wined3d: Use wined3d_mask_from_size() in shader_glsl_gather4().
[wine.git] / dlls / wined3d / state.c
blob208014e207385544d19e258887283ad17bc17c4b
1 /*
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
28 #include "config.h"
30 #include <stdio.h>
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);
42 return refcount;
45 static void wined3d_blend_state_destroy_object(void *object)
47 TRACE("object %p.\n", object);
49 heap_free(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);
59 if (!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();
66 return refcount;
69 void * CDECL wined3d_blend_state_get_parent(const struct wined3d_blend_state *state)
71 TRACE("state %p.\n", state);
73 return state->parent;
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))))
91 return E_OUTOFMEMORY;
93 object->refcount = 1;
94 object->desc = *desc;
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);
106 *state = object;
108 return WINED3D_OK;
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);
117 return refcount;
120 static void wined3d_depth_stencil_state_destroy_object(void *object)
122 TRACE("object %p.\n", object);
124 heap_free(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);
134 if (!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();
141 return refcount;
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);
170 *state = object;
172 return WINED3D_OK;
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);
181 return refcount;
184 static void wined3d_rasterizer_state_destroy_object(void *object)
186 TRACE("object %p.\n", object);
188 heap_free(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);
198 if (!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();
205 return refcount;
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);
234 *state = object;
236 return WINED3D_OK;
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;
255 switch (mode)
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)");
260 break;
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)");
264 break;
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)");
268 break;
269 default:
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");
288 else
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. */
301 switch (mode)
303 case WINED3D_CULL_NONE:
304 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
305 checkGLcall("glDisable GL_CULL_FACE");
306 break;
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)");
312 break;
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)");
318 break;
319 default:
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)");
333 break;
334 case WINED3D_SHADE_GOURAUD:
335 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
336 * in D3D. */
337 case WINED3D_SHADE_PHONG:
338 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
339 checkGLcall("glShadeModel(GL_SMOOTH)");
340 break;
341 default:
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");
356 else
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)
365 switch (f)
367 case WINED3D_CMP_NEVER:
368 return GL_NEVER;
369 case WINED3D_CMP_LESS:
370 return GL_LESS;
371 case WINED3D_CMP_EQUAL:
372 return GL_EQUAL;
373 case WINED3D_CMP_LESSEQUAL:
374 return GL_LEQUAL;
375 case WINED3D_CMP_GREATER:
376 return GL_GREATER;
377 case WINED3D_CMP_NOTEQUAL:
378 return GL_NOTEQUAL;
379 case WINED3D_CMP_GREATEREQUAL:
380 return GL_GEQUAL;
381 case WINED3D_CMP_ALWAYS:
382 return GL_ALWAYS;
383 default:
384 if (!f)
385 WARN("Unrecognized compare function %#x.\n", f);
386 else
387 FIXME("Unrecognized compare function %#x.\n", f);
388 return GL_NONE;
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)
405 switch (op)
407 case WINED3D_BLEND_OP_ADD:
408 return GL_FUNC_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;
417 default:
418 if (!op)
419 WARN("Unhandled blend op %#x.\n", op);
420 else
421 FIXME("Unhandled blend op %#x.\n", op);
422 return GL_FUNC_ADD;
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");
435 return;
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");
442 return;
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");
454 else
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)
463 switch (factor)
465 case WINED3D_BLEND_ZERO:
466 return GL_ZERO;
467 case WINED3D_BLEND_ONE:
468 return GL_ONE;
469 case WINED3D_BLEND_SRCCOLOR:
470 return GL_SRC_COLOR;
471 case WINED3D_BLEND_INVSRCCOLOR:
472 return GL_ONE_MINUS_SRC_COLOR;
473 case WINED3D_BLEND_SRCALPHA:
474 return GL_SRC_ALPHA;
475 case WINED3D_BLEND_INVSRCALPHA:
476 return GL_ONE_MINUS_SRC_ALPHA;
477 case WINED3D_BLEND_DESTCOLOR:
478 return GL_DST_COLOR;
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;
505 default:
506 if (!factor)
507 WARN("Unhandled blend factor %#x.\n", factor);
508 else
509 FIXME("Unhandled blend factor %#x.\n", factor);
510 return GL_NONE;
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;
531 else
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])
559 return FALSE;
561 if (!b->desc.rt[index].enable)
562 return FALSE;
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))
569 return FALSE;
571 return TRUE;
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;
580 unsigned int mask;
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);
586 else
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");
606 return;
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");
626 return;
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");
634 else
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
642 * updating. */
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;
664 unsigned int i;
666 if (b && b->desc.alpha_to_coverage)
667 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
668 else
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);
682 return;
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");
704 continue;
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
720 * updating. */
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;
730 unsigned int i;
732 if (b && b->desc.alpha_to_coverage)
733 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
734 else
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);
748 return;
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");
762 continue;
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
782 * updating. */
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;
790 int glParm = 0;
791 float ref;
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))
804 enable_ckey = TRUE;
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");
816 else
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
821 * enable call
823 return;
826 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
828 glParm = GL_NOTEQUAL;
829 ref = 0.0f;
831 else
833 ref = wined3d_alpha_ref(state);
834 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
836 if (glParm)
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)
850 static BOOL warned;
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");
860 return;
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
886 * some extent.
