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
29 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
40 ULONG CDECL
wined3d_blend_state_incref(struct wined3d_blend_state
*state
)
42 ULONG refcount
= InterlockedIncrement(&state
->refcount
);
44 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
49 static void wined3d_blend_state_destroy_object(void *object
)
54 ULONG CDECL
wined3d_blend_state_decref(struct wined3d_blend_state
*state
)
56 ULONG refcount
= InterlockedDecrement(&state
->refcount
);
57 struct wined3d_device
*device
= state
->device
;
59 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
63 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
64 wined3d_cs_destroy_object(device
->cs
, wined3d_blend_state_destroy_object
, state
);
70 void * CDECL
wined3d_blend_state_get_parent(const struct wined3d_blend_state
*state
)
72 TRACE("state %p.\n", state
);
77 HRESULT CDECL
wined3d_blend_state_create(struct wined3d_device
*device
,
78 const struct wined3d_blend_state_desc
*desc
, void *parent
,
79 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_blend_state
**state
)
81 struct wined3d_blend_state
*object
;
83 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
84 device
, desc
, parent
, parent_ops
, state
);
86 if (!(object
= heap_alloc_zero(sizeof(*object
))))
91 object
->parent
= parent
;
92 object
->parent_ops
= parent_ops
;
93 object
->device
= device
;
95 TRACE("Created blend state %p.\n", object
);
101 ULONG CDECL
wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state
*state
)
103 ULONG refcount
= InterlockedIncrement(&state
->refcount
);
105 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
110 static void wined3d_rasterizer_state_destroy_object(void *object
)
115 ULONG CDECL
wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state
*state
)
117 ULONG refcount
= InterlockedDecrement(&state
->refcount
);
118 struct wined3d_device
*device
= state
->device
;
120 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
124 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
125 wined3d_cs_destroy_object(device
->cs
, wined3d_rasterizer_state_destroy_object
, state
);
131 void * CDECL
wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state
*state
)
133 TRACE("rasterizer_state %p.\n", state
);
135 return state
->parent
;
138 HRESULT CDECL
wined3d_rasterizer_state_create(struct wined3d_device
*device
,
139 const struct wined3d_rasterizer_state_desc
*desc
, void *parent
,
140 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_rasterizer_state
**state
)
142 struct wined3d_rasterizer_state
*object
;
144 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
145 device
, desc
, parent
, parent_ops
, state
);
147 if (!(object
= heap_alloc_zero(sizeof(*object
))))
148 return E_OUTOFMEMORY
;
150 object
->refcount
= 1;
151 object
->desc
= *desc
;
152 object
->parent
= parent
;
153 object
->parent_ops
= parent_ops
;
154 object
->device
= device
;
156 TRACE("Created rasterizer state %p.\n", object
);
162 /* Context activation for state handler is done by the caller. */
164 static void state_undefined(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
166 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id
), state_id
);
169 void state_nop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
171 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id
));
174 static void state_fillmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
176 enum wined3d_fill_mode mode
= state
->render_states
[WINED3D_RS_FILLMODE
];
177 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
181 case WINED3D_FILL_POINT
:
182 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_POINT
);
183 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
185 case WINED3D_FILL_WIREFRAME
:
186 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_LINE
);
187 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
189 case WINED3D_FILL_SOLID
:
190 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
191 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
194 FIXME("Unrecognized fill mode %#x.\n", mode
);
198 static void state_lighting(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
200 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
202 /* Lighting is not enabled if transformed vertices are drawn, but lighting
203 * does not affect the stream sources, so it is not grouped for
204 * performance reasons. This state reads the decoded vertex declaration,
205 * so if it is dirty don't do anything. The vertex declaration applying
206 * function calls this function for updating. */
207 if (isStateDirty(context
, STATE_VDECL
))
210 if (state
->render_states
[WINED3D_RS_LIGHTING
]
211 && !context
->stream_info
.position_transformed
)
213 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHTING
);
214 checkGLcall("glEnable GL_LIGHTING");
218 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
219 checkGLcall("glDisable GL_LIGHTING");
223 static void state_zenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
225 enum wined3d_depth_buffer_type zenable
= state
->render_states
[WINED3D_RS_ZENABLE
];
226 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
228 /* No z test without depth stencil buffers */
229 if (!state
->fb
->depth_stencil
)
231 TRACE("No Z buffer - disabling depth test\n");
232 zenable
= WINED3D_ZB_FALSE
;
237 case WINED3D_ZB_FALSE
:
238 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
239 checkGLcall("glDisable GL_DEPTH_TEST");
241 case WINED3D_ZB_TRUE
:
242 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
243 checkGLcall("glEnable GL_DEPTH_TEST");
245 case WINED3D_ZB_USEW
:
246 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
247 checkGLcall("glEnable GL_DEPTH_TEST");
248 FIXME("W buffer is not well handled\n");
251 FIXME("Unrecognized depth buffer type %#x.\n", zenable
);
255 if (context
->last_was_rhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
256 context_apply_state(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
259 static void state_cullmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
261 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
263 /* glFrontFace() is set in context.c at context init and on an
264 * offscreen / onscreen rendering switch. */
265 switch (state
->render_states
[WINED3D_RS_CULLMODE
])
267 case WINED3D_CULL_NONE
:
268 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
269 checkGLcall("glDisable GL_CULL_FACE");
271 case WINED3D_CULL_FRONT
:
272 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
273 checkGLcall("glEnable GL_CULL_FACE");
274 gl_info
->gl_ops
.gl
.p_glCullFace(GL_FRONT
);
275 checkGLcall("glCullFace(GL_FRONT)");
277 case WINED3D_CULL_BACK
:
278 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
279 checkGLcall("glEnable GL_CULL_FACE");
280 gl_info
->gl_ops
.gl
.p_glCullFace(GL_BACK
);
281 checkGLcall("glCullFace(GL_BACK)");
284 FIXME("Unrecognized cull mode %#x.\n",
285 state
->render_states
[WINED3D_RS_CULLMODE
]);
289 void state_shademode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
291 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
293 switch (state
->render_states
[WINED3D_RS_SHADEMODE
])
295 case WINED3D_SHADE_FLAT
:
296 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_FLAT
);
297 checkGLcall("glShadeModel(GL_FLAT)");
299 case WINED3D_SHADE_GOURAUD
:
300 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
302 case WINED3D_SHADE_PHONG
:
303 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
304 checkGLcall("glShadeModel(GL_SMOOTH)");
307 FIXME("Unrecognized shade mode %#x.\n",
308 state
->render_states
[WINED3D_RS_SHADEMODE
]);
312 static void state_ditherenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
314 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
316 if (state
->render_states
[WINED3D_RS_DITHERENABLE
])
318 gl_info
->gl_ops
.gl
.p_glEnable(GL_DITHER
);
319 checkGLcall("glEnable GL_DITHER");
323 gl_info
->gl_ops
.gl
.p_glDisable(GL_DITHER
);
324 checkGLcall("glDisable GL_DITHER");
328 static void state_zwriteenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
330 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
332 if (state
->render_states
[WINED3D_RS_ZWRITEENABLE
])
334 gl_info
->gl_ops
.gl
.p_glDepthMask(1);
335 checkGLcall("glDepthMask(1)");
339 gl_info
->gl_ops
.gl
.p_glDepthMask(0);
340 checkGLcall("glDepthMask(0)");
344 GLenum
wined3d_gl_compare_func(enum wined3d_cmp_func f
)
348 case WINED3D_CMP_NEVER
:
350 case WINED3D_CMP_LESS
:
352 case WINED3D_CMP_EQUAL
:
354 case WINED3D_CMP_LESSEQUAL
:
356 case WINED3D_CMP_GREATER
:
358 case WINED3D_CMP_NOTEQUAL
:
360 case WINED3D_CMP_GREATEREQUAL
:
362 case WINED3D_CMP_ALWAYS
:
366 WARN("Unrecognized compare function %#x.\n", f
);
368 FIXME("Unrecognized compare function %#x.\n", f
);
373 static void state_zfunc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
375 GLenum depth_func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ZFUNC
]);
376 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
378 if (!depth_func
) return;
380 gl_info
->gl_ops
.gl
.p_glDepthFunc(depth_func
);
381 checkGLcall("glDepthFunc");
384 static void state_ambient(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
386 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
387 struct wined3d_color color
;
389 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
390 TRACE("Setting ambient to %s.\n", debug_color(&color
));
391 gl_info
->gl_ops
.gl
.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, &color
.r
);
392 checkGLcall("glLightModel for MODEL_AMBIENT");
395 static void state_blendop_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
397 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
400 static GLenum
gl_blend_op(const struct wined3d_gl_info
*gl_info
, enum wined3d_blend_op op
)
404 case WINED3D_BLEND_OP_ADD
:
406 case WINED3D_BLEND_OP_SUBTRACT
:
407 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_SUBTRACT
: GL_FUNC_ADD
;
408 case WINED3D_BLEND_OP_REVSUBTRACT
:
409 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_REVERSE_SUBTRACT
: GL_FUNC_ADD
;
