE
);
2547 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2548 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2549 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2550 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2551 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2552 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2553 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2554 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2555 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2556 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2557 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2558 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2559 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2561 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2562 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2563 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2564 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2565 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2566 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2567 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2568 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_CONSTANT
);
2569 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2570 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2571 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2572 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2573 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2574 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2575 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2576 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_CONSTANT
);
2577 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2578 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2579 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2580 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2581 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2583 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2584 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2585 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2586 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2587 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2588 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2589 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2590 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2591 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2592 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2593 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2594 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2595 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2596 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2597 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2598 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2599 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2600 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2601 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2602 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2603 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2605 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2606 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2607 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2608 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
); /* a0 = src1/opr1 */
2609 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2610 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2611 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2612 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2613 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2614 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2615 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2616 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
); /* a2 = arg2 */
2617 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2618 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2619 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2620 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2621 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2623 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2624 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2626 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2627 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2628 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2629 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2631 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2632 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2633 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2634 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2635 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2636 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2637 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2638 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2639 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2640 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2641 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2642 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2643 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2645 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2646 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2648 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2649 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2650 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2651 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2652 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2653 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2654 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2655 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2657 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2658 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2659 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2660 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2661 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2662 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2663 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2664 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2665 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2666 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2667 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2668 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2669 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2670 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2671 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2672 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2673 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2675 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2676 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2677 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2678 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2680 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2681 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2682 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2683 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2685 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2686 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2687 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2688 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2689 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2691 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2692 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2693 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2694 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2696 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2697 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2698 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2699 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2700 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2701 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2702 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2703 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2705 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2706 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2708 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2709 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2710 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2711 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2712 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2713 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2714 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2715 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2717 case WINED3D_TOP_MULTIPLY_ADD
:
2718 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2719 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2720 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src3
);
2721 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2722 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr3
);
2723 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2724 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2725 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2726 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2727 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2728 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2729 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2730 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr1
);
2731 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2732 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src2
);
2733 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2734 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr2
);
2735 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2736 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2737 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2740 case WINED3D_TOP_BUMPENVMAP
:
2741 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2742 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2751 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE4_NV
);
2752 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2756 } /* GL_NV_texture_env_combine4 */
2758 Handled
= TRUE
; /* Again, assume handled */
2760 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2761 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2762 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2763 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2764 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2765 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2766 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2767 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2768 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2770 case WINED3D_TOP_SELECT_ARG1
:
2771 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2772 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2773 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2774 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2775 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2776 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2777 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2778 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2780 case WINED3D_TOP_SELECT_ARG2
:
2781 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2782 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2783 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2784 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2785 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2786 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2787 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2788 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2790 case WINED3D_TOP_MODULATE
:
2791 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2792 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2793 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2794 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2795 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2796 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2797 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2798 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2799 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2800 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2801 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2802 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2804 case WINED3D_TOP_MODULATE_2X
:
2805 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2806 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2807 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2808 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2809 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2810 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2811 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2812 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2813 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2814 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2815 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2816 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2818 case WINED3D_TOP_MODULATE_4X
:
2819 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2820 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2821 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2822 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2823 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2824 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2825 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2826 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2827 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2828 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2829 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2830 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2832 case WINED3D_TOP_ADD
:
2833 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2834 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2835 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2836 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2837 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2838 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2839 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2840 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2841 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2842 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2843 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2844 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2846 case WINED3D_TOP_ADD_SIGNED
:
2847 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2848 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2849 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2850 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2851 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2852 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2853 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2854 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2855 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2856 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2857 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2858 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2860 case WINED3D_TOP_ADD_SIGNED_2X
:
2861 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2862 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2863 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2864 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2865 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2866 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2867 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2868 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2869 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2870 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2871 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2872 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2874 case WINED3D_TOP_SUBTRACT
:
2875 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
])
2877 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_SUBTRACT
);
2878 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2879 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2880 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2881 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2882 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2883 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2884 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2885 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2886 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2887 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2888 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2890 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2894 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2895 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2896 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2897 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2898 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2899 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2900 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2901 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2902 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2903 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2904 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2905 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PRIMARY_COLOR
);
2906 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2907 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2908 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2909 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2910 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2912 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2913 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2914 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2915 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2916 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2917 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2918 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2919 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2920 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2921 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2922 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2923 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_TEXTURE
);
2924 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2925 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2926 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2927 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2928 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2930 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2931 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2932 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2933 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2934 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2935 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2936 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2937 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2938 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2939 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2940 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2941 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_CONSTANT
);
2942 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2943 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2944 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2945 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2946 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2948 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
2949 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2950 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2951 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2952 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2953 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2954 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2955 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2956 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2957 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2958 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2959 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PREVIOUS
);
2960 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2961 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2962 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2963 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2964 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2966 case WINED3D_TOP_DOTPRODUCT3
:
2967 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
2969 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_ARB
);
2970 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2972 else if (gl_info
->supported
[EXT_TEXTURE_ENV_DOT3
])
2974 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_EXT
);
2975 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2977 FIXME("This version of opengl does not support GL_DOT3\n");
2979 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2980 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2981 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2982 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2983 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2984 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2985 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2986 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2987 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2988 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2990 case WINED3D_TOP_LERP
:
2991 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2992 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2993 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2994 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2995 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2996 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2997 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2998 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2999 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
3000 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
3001 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src3
);
3002 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
3003 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr3
);
3004 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
3005 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3006 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3008 case WINED3D_TOP_ADD_SMOOTH
:
3009 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3011 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3012 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3013 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3014 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3016 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
3017 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
3018 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3019 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3021 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3022 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3023 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3024 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3025 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
3026 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3027 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3028 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3029 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3030 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3031 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3032 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3036 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
3037 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3039 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3040 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3041 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_TEXTURE
);
3042 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
3043 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_ONE_MINUS_SRC_ALPHA
);
3044 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
3045 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3046 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3047 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
3048 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3049 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3050 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3051 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3052 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3053 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3054 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3058 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
3059 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3061 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3062 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3063 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3064 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3066 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3067 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3068 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3069 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3071 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3072 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3073 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3074 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3075 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
3076 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3077 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3078 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3079 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3080 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3081 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3082 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3086 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
3087 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3089 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3090 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3091 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3092 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3093 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
3094 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3095 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3096 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3098 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3099 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3100 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3101 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3103 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
3104 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3105 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3106 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3107 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3108 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3109 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3110 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3114 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
3115 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3117 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3118 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3119 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3120 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3122 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3123 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3124 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3125 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3127 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3128 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3129 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3130 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3131 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
3132 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3133 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3134 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3135 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3136 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3137 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3138 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3142 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3143 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3145 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3146 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3147 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3148 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3150 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
3151 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
3152 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3153 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3155 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3156 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3157 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3158 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3160 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3161 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3162 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3163 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3165 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
3166 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3167 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3168 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3169 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3170 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3171 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3172 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3176 case WINED3D_TOP_MULTIPLY_ADD
:
3177 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3179 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3180 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3181 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3182 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3183 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
3184 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3185 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src3
);
3186 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3187 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr3
);
3188 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3189 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3190 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3191 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3192 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3193 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3194 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3198 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
3199 case WINED3D_TOP_BUMPENVMAP
:
3200 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
3202 /* Technically texture shader support without register combiners is possible, but not expected to occur
3203 * on real world cards, so for now a fixme should be enough
3205 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3215 BOOL combineOK
= TRUE
;
3216 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
3221 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
3223 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
3225 /* Note: If COMBINE4 in effect can't go back to combine! */
3228 case WINED3D_TOP_ADD_SMOOTH
:
3229 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
3230 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
3231 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
3232 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
3233 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3234 case WINED3D_TOP_MULTIPLY_ADD
:
3235 /* Ignore those implemented in both cases */
3238 case WINED3D_TOP_SELECT_ARG1
:
3239 case WINED3D_TOP_SELECT_ARG2
:
3244 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
3252 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE
);
3253 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3259 /* After all the extensions, if still unhandled, report fixme */
3260 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op
));
3264 static void tex_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3266 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3267 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3268 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3269 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3270 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3272 TRACE("Setting color op for stage %d\n", stage
);
3274 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3275 if (use_ps(state
)) return;
3277 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
3279 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3281 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3283 FIXME("Attempt to enable unsupported stage!\n");
3286 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3289 if (stage
>= context
->lowest_disabled_stage
)
3291 TRACE("Stage disabled\n");
3292 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3294 /* Disable everything here */
3295 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3296 checkGLcall("glDisable(GL_TEXTURE_2D)");
3297 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3298 checkGLcall("glDisable(GL_TEXTURE_3D)");
3299 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3301 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3302 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3304 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3306 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3307 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3314 /* The sampler will also activate the correct texture dimensions, so no
3315 * need to do it here if the sampler for this stage is dirty. */
3316 if (!isStateDirty(context
, STATE_SAMPLER(stage
)) && tex_used
)
3317 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
3319 set_tex_op(gl_info
, state
, FALSE
, stage
,
3320 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
3321 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
3322 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
3323 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
]);
3326 void tex_alphaop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3328 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3329 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3330 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3331 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3332 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3333 DWORD op
, arg1
, arg2
, arg0
;
3335 TRACE("Setting alpha op for stage %d\n", stage
);
3336 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3337 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3339 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3341 FIXME("Attempt to enable unsupported stage!\n");
3344 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3347 op
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_OP
];
3348 arg1
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG1
];
3349 arg2
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG2
];
3350 arg0
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG0
];
3352 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !stage
&& state
->textures
[0])
3354 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(state
->textures
[0]);
3355 GLenum texture_dimensions
= texture_gl
->target
;
3357 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3359 if (texture_gl
->t
.async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
3360 && !texture_gl
->t
.resource
.format
->alpha_size
)
3362 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3363 * properly. On the other hand applications can still use texture combiners apparently. This code
3364 * takes care that apps cannot remove the texture's alpha channel entirely.