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
889 * running 1.4 yet!
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);
928 else
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);
936 else
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()");
945 } else {
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);
955 else
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;
984 unsigned int i;
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)
1019 switch (op)
1021 case WINED3D_STENCIL_OP_KEEP:
1022 return GL_KEEP;
1023 case WINED3D_STENCIL_OP_ZERO:
1024 return GL_ZERO;
1025 case WINED3D_STENCIL_OP_REPLACE:
1026 return GL_REPLACE;
1027 case WINED3D_STENCIL_OP_INCR_SAT:
1028 return GL_INCR;
1029 case WINED3D_STENCIL_OP_DECR_SAT:
1030 return GL_DECR;
1031 case WINED3D_STENCIL_OP_INVERT:
1032 return GL_INVERT;
1033 case WINED3D_STENCIL_OP_INCR:
1034 return GL_INCR_WRAP;
1035 case WINED3D_STENCIL_OP_DECR:
1036 return GL_DECR_WRAP;
1037 default:
1038 if (!op)
1039 WARN("Unrecognized stencil op %#x.\n", op);
1040 else
1041 FIXME("Unrecognized stencil op %#x.\n", op);
1042 return GL_KEEP;
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;
1050 GLint func;
1051 GLint func_back;
1052 GLint ref;
1053 GLuint mask;
1054 GLint stencilFail;
1055 GLint stencilFail_back;
1056 GLint stencilPass;
1057 GLint stencilPass_back;
1058 GLint depthFail;
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");
1066 return;
1069 if (!(func = wined3d_gl_compare_func(d->desc.front.func)))
1070 func = GL_ALWAYS;
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",
1085 ref, mask,
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
1108 * to set it back
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, ...)");
1124 else
1126 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
1129 else
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;
1162 if (enable_depth)
1164 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
1165 checkGLcall("glEnable GL_DEPTH_TEST");
1167 else
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)");
1178 else
1180 gl_info->gl_ops.gl.p_glDepthMask(GL_FALSE);
1181 checkGLcall("glDepthMask(GL_FALSE)");
1184 if (d)
1185 depth_func = wined3d_gl_compare_func(d->desc.depth_func);
1186 if (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])
1240 return;
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)");
1259 return;
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;
1275 else
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)");
1292 else
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");
1335 return;
1338 /* Fog Rules:
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
1365 * shader,
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
1378 * without shaders).
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)
1386 if (use_vs(state))
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;
1392 else
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;
1403 break;
1405 /* drop through */
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;
1413 break;
1415 /* drop through */
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;
1423 break;
1425 /* drop through */
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)");
1435 break;
1437 default:
1438 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1439 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1440 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1443 } else {
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)");
1451 break;
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)");
1456 break;
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)");
1461 break;
1463 case WINED3D_FOG_NONE: /* Won't happen */
1464 default:
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;
1492 union {
1493 DWORD d;
1494 float f;
1495 } tmpvalue;
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;
1506 GLenum Parm = 0;
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;
1522 else
1523 Parm = GL_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)
1531 Parm = GL_AMBIENT;
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)
1539 Parm = GL_EMISSION;
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)
1545 Parm = GL_SPECULAR;
1549 /* Nothing changed, return. */
1550 if (Parm == context_gl->tracking_parm)
1551 return;
1553 if (!Parm)
1555 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1556 checkGLcall("glDisable GL_COLOR_MATERIAL");
1558 else
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");
1574 break;
1576 case GL_DIFFUSE:
1577 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1578 checkGLcall("glMaterialfv");
1579 break;
1581 case GL_AMBIENT:
1582 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1583 checkGLcall("glMaterialfv");
1584 break;
1586 case GL_EMISSION:
1587 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1588 checkGLcall("glMaterialfv");
1589 break;
1591 case GL_SPECULAR:
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");
1598 else
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");
1604 break;
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;
1613 union
1615 DWORD d;
1616 struct wined3d_line_pattern lp;
1617 } tmppattern;
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);");
1629 else
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;
1640 if (!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);");
1658 else
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)
1667 float min, max;
1669 get_pointsize_minmax(context, state, &min, &max);
1671 if (min != 1.0f)
1672 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1673 if (max != 64.0f)
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;
1680 float min, max;
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;
1693 float min, max;
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;
1706 float att[3];
1707 float pointsize;
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)");
1744 else
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");
1757 else
1759 static BOOL warned;
1760 if (!warned) {