410 case WINED3D_BLEND_OP_MIN
:
411 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MIN
: GL_FUNC_ADD
;
412 case WINED3D_BLEND_OP_MAX
:
413 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MAX
: GL_FUNC_ADD
;
416 WARN("Unhandled blend op %#x.\n", op
);
418 FIXME("Unhandled blend op %#x.\n", op
);
423 static void state_blendop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
425 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
426 GLenum blend_equation_alpha
= GL_FUNC_ADD_EXT
;
427 GLenum blend_equation
= GL_FUNC_ADD_EXT
;
429 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
430 if (state
->render_states
[WINED3D_RS_BLENDOPALPHA
]
431 && !gl_info
->supported
[EXT_BLEND_EQUATION_SEPARATE
])
433 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
437 blend_equation
= gl_blend_op(gl_info
, state
->render_states
[WINED3D_RS_BLENDOP
]);
438 blend_equation_alpha
= gl_blend_op(gl_info
, state
->render_states
[WINED3D_RS_BLENDOPALPHA
]);
439 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation
, blend_equation_alpha
);
441 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
443 GL_EXTCALL(glBlendEquationSeparate(blend_equation
, blend_equation_alpha
));
444 checkGLcall("glBlendEquationSeparate");
448 GL_EXTCALL(glBlendEquation(blend_equation
));
449 checkGLcall("glBlendEquation");
453 static GLenum
gl_blend_factor(enum wined3d_blend factor
, const struct wined3d_format
*dst_format
)
457 case WINED3D_BLEND_ZERO
:
459 case WINED3D_BLEND_ONE
:
461 case WINED3D_BLEND_SRCCOLOR
:
463 case WINED3D_BLEND_INVSRCCOLOR
:
464 return GL_ONE_MINUS_SRC_COLOR
;
465 case WINED3D_BLEND_SRCALPHA
:
467 case WINED3D_BLEND_INVSRCALPHA
:
468 return GL_ONE_MINUS_SRC_ALPHA
;
469 case WINED3D_BLEND_DESTCOLOR
:
471 case WINED3D_BLEND_INVDESTCOLOR
:
472 return GL_ONE_MINUS_DST_COLOR
;
473 /* To compensate for the lack of format switching with backbuffer
474 * offscreen rendering, and with onscreen rendering, we modify the
475 * alpha test parameters for (INV)DESTALPHA if the render target
476 * doesn't support alpha blending. A nonexistent alpha channel
477 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
478 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
479 case WINED3D_BLEND_DESTALPHA
:
480 return dst_format
->alpha_size
? GL_DST_ALPHA
: GL_ONE
;
481 case WINED3D_BLEND_INVDESTALPHA
:
482 return dst_format
->alpha_size
? GL_ONE_MINUS_DST_ALPHA
: GL_ZERO
;
483 case WINED3D_BLEND_SRCALPHASAT
:
484 return GL_SRC_ALPHA_SATURATE
;
485 case WINED3D_BLEND_BLENDFACTOR
:
486 return GL_CONSTANT_COLOR_EXT
;
487 case WINED3D_BLEND_INVBLENDFACTOR
:
488 return GL_ONE_MINUS_CONSTANT_COLOR_EXT
;
489 case WINED3D_BLEND_SRC1COLOR
:
490 return GL_SRC1_COLOR
;
491 case WINED3D_BLEND_INVSRC1COLOR
:
492 return GL_ONE_MINUS_SRC1_COLOR
;
493 case WINED3D_BLEND_SRC1ALPHA
:
494 return GL_SRC1_ALPHA
;
495 case WINED3D_BLEND_INVSRC1ALPHA
:
496 return GL_ONE_MINUS_SRC1_ALPHA
;
499 WARN("Unhandled blend factor %#x.\n", factor
);
501 FIXME("Unhandled blend factor %#x.\n", factor
);
506 static void gl_blend_from_d3d(GLenum
*src_blend
, GLenum
*dst_blend
,
507 enum wined3d_blend d3d_src_blend
, enum wined3d_blend d3d_dst_blend
,
508 const struct wined3d_format
*rt_format
)
510 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
511 * source blending values which are still valid up to d3d9. They should
512 * not occur as dest blend values. */
513 if (d3d_src_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
515 *src_blend
= GL_SRC_ALPHA
;
516 *dst_blend
= GL_ONE_MINUS_SRC_ALPHA
;
518 else if (d3d_src_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
520 *src_blend
= GL_ONE_MINUS_SRC_ALPHA
;
521 *dst_blend
= GL_SRC_ALPHA
;
525 *src_blend
= gl_blend_factor(d3d_src_blend
, rt_format
);
526 *dst_blend
= gl_blend_factor(d3d_dst_blend
, rt_format
);
530 static void state_blend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
532 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
533 const struct wined3d_format
*rt_format
;
534 GLenum src_blend
, dst_blend
;
535 unsigned int rt_fmt_flags
;
538 enable_blend
= state
->fb
->render_targets
[0] && state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
];
541 rt_format
= state
->fb
->render_targets
[0]->format
;
542 rt_fmt_flags
= state
->fb
->render_targets
[0]->format_flags
;
544 /* Disable blending in all cases even without pixelshaders.
545 * With blending on we could face a big performance penalty.
546 * The d3d9 visual test confirms the behavior. */
547 if (context
->render_offscreen
&& !(rt_fmt_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
548 enable_blend
= FALSE
;
553 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
554 checkGLcall("glDisable(GL_BLEND)");
558 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
559 checkGLcall("glEnable(GL_BLEND)");
561 gl_blend_from_d3d(&src_blend
, &dst_blend
,
562 state
->render_states
[WINED3D_RS_SRCBLEND
],
563 state
->render_states
[WINED3D_RS_DESTBLEND
], rt_format
);
565 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
566 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_BLENDOP
)))
567 state_blendop(context
, state
, STATE_RENDER(WINED3D_RS_BLENDOPALPHA
));
569 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
571 GLenum src_blend_alpha
, dst_blend_alpha
;
573 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
574 if (!context
->gl_info
->supported
[EXT_BLEND_FUNC_SEPARATE
])
576 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
580 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
,
581 state
->render_states
[WINED3D_RS_SRCBLENDALPHA
],
582 state
->render_states
[WINED3D_RS_DESTBLENDALPHA
], rt_format
);
584 GL_EXTCALL(glBlendFuncSeparate(src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
585 checkGLcall("glBlendFuncSeparate");
589 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend
, dst_blend
);
590 gl_info
->gl_ops
.gl
.p_glBlendFunc(src_blend
, dst_blend
);
591 checkGLcall("glBlendFunc");
594 /* Colorkey fixup for stage 0 alphaop depends on
595 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
596 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
597 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
600 static void state_blend_factor_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
602 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
605 static void state_blend_factor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
607 const struct wined3d_color
*factor
= &state
->blend_factor
;
608 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
610 TRACE("Setting blend factor to %s.\n", debug_color(factor
));
612 GL_EXTCALL(glBlendColor(factor
->r
, factor
->g
, factor
->b
, factor
->a
));
613 checkGLcall("glBlendColor");
616 static void state_blend_object(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
618 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
619 BOOL alpha_to_coverage
= FALSE
;
621 if (!gl_info
->supported
[ARB_MULTISAMPLE
])
624 if (state
->blend_state
)
626 struct wined3d_blend_state_desc
*desc
= &state
->blend_state
->desc
;
627 alpha_to_coverage
= desc
->alpha_to_coverage
;
630 if (alpha_to_coverage
)
631 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
633 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
635 checkGLcall("blend state");
638 void state_alpha_test(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
640 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
643 BOOL enable_ckey
= FALSE
;
645 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
647 /* Find out if the texture on the first stage has a ckey set. The alpha
648 * state func reads the texture settings, even though alpha and texture
649 * are not grouped together. This is to avoid making a huge alpha +
650 * texture + texture stage + ckey block due to the hardly used
651 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
652 * function will call alpha in case it finds some texture + colorkeyenable
653 * combination which needs extra care. */
654 if (state
->textures
[0] && (state
->textures
[0]->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
657 if (enable_ckey
|| context
->last_was_ckey
)
658 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
659 context
->last_was_ckey
= enable_ckey
;
661 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
662 || (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
))
664 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
665 checkGLcall("glEnable GL_ALPHA_TEST");
669 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
670 checkGLcall("glDisable GL_ALPHA_TEST");
671 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
677 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
679 glParm
= GL_NOTEQUAL
;
684 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
685 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
689 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
690 checkGLcall("glAlphaFunc");
694 void state_clipping(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
696 unsigned int enable_mask
;
698 if (use_vs(state
) && !context
->d3d_info
->vs_clipping
)
702 /* The OpenGL spec says that clipping planes are disabled when using
703 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
704 * driver keeps clipping planes activated with shaders in some
705 * conditions I got sick of tracking down. The shader state handler
706 * disables all clip planes because of that - don't do anything here
707 * and keep them disabled. */
708 if (state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] && !warned
++)
709 FIXME("Clipping not supported with vertex shaders.\n");
713 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
714 * The enabled / disabled planes are hardcoded into the shader. Update the
715 * shader to update the enabled clipplanes. In case of fixed function, we
716 * need to update the clipping field from ffp_vertex_settings. */
717 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
719 /* If enabling / disabling all
720 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
722 enable_mask
= state
->render_states
[WINED3D_RS_CLIPPING
] ?