3366 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3367 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3368 * and alpha component of diffuse color to draw things like translucent text and perform other
3371 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3372 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3373 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3374 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3375 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3376 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3377 * fail alpha test). To get around this, blend state is checked: if the app enables alpha blending,
3378 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with
3379 * texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
3381 * What to do with multitexturing? So far no app has been found that uses color keying with
3383 if (op
== WINED3D_TOP_DISABLE
)
3385 arg1
= WINED3DTA_TEXTURE
;
3386 op
= WINED3D_TOP_SELECT_ARG1
;
3388 else if (op
== WINED3D_TOP_SELECT_ARG1
&& arg1
!= WINED3DTA_TEXTURE
)
3390 if (state
->blend_state
&& state
->blend_state
->desc
.rt
[0].enable
)
3392 arg2
= WINED3DTA_TEXTURE
;
3393 op
= WINED3D_TOP_MODULATE
;
3395 else arg1
= WINED3DTA_TEXTURE
;
3397 else if (op
== WINED3D_TOP_SELECT_ARG2
&& arg2
!= WINED3DTA_TEXTURE
)
3399 if (state
->blend_state
&& state
->blend_state
->desc
.rt
[0].enable
)
3401 arg1
= WINED3DTA_TEXTURE
;
3402 op
= WINED3D_TOP_MODULATE
;
3404 else arg2
= WINED3DTA_TEXTURE
;
3410 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3411 * this if block here, and the other code(color keying, texture unit selection) are the same
3413 TRACE("Setting alpha op for stage %d\n", stage
);
3414 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3416 set_tex_op_nvrc(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
,
3417 mapped_stage
, state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
3421 set_tex_op(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
);
3425 static void transform_texture(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3427 unsigned int tex
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3428 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3429 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3430 unsigned int mapped_stage
= context_gl
->tex_unit_map
[tex
];
3431 struct wined3d_matrix mat
;
3435 TRACE("Using a vertex shader, skipping.\n");
3439 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) return;
3440 if (mapped_stage
>= gl_info
->limits
.textures
) return;
3442 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3443 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3444 checkGLcall("glMatrixMode(GL_TEXTURE)");
3446 get_texture_matrix(context
, state
, mapped_stage
, &mat
);
3448 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&mat
._11
);
3449 checkGLcall("glLoadMatrixf");
3452 static void tex_coordindex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3454 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3455 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3456 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3457 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3459 static const GLfloat s_plane
[] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
};
3460 static const GLfloat t_plane
[] = { 0.0f
, 1.0f
, 0.0f
, 0.0f
};
3461 static const GLfloat r_plane
[] = { 0.0f
, 0.0f
, 1.0f
, 0.0f
};
3462 static const GLfloat q_plane
[] = { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
3464 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3466 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage
);
3470 if (mapped_stage
>= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], WINED3D_MAX_FRAGMENT_SAMPLERS
))
3472 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage
, mapped_stage
);
3475 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3477 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3479 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3480 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3481 * means use the vertex position (camera-space) as the input texture coordinates
3482 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3483 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3484 * to the TEXCOORDINDEX value
3486 switch (state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
3488 case WINED3DTSS_TCI_PASSTHRU
:
3489 /* Use the specified texture coordinates contained within the
3490 * vertex format. This value resolves to zero. */
3491 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3492 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3493 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3494 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3495 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3498 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
3499 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3500 * as the input texture coordinates for this stage's texture transformation. This
3501 * equates roughly to EYE_LINEAR */
3503 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3504 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3505 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3506 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3507 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3508 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3509 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3510 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3511 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3513 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3514 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3515 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3516 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3518 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3519 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3520 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3521 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3525 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
3526 /* Note that NV_TEXGEN_REFLECTION support is implied when
3527 * ARB_TEXTURE_CUBE_MAP is supported */
3528 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3530 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3534 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3535 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3536 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3537 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3538 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3539 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3540 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3541 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3542 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3544 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3545 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3546 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3547 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3549 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3550 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3551 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3552 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3556 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
3557 /* Note that NV_TEXGEN_REFLECTION support is implied when
3558 * ARB_TEXTURE_CUBE_MAP is supported */
3559 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3561 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3565 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3566 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3567 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3568 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3569 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3570 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3571 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3572 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3573 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3575 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3576 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3577 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3578 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3580 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3581 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3582 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3583 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3587 case WINED3DTSS_TCI_SPHEREMAP
:
3588 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3589 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3590 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3592 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3593 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3594 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3595 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3600 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3601 state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
]);
3602 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3603 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3604 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3605 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3606 checkGLcall("Disable texgen.");
3611 /* Update the texture matrix. */
3612 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ stage
)))
3613 transform_texture(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3615 if (!isStateDirty(context
, STATE_VDECL
) && context
->namedArraysLoaded
)
3617 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3618 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3619 * and do all the things linked to it
3620 * TODO: Tidy that up to reload only the arrays of the changed unit
3622 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3624 wined3d_context_gl_unload_tex_coords(context_gl
);
3625 wined3d_context_gl_load_tex_coords(context_gl
, &context
->stream_info
, &curVBO
, state
);
3629 static void sampler_texmatrix(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3631 const DWORD sampler
= state_id
- STATE_SAMPLER(0);
3632 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
3634 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
3639 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3640 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3641 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3643 if (sampler
< WINED3D_MAX_TEXTURES
)
3645 const BOOL tex_is_pow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3647 if (tex_is_pow2
|| (context
->lastWasPow2Texture
& (1u << sampler
)))
3650 context
->lastWasPow2Texture
|= 1u << sampler
;
3652 context
->lastWasPow2Texture
&= ~(1u << sampler
);
3654 transform_texture(context
, state
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3659 static enum wined3d_texture_address
wined3d_texture_gl_address_mode(const struct wined3d_texture_gl
*texture_gl
,
3660 enum wined3d_texture_address t
)
3662 if (t
< WINED3D_TADDRESS_WRAP
|| t
> WINED3D_TADDRESS_MIRROR_ONCE
)
3664 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t
);
3665 return WINED3D_TADDRESS_WRAP
;
3668 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3669 if (texture_gl
->target
== GL_TEXTURE_CUBE_MAP_ARB
|| ((texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
)
3670 && t
== WINED3D_TADDRESS_WRAP
))
3671 return WINED3D_TADDRESS_CLAMP
;
3676 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc
*desc
,
3677 const struct wined3d_context_gl
*context_gl
, const DWORD
*sampler_states
,
3678 const struct wined3d_texture_gl
*texture_gl
)
3686 desc
->address_u
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_U
]);
3687 desc
->address_v
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_V
]);
3688 desc
->address_w
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_W
]);
3689 wined3d_color_from_d3dcolor((struct wined3d_color
*)desc
->border_color
,
3690 sampler_states
[WINED3D_SAMP_BORDER_COLOR
]);
3691 if (sampler_states
[WINED3D_SAMP_MAG_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3692 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3693 sampler_states
[WINED3D_SAMP_MAG_FILTER
]);
3694 desc
->mag_filter
= min(max(sampler_states
[WINED3D_SAMP_MAG_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3695 if (sampler_states
[WINED3D_SAMP_MIN_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3696 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3697 sampler_states
[WINED3D_SAMP_MIN_FILTER
]);
3698 desc
->min_filter
= min(max(sampler_states
[WINED3D_SAMP_MIN_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3699 if (sampler_states
[WINED3D_SAMP_MIP_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3700 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3701 sampler_states
[WINED3D_SAMP_MIP_FILTER
]);
3702 desc
->mip_filter
= min(max(sampler_states
[WINED3D_SAMP_MIP_FILTER
], WINED3D_TEXF_NONE
), WINED3D_TEXF_LINEAR
);
3703 lod_bias
.d
= sampler_states
[WINED3D_SAMP_MIPMAP_LOD_BIAS
];
3704 desc
->lod_bias
= lod_bias
.f
;
3705 desc
->min_lod
= -1000.0f
;
3706 desc
->max_lod
= 1000.0f
;
3707 desc
->mip_base_level
= sampler_states
[WINED3D_SAMP_MAX_MIP_LEVEL
];
3708 desc
->max_anisotropy
= sampler_states
[WINED3D_SAMP_MAX_ANISOTROPY
];
3709 if ((sampler_states
[WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3710 && sampler_states
[WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3711 && sampler_states
[WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_ANISOTROPIC
)
3712 || (texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
))
3713 desc
->max_anisotropy