1761 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1762 warned = TRUE;
1763 } else {
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)
1771 static BOOL warned;
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");
1778 warned = TRUE;
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)");
1791 else
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])
1818 && !once++)
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)");
1837 else
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)");
1851 else
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)");
1865 else
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;
1892 union
1894 DWORD d;
1895 float f;
1896 } const_bias;
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;
1911 else
1913 if (depth)
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);
1920 else
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");
1924 scale = 0.0f;
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);
1936 else
1938 if (clamp != 0.0f)
1939 WARN("Ignoring depth bias clamp %.8e.\n", clamp);
1940 gl_info->gl_ops.gl.p_glPolygonOffset(factor, units);
1943 else
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");
1982 else
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)
2003 union {
2004 DWORD d;
2005 float f;
2006 } tmpvalue;
2007 tmpvalue.f = 1.0f;
2009 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
2011 static BOOL displayed = FALSE;
2013 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
2014 if(!displayed)
2015 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
2017 displayed = TRUE;
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;
2045 union
2047 uint32_t d;
2048 float f;
2049 } zmin, zmax;
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(...)");
2065 else
2067 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
2068 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
2071 else
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)
2166 static int once;
2167 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2169 if (!once++)
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 */
2182 if (complement) {
2183 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2184 else *operand = GL_ONE_MINUS_SRC_COLOR;
2185 } else {
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;
2204 break;
2205 default:
2206 FIXME("Unrecognized texture arg %#x\n", arg);
2207 *source = GL_TEXTURE;
2208 break;
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;
2218 GLenum comb_target;
2219 GLenum src0_target, src1_target, src2_target;
2220 GLenum opr0_target, opr1_target, opr2_target;
2221 GLenum scal_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. */
2239 if (isAlpha)
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;
2250 else
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);
2273 } else {
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])
2286 if (isAlpha) {
2287 opr = GL_SRC_ALPHA;
2288 invopr = GL_ONE_MINUS_SRC_ALPHA;
2289 src3_target = GL_SOURCE3_ALPHA_NV;
2290 opr3_target = GL_OPERAND3_ALPHA_NV;
2291 } else {
2292 opr = GL_SRC_COLOR;
2293 invopr = GL_ONE_MINUS_SRC_COLOR;
2294 src3_target = GL_SOURCE3_RGB_NV;
2295 opr3_target = GL_OPERAND3_RGB_NV;
2297 switch (op)
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");
2318 break;
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");
2331 else
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");
2350 break;
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");
2373 break;
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");
2395 break;
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");
2417 break;
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");
2440 break;
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");
2463 break;
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");
2486 break;
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");
2505 switch (opr1) {
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");
2515 break;
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");
2538 break;
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");
2560 break;
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");
2582 break;
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");
2604 break;
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");
2622 switch (opr) {
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");
2630 break;
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");
2644 switch (opr1) {
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");
2656 break;
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");
2674 switch (opr1) {
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");
2684 break;
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");
2690 switch (opr1) {
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");
2704 switch (opr1) {
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");
2716 break;
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");
2738 break;
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");
2743 Handled = FALSE;
2744 break;
2746 default:
2747 Handled = FALSE;
2749 if (Handled)
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");
2754 return;
2756 } /* GL_NV_texture_env_combine4 */
2758 Handled = TRUE; /* Again, assume handled */
2759 switch (op) {
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");
2769 break;
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");
2779 break;
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");
2789 break;
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");
2803 break;
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");
2817 break;
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");
2831 break;
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");
2845 break;
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");
2859 break;
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");
2873 break;
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");
2889 } else {
2890 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2892 break;