723 state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] : 0;
724 context_enable_clip_distances(context
, enable_mask
);
727 static void state_specularenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
729 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
730 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
731 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
732 * specular color. This is wrong:
733 * Separate specular color means the specular colour is maintained separately, whereas
734 * single color means it is merged in. However in both cases they are being used to
736 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
737 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
741 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
742 * Instead, we need to setup the FinalCombiner properly.
744 * The default setup for the FinalCombiner is:
746 * <variable> <input> <mapping> <usage>
747 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
748 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
749 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
750 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
751 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
752 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
753 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
755 * That's pretty much fine as it is, except for variable B, which needs to take
756 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
757 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
760 TRACE("Setting specular enable state and materials\n");
761 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
763 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
764 checkGLcall("glMaterialfv");
766 if (state
->material
.power
> gl_info
->limits
.shininess
)
768 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
769 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
770 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
771 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
772 * them, it should be safe to do so without major visual distortions.
774 WARN("Material power = %.8e, limit %.8e\n", state
->material
.power
, gl_info
->limits
.shininess
);
775 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, gl_info
->limits
.shininess
);
779 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, state
->material
.power
);
781 checkGLcall("glMaterialf(GL_SHININESS)");
783 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
784 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_SUM_EXT
);
786 TRACE("Specular colors cannot be enabled in this version of opengl\n");
787 checkGLcall("glEnable(GL_COLOR_SUM)");
789 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
791 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_PLUS_SECONDARY_COLOR_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
792 checkGLcall("glFinalCombinerInputNV()");
795 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
797 /* for the case of enabled lighting: */
798 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
799 checkGLcall("glMaterialfv");
801 /* for the case of disabled lighting: */
802 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
803 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
805 TRACE("Specular colors cannot be disabled in this version of opengl\n");
806 checkGLcall("glDisable(GL_COLOR_SUM)");
808 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
810 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
811 checkGLcall("glFinalCombinerInputNV()");
815 TRACE("diffuse %s\n", debug_color(&state
->material
.diffuse
));
816 TRACE("ambient %s\n", debug_color(&state
->material
.ambient
));
817 TRACE("specular %s\n", debug_color(&state
->material
.specular
));
818 TRACE("emissive %s\n", debug_color(&state
->material
.emissive
));
820 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
821 checkGLcall("glMaterialfv(GL_AMBIENT)");
822 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
823 checkGLcall("glMaterialfv(GL_DIFFUSE)");
824 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
825 checkGLcall("glMaterialfv(GL_EMISSION)");
828 static void state_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
830 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
831 struct wined3d_color color
;
834 /* Note the texture color applies to all textures whereas
835 * GL_TEXTURE_ENV_COLOR applies to active only. */
836 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
838 /* And now the default texture color as well */
839 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
841 /* Note the WINED3D_RS value applies to all textures, but GL has one
842 * per texture, so apply it now ready to be used! */
843 context_active_texture(context
, gl_info
, i
);
845 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_COLOR
, &color
.r
);
846 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
850 static void renderstate_stencil_twosided(struct wined3d_context
*context
, GLint face
,
851 GLint func
, GLint ref
, GLuint mask
, GLint stencilFail
, GLint depthFail
, GLint stencilPass
)
853 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
855 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
856 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
857 GL_EXTCALL(glActiveStencilFaceEXT(face
));
858 checkGLcall("glActiveStencilFaceEXT(...)");
859 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
860 checkGLcall("glStencilFunc(...)");
861 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
862 checkGLcall("glStencilOp(...)");
865 static GLenum
gl_stencil_op(enum wined3d_stencil_op op
)
869 case WINED3D_STENCIL_OP_KEEP
:
871 case WINED3D_STENCIL_OP_ZERO
:
873 case WINED3D_STENCIL_OP_REPLACE
:
875 case WINED3D_STENCIL_OP_INCR_SAT
:
877 case WINED3D_STENCIL_OP_DECR_SAT
:
879 case WINED3D_STENCIL_OP_INVERT
:
881 case WINED3D_STENCIL_OP_INCR
:
883 case WINED3D_STENCIL_OP_DECR
:
887 WARN("Unrecognized stencil op %#x.\n", op
);
889 FIXME("Unrecognized stencil op %#x.\n", op
);
894 static void state_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
896 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
897 DWORD onesided_enable
;
898 DWORD twosided_enable
;
904 GLint stencilFail_back
;
906 GLint stencilPass_back
;
908 GLint depthFail_back
;
910 /* No stencil test without a stencil buffer. */
911 if (!state
->fb
->depth_stencil
)
913 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
914 checkGLcall("glDisable GL_STENCIL_TEST");
918 onesided_enable
= state
->render_states
[WINED3D_RS_STENCILENABLE
];
919 twosided_enable
= state
->render_states
[WINED3D_RS_TWOSIDEDSTENCILMODE
];
920 if (!(func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_STENCILFUNC
])))
922 if (!(func_back
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_BACK_STENCILFUNC
])))
923 func_back
= GL_ALWAYS
;
924 ref
= state
->render_states
[WINED3D_RS_STENCILREF
];
925 mask
= state
->render_states
[WINED3D_RS_STENCILMASK
];
926 stencilFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILFAIL
]);
927 depthFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILZFAIL
]);
928 stencilPass
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILPASS
]);
929 stencilFail_back
= gl_stencil_op(state
->render_states
[WINED3D_RS_BACK_STENCILFAIL
]);
930 depthFail_back
= gl_stencil_op(state
->render_states
[WINED3D_RS_BACK_STENCILZFAIL
]);
931 stencilPass_back
= gl_stencil_op(state
->render_states
[WINED3D_RS_BACK_STENCILPASS
]);
933 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
934 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
935 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
936 onesided_enable
, twosided_enable
, ref
, mask
,
937 func
, stencilFail
, depthFail
, stencilPass
,
938 func_back
, stencilFail_back
, depthFail_back
, stencilPass_back
);
940 if (twosided_enable
&& onesided_enable
)
942 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
943 checkGLcall("glEnable GL_STENCIL_TEST");
945 if (gl_info
->supported
[WINED3D_GL_VERSION_2_0
])
947 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT
, func
, ref
, mask
));
948 GL_EXTCALL(glStencilOpSeparate(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
949 GL_EXTCALL(glStencilFuncSeparate(GL_BACK
, func_back
, ref
, mask
));
950 GL_EXTCALL(glStencilOpSeparate(GL_BACK
, stencilFail_back
, depthFail_back
, stencilPass_back
));
951 checkGLcall("setting two sided stencil state");
953 else if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
955 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
956 * which has an effect on the code below too. If we apply the front face
957 * afterwards, we are sure that the active stencil face is set to front,
958 * and other stencil functions which do not use two sided stencil do not have
961 renderstate_stencil_twosided(context
, GL_BACK
,
962 func_back
, ref
, mask
, stencilFail_back
, depthFail_back
, stencilPass_back
);
963 renderstate_stencil_twosided(context
, GL_FRONT
,
964 func
, ref
, mask
, stencilFail
, depthFail
, stencilPass
);
966 else if (gl_info
->supported
[ATI_SEPARATE_STENCIL
])
968 GL_EXTCALL(glStencilFuncSeparateATI(func
, func_back
, ref
, mask
));
969 checkGLcall("glStencilFuncSeparateATI(...)");
970 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
971 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
972 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK
, stencilFail_back
, depthFail_back
, stencilPass_back
));
973 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
977 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
980 else if(onesided_enable
)
982 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
984 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
985 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
988 /* This code disables the ATI extension as well, since the standard stencil functions are equal