= 1;
3714 desc
->compare
= texture_gl
->t
.resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
;
3715 desc
->comparison_func
= WINED3D_CMP_LESSEQUAL
;
3716 desc
->srgb_decode
= is_srgb_enabled(sampler_states
);
3718 if (!(texture_gl
->t
.resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
))
3720 desc
->mag_filter
= WINED3D_TEXF_POINT
;
3721 desc
->min_filter
= WINED3D_TEXF_POINT
;
3722 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3725 if (texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
)
3727 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3728 if (context_gl
->gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3729 desc
->min_filter
= WINED3D_TEXF_POINT
;
3733 /* Enabling and disabling texture dimensions is done by texture stage state /
3734 * pixel shader setup, this function only has to bind textures and set the per
3735 * texture states. */
3736 static void sampler(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3738 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3739 unsigned int sampler_idx
= state_id
- STATE_SAMPLER(0);
3740 unsigned int mapped_stage
= context_gl
->tex_unit_map
[sampler_idx
];
3741 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3743 TRACE("Sampler %u.\n", sampler_idx
);
3745 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3747 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx
);
3751 if (mapped_stage
>= gl_info
->limits
.graphics_samplers
)
3753 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3755 if (state
->textures
[sampler_idx
])
3757 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(state
->textures
[sampler_idx
]);
3758 const DWORD
*sampler_states
= state
->sampler_states
[sampler_idx
];
3759 struct wined3d_device
*device
= context
->device
;
3760 BOOL srgb
= is_srgb_enabled(sampler_states
);
3761 struct wined3d_sampler_desc desc
;
3762 struct wined3d_sampler
*sampler
;
3763 struct wine_rb_entry
*entry
;
3765 wined3d_sampler_desc_from_sampler_states(&desc
, context_gl
, sampler_states
, texture_gl
);
3767 wined3d_texture_gl_bind(texture_gl
, context_gl
, srgb
);
3769 if ((entry
= wine_rb_get(&device
->samplers
, &desc
)))
3771 sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
3775 if (FAILED(wined3d_sampler_create(device
, &desc
, NULL
, &wined3d_null_parent_ops
, &sampler
)))
3777 ERR("Failed to create sampler.\n");
3780 if (wine_rb_put(&device
->samplers
, &desc
, &sampler
->entry
) == -1)
3782 ERR("Failed to insert sampler.\n");
3783 wined3d_sampler_decref(sampler
);
3788 wined3d_sampler_gl_bind(wined3d_sampler_gl(sampler
), mapped_stage
, texture_gl
, context_gl
);
3790 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3791 if (!(texture_gl
->t
.flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3792 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
3796 wined3d_context_gl_bind_texture(context_gl
, GL_NONE
, 0);
3797 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3799 GL_EXTCALL(glBindSampler(mapped_stage
, 0));
3800 checkGLcall("glBindSampler");
3805 void apply_pixelshader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3811 if (!context
->last_was_pshader
)
3813 /* Former draw without a pixel shader, some samplers may be
3814 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3815 * make sure to enable them. */
3816 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
3818 if (!isStateDirty(context
, STATE_SAMPLER(i
)))
3819 sampler(context
, state
, STATE_SAMPLER(i
));
3821 context
->last_was_pshader
= TRUE
;
3825 /* Otherwise all samplers were activated by the code above in
3826 * earlier draws, or by sampler() if a different texture was
3827 * bound. I don't have to do anything. */
3832 /* Disabled the pixel shader - color ops weren't applied while it was
3833 * enabled, so re-apply them. */
3834 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
3836 if (!isStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
)))
3837 context_apply_state(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3839 context
->last_was_pshader
= FALSE
;
3842 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
3845 static void state_compute_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3847 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
3850 static void state_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3852 enum wined3d_shader_type shader_type
= state_id
- STATE_SHADER(0);
3853 context
->shader_update_mask
|= 1u << shader_type
;
3856 static void shader_bumpenv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3858 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
3861 static void transform_world(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3863 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3864 struct wined3d_matrix mat
;
3866 /* This function is called by transform_view below if the view matrix was changed too
3868 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3869 * does not always update the world matrix, only on a switch between transformed
3870 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3871 * draw, but that should be rather rare and cheaper in total.
3873 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3874 checkGLcall("glMatrixMode");
3876 get_modelview_matrix(context
, state
, 0, &mat
);
3878 gl_info
->gl_ops
.gl
.p_glLoadMatrixf((GLfloat
*)&mat
);
3879 checkGLcall("glLoadMatrixf");
3882 void clipplane(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3884 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3885 UINT index
= state_id
- STATE_CLIPPLANE(0);
3888 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.user_clip_distances
)
3891 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3892 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3894 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3896 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3898 /* With vertex shaders, clip planes are not transformed in Direct3D,
3899 * while in OpenGL they are still transformed by the model view matrix. */
3900 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3902 plane
[0] = state
->clip_planes
[index
].x
;
3903 plane
[1] = state
->clip_planes
[index
].y
;
3904 plane
[2] = state
->clip_planes
[index
].z
;
3905 plane
[3] = state
->clip_planes
[index
].w
;
3907 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3908 plane
[0], plane
[1], plane
[2], plane
[3]);
3909 gl_info
->gl_ops
.gl
.p_glClipPlane(GL_CLIP_PLANE0
+ index
, plane
);
3910 checkGLcall("glClipPlane");
3912 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3915 static void transform_worldex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3917 unsigned int matrix
= state_id
- STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3919 WARN("Unsupported world matrix %u set.\n", matrix
);
3922 static void state_vertexblend_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3924 enum wined3d_vertex_blend_flags f
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3925 static unsigned int once
;
3927 if (f
== WINED3D_VBF_DISABLE
)
3930 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", f
);
3931 else WARN("Vertex blend flags %#x not supported.\n", f
);
3934 static void transform_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3936 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3937 const struct wined3d_light_info
*light
= NULL
;
3940 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3941 * NOTE: We have to reset the positions even if the light/plane is not currently
3942 * enabled, since the call to enable it will not reset the position.
3943 * NOTE2: Apparently texture transforms do NOT need reapplying
3946 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3947 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3948 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3949 checkGLcall("glLoadMatrixf(...)");
3951 /* Reset lights. TODO: Call light apply func */
3952 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
3954 if (!(light
= state
->light_state
.lights
[k
]))
3956 if (light
->OriginalParms
.type
== WINED3D_LIGHT_DIRECTIONAL
)
3957 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->direction
.x
);
3959 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->position
.x
);
3960 checkGLcall("glLightfv posn");
3961 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, &light
->direction
.x
);
3962 checkGLcall("glLightfv dirn");
3965 /* Reset Clipping Planes */
3966 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
3968 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
3969 clipplane(context
, state
, STATE_CLIPPLANE(k
));
3972 if (context
->last_was_rhw
)
3974 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3975 checkGLcall("glLoadIdentity()");
3976 /* No need to update the world matrix, the identity is fine */
3980 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3981 * No need to do it here if the state is scheduled for update. */
3982 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3983 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3986 static void transform_projection(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3988 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3989 struct wined3d_matrix projection
;
3991 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3992 checkGLcall("glMatrixMode(GL_PROJECTION)");
3994 get_projection_matrix(context
, state
, &projection
);
3995 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&projection
._11
);
3996 checkGLcall("glLoadMatrixf");
3999 static void streamsrc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4001 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context
), state
);
4004 static void vdecl_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4006 if (isStateDirty(context
, STATE_STREAMSRC
))
4008 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context
), state
);
4011 static void vertexdeclaration(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4013 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
4014 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4015 BOOL useVertexShaderFunction
= use_vs(state
);
4016 BOOL updateFog
= FALSE
;
4018 BOOL wasrhw
= context
->last_was_rhw
;
4021 transformed
= context
->stream_info
.position_transformed
;
4022 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
4025 context
->last_was_rhw
= transformed
;
4027 if (context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
4028 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
4030 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
4032 /* Don't have to apply the matrices when vertex shaders are used. When
4033 * vshaders are turned off this function will be called again anyway to
4034 * make sure they're properly set. */
4035 if (!useVertexShaderFunction
)
4037 /* TODO: Move this mainly to the viewport state and only apply when
4038 * the vp has changed or transformed / untransformed was switched. */
4039 if (wasrhw
!= context
->last_was_rhw
4040 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
))
4041 && !isStateDirty(context
, STATE_VIEWPORT
))
4042 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4043 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4046 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4047 * this check will fail and the matrix not applied again. This is OK because a simple
4048 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4049 * needs of the vertex declaration.
4051 * World and view matrix go into the same gl matrix, so only apply them when neither is
4054 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4055 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
4056 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4057 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_COLORVERTEX
)))
4058 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_COLORVERTEX
));
4059 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_LIGHTING
)))
4060 state_lighting(context
, state
, STATE_RENDER(WINED3D_RS_LIGHTING
));
4062 if (context
->last_was_vshader
)
4066 if (!context
->d3d_info
->vs_clipping
4067 && !isStateDirty(context
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
)))
4069 state_clipping(context
, state
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
));
4072 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
4074 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4077 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
4078 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
4082 if (!context
->last_was_vshader
)
4084 static BOOL warned
= FALSE
;
4085 if (!context
->d3d_info
->vs_clipping
)
4087 /* Disable all clip planes to get defined results on all drivers. See comment in the
4088 * state_clipping state handler
4090 wined3d_context_gl_enable_clip_distances(context_gl
, 0);
4092 if (!warned
&& state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4094 FIXME("Clipping not supported with vertex shaders.\n");
4100 /* Apply the transform matrices when switching from rhw
4101 * drawing to vertex shaders. Vertex shaders themselves do
4102 * not need it, but the matrices are not reapplied
4103 * automatically when switching back from vertex shaders to
4104 * fixed function processing. So make sure we leave the fixed
4105 * function vertex processing states back in a sane state
4106 * before switching to shaders. */
4107 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4108 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4109 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4110 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4114 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4115 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4116 * device->vs_clipping is false.