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");
2911 break;
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");
2929 break;
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");
2947 break;
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");
2965 break;
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");
2976 } else {
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");
2989 break;
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");
3007 break;
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");
3015 switch (opr1) {
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");
3033 } else
3034 Handled = FALSE;
3035 break;
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");
3055 } else
3056 Handled = FALSE;
3057 break;
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");
3065 switch (opr1) {
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");
3083 } else
3084 Handled = FALSE;
3085 break;
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");
3097 switch (opr1) {
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");
3111 } else
3112 Handled = FALSE;
3113 break;
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");
3121 switch (opr1) {
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");
3139 } else
3140 Handled = FALSE;
3141 break;
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");
3149 switch (opr1) {
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");
3159 switch (opr1) {
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");
3173 } else
3174 Handled = FALSE;
3175 break;
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");
3195 } else
3196 Handled = FALSE;
3197 break;
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");
3207 Handled = FALSE;
3208 break;
3210 default:
3211 Handled = FALSE;
3214 if (Handled) {
3215 BOOL combineOK = TRUE;
3216 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3218 DWORD op2;
3220 if (isAlpha)
3221 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3222 else
3223 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3225 /* Note: If COMBINE4 in effect can't go back to combine! */
3226 switch (op2)
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 */
3236 switch (op)
3238 case WINED3D_TOP_SELECT_ARG1:
3239 case WINED3D_TOP_SELECT_ARG2:
3240 combineOK = FALSE;
3241 Handled = FALSE;
3242 break;
3243 default:
3244 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3245 return;
3250 if (combineOK)
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");
3255 return;
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");
3284 return;
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)");
3310 /* All done */
3311 return;
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");
3342 return;
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
3369 * blending effects.
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
3382 * multitexturing */
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]);
3419 else
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;
3433 if (use_vs(state))
3435 TRACE("Using a vertex shader, skipping.\n");
3436 return;
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);
3467 return;
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);
3473 return;
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.");
3496 break;
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.");
3523 break;
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");
3531 break;
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.");
3554 break;
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");
3562 break;
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.");
3585 break;
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.");
3597 break;
3599 default:
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.");
3608 break;
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);
3636 if (!texture)
3637 return;
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)))
3649 if (tex_is_pow2)
3650 context->lastWasPow2Texture |= 1u << sampler;
3651 else
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;
3673 return t;
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)
3680 union
3682 float f;
3683 DWORD d;
3684 } lod_bias;
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);
3748 return;
3751 if (mapped_stage >= gl_info->limits.graphics_samplers)
3752 return;
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);
3773 else
3775 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &sampler)))
3777 ERR("Failed to create sampler.\n");
3778 return;
3780 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3782 ERR("Failed to insert sampler.\n");
3783 wined3d_sampler_decref(sampler);
3784 return;
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;
3794 else
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)
3807 unsigned int i;
3809 if (use_ps(state))
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;
3823 else
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. */
3830 else
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);
3886 GLdouble plane[4];
3888 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.user_clip_distances)
3889 return;
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 */
3895 if (!use_vs(state))
3896 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3897 else
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)
3928 return;
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;
3938 unsigned int k;
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]))
3955 continue;
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);
3958 else
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 */
3977 return;
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))
4007 return;
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;
4017 BOOL transformed;
4018 BOOL wasrhw = context->last_was_rhw;
4019 unsigned int i;
4021 transformed = context->stream_info.position_transformed;
4022 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4023 updateFog = TRUE;
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
4044 * mode.