989 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
991 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
992 checkGLcall("glEnable GL_STENCIL_TEST");
993 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
994 checkGLcall("glStencilFunc(...)");
995 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
996 checkGLcall("glStencilOp(...)");
1000 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
1001 checkGLcall("glDisable GL_STENCIL_TEST");
1005 static void state_stencilwrite2s_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1007 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
1008 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1010 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK
));
1011 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1012 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
1013 checkGLcall("glStencilMask");
1014 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT
));
1015 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1016 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
1019 static void state_stencilwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1021 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
1022 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1024 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
1025 checkGLcall("glStencilMask");
1028 static void state_fog_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1030 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1032 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1034 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1037 /* Table fog on: Never use fog coords, and use per-fragment fog */
1038 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
1040 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_NICEST
);
1041 if (context
->fog_coord
)
1043 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
1044 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1045 context
->fog_coord
= FALSE
;
1048 /* Range fog is only used with per-vertex fog in d3d */
1049 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1051 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1052 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1057 /* Otherwise use per-vertex fog in any case */
1058 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_FASTEST
);
1060 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
1062 /* No fog at all, or transformed vertices: Use fog coord */
1063 if (!context
->fog_coord
)
1065 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FOG_COORDINATE_EXT
);
1066 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1067 context
->fog_coord
= TRUE
;
1072 /* Otherwise, use the fragment depth */
1073 if (context
->fog_coord
)
1075 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
1076 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1077 context
->fog_coord
= FALSE
;
1080 if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
1082 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1084 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_RADIAL_NV
);
1085 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1089 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1092 else if (gl_info
->supported
[NV_FOG_DISTANCE
])
1094 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1095 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1100 void state_fogstartend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1102 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1103 float fogstart
, fogend
;
1105 get_fog_start_end(context
, state
, &fogstart
, &fogend
);
1107 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_START
, fogstart
);
1108 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1109 TRACE("Fog Start == %f\n", fogstart
);
1111 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_END
, fogend
);
1112 checkGLcall("glFogf(GL_FOG_END, fogend)");
1113 TRACE("Fog End == %f\n", fogend
);
1116 void state_fog_fragpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1118 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1119 enum fogsource new_source
;
1120 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
1121 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
1123 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1125 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1127 /* No fog? Disable it, and we're done :-) */
1128 glDisableWINE(GL_FOG
);
1129 checkGLcall("glDisable GL_FOG");
1135 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1136 * It can use the Z value of the vertex, or the alpha component of the specular color.
1137 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1138 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1139 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1141 * FOGTABLEMODE != NONE:
1142 * The Z value is used, with the equation specified, no matter what vertex type.
1144 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1145 * Per vertex fog is calculated using the specified fog equation and the parameters
1147 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1148 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1149 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1152 * Rules for vertex fog with shaders:
1154 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1155 * the fog computation to happen during transformation while openGL expects it to happen
1156 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1157 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1158 * To solve this problem, WineD3D does:
1159 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1161 * and 2) disables the fog computation (in either the fixed function or programmable
1162 * rasterizer) if using a vertex program.
1164 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1165 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1166 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1167 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1168 * There are some GL differences between specular fog coords and vertex shaders though.
1170 * With table fog the vertex shader fog coordinate is ignored.
1172 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1176 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1177 * the system will apply only pixel(=table) fog effects."
1179 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
1183 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1184 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1185 new_source
= FOGSOURCE_VS
;
1189 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
1191 /* If processed vertices are used, fall through to the NONE case */
1192 case WINED3D_FOG_EXP
:
1193 if (!context
->last_was_rhw
)
1195 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1196 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1197 new_source
= FOGSOURCE_FFP
;
1202 case WINED3D_FOG_EXP2
:
1203 if (!context
->last_was_rhw
)
1205 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1206 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1207 new_source
= FOGSOURCE_FFP
;
1212 case WINED3D_FOG_LINEAR
:
1213 if (!context
->last_was_rhw
)
1215 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1216 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1217 new_source
= FOGSOURCE_FFP
;
1222 case WINED3D_FOG_NONE
:
1223 /* Both are none? According to msdn the alpha channel of
1224 * the specular colour contains a fog factor. Set it in
1225 * draw_primitive_immediate_mode(). Same happens with
1226 * vertex fog on transformed vertices. */
1227 new_source
= FOGSOURCE_COORD
;
1228 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1229 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1233 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1234 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1235 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
1239 new_source
= FOGSOURCE_FFP
;
1241 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
1243 case WINED3D_FOG_EXP
:
1244 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1245 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1248 case WINED3D_FOG_EXP2
:
1249 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1250 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1253 case WINED3D_FOG_LINEAR
:
1254 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1255 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1258 case WINED3D_FOG_NONE
: /* Won't happen */
1260 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1261 state
->render_states
[WINED3D_RS_FOGTABLEMODE
]);
1265 glEnableWINE(GL_FOG
);
1266 checkGLcall("glEnable GL_FOG");
1267 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
1269 context
->fog_source
= new_source
;
1270 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
1274 void state_fogcolor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1276 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1277 struct wined3d_color color
;
1279 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1280 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_COLOR
, &color
.r
);
1281 checkGLcall("glFog GL_FOG_COLOR");
1284 void state_fogdensity(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1286 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1292 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1293 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_DENSITY
, &tmpvalue
.f
);
1294 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1297 static void state_colormat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1299 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1302 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1303 * The vertex declaration will call this function if the fixed function pipeline is used.