4118 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
4120 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4125 context
->last_was_vshader
= useVertexShaderFunction
;
4126 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
4129 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
4131 if (!useVertexShaderFunction
)
4135 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
4137 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ i
)))
4138 transform_texture(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
4141 if (use_ps(state
) && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
4142 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
4143 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
4147 static void get_viewports(struct wined3d_context
*context
, const struct wined3d_state
*state
,
4148 unsigned int viewport_count
, struct wined3d_viewport
*viewports
)
4150 const struct wined3d_rendertarget_view
*depth_stencil
= state
->fb
.depth_stencil
;
4151 const struct wined3d_rendertarget_view
*target
= state
->fb
.render_targets
[0];
4152 unsigned int width
, height
, i
;
4154 for (i
= 0; i
< viewport_count
; ++i
)
4155 viewports
[i
] = state
->viewports
[i
];
4157 /* Note: GL uses a lower left origin while DirectX uses upper left. This
4158 * is reversed when using offscreen rendering. */
4159 if (context
->render_offscreen
)
4164 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
4166 else if (depth_stencil
)
4168 height
= depth_stencil
->height
;
4172 FIXME("Could not get the height of render targets.\n");
4176 for (i
= 0; i
< viewport_count
; ++i
)
4177 viewports
[i
].y
= height
- (viewports
[i
].y
+ viewports
[i
].height
);
4180 static void viewport_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4182 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4183 struct wined3d_viewport vp
[WINED3D_MAX_VIEWPORTS
];
4186 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
4188 GLdouble depth_ranges
[2 * WINED3D_MAX_VIEWPORTS
];
4189 GLfloat viewports
[4 * WINED3D_MAX_VIEWPORTS
];
4191 unsigned int i
, reset_count
= 0;
4193 get_viewports(context
, state
, state
->viewport_count
, vp
);
4194 for (i
= 0; i
< state
->viewport_count
; ++i
)
4196 wined3d_viewport_get_z_range(&vp
[i
], &min_z
, &max_z
);
4197 depth_ranges
[i
* 2] = min_z
;
4198 depth_ranges
[i
* 2 + 1] = max_z
;
4200 viewports
[i
* 4] = vp
[i
].x
;
4201 viewports
[i
* 4 + 1] = vp
[i
].y
;
4202 viewports
[i
* 4 + 2] = vp
[i
].width
;
4203 viewports
[i
* 4 + 3] = vp
[i
].height
;
4205 /* Don't pass fractionals to GL if we earlier decided not to use
4206 * this functionality for two reasons: First, GL might offer us
4207 * fewer than 8 bits, and still make use of the fractional, in
4208 * addition to the emulation we apply in shader_get_position_fixup.
4209 * Second, even if GL tells us it has no subpixel precision (Mac OS!)
4210 * it might still do something with the fractional amount, e.g.
4211 * round it upwards. I can't find any info on rounding in
4212 * GL_ARB_viewport_array. */
4213 if (!context
->d3d_info
->subpixel_viewport
)
4215 viewports
[i
* 4] = floor(viewports
[i
* 4]);
4216 viewports
[i
* 4 + 1] = floor(viewports
[i
* 4 + 1]);
4217 viewports
[i
* 4 + 2] = floor(viewports
[i
* 4 + 2]);
4218 viewports
[i
* 4 + 3] = floor(viewports
[i
* 4 + 3]);
4222 if (context
->viewport_count
> state
->viewport_count
)
4223 reset_count
= context
->viewport_count
- state
->viewport_count
;
4227 memset(&depth_ranges
[state
->viewport_count
* 2], 0, reset_count
* 2 * sizeof(*depth_ranges
));
4228 memset(&viewports
[state
->viewport_count
* 4], 0, reset_count
* 4 * sizeof(*viewports
));
4231 GL_EXTCALL(glDepthRangeArrayv(0, state
->viewport_count
+ reset_count
, depth_ranges
));
4232 GL_EXTCALL(glViewportArrayv(0, state
->viewport_count
+ reset_count
, viewports
));
4233 context
->viewport_count
= state
->viewport_count
;
4237 get_viewports(context
, state
, 1, vp
);
4238 wined3d_viewport_get_z_range(&vp
[0], &min_z
, &max_z
);
4239 gl_info
->gl_ops
.gl
.p_glDepthRange(min_z
, max_z
);
4240 gl_info
->gl_ops
.gl
.p_glViewport(vp
[0].x
, vp
[0].y
, vp
[0].width
, vp
[0].height
);
4242 checkGLcall("setting clip space and viewport");
4245 static void viewport_miscpart_cc(struct wined3d_context
*context
,
4246 const struct wined3d_state
*state
, DWORD state_id
)
4248 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4249 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4250 float pixel_center_offset
= context
->d3d_info
->wined3d_creation_flags
4251 & WINED3D_PIXEL_CENTER_INTEGER
? 0.5f
: 0.0f
;
4252 struct wined3d_viewport vp
[WINED3D_MAX_VIEWPORTS
];
4253 GLdouble depth_ranges
[2 * WINED3D_MAX_VIEWPORTS
];
4254 GLfloat viewports
[4 * WINED3D_MAX_VIEWPORTS
];
4255 unsigned int i
, reset_count
= 0;
4258 pixel_center_offset
+= context
->d3d_info
->filling_convention_offset
/ 2.0f
;
4259 get_viewports(context
, state
, state
->viewport_count
, vp
);
4261 GL_EXTCALL(glClipControl(context
->render_offscreen
? GL_UPPER_LEFT
: GL_LOWER_LEFT
, GL_ZERO_TO_ONE
));
4263 for (i
= 0; i
< state
->viewport_count
; ++i
)
4265 wined3d_viewport_get_z_range(&vp
[i
], &min_z
, &max_z
);
4266 depth_ranges
[i
* 2] = min_z
;
4267 depth_ranges
[i
* 2 + 1] = max_z
;
4269 viewports
[i
* 4] = vp
[i
].x
+ pixel_center_offset
;
4270 viewports
[i
* 4 + 1] = vp
[i
].y
+ pixel_center_offset
;
4271 viewports
[i
* 4 + 2] = vp
[i
].width
;
4272 viewports
[i
* 4 + 3] = vp
[i
].height
;
4275 if (context
->viewport_count
> state
->viewport_count
)
4276 reset_count
= context
->viewport_count
- state
->viewport_count
;
4280 memset(&depth_ranges
[state
->viewport_count
* 2], 0, reset_count
* 2 * sizeof(*depth_ranges
));
4281 memset(&viewports
[state
->viewport_count
* 4], 0, reset_count
* 4 * sizeof(*viewports
));
4284 GL_EXTCALL(glDepthRangeArrayv(0, state
->viewport_count
+ reset_count
, depth_ranges
));
4285 GL_EXTCALL(glViewportArrayv(0, state
->viewport_count
+ reset_count
, viewports
));
4286 context
->viewport_count
= state
->viewport_count
;
4288 checkGLcall("setting clip space and viewport");
4291 static void viewport_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4293 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4294 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4295 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
4296 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4297 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
4298 /* Update the position fixup. */
4299 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
4302 static void light(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4304 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4305 UINT Index
= state_id
- STATE_ACTIVELIGHT(0);
4306 const struct wined3d_light_info
*lightInfo
= state
->light_state
.lights
[Index
];
4310 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4311 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4317 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4318 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
4319 gl_info
->gl_ops
.gl
.p_glPushMatrix();
4320 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
4322 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_DIFFUSE
, &lightInfo
->OriginalParms
.diffuse
.r
);
4323 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPECULAR
, &lightInfo
->OriginalParms
.specular
.r
);
4324 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_AMBIENT
, &lightInfo
->OriginalParms
.ambient
.r
);
4325 checkGLcall("glLightfv");
4327 if ((lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
) >= FLT_MIN
)
4328 quad_att
= 1.4f
/ (lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
);
4330 quad_att
= 0.0f
; /* 0 or MAX? (0 seems to be ok) */
4332 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4333 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4334 * Attenuation0 to NaN and crashes in the gl lib
4337 switch (lightInfo
->OriginalParms
.type
)
4339 case WINED3D_LIGHT_POINT
:
4341 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4342 checkGLcall("glLightfv");
4343 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4344 checkGLcall("glLightf");
4345 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4346 lightInfo
->OriginalParms
.attenuation0
);
4347 checkGLcall("glLightf");
4348 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4349 lightInfo
->OriginalParms
.attenuation1
);
4350 checkGLcall("glLightf");
4351 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4352 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4353 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4354 checkGLcall("glLightf");
4358 case WINED3D_LIGHT_SPOT
:
4360 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4361 checkGLcall("glLightfv");
4363 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPOT_DIRECTION
, &lightInfo
->direction
.x
);
4364 checkGLcall("glLightfv");
4365 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, lightInfo
->exponent
);
4366 checkGLcall("glLightf");
4367 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4368 checkGLcall("glLightf");
4369 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4370 lightInfo
->OriginalParms
.attenuation0
);
4371 checkGLcall("glLightf");
4372 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4373 lightInfo
->OriginalParms
.attenuation1
);
4374 checkGLcall("glLightf");
4375 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4376 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4377 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4378 checkGLcall("glLightf");
4382 case WINED3D_LIGHT_DIRECTIONAL
:
4384 /* Note GL uses w position of 0 for direction! */
4385 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->direction
.x
);
4386 checkGLcall("glLightfv");
4387 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4388 checkGLcall("glLightf");
4389 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, 0.0f
);
4390 checkGLcall("glLightf");
4394 FIXME("Unrecognized light type %#x.\n", lightInfo
->OriginalParms
.type
);
4397 /* Restore the modelview matrix */
4398 gl_info
->gl_ops
.gl
.p_glPopMatrix();
4400 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHT0
+ Index
);
4401 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4405 static void scissorrect(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4407 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4408 unsigned int height
= 0;
4411 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4412 * so our viewport correction does not apply. Warning2: Even in windowed
4413 * mode the coords are relative to the window, not the screen. */
4415 if (!context
->render_offscreen
)
4417 const struct wined3d_rendertarget_view
*target
= state
->fb
.render_targets
[0];
4420 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
4423 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
4425 GLint sr
[4 * WINED3D_MAX_VIEWPORTS
];
4426 unsigned int i
, reset_count
= 0;
4428 for (i
= 0; i
< state
->scissor_rect_count
; ++i
)
4430 r
= &state
->scissor_rects
[i
];
4432 sr
[i
* 4] = r
->left
;
4433 sr
[i
* 4 + 1] = height
? height
- r
->top
: r
->top
;
4434 sr
[i
* 4 + 2] = r
->right
- r
->left
;
4435 sr
[i
* 4 + 3] = r
->bottom
- r
->top
;
4438 if (context
->scissor_rect_count
> state
->scissor_rect_count
)
4439 reset_count
= context
->scissor_rect_count
- state
->scissor_rect_count
;
4442 memset(&sr
[state
->scissor_rect_count
* 4], 0, reset_count
* 4 * sizeof(GLint
));
4444 GL_EXTCALL(glScissorArrayv(0, state
->scissor_rect_count
+ reset_count
, sr
));
4445 checkGLcall("glScissorArrayv");
4446 context
->scissor_rect_count
= state
->scissor_rect_count
;
4450 r
= &state
->scissor_rects
[0];
4451 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, height
? height
- r
->top
: r
->top
,
4452 r
->right
- r
->left
, r
->bottom
- r
->top
);
4453 checkGLcall("glScissor");
4457 static void indexbuffer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4459 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4460 const struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
4461 struct wined3d_buffer
*buffer
;
4463 if (!state
->index_buffer
|| !stream_info
->all_vbo
)
4465 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, 0));
4469 buffer
= state
->index_buffer
;
4470 if (buffer
->buffer_object
)
4472 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, wined3d_bo_gl(buffer
->buffer_object
)->id
));
4473 buffer
->bo_user
.valid
= true;
4477 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, 0));
4481 static void depth_clip(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
4483 if (!gl_info
->supported
[ARB_DEPTH_CLAMP
])
4485 if (r
&& !r
->desc
.depth_clip
)
4486 FIXME("Depth clamp not supported by this GL implementation.\n");
4490 if (r
&& !r
->desc
.depth_clip
)
4491 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_CLAMP
);
4493 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_CLAMP
);
4494 checkGLcall("depth clip");
4497 static void rasterizer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4499 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4500 const struct wined3d_rasterizer_state
*r
= state
->rasterizer_state
;
4503 mode
= r
&& r
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4504 if (context
->render_offscreen
)
4505 mode
= (mode
== GL_CW
) ? GL_CCW
: GL_CW
;
4507 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4508 checkGLcall("glFrontFace");
4509 depthbias(context
, state
);
4510 fillmode(r
, gl_info
);
4511 cullmode(r
, gl_info
);
4512 depth_clip(r
, gl_info
);
4513 scissor(r
, gl_info
);
4514 line_antialias(r
, gl_info
);
4517 static void rasterizer_cc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4519 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4520 const struct wined3d_rasterizer_state
*r
= state
->rasterizer_state
;
4523 mode
= r
&& r
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4525 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4526 checkGLcall("glFrontFace");
4527 depthbias(context
, state
);
4528 fillmode(r
, gl_info
);
4529 cullmode(r
, gl_info
);
4530 depth_clip(r
, gl_info
);
4531 scissor(r
, gl_info
);
4532 line_antialias(r
, gl_info
);
4535 static void psorigin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4541 WARN("Point sprite coordinate origin switching not supported.\n");
4546 static void psorigin(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4548 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4549 GLint origin
= context
->render_offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
;
4551 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, origin
));
4552 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4555 void state_srgbwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4557 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4559 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4561 if (needs_srgb_write(context
->d3d_info
, state
, &state