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
4052 * dirty
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)
4064 updateFog = TRUE;
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));
4080 else
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");
4095 warned = TRUE;
4098 if (wasrhw)
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)));
4112 updateFog = TRUE;
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;
4128 if (updateFog)
4129 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4131 if (!useVertexShaderFunction)
4133 unsigned int i;
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)
4160 return;
4162 if (target)
4164 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4166 else if (depth_stencil)
4168 height = depth_stencil->height;
4170 else
4172 FIXME("Could not get the height of render targets.\n");
4173 return;
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];
4184 float min_z, max_z;
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;
4225 if (reset_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;
4235 else
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;
4256 float min_z, max_z;
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;
4278 if (reset_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];
4308 if (!lightInfo)
4310 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4311 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4313 else
4315 float quad_att;
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);
4329 else
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:
4340 /* Position */
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");
4355 /* FIXME: Range */
4356 break;
4358 case WINED3D_LIGHT_SPOT:
4359 /* Position */
4360 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4361 checkGLcall("glLightfv");
4362 /* Direction */
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");
4379 /* FIXME: Range */
4380 break;
4382 case WINED3D_LIGHT_DIRECTIONAL:
4383 /* Direction */
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");
4391 break;
4393 default:
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;
4409 const RECT *r;
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];
4418 unsigned int width;
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;
4441 if (reset_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;
4448 else
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));
4466 return;
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;
4475 else
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");
4487 return;
4490 if (r && !r->desc.depth_clip)
4491 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
4492 else
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;
4501 GLenum mode;
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;
4521 GLenum mode;
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)
4537 static BOOL warned;
4539 if (!warned)
4541 WARN("Point sprite coordinate origin switching not supported.\n");
4542 warned = TRUE;
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);
4563 else
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);
4579 else
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])
4584 return;
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));
4594 continue;
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));
4664 continue;
4667 buffer = state->stream_output[i].buffer;
4668 offset = state->stream_output[i].offset;
4669 bo_gl = wined3d_bo_gl(buffer->buffer_object);
4670 if (offset == ~0u)
4672 FIXME("Appending to stream output buffers not implemented.\n");
4673 offset = 0;
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 },
4839 /* Samplers */
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 },
4877 /* Clip planes */
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 },
4886 /* Lights */
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 },
4896 /* Viewport */
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 },
5181 /* Fog */
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)
5359 return 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 =
5394 ffp_pipe_enable,
5395 vp_ffp_get_caps,
5396 vp_ffp_get_emul_mask,
5397 ffp_alloc,
5398 ffp_free,
5399 vp_ffp_states,
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)
5458 return TRUE;
5461 static void ffp_none_context_free(struct wined3d_context *context)
5465 const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline =
5467 ffp_pipe_enable,
5468 ffp_fragment_get_caps,
5469 ffp_fragment_get_emul_mask,
5470 ffp_alloc,
5471 ffp_free,
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)
5482 return 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)
5494 return 0;
5497 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5499 none_pipe_enable,
5500 vp_none_get_caps,
5501 vp_none_get_emul_mask,
5502 none_alloc,
5503 none_free,
5504 NULL,
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)
5514 return 0;
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 =
5524 none_pipe_enable,
5525 fp_none_get_caps,
5526 fp_none_get_emul_mask,
5527 none_alloc,
5528 none_free,
5529 ffp_none_context_alloc,
5530 ffp_none_context_free,
5531 fp_none_color_fixup_supported,
5532 NULL,
5535 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5537 unsigned int i;
5538 for(i = 0; funcs[i]; i++);
5539 return 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)
5586 static const struct
5588 DWORD first;
5589 DWORD last;
5591 rs_holes[] =
5593 { 1, 1},
5594 { 3, 3},
5595 { 7, 8},
5596 { 14, 14},
5597 { 17, 23},
5598 { 27, 27},
5599 { 40, 40},
5600 { 42, 45},
5601 { 47, 47},
5602 { 52, 59},
5603 { 61, 127},
5604 {149, 150},
5605 {162, 162},
5606 {168, 169},
5607 {171, 171},
5608 {174, 177},
5609 {185, 193},
5610 {195, 197},
5611 {206, 209},
5612 { 0, 0},
5614 static const DWORD simple_states[] =
5616 STATE_MATERIAL,
5617 STATE_VDECL,
5618 STATE_STREAMSRC,
5619 STATE_INDEXBUFFER,
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,
5636 STATE_VIEWPORT,
5637 STATE_LIGHT_TYPE,
5638 STATE_SCISSORRECT,
5639 STATE_RASTERIZER,
5640 STATE_POINTSPRITECOORDORIGIN,
5641 STATE_BASEVERTEXINDEX,
5642 STATE_FRAMEBUFFER,
5643 STATE_POINT_ENABLE,
5644 STATE_COLOR_KEY,
5645 STATE_BLEND,
5646 STATE_BLEND_FACTOR,
5647 STATE_DEPTH_STENCIL,
5648 STATE_STENCIL_REF,
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;
5675 if (rep)
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;
5684 if (rep != i)
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 */
5718 switch (type)
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 */
5725 if (!cur) continue;
5727 /* GL extension filtering should not prevent multiple handlers being applied from different
5728 * pipeline parts
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.
5737 * e.g.
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
5752 * table
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;
5758 switch (handlers)
5760 case 0:
5761 state_table[cur[i].state].apply = cur[i].content.apply;
5762 break;
5763 case 1:
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))))
5766 goto out_of_mem;
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];
5770 break;
5771 case 2:
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)))
5775 goto out_of_mem;
5777 dev_multistate_funcs[cur[i].state] = funcs_array;
5778 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5779 break;
5780 default:
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);
5798 return WINED3D_OK;
5800 out_of_mem:
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;