1306 if(isStateDirty(context
, STATE_VDECL
)) {
1310 context
->num_untracked_materials
= 0;
1311 if ((context
->stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
))
1312 && state
->render_states
[WINED3D_RS_COLORVERTEX
])
1314 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1315 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
],
1316 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
],
1317 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
],
1318 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
]);
1320 if (state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1322 if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1323 Parm
= GL_AMBIENT_AND_DIFFUSE
;
1326 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1328 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1329 context
->num_untracked_materials
++;
1331 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1333 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1334 context
->num_untracked_materials
++;
1337 else if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1340 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1342 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1343 context
->num_untracked_materials
++;
1345 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1347 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1348 context
->num_untracked_materials
++;
1351 else if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1354 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1356 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1357 context
->num_untracked_materials
++;
1360 else if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1366 /* Nothing changed, return. */
1367 if (Parm
== context
->tracking_parm
) return;
1371 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1372 checkGLcall("glDisable GL_COLOR_MATERIAL");
1376 gl_info
->gl_ops
.gl
.p_glColorMaterial(GL_FRONT_AND_BACK
, Parm
);
1377 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1378 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_MATERIAL
);
1379 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1382 /* Apparently calls to glMaterialfv are ignored for properties we're
1383 * tracking with glColorMaterial, so apply those here. */
1384 switch (context
->tracking_parm
)
1386 case GL_AMBIENT_AND_DIFFUSE
:
1387 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1388 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1389 checkGLcall("glMaterialfv");
1393 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1394 checkGLcall("glMaterialfv");
1398 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1399 checkGLcall("glMaterialfv");
1403 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1404 checkGLcall("glMaterialfv");
1408 /* Only change material color if specular is enabled, otherwise it is set to black */
1409 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1411 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
1412 checkGLcall("glMaterialfv");
1416 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1417 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
1418 checkGLcall("glMaterialfv");
1423 context
->tracking_parm
= Parm
;
1426 static void state_linepattern(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1428 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1432 struct wined3d_line_pattern lp
;
1434 tmppattern
.d
= state
->render_states
[WINED3D_RS_LINEPATTERN
];
1436 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1438 if (tmppattern
.lp
.repeat_factor
)
1440 gl_info
->gl_ops
.gl
.p_glLineStipple(tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1441 checkGLcall("glLineStipple(repeat, linepattern)");
1442 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_STIPPLE
);
1443 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1447 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_STIPPLE
);
1448 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1452 static void state_linepattern_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1454 static unsigned int once
;
1457 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1460 static void state_normalize(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1462 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1464 if (isStateDirty(context
, STATE_VDECL
))
1467 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1468 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1469 * by zero and is not properly defined in opengl, so avoid it
1471 if (state
->render_states
[WINED3D_RS_NORMALIZENORMALS
]
1472 && (context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
)))
1474 gl_info
->gl_ops
.gl
.p_glEnable(GL_NORMALIZE
);
1475 checkGLcall("glEnable(GL_NORMALIZE);");
1479 gl_info
->gl_ops
.gl
.p_glDisable(GL_NORMALIZE
);
1480 checkGLcall("glDisable(GL_NORMALIZE);");
1484 static void state_psizemin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1488 get_pointsize_minmax(context
, state
, &min
, &max
);
1491 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min
);
1493 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max
);
1496 static void state_psizemin_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1498 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1501 get_pointsize_minmax(context
, state
, &min
, &max
);
1503 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MIN_EXT
, min
);
1504 checkGLcall("glPointParameterfEXT(...)");
1505 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MAX_EXT
, max
);
1506 checkGLcall("glPointParameterfEXT(...)");
1509 static void state_psizemin_arb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1511 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1514 get_pointsize_minmax(context
, state
, &min
, &max
);
1516 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MIN_ARB
, min
);
1517 checkGLcall("glPointParameterfARB(...)");
1518 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MAX_ARB
, max
);
1519 checkGLcall("glPointParameterfARB(...)");
1522 static void state_pscale(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1524 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1528 get_pointsize(context
, state
, &pointsize
, att
);
1530 if (gl_info
->supported
[ARB_POINT_PARAMETERS
])
1532 GL_EXTCALL(glPointParameterfvARB
)(GL_POINT_DISTANCE_ATTENUATION_ARB
, att
);
1533 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1535 else if (gl_info
->supported
[EXT_POINT_PARAMETERS
])
1537 GL_EXTCALL(glPointParameterfvEXT
)(GL_DISTANCE_ATTENUATION_EXT
, att
);
1538 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1540 else if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1542 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1545 gl_info
->gl_ops
.gl
.p_glPointSize(max(pointsize
, FLT_MIN
));
1546 checkGLcall("glPointSize(...);");
1549 static void state_debug_monitor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1551 WARN("token: %#x.\n", state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
]);
1554 static void state_colorwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1556 DWORD mask0
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE
];
1557 DWORD mask1
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
];
1558 DWORD mask2
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
];
1559 DWORD mask3
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
];
1560 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1562 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1563 mask0
& WINED3DCOLORWRITEENABLE_RED
? 1 : 0,
1564 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? 1 : 0,
1565 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? 1 : 0,
1566 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? 1 : 0);
1567 gl_info
->gl_ops
.gl
.p_glColorMask(mask0
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1568 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1569 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1570 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
);
1571 checkGLcall("glColorMask(...)");
1573 if (!((mask1
== mask0
&& mask2
== mask0
&& mask3
== mask0
)
1574 || (mask1
== 0xf && mask2
== 0xf && mask3
== 0xf)))
1576 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1577 mask0
, mask1
, mask2
, mask3
);
1578 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1582 static void set_color_mask(const struct wined3d_gl_info
*gl_info
, UINT index
, DWORD mask
)
1584 GL_EXTCALL(glColorMaski(index
,
1585 mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1586 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1587 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1588 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
));
1589 checkGLcall("glColorMaski");
1592 static void state_colorwrite0(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1594 set_color_mask(context
->gl_info
, 0, state
->render_states
[WINED3D_RS_COLORWRITEENABLE
]);
1597 static void state_colorwrite1(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1599 set_color_mask(context
->gl_info
, 1, state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
]);
1602 static void state_colorwrite2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1604 set_color_mask(context
->gl_info
, 2, state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
]);
1607 static void state_colorwrite3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1609 set_color_mask(context
->gl_info
, 3, state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
]);
1612 static void state_localviewer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1614 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1616 if (state
->render_states
[WINED3D_RS_LOCALVIEWER
])
1618 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 1);
1619 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1623 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 0);
1624 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1628 static void state_lastpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1630 if (state
->render_states
[WINED3D_RS_LASTPIXEL
])
1632 TRACE("Last Pixel Drawing Enabled\n");
1638 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1641 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1646 void state_pointsprite_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1650 /* TODO: NV_POINT_SPRITE */
1651 if (!warned
&& state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1653 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1654 FIXME("Point sprites not supported\n");
1659 void state_pointsprite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1661 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1663 if (state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1665 gl_info
->gl_ops
.gl
.p_glEnable(GL_POINT_SPRITE_ARB
);
1666 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1670 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1671 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1675 static void state_wrap(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1677 static unsigned int once
;
1679 if ((state
->render_states
[WINED3D_RS_WRAP0
]
1680 || state
->render_states
[WINED3D_RS_WRAP1
]
1681 || state
->render_states
[WINED3D_RS_WRAP2
]
1682 || state
->render_states
[WINED3D_RS_WRAP3
]
1683 || state
->render_states
[WINED3D_RS_WRAP4
]
1684 || state
->render_states
[WINED3D_RS_WRAP5
]
1685 || state
->render_states
[WINED3D_RS_WRAP6
]
1686 || state
->render_states
[WINED3D_RS_WRAP7
]
1687 || state
->render_states
[WINED3D_RS_WRAP8
]
1688 || state
->render_states
[WINED3D_RS_WRAP9
]
1689 || state
->render_states
[WINED3D_RS_WRAP10
]
1690 || state
->render_states
[WINED3D_RS_WRAP11
]
1691 || state
->render_states
[WINED3D_RS_WRAP12
]
1692 || state
->render_states
[WINED3D_RS_WRAP13
]
1693 || state
->render_states
[WINED3D_RS_WRAP14
]
1694 || state
->render_states
[WINED3D_RS_WRAP15
])
1696 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1699 static void state_msaa_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1701 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1702 WARN("Multisample antialiasing not supported by GL.\n");
1705 static void state_msaa(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1707 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1709 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1711 gl_info
->gl_ops
.gl
.p_glEnable(GL_MULTISAMPLE_ARB
);
1712 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1716 gl_info
->gl_ops
.gl
.p_glDisable(GL_MULTISAMPLE_ARB
);
1717 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1721 static void state_line_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1723 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1725 if (state
->render_states
[WINED3D_RS_EDGEANTIALIAS
]
1726 || state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
])
1728 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_SMOOTH
);
1729 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1733 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_SMOOTH
);
1734 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1738 static void state_scissor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1740 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1742 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
1744 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
1745 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1749 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1750 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1754 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1755 * OpenGL the bias is specified in units of "the smallest value that is
1756 * guaranteed to produce a resolvable offset for a given implementation". To
1757 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1758 * We try to detect the value from GL with test draws. On most drivers (r300g,
1759 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1760 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1761 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1762 * not depend on the depth buffer precision on any driver.