->fb
))
4562 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
4564 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
4567 static void state_cb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4569 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4570 enum wined3d_shader_type shader_type
;
4571 struct wined3d_buffer
*buffer
;
4572 unsigned int i
, base
, count
;
4573 struct wined3d_bo_gl
*bo_gl
;
4575 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4577 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id
))
4578 shader_type
= state_id
- STATE_GRAPHICS_CONSTANT_BUFFER(0);
4580 shader_type
= WINED3D_SHADER_TYPE_COMPUTE
;
4582 /* If a shader has not been set, buffer objects are not yet initialised. */
4583 if (!state
->shader
[shader_type
])
4586 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, shader_type
, &base
, &count
);
4587 for (i
= 0; i
< count
; ++i
)
4589 const struct wined3d_constant_buffer_state
*buffer_state
= &state
->cb
[shader_type
][i
];
4591 if (!buffer_state
->buffer
)
4593 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER
, base
+ i
, 0));
4597 buffer
= buffer_state
->buffer
;
4598 bo_gl
= wined3d_bo_gl(buffer
->buffer_object
);
4599 GL_EXTCALL(glBindBufferRange(GL_UNIFORM_BUFFER
, base
+ i
,
4600 bo_gl
->id
, bo_gl
->b
.buffer_offset
+ buffer_state
->offset
, buffer_state
->size
));
4601 buffer
->bo_user
.valid
= true;
4603 checkGLcall("bind constant buffers");
4606 static void state_cb_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4608 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4610 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id
));
4613 static void state_shader_resource_binding(struct wined3d_context
*context
,
4614 const struct wined3d_state
*state
, DWORD state_id
)
4616 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4618 context
->update_shader_resource_bindings
= 1;
4621 static void state_cs_resource_binding(struct wined3d_context
*context
,
4622 const struct wined3d_state
*state
, DWORD state_id
)
4624 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4625 context
->update_compute_shader_resource_bindings
= 1;
4628 static void state_uav_binding(struct wined3d_context
*context
,
4629 const struct wined3d_state
*state
, DWORD state_id
)
4631 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4632 context
->update_unordered_access_view_bindings
= 1;
4635 static void state_cs_uav_binding(struct wined3d_context
*context
,
4636 const struct wined3d_state
*state
, DWORD state_id
)
4638 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4639 context
->update_compute_unordered_access_view_bindings
= 1;
4642 static void state_uav_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4644 WARN("ARB_image_load_store is not supported by OpenGL implementation.\n");
4647 static void state_so(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4649 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
4650 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4651 struct wined3d_buffer
*buffer
;
4652 unsigned int offset
, size
, i
;
4653 struct wined3d_bo_gl
*bo_gl
;
4655 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4657 wined3d_context_gl_end_transform_feedback(context_gl
);
4659 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
4661 if (!state
->stream_output
[i
].buffer
)
4663 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER
, i
, 0));
4667 buffer
= state
->stream_output
[i
].buffer
;
4668 offset
= state
->stream_output
[i
].offset
;
4669 bo_gl
= wined3d_bo_gl(buffer
->buffer_object
);
4672 FIXME("Appending to stream output buffers not implemented.\n");
4675 size
= buffer
->resource
.size
- offset
;
4676 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER
, i
,
4677 bo_gl
->id
, bo_gl
->b
.buffer_offset
+ offset
, size
));
4678 buffer
->bo_user
.valid
= true;
4680 checkGLcall("bind transform feedback buffers");
4683 static void state_so_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4685 WARN("Transform feedback not supported.\n");
4688 const struct wined3d_state_entry_template misc_state_template_gl
[] =
4690 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4691 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4692 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4693 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4694 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4695 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4696 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4697 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4698 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4699 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4700 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4701 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4702 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING
, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING
, state_shader_resource_binding
}, WINED3D_GL_EXT_NONE
},
4703 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_binding
}, ARB_SHADER_IMAGE_LOAD_STORE
},
4704 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_warn
}, WINED3D_GL_EXT_NONE
},
4705 { STATE_COMPUTE_SHADER_RESOURCE_BINDING
, { STATE_COMPUTE_SHADER_RESOURCE_BINDING
, state_cs_resource_binding
}, WINED3D_GL_EXT_NONE
},
4706 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, state_cs_uav_binding
}, ARB_SHADER_IMAGE_LOAD_STORE
},
4707 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_warn
}, WINED3D_GL_EXT_NONE
},
4708 { STATE_STREAM_OUTPUT
, { STATE_STREAM_OUTPUT
, state_so
, }, WINED3D_GL_VERSION_3_2
},
4709 { STATE_STREAM_OUTPUT
, { STATE_STREAM_OUTPUT
, state_so_warn
, }, WINED3D_GL_EXT_NONE
},
4710 { STATE_BLEND
, { STATE_BLEND
, blend_dbb
}, ARB_DRAW_BUFFERS_BLEND
},
4711 { STATE_BLEND
, { STATE_BLEND
, blend_db2
}, EXT_DRAW_BUFFERS2
},
4712 { STATE_BLEND
, { STATE_BLEND
, blend
}, WINED3D_GL_EXT_NONE
},
4713 { STATE_BLEND_FACTOR
, { STATE_BLEND_FACTOR
, state_blend_factor
}, EXT_BLEND_COLOR
},
4714 { STATE_BLEND_FACTOR
, { STATE_BLEND_FACTOR
, state_blend_factor_w
}, WINED3D_GL_EXT_NONE
},
4715 { STATE_SAMPLE_MASK
, { STATE_SAMPLE_MASK
, state_sample_mask
}, ARB_TEXTURE_MULTISAMPLE
},
4716 { STATE_SAMPLE_MASK
, { STATE_SAMPLE_MASK
, state_sample_mask_w
}, WINED3D_GL_EXT_NONE
},
4717 { STATE_DEPTH_STENCIL
, { STATE_DEPTH_STENCIL
, depth_stencil_2s
}, EXT_STENCIL_TWO_SIDE
},
4718 { STATE_DEPTH_STENCIL
, { STATE_DEPTH_STENCIL
, depth_stencil
}, WINED3D_GL_EXT_NONE
},
4719 { STATE_STENCIL_REF
, { STATE_DEPTH_STENCIL
, NULL
}, WINED3D_GL_EXT_NONE
},
4720 { STATE_STREAMSRC
, { STATE_STREAMSRC
, streamsrc
}, WINED3D_GL_EXT_NONE
},
4721 { STATE_VDECL
, { STATE_VDECL
, vdecl_miscpart
}, WINED3D_GL_EXT_NONE
},
4722 { STATE_RASTERIZER
, { STATE_RASTERIZER
, rasterizer_cc
}, ARB_CLIP_CONTROL
},
4723 { STATE_RASTERIZER
, { STATE_RASTERIZER
, rasterizer
}, WINED3D_GL_EXT_NONE
},
4724 { STATE_SCISSORRECT
, { STATE_SCISSORRECT
, scissorrect
}, WINED3D_GL_EXT_NONE
},
4725 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, state_nop
}, ARB_CLIP_CONTROL
},
4726 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin
}, WINED3D_GL_VERSION_2_0
},
4727 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin_w
}, WINED3D_GL_EXT_NONE
},
4729 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4730 * vshader loadings are untied from each other
4732 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4733 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4734 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4735 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4736 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4737 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4738 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4739 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4740 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4741 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4742 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4743 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4744 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4745 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4746 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4747 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4748 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4749 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4750 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4751 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4752 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4753 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4754 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4755 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4756 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4757 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4758 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4759 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4760 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4761 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4762 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4763 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4764 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4765 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4766 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4767 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4768 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4769 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4770 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4771 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4772 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4773 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4774 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4775 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4776 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4777 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4778 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4779 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4781 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart_cc
}, ARB_CLIP_CONTROL
},
4782 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart
}, WINED3D_GL_EXT_NONE
},
4783 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, indexbuffer
}, ARB_VERTEX_BUFFER_OBJECT
},
4784 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, state_nop
}, WINED3D_GL_EXT_NONE
},
4785 { STATE_RENDER(WINED3D_RS_ANTIALIAS
), { STATE_RENDER(WINED3D_RS_ANTIALIAS
), state_antialias
}, WINED3D_GL_EXT_NONE
},
4786 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), state_nop
}, WINED3D_GL_EXT_NONE
},
4787 { STATE_RENDER(WINED3D_RS_WRAPU
), { STATE_RENDER(WINED3D_RS_WRAPU
), state_wrapu
}, WINED3D_GL_EXT_NONE
},
4788 { STATE_RENDER(WINED3D_RS_WRAPV
), { STATE_RENDER(WINED3D_RS_WRAPV
), state_wrapv
}, WINED3D_GL_EXT_NONE
},
4789 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern
}, WINED3D_GL_LEGACY_CONTEXT
},
4790 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern_w
}, WINED3D_GL_EXT_NONE
},
4791 { STATE_RENDER(WINED3D_RS_MONOENABLE
), { STATE_RENDER(WINED3D_RS_MONOENABLE
), state_monoenable
}, WINED3D_GL_EXT_NONE
},
4792 { STATE_RENDER(WINED3D_RS_ROP2
), { STATE_RENDER(WINED3D_RS_ROP2
), state_rop2
}, WINED3D_GL_EXT_NONE
},
4793 { STATE_RENDER(WINED3D_RS_PLANEMASK
), { STATE_RENDER(WINED3D_RS_PLANEMASK
), state_planemask
}, WINED3D_GL_EXT_NONE
},
4794 { STATE_RENDER(WINED3D_RS_LASTPIXEL
), { STATE_RENDER(WINED3D_RS_LASTPIXEL
), state_lastpixel
}, WINED3D_GL_EXT_NONE
},
4795 { STATE_RENDER(WINED3D_RS_DITHERENABLE
), { STATE_RENDER(WINED3D_RS_DITHERENABLE
), state_ditherenable
}, WINED3D_GL_EXT_NONE
},
4796 { STATE_RENDER(WINED3D_RS_SUBPIXEL
), { STATE_RENDER(WINED3D_RS_SUBPIXEL
), state_subpixel
}, WINED3D_GL_EXT_NONE
},
4797 { STATE_RENDER(WINED3D_RS_SUBPIXELX
), { STATE_RENDER(WINED3D_RS_SUBPIXELX
), state_subpixelx
}, WINED3D_GL_EXT_NONE
},
4798 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), state_stippledalpha
}, WINED3D_GL_EXT_NONE
},
4799 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), state_stippleenable
}, WINED3D_GL_EXT_NONE
},
4800 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), state_mipmaplodbias
}, WINED3D_GL_EXT_NONE
},
4801 { STATE_RENDER(WINED3D_RS_ANISOTROPY
), { STATE_RENDER(WINED3D_RS_ANISOTROPY
), state_anisotropy
}, WINED3D_GL_EXT_NONE
},
4802 { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), state_flushbatch
}, WINED3D_GL_EXT_NONE
},
4803 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),state_translucentsi
}, WINED3D_GL_EXT_NONE
},
4804 { STATE_RENDER(WINED3D_RS_WRAP0
), { STATE_RENDER(WINED3D_RS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
4805 { STATE_RENDER(WINED3D_RS_WRAP1
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4806 { STATE_RENDER(WINED3D_RS_WRAP2
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4807 { STATE_RENDER(WINED3D_RS_WRAP3
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4808 { STATE_RENDER(WINED3D_RS_WRAP4
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4809 { STATE_RENDER(WINED3D_RS_WRAP5
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4810 { STATE_RENDER(WINED3D_RS_WRAP6
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4811 { STATE_RENDER(WINED3D_RS_WRAP7
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4812 { STATE_RENDER(WINED3D_RS_WRAP8
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4813 { STATE_RENDER(WINED3D_RS_WRAP9
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4814 { STATE_RENDER(WINED3D_RS_WRAP10
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4815 { STATE_RENDER(WINED3D_RS_WRAP11
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4816 { STATE_RENDER(WINED3D_RS_WRAP12
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4817 { STATE_RENDER(WINED3D_RS_WRAP13
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4818 { STATE_RENDER(WINED3D_RS_WRAP14
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4819 { STATE_RENDER(WINED3D_RS_WRAP15
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4820 { STATE_RENDER(WINED3D_RS_EXTENTS
), { STATE_RENDER(WINED3D_RS_EXTENTS
), state_extents
}, WINED3D_GL_EXT_NONE
},
4821 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), state_ckeyblend
}, WINED3D_GL_EXT_NONE
},
4822 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), state_swvp
}, WINED3D_GL_EXT_NONE
},
4823 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), state_patchedgestyle
}, WINED3D_GL_EXT_NONE
},
4824 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), state_patchsegments
}, WINED3D_GL_EXT_NONE
},
4825 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), state_positiondegree
}, WINED3D_GL_EXT_NONE
},
4826 { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), state_normaldegree
}, WINED3D_GL_EXT_NONE
},