1764 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1765 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1767 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1768 * doesn't need to be scaled to account for GL vs D3D differences. */
1769 static void state_depthbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1771 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1773 if (state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
]
1774 || state
->render_states
[WINED3D_RS_DEPTHBIAS
])
1776 const struct wined3d_rendertarget_view
*depth
= state
->fb
->depth_stencil
;
1777 float factor
, units
, scale
, clamp
;
1783 } scale_bias
, const_bias
;
1785 clamp
= state
->rasterizer_state
? state
->rasterizer_state
->desc
.depth_bias_clamp
: 0.0f
;
1786 scale_bias
.d
= state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
];
1787 const_bias
.d
= state
->render_states
[WINED3D_RS_DEPTHBIAS
];
1789 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_DEPTH_BIAS
)
1791 factor
= units
= -(float)const_bias
.d
;
1797 scale
= depth
->format
->depth_bias_scale
;
1799 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1800 debug_d3dformat(depth
->format
->id
), scale
);
1804 /* The context manager will reapply this state on a depth stencil change */
1805 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1809 factor
= scale_bias
.f
;
1810 units
= const_bias
.f
* scale
;
1813 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
1814 if (gl_info
->supported
[ARB_POLYGON_OFFSET_CLAMP
])
1816 gl_info
->gl_ops
.ext
.p_glPolygonOffsetClamp(factor
, units
, clamp
);
1821 WARN("Ignoring depth bias clamp %.8e.\n", clamp
);
1822 gl_info
->gl_ops
.gl
.p_glPolygonOffset(factor
, units
);
1827 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
1830 checkGLcall("depth bias");
1833 static void state_zvisible(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1835 if (state
->render_states
[WINED3D_RS_ZVISIBLE
])
1836 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1839 static void state_stippledalpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1841 if (state
->render_states
[WINED3D_RS_STIPPLEDALPHA
])
1842 FIXME("Stippled Alpha not supported yet.\n");
1845 static void state_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1847 if (state
->render_states
[WINED3D_RS_ANTIALIAS
])
1848 FIXME("Antialias not supported yet.\n");
1851 static void state_multisampmask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1853 if (state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
] != 0xffffffff)
1854 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1855 state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
]);
1858 static void state_patchedgestyle(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1860 if (state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] != WINED3D_PATCH_EDGE_DISCRETE
)
1861 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1862 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
]);
1865 static void state_patchsegments(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1873 if (state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] != tmpvalue
.d
)
1875 static BOOL displayed
= FALSE
;
1877 tmpvalue
.d
= state
->render_states
[WINED3D_RS_PATCHSEGMENTS
];
1879 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
1885 static void state_positiondegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1887 if (state
->render_states
[WINED3D_RS_POSITIONDEGREE
] != WINED3D_DEGREE_CUBIC
)
1888 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1889 state
->render_states
[WINED3D_RS_POSITIONDEGREE
]);
1892 static void state_normaldegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1894 if (state
->render_states
[WINED3D_RS_NORMALDEGREE
] != WINED3D_DEGREE_LINEAR
)
1895 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1896 state
->render_states
[WINED3D_RS_NORMALDEGREE
]);
1899 static void state_tessellation(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1901 if (state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
])
1902 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1903 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
]);
1906 static void state_nvdb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1913 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1915 if (state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] == WINED3DFMT_NVDB
)
1917 zmin
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
];
1918 zmax
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
];
1920 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1921 * In d3d9 test is not performed in this case*/
1922 if (zmin
.f
<= zmax
.f
)
1924 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT
);
1925 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1926 GL_EXTCALL(glDepthBoundsEXT(zmin
.f
, zmax
.f
));
1927 checkGLcall("glDepthBoundsEXT(...)");
1931 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1932 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1937 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1938 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1941 state_tessellation(context
, state
, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
));
1944 static void state_wrapu(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1946 if (state
->render_states
[WINED3D_RS_WRAPU
])
1947 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1950 static void state_wrapv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1952 if (state
->render_states
[WINED3D_RS_WRAPV
])
1953 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1956 static void state_monoenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1958 if (state
->render_states
[WINED3D_RS_MONOENABLE
])
1959 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1962 static void state_rop2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1964 if (state
->render_states
[WINED3D_RS_ROP2
])
1965 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1968 static void state_planemask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1970 if (state
->render_states
[WINED3D_RS_PLANEMASK
])
1971 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1974 static void state_subpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1976 if (state
->render_states
[WINED3D_RS_SUBPIXEL
])
1977 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1980 static void state_subpixelx(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1982 if (state
->render_states
[WINED3D_RS_SUBPIXELX
])
1983 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1986 static void state_stippleenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1988 if (state
->render_states
[WINED3D_RS_STIPPLEENABLE
])
1989 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1992 static void state_mipmaplodbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1994 if (state
->render_states
[WINED3D_RS_MIPMAPLODBIAS
])
1995 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1998 static void state_anisotropy(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2000 if (state
->render_states
[WINED3D_RS_ANISOTROPY
])
2001 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2004 static void state_flushbatch(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2006 if (state
->render_states
[WINED3D_RS_FLUSHBATCH
])
2007 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2010 static void state_translucentsi(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2012 if (state
->render_states
[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
])
2013 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2016 static void state_extents(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2018 if (state
->render_states
[WINED3D_RS_EXTENTS
])
2019 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2022 static void state_ckeyblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2024 if (state
->render_states
[WINED3D_RS_COLORKEYBLENDENABLE
])
2025 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2028 static void state_swvp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2031 if (state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
])
2034 FIXME("Software vertex processing not implemented.\n");
2038 static void get_src_and_opr(DWORD arg
, BOOL is_alpha
, GLenum
* source
, GLenum
* operand
) {
2039 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2040 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2041 * flag specifies the complement of the input should be used. */
2042 BOOL from_alpha
= is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
;
2043 BOOL complement
= arg
& WINED3DTA_COMPLEMENT
;
2045 /* Calculate the operand */
2047 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
2048 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
2050 if (from_alpha
) *operand
= GL_SRC_ALPHA
;
2051 else *operand
= GL_SRC_COLOR
;
2054 /* Calculate the source */
2055 switch (arg
& WINED3DTA_SELECTMASK
) {
2056 case WINED3DTA_CURRENT
: *source
= GL_PREVIOUS_EXT
; break;
2057 case WINED3DTA_DIFFUSE
: *source
= GL_PRIMARY_COLOR_EXT
; break;
2058 case WINED3DTA_TEXTURE
: *source
= GL_TEXTURE
; break;
2059 case WINED3DTA_TFACTOR
: *source
= GL_CONSTANT_EXT
; break;
2060 case WINED3DTA_SPECULAR
:
2062 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2063 * 'Secondary color' and isn't supported until base GL supports it
2064 * There is no concept of temp registers as far as I can tell
2066 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2067 *source
= GL_TEXTURE
;
2070 FIXME("Unrecognized texture arg %#x\n", arg
);
2071 *source
= GL_TEXTURE
;
2076 /* Setup the texture operations texture stage states */
2077 static void set_tex_op(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
2078 BOOL isAlpha
, int Stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
2080 GLenum src1
, src2
, src3
;
2081 GLenum opr1
, opr2
, opr3
;
2083 GLenum src0_target
, src1_target
, src2_target
;
2084 GLenum opr0_target
, opr1_target
, opr2_target
;
2086 GLenum opr
=0, invopr
, src3_target
, opr3_target
;
2087 BOOL Handled
= FALSE
;
2089 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha
, Stage
, debug_d3dtop(op
), arg1
, arg2
, arg3
);
2091 /* Operations usually involve two args, src0 and src1 and are operations
2092 * of the form (a1 <operation> a2). However, some of the more complex
2093 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2094 * Microsoft added in a third parameter called a0. Therefore these are
2095 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2096 * parameter goes to the front.