4827 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4828 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4829 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4830 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4831 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4832 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4833 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_nvdb
}, EXT_DEPTH_BOUNDS_TEST
},
4834 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_tessellation
}, WINED3D_GL_EXT_NONE
},
4835 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa
}, ARB_MULTISAMPLE
},
4836 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa_w
}, WINED3D_GL_EXT_NONE
},
4837 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), state_debug_monitor
}, WINED3D_GL_EXT_NONE
},
4838 { STATE_RENDER(WINED3D_RS_ZVISIBLE
), { STATE_RENDER(WINED3D_RS_ZVISIBLE
), state_zvisible
}, WINED3D_GL_EXT_NONE
},
4840 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler
}, WINED3D_GL_EXT_NONE
},
4841 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler
}, WINED3D_GL_EXT_NONE
},
4842 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler
}, WINED3D_GL_EXT_NONE
},
4843 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler
}, WINED3D_GL_EXT_NONE
},
4844 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler
}, WINED3D_GL_EXT_NONE
},
4845 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler
}, WINED3D_GL_EXT_NONE
},
4846 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler
}, WINED3D_GL_EXT_NONE
},
4847 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler
}, WINED3D_GL_EXT_NONE
},
4848 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler
}, WINED3D_GL_EXT_NONE
},
4849 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler
}, WINED3D_GL_EXT_NONE
},
4850 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler
}, WINED3D_GL_EXT_NONE
},
4851 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler
}, WINED3D_GL_EXT_NONE
},
4852 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler
}, WINED3D_GL_EXT_NONE
},
4853 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler
}, WINED3D_GL_EXT_NONE
},
4854 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler
}, WINED3D_GL_EXT_NONE
},
4855 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler
}, WINED3D_GL_EXT_NONE
},
4856 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler
}, WINED3D_GL_EXT_NONE
},
4857 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler
}, WINED3D_GL_EXT_NONE
},
4858 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler
}, WINED3D_GL_EXT_NONE
},
4859 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler
}, WINED3D_GL_EXT_NONE
},
4860 { STATE_BASEVERTEXINDEX
, { STATE_BASEVERTEXINDEX
, state_nop
, }, ARB_DRAW_ELEMENTS_BASE_VERTEX
},
4861 { STATE_BASEVERTEXINDEX
, { STATE_STREAMSRC
, NULL
, }, WINED3D_GL_EXT_NONE
},
4862 { STATE_FRAMEBUFFER
, { STATE_FRAMEBUFFER
, context_state_fb
}, WINED3D_GL_EXT_NONE
},
4863 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), context_state_drawbuf
},WINED3D_GL_EXT_NONE
},
4864 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), state_shader
}, WINED3D_GL_EXT_NONE
},
4865 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
), state_shader
}, WINED3D_GL_EXT_NONE
},
4866 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), state_shader
}, WINED3D_GL_EXT_NONE
},
4867 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
), state_compute_shader
}, WINED3D_GL_EXT_NONE
},
4868 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
4871 static const struct wined3d_state_entry_template vp_ffp_states
[] =
4873 { STATE_VDECL
, { STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
4874 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
4875 { STATE_MATERIAL
, { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4876 { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
4878 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
4879 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
4880 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
4881 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
4882 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
4883 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
4884 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
4885 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
4887 { STATE_LIGHT_TYPE
, { STATE_LIGHT_TYPE
, state_nop
}, WINED3D_GL_EXT_NONE
},
4888 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
4889 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
4890 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
4891 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
4892 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
4893 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
4894 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
4895 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
4897 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
4898 /* Transform states follow */
4899 { STATE_TRANSFORM(WINED3D_TS_VIEW
), { STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
4900 { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
4901 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4902 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4903 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4904 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4905 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4906 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4907 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4908 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4909 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world
}, WINED3D_GL_EXT_NONE
},
4910 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4911 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4912 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4913 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4914 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4915 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4916 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4917 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4918 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4919 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4920 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4921 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4922 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4923 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4924 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4925 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4926 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4927 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4928 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4929 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4930 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4931 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4932 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4933 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4934 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4935 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4936 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4937 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4938 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4939 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4940 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4941 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4942 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4943 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4944 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4945 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4946 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4947 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4948 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4949 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4950 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4951 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4952 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4953 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4954 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4955 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4956 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4957 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4958 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4959 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4960 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4961 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4962 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4963 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4964 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4965 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4966 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4967 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4968 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4969 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4970 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4971 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4972 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4973 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4974 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4975 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4976 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4977 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4978 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4979 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4980 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4981 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4982 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4983 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4984 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4985 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4986 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4987 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4988 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4989 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4990 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4991 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4992 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4993 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4994 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4995 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4996 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4997 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4998 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4999 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5000 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5001 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5002 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5003 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5004 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5005 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5006 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5007 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5008 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5009 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5010 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5011 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5012 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5013 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5014 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5015 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5016 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5017 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5018 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5019 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5020 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5021 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5022 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5023 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5024 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5025 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5026 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5027 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5028 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5029 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5030 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5031 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5032 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5033 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5034 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5035 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5036 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5037 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5038 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5039 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5040 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5041 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5042 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5043 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5044 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5045 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5046 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5047 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5048 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5049 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5050 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5051 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5052 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5053 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5054 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5055 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5056 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5057 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5058 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5059 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5060 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5061 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5062 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5063 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5064 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5065 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5066 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5067 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5068 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5069 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5070 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5071 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5072 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5073 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5074 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5075 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5076 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5077 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5078 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5079 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5080 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5081 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5082 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5083 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5084 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5085 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5086 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5087 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5088 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5089 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5090 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5091 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5092 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5093 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5094 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5095 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5096 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5097 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5098 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5099 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5100 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5101 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5102 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5103 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5104 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5105 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5106 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5107 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5108 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5109 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5110 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5111 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5112 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5113 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5114 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5115 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5116 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5117 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5118 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5119 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5120 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5121 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5122 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5123 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5124 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5125 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5126 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5127 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5128 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5129 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5130 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5131 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5132 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5133 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5134 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5135 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5136 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5137 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5138 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5139 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5140 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5141 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5142 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5143 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5144 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5145 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5146 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5147 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5148 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5149 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5150 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5151 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5152 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5153 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5154 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5155 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5156 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5157 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5158 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5159 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5160 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5161 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5162 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5163 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5164 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5165 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5166 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5167 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5168 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5169 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5170 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5171 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5172 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5173 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5174 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5175 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5176 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5177 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5178 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5179 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5180 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5182 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
5183 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5184 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5185 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5186 { STATE_RENDER(WINED3D_RS_CLIPPING
), { STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
5187 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), { STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
5188 { STATE_RENDER(WINED3D_RS_LIGHTING
), { STATE_RENDER(WINED3D_RS_LIGHTING
), state_lighting
}, WINED3D_GL_EXT_NONE
},
5189 { STATE_RENDER(WINED3D_RS_AMBIENT
), { STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
5190 { STATE_RENDER(WINED3D_RS_COLORVERTEX
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5191 { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), state_localviewer
}, WINED3D_GL_EXT_NONE
},
5192 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), state_normalize
}, WINED3D_GL_EXT_NONE
},
5193 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5194 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5195 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5196 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5197 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend_w
}, WINED3D_GL_EXT_NONE
},
5198 { STATE_RENDER(WINED3D_RS_POINTSIZE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5199 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
5200 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
5201 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
5202 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
5203 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
5204 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5205 { STATE_RENDER(WINED3D_RS_POINTSCALE_A
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5206 { STATE_RENDER(WINED3D_RS_POINTSCALE_B
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5207 { STATE_RENDER(WINED3D_RS_POINTSCALE_C
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5208 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
5209 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
5210 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
5211 { STATE_RENDER(WINED3D_RS_TWEENFACTOR
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5212 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5214 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5215 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5216 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5218 { STATE_SAMPLER(0), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5219 { STATE_SAMPLER(0), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5220 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5221 { STATE_SAMPLER(1), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5222 { STATE_SAMPLER(1), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5223 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5224 { STATE_SAMPLER(2), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5225 { STATE_SAMPLER(2), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5226 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5227 { STATE_SAMPLER(3), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5228 { STATE_SAMPLER(3), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5229 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5230 { STATE_SAMPLER(4), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5231 { STATE_SAMPLER(4), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5232 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5233 { STATE_SAMPLER(5), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5234 { STATE_SAMPLER(5), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5235 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5236 { STATE_SAMPLER(6), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5237 { STATE_SAMPLER(6), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5238 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5239 { STATE_SAMPLER(7), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5240 { STATE_SAMPLER(7), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5241 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5242 { STATE_POINT_ENABLE
, { STATE_POINT_ENABLE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5243 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5246 static const struct wined3d_state_entry_template ffp_fragmentstate_template
[] = {
5247 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5248 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5249 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5250 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5251 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5252 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5253 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5254 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5255 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5256 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5257 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5258 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5259 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5260 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5261 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5262 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5263 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5264 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5265 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5266 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5267 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5268 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5269 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5270 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5271 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5272 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5273 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5274 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5275 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5276 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5277 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5278 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5279 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5280 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5281 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5282 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5283 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5284 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5285 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5286 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5287 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5288 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5289 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5290 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5291 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5292 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5293 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5294 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5295 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5296 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5297 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5298 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5299 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5300 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5301 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5302 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5303 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5304 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5305 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5306 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5307 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5308 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5309 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5310 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5311 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5312 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5313 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5314 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5315 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5316 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5317 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5318 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5319 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5320 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5321 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5322 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5323 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5324 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5325 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5326 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5327 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