2098 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2099 * actual functions below, expect their syntax to differ slightly to those
2100 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2101 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2105 comb_target
= GL_COMBINE_ALPHA
;
2106 src0_target
= GL_SOURCE0_ALPHA
;
2107 src1_target
= GL_SOURCE1_ALPHA
;
2108 src2_target
= GL_SOURCE2_ALPHA
;
2109 opr0_target
= GL_OPERAND0_ALPHA
;
2110 opr1_target
= GL_OPERAND1_ALPHA
;
2111 opr2_target
= GL_OPERAND2_ALPHA
;
2112 scal_target
= GL_ALPHA_SCALE
;
2116 comb_target
= GL_COMBINE_RGB
;
2117 src0_target
= GL_SOURCE0_RGB
;
2118 src1_target
= GL_SOURCE1_RGB
;
2119 src2_target
= GL_SOURCE2_RGB
;
2120 opr0_target
= GL_OPERAND0_RGB
;
2121 opr1_target
= GL_OPERAND1_RGB
;
2122 opr2_target
= GL_OPERAND2_RGB
;
2123 scal_target
= GL_RGB_SCALE
;
2126 /* If a texture stage references an invalid texture unit the stage just
2127 * passes through the result from the previous stage */
2128 if (is_invalid_op(state
, Stage
, op
, arg1
, arg2
, arg3
))
2130 arg1
= WINED3DTA_CURRENT
;
2131 op
= WINED3D_TOP_SELECT_ARG1
;
2134 if (isAlpha
&& !state
->textures
[Stage
] && arg1
== WINED3DTA_TEXTURE
)
2136 get_src_and_opr(WINED3DTA_DIFFUSE
, isAlpha
, &src1
, &opr1
);
2138 get_src_and_opr(arg1
, isAlpha
, &src1
, &opr1
);
2140 get_src_and_opr(arg2
, isAlpha
, &src2
, &opr2
);
2141 get_src_and_opr(arg3
, isAlpha
, &src3
, &opr3
);
2143 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target
, src1
, opr1
, src2
, opr2
, src3
, opr3
);
2145 Handled
= TRUE
; /* Assume will be handled */
2147 /* Other texture operations require special extensions: */
2148 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2152 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2153 src3_target
= GL_SOURCE3_ALPHA_NV
;
2154 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2157 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2158 src3_target
= GL_SOURCE3_RGB_NV
;
2159 opr3_target
= GL_OPERAND3_RGB_NV
;
2163 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2164 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2165 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2166 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2167 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2168 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2169 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2170 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2171 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2172 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2173 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2174 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2175 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2176 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2177 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2178 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2179 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2180 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2181 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2184 case WINED3D_TOP_SELECT_ARG1
: /* = a1 * 1 + 0 * 0 */
2185 case WINED3D_TOP_SELECT_ARG2
: /* = a2 * 1 + 0 * 0 */
2186 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2187 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2188 if (op
== WINED3D_TOP_SELECT_ARG1
)
2190 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2191 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2192 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2193 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2197 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2198 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2199 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2200 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2202 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2203 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2204 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2205 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2206 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2207 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2208 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2209 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2210 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2211 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2212 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2213 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2216 case WINED3D_TOP_MODULATE
:
2217 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2218 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2219 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2220 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2221 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2222 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2223 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2224 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2225 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2226 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2227 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2228 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2229 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2230 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2231 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2232 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2233 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2234 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2235 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2236 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2238 case WINED3D_TOP_MODULATE_2X
:
2239 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2240 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2241 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2242 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2243 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2244 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2245 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2246 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2247 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2248 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2249 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2250 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2251 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2252 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2253 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2254 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2255 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2256 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2257 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2258 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2260 case WINED3D_TOP_MODULATE_4X
:
2261 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2262 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2263 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2264 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2265 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2266 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2267 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2268 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2269 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2270 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2271 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2272 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2273 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2274 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2275 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2276 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2277 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2278 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2279 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2280 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2283 case WINED3D_TOP_ADD
:
2284 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2285 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2286 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2287 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2288 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2289 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2290 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2291 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2292 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2293 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2294 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2295 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2296 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2297 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2298 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2299 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2300 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2301 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2302 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2303 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2306 case WINED3D_TOP_ADD_SIGNED
:
2307 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2308 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2309 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2310 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2311 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2312 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2313 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2314 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2315 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2316 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2317 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2318 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2319 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2320 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2321 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2322 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2323 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2324 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2325 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2326 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2329 case WINED3D_TOP_ADD_SIGNED_2X
:
2330 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2331 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2332 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2333 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2334 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2335 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2336 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2337 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2338 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2339 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2340 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2341 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2342 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2343 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2344 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2345 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2346 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2347 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2348 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2349 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2352 case WINED3D_TOP_ADD_SMOOTH
:
2353 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2354 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
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
, GL_ZERO
);
2360 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2361 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2362 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2363 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2364 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2365 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2366 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2367 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2368 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2370 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2371 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2372 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2373 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2375 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2376 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2377 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2378 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2381 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2382 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2383 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2384 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2385 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2386 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2387 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2388 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_PRIMARY_COLOR
);
2389 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2390 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2391 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2392 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2393 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2394 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2395 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2396 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_PRIMARY_COLOR
);
2397 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2398 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2399 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2400 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2401 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2403 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2404 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2405 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2406 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2407 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2408 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2409 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2410 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_TEXTURE
);
2411 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2412 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2413 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2414 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2415 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2416 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2417 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2418 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2419 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2420 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2421 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2422 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2423 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2425 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2426 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2427 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2428 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2429 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2430 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2431 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2432 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_CONSTANT
);
2433 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2434 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2435 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2436 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2437 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2438 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2439 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2440 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_CONSTANT
);
2441 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2442 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2443 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2444 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2445 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2447 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2448 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2449 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2450 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2451 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2452 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2453 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2454 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2455 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2456 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2457 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2458 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2459 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2460 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2461 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2462 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2463 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2464 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2465 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2466 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2467 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2469 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2470 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2471 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2472 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
); /* a0 = src1/opr1 */
2473 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2474 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2475 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2476 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2477 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2478 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2479 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2480 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
); /* a2 = arg2 */
2481 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2482 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2483 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2484 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2485 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2487 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2488 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2490 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2491 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2492 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2493 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2495 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2496 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2497 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2498 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2499 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2500 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2501 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2502 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2503 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2504 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2505 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2506 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2507 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2509 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2510 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2512 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2513 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2514 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2515 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2516 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2517 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2518 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2519 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2521 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2522 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2523 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2524 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2525 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2526 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2527 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2528 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2529 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2530 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2531 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2532 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2533 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2534 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2535 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2536 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2537 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2539 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2540 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2541 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2542 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2544 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2545 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2546 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2547 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2549 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2550 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2551 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2552 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2553 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2555 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2556 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2557 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2558 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2560 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2561 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2562 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2563 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2564 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2565 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2566 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2567 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2569 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2570 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2572 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2573 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2574 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2575 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2576 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2577 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2578 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2579 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2581 case WINED3D_TOP_MULTIPLY_ADD
:
2582 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2583 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2584 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src3
);
2585 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2586 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr3
);
2587 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2588 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2589 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2590 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2591 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2592 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2593 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2594 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr1
);
2595 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2596 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src2
);
2597 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2598 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr2
);
2599 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2600 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2601 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2604 case WINED3D_TOP_BUMPENVMAP
:
2605 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2606 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2615 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE4_NV
);
2616 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2620 } /* GL_NV_texture_env_combine4 */
2622 Handled
= TRUE
; /* Again, assume handled */
2624 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2625 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2626 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2627 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2628 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2629 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2630 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2631 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2632 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2634 case WINED3D_TOP_SELECT_ARG1
:
2635 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2636 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2637 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2638 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2639 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2640 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2641 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2642 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2644 case WINED3D_TOP_SELECT_ARG2
:
2645 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2646 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2647 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2648 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2649 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2650 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2651 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2652 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2654 case WINED3D_TOP_MODULATE
:
2655 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2656 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2657 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2658 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2659 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2660 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2661 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2662 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2663 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2664 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2665 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2666 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2668 case WINED3D_TOP_MODULATE_2X
:
2669 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2670 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2671 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2672 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2673 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2674 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2675 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2676 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2677 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2678 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2679 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2680 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2682 case WINED3D_TOP_MODULATE_4X
:
2683 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2684 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2685 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2686 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2687 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2688 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2689 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2690 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2691 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2692 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2693 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2694 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2696 case WINED3D_TOP_ADD
:
2697 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2698 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2699 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2700 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2701 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2702 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2703 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2704 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2705 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2706 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2707 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2708 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2710 case WINED3D_TOP_ADD_SIGNED