5328 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5329 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5330 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
5331 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5332 { STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
5333 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
5334 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor
}, WINED3D_GL_EXT_NONE
},
5335 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
5336 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
5337 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5338 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5339 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5340 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
5341 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
5342 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
5343 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5344 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5345 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5346 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5347 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5348 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5349 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5350 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5351 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5354 /* Context activation is done by the caller. */
5355 static void ffp_pipe_enable(const struct wined3d_context
*context
, BOOL enable
) {}
5357 static void *ffp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5362 static void ffp_free(struct wined3d_device
*device
, struct wined3d_context
*context
) {}
5364 static void vp_ffp_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
5366 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
5368 caps
->xyzrhw
= FALSE
;
5369 caps
->ffp_generic_attributes
= FALSE
;
5370 caps
->max_active_lights
= gl_info
->limits
.lights
;
5371 caps
->max_vertex_blend_matrices
= 1;
5372 caps
->max_vertex_blend_matrix_index
= 0;
5373 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5374 | WINED3DVTXPCAPS_MATERIALSOURCE7
5375 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5376 | WINED3DVTXPCAPS_LOCALVIEWER
5377 | WINED3DVTXPCAPS_VERTEXFOG
5378 | WINED3DVTXPCAPS_TEXGEN
5379 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
5380 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
5381 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
5382 caps
->raster_caps
= 0;
5383 if (gl_info
->supported
[NV_FOG_DISTANCE
])
5384 caps
->raster_caps
|= WINED3DPRASTERCAPS_FOGRANGE
;
5387 static DWORD
vp_ffp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5389 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5392 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe
=
5396 vp_ffp_get_emul_mask
,
5402 static void ffp_fragment_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
5404 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
5406 caps
->wined3d_caps
= 0;
5407 caps
->PrimitiveMiscCaps
= 0;
5408 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
5409 | WINED3DTEXOPCAPS_ADDSIGNED
5410 | WINED3DTEXOPCAPS_ADDSIGNED2X
5411 | WINED3DTEXOPCAPS_MODULATE
5412 | WINED3DTEXOPCAPS_MODULATE2X
5413 | WINED3DTEXOPCAPS_MODULATE4X
5414 | WINED3DTEXOPCAPS_SELECTARG1
5415 | WINED3DTEXOPCAPS_SELECTARG2
5416 | WINED3DTEXOPCAPS_DISABLE
;
5418 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
]
5419 || gl_info
->supported
[EXT_TEXTURE_ENV_COMBINE
]
5420 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5422 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5423 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5424 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5425 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5426 | WINED3DTEXOPCAPS_LERP
5427 | WINED3DTEXOPCAPS_SUBTRACT
;
5429 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
]
5430 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5432 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
5433 | WINED3DTEXOPCAPS_MULTIPLYADD
5434 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5435 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5436 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
5438 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
5439 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
5441 caps
->MaxTextureBlendStages
= gl_info
->limits
.textures
;
5442 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
5445 static DWORD
ffp_fragment_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5447 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5450 static BOOL
ffp_color_fixup_supported(struct color_fixup_desc fixup
)
5452 /* We only support identity conversions. */
5453 return is_identity_fixup(fixup
);
5456 static BOOL
ffp_none_context_alloc(struct wined3d_context
*context
)
5461 static void ffp_none_context_free(struct wined3d_context
*context
)
5465 const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline
=
5468 ffp_fragment_get_caps
,
5469 ffp_fragment_get_emul_mask
,
5472 ffp_none_context_alloc
,
5473 ffp_none_context_free
,
5474 ffp_color_fixup_supported
,
5475 ffp_fragmentstate_template
,
5478 static void none_pipe_enable(const struct wined3d_context
*context
, BOOL enable
) {}
5480 static void *none_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5485 static void none_free(struct wined3d_device
*device
, struct wined3d_context
*context
) {}
5487 static void vp_none_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
5489 memset(caps
, 0, sizeof(*caps
));
5492 static DWORD
vp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5497 const struct wined3d_vertex_pipe_ops none_vertex_pipe
=
5501 vp_none_get_emul_mask
,
5507 static void fp_none_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
5509 memset(caps
, 0, sizeof(*caps
));
5512 static DWORD
fp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5517 static BOOL
fp_none_color_fixup_supported(struct color_fixup_desc fixup
)
5519 return is_identity_fixup(fixup
);
5522 const struct wined3d_fragment_pipe_ops none_fragment_pipe
=
5526 fp_none_get_emul_mask
,
5529 ffp_none_context_alloc
,
5530 ffp_none_context_free
,
5531 fp_none_color_fixup_supported
,
5535 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5538 for(i
= 0; funcs
[i
]; i
++);
5542 static void multistate_apply_2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5544 context
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5545 context
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5548 static void multistate_apply_3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5550 context
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5551 context
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5552 context
->device
->multistate_funcs
[state_id
][2](context
, state
, state_id
);
5555 static void prune_invalid_states(struct wined3d_state_entry
*state_table
, const struct wined3d_d3d_info
*d3d_info
)
5557 unsigned int start
, last
, i
;
5559 start
= STATE_TEXTURESTAGE(d3d_info
->limits
.ffp_blend_stages
, 0);
5560 last
= STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES
- 1, WINED3D_HIGHEST_TEXTURE_STATE
);
5561 for (i
= start
; i
<= last
; ++i
)
5563 state_table
[i
].representative
= 0;
5564 state_table
[i
].apply
= state_undefined
;
5567 start
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ d3d_info
->limits
.ffp_blend_stages
);
5568 last
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ WINED3D_MAX_TEXTURES
- 1);
5569 for (i
= start
; i
<= last
; ++i
)
5571 state_table
[i
].representative
= 0;
5572 state_table
[i
].apply
= state_undefined
;
5575 start
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info
->limits
.ffp_vertex_blend_matrices
));
5576 last
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5577 for (i
= start
; i
<= last
; ++i
)
5579 state_table
[i
].representative
= 0;
5580 state_table
[i
].apply
= state_undefined
;
5584 static void validate_state_table(struct wined3d_state_entry
*state_table
)
5614 static const DWORD simple_states
[] =
5620 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
),
5621 STATE_SHADER(WINED3D_SHADER_TYPE_HULL
),
5622 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
),
5623 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
),
5624 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
),
5625 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
),
5626 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
),
5627 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
),
5628 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
),
5629 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),
5630 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
),
5631 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
),
5632 STATE_COMPUTE_SHADER_RESOURCE_BINDING
,
5633 STATE_GRAPHICS_SHADER_RESOURCE_BINDING
,
5634 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
,
5635 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
,
5640 STATE_POINTSPRITECOORDORIGIN
,
5641 STATE_BASEVERTEXINDEX
,
5647 STATE_DEPTH_STENCIL
,
5650 unsigned int i
, current
;
5652 for (i
= STATE_RENDER(1), current
= 0; i
<= STATE_RENDER(WINEHIGHEST_RENDER_STATE
); ++i
)
5654 if (!rs_holes
[current
].first
|| i
< STATE_RENDER(rs_holes
[current
].first
))
5656 if (!state_table
[i
].representative
)
5657 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i
), i
);
5659 else if (state_table
[i
].representative
)
5660 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i
), i
);
5662 if (i
== STATE_RENDER(rs_holes
[current
].last
)) ++current
;
5665 for (i
= 0; i
< ARRAY_SIZE(simple_states
); ++i
)
5667 if (!state_table
[simple_states
[i
]].representative
)
5668 ERR("State %s (%#x) should have a representative.\n",
5669 debug_d3dstate(simple_states
[i
]), simple_states
[i
]);
5672 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5674 DWORD rep
= state_table
[i
].representative
;
5677 if (state_table
[rep
].representative
!= rep
)
5679 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5680 debug_d3dstate(i
), i
, debug_d3dstate(rep
), rep
);
5681 state_table
[i
].representative
= 0;
5686 if (state_table
[i
].apply
)
5687 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i
), i
);
5689 else if (!state_table
[i
].apply
)
5691 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i
), i
);
5697 HRESULT
compile_state_table(struct wined3d_state_entry
*state_table
, APPLYSTATEFUNC
**dev_multistate_funcs
,
5698 const struct wined3d_d3d_info
*d3d_info
, const BOOL
*supported_extensions
,
5699 const struct wined3d_vertex_pipe_ops
*vertex
, const struct wined3d_fragment_pipe_ops
*fragment
,
5700 const struct wined3d_state_entry_template
*misc
)
5702 APPLYSTATEFUNC multistate_funcs
[STATE_HIGHEST
+ 1][3];
5703 const struct wined3d_state_entry_template
*cur
;
5704 unsigned int i
, type
, handlers
;
5705 BOOL set
[STATE_HIGHEST
+ 1];
5707 memset(multistate_funcs
, 0, sizeof(multistate_funcs
));
5709 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5711 state_table
[i
].representative
= 0;
5712 state_table
[i
].apply
= state_undefined
;
5715 for (type
= 0; type
< 3; ++type
)
5717 /* This switch decides the order in which the states are applied */
5720 case 0: cur
= misc
; break;
5721 case 1: cur
= fragment
->states
; break;
5722 case 2: cur
= vertex
->vp_states
; break;
5723 default: cur
= NULL
; /* Stupid compiler */
5727 /* GL extension filtering should not prevent multiple handlers being applied from different
5730 memset(set
, 0, sizeof(set
));
5732 for (i
= 0; cur
[i
].state
; ++i
)
5734 APPLYSTATEFUNC
*funcs_array
;
5736 /* Only use the first matching state with the available extension from one template.
5738 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5739 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5741 * if GL_XYZ_fancy is supported, ignore the 2nd line
5743 if (set
[cur
[i
].state
]) continue;
5744 /* Skip state lines depending on unsupported extensions */
5745 if (!supported_extensions
[cur
[i
].extension
]) continue;
5746 set
[cur
[i
].state
] = TRUE
;
5747 /* In some cases having an extension means that nothing has to be
5748 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5749 * supported, the texture coordinate fixup can be ignored. If the
5750 * apply function is used, mark the state set(done above) to prevent
5751 * applying later lines, but do not record anything in the state
5754 if (!cur
[i
].content
.representative
) continue;
5756 handlers
= num_handlers(multistate_funcs
[cur
[i
].state
]);
5757 multistate_funcs
[cur
[i
].state
][handlers
] = cur
[i
].content
.apply
;
5761 state_table
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
5764 state_table
[cur
[i
].state
].apply
= multistate_apply_2
;
5765 if (!(dev_multistate_funcs
[cur
[i
].state
] = heap_calloc(2, sizeof(**dev_multistate_funcs
))))
5768 dev_multistate_funcs
[cur
[i
].state
][0] = multistate_funcs
[cur
[i
].state
][0];
5769 dev_multistate_funcs
[cur
[i
].state
][1] = multistate_funcs
[cur
[i
].state
][1];
5772 state_table
[cur
[i
].state
].apply
= multistate_apply_3
;
5773 if (!(funcs_array
= heap_realloc(dev_multistate_funcs
[cur
[i
].state
],
5774 sizeof(**dev_multistate_funcs
) * 3)))
5777 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
5778 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
5781 ERR("Unexpected amount of state handlers for state %u: %u.\n",
5782 cur
[i
].state
, handlers
+ 1);
5785 if (state_table
[cur
[i
].state
].representative
5786 && state_table
[cur
[i
].state
].representative
!= cur
[i
].content
.representative
)
5788 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5789 debug_d3dstate(cur
[i
].state
), cur
[i
].state
);
5791 state_table
[cur
[i
].state
].representative
= cur
[i
].content
.representative
;
5795 prune_invalid_states(state_table
, d3d_info
);
5796 validate_state_table(state_table
);
5801 for (i
= 0; i
<= STATE_HIGHEST
; ++i
)
5803 heap_free(dev_multistate_funcs
[i
]);
5806 memset(dev_multistate_funcs
, 0, (STATE_HIGHEST
+ 1) * sizeof(*dev_multistate_funcs
));
5808 return E_OUTOFMEMORY
;