:
2711 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2712 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2713 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2714 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2715 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2716 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2717 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2718 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2719 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2720 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2721 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2722 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2724 case WINED3D_TOP_ADD_SIGNED_2X
:
2725 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2726 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2727 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2728 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2729 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2730 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2731 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2732 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2733 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2734 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2735 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2736 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2738 case WINED3D_TOP_SUBTRACT
:
2739 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
])
2741 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_SUBTRACT
);
2742 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2743 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2744 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2745 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2746 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2747 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2748 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2749 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2750 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2751 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2752 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2754 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2758 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2759 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2760 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2761 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2762 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2763 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2764 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2765 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2766 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2767 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2768 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2769 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PRIMARY_COLOR
);
2770 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2771 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2772 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2773 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2774 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2776 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2777 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2778 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2779 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2780 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2781 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2782 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2783 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2784 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2785 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2786 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2787 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_TEXTURE
);
2788 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2789 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2790 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2791 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2792 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2794 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2795 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2796 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2797 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2798 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2799 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2800 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2801 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2802 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2803 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2804 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2805 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_CONSTANT
);
2806 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2807 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2808 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2809 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2810 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2812 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
2813 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2814 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2815 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2816 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2817 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2818 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2819 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2820 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2821 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2822 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2823 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PREVIOUS
);
2824 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2825 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2826 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2827 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2828 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2830 case WINED3D_TOP_DOTPRODUCT3
:
2831 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
2833 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_ARB
);
2834 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2836 else if (gl_info
->supported
[EXT_TEXTURE_ENV_DOT3
])
2838 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_EXT
);
2839 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2841 FIXME("This version of opengl does not support GL_DOT3\n");
2843 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2844 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2845 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2846 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2847 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2848 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2849 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2850 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2851 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2852 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2854 case WINED3D_TOP_LERP
:
2855 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2856 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2857 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2858 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2859 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2860 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2861 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2862 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2863 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2864 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2865 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src3
);
2866 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2867 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr3
);
2868 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2869 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2870 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2872 case WINED3D_TOP_ADD_SMOOTH
:
2873 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2875 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2876 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2877 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2878 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2880 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2881 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2882 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2883 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2885 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2886 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2887 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2888 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2889 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2890 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2891 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2892 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2893 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2894 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2895 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2896 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2900 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2901 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2903 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2904 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2905 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_TEXTURE
);
2906 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2907 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_ONE_MINUS_SRC_ALPHA
);
2908 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2909 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2910 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2911 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2912 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2913 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2914 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2915 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2916 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2917 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2918 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2922 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2923 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2925 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2926 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2927 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2928 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2930 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2931 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2932 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2933 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2935 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2936 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2937 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2938 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2939 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2940 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2941 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2942 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2943 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2944 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2945 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2946 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2950 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2951 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2953 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2954 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2955 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2956 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2957 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2958 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2959 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2960 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2962 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2963 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2964 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2965 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2967 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2968 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2969 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2970 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2971 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2972 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2973 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2974 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2978 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2979 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2981 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2982 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2983 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2984 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2986 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2987 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2988 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2989 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2991 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2992 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2993 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2994 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2995 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2996 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2997 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2998 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2999 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3000 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3001 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3002 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3006 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3007 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3009 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3010 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3011 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3012 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3014 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
3015 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
3016 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3017 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3019 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3020 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3021 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3022 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3024 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3025 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3026 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3027 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3029 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
3030 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3031 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3032 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3033 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3034 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3035 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3036 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3040 case WINED3D_TOP_MULTIPLY_ADD
:
3041 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3043 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3044 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3045 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3046 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3047 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
3048 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3049 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src3
);
3050 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3051 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr3
);
3052 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3053 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3054 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3055 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3056 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3057 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3058 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3062 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
3063 case WINED3D_TOP_BUMPENVMAP
:
3064 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
3066 /* Technically texture shader support without register combiners is possible, but not expected to occur
3067 * on real world cards, so for now a fixme should be enough
3069 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3079 BOOL combineOK
= TRUE
;
3080 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
3085 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
3087 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
3089 /* Note: If COMBINE4 in effect can't go back to combine! */
3092 case WINED3D_TOP_ADD_SMOOTH
:
3093 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
3094 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
3095 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
3096 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
3097 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3098 case WINED3D_TOP_MULTIPLY_ADD
:
3099 /* Ignore those implemented in both cases */
3102 case WINED3D_TOP_SELECT_ARG1
:
3103 case WINED3D_TOP_SELECT_ARG2
:
3108 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
3116 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE
);
3117 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3123 /* After all the extensions, if still unhandled, report fixme */
3124 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op
));
3128 static void tex_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3130 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3131 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3132 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3133 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3135 TRACE("Setting color op for stage %d\n", stage
);
3137 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3138 if (use_ps(state
)) return;
3140 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
3142 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3144 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3146 FIXME("Attempt to enable unsupported stage!\n");
3149 context_active_texture(context
, gl_info
, mapped_stage
);
3152 if (stage
>= context
->lowest_disabled_stage
)
3154 TRACE("Stage disabled\n");
3155 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3157 /* Disable everything here */
3158 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3159 checkGLcall("glDisable(GL_TEXTURE_2D)");
3160 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3161 checkGLcall("glDisable(GL_TEXTURE_3D)");
3162 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3164 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3165 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3167 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3169 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3170 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3177 /* The sampler will also activate the correct texture dimensions, so no
3178 * need to do it here if the sampler for this stage is dirty. */
3179 if (!isStateDirty(context
, STATE_SAMPLER(stage
)) && tex_used
)
3180 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
3182 set_tex_op(gl_info
, state
, FALSE
, stage
,
3183 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
3184 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
3185 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
3186 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
]);
3189 void tex_alphaop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3191 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3192 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3193 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3194 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3195 DWORD op
, arg1
, arg2
, arg0
;
3197 TRACE("Setting alpha op for stage %d\n", stage
);
3198 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3199 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3201 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3203 FIXME("Attempt to enable unsupported stage!\n");
3206 context_active_texture(context
, gl_info
, mapped_stage
);
3209 op
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_OP
];
3210 arg1
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG1
];
3211 arg2
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG2
];
3212 arg0
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG0
];
3214 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !stage
&& state
->textures
[0])
3216 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(state
->textures
[0]);
3217 GLenum texture_dimensions
= texture_gl
->target
;
3219 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3221 if (texture_gl
->t
.async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
3222 && !texture_gl
->t
.resource
.format
->alpha_size
)
3224 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3225 * properly. On the other hand applications can still use texture combiners apparently. This code
3226 * takes care that apps cannot remove the texture's alpha channel entirely.
3228 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3229 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3230 * and alpha component of diffuse color to draw things like translucent text and perform other
3233 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3234 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3235 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3236 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3237 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3238 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3239 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3240 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3241 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3244 * What to do with multitexturing? So far no app has been found that uses color keying with
3246 if (op
== WINED3D_TOP_DISABLE
)
3248 arg1
= WINED3DTA_TEXTURE
;
3249 op
= WINED3D_TOP_SELECT_ARG1
;
3251 else if (op
== WINED3D_TOP_SELECT_ARG1
&& arg1
!= WINED3DTA_TEXTURE
)
3253 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3255 arg2
= WINED3DTA_TEXTURE
;
3256 op
= WINED3D_TOP_MODULATE
;
3258 else arg1
= WINED3DTA_TEXTURE
;
3260 else if (op
== WINED3D_TOP_SELECT_ARG2
&& arg2
!= WINED3DTA_TEXTURE
)
3262 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3264 arg1
= WINED3DTA_TEXTURE
;
3265 op
= WINED3D_TOP_MODULATE
;
3267 else arg2
= WINED3DTA_TEXTURE
;
3273 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3274 * this if block here, and the other code(color keying, texture unit selection) are the same
3276 TRACE("Setting alpha op for stage %d\n", stage
);
3277 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3279 set_tex_op_nvrc(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
,
3280 mapped_stage
, state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
3284 set_tex_op(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
);
3288 static void transform_texture(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3290 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3291 unsigned int tex
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3292 unsigned int mapped_stage
= context
->tex_unit_map
[tex
];
3293 struct wined3d_matrix mat
;
3295 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3296 if (use_vs(state
) || isStateDirty(context
, STATE_VDECL
))
3298 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3302 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) return;
3303 if (mapped_stage
>= gl_info
->limits
.textures
) return;
3305 context_active_texture(context
, gl_info
, mapped_stage
);
3306 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3307 checkGLcall("glMatrixMode(GL_TEXTURE)");
3309 get_texture_matrix(context
, state
, mapped_stage
, &mat
);
3311 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&mat
._11
);
3312 checkGLcall("glLoadMatrixf");
3315 static void tex_coordindex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3317 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3318 static const GLfloat s_plane
[] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
};
3319 static const GLfloat t_plane
[] = { 0.0f
, 1.0f
, 0.0f
, 0.0f
};
3320 static const GLfloat r_plane
[] = { 0.0f
, 0.0f
, 1.0f
, 0.0f
};
3321 static const GLfloat q_plane
[] = { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
3322 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3323 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3325 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3327 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage
);
3331 if (mapped_stage
>= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], MAX_FRAGMENT_SAMPLERS
))
3333 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage
, mapped_stage
);
3336 context_active_texture(context
, gl_info
, mapped_stage
);
3338 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3340 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3341 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3342 * means use the vertex position (camera-space) as the input texture coordinates
3343 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3344 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3345 * to the TEXCOORDINDEX value
3347 switch (state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
3349 case WINED3DTSS_TCI_PASSTHRU
:
3350 /* Use the specified texture coordinates contained within the
3351 * vertex format. This value resolves to zero. */
3352 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3353 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3354 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3355 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3356 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3359 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
3360 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3361 * as the input texture coordinates for this stage's texture transformation. This
3362 * equates roughly to EYE_LINEAR */
3364 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3365 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3366 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3367 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3368 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3369 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3370 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3371 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3372 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3374 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3375 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3376 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3377 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3379 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3380 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3381 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3382 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3386 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
3387 /* Note that NV_TEXGEN_REFLECTION support is implied when
3388 * ARB_TEXTURE_CUBE_MAP is supported */
3389 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3391 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3395 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3396 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3397 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3398 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3399 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3400 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3401 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3402 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3403 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3405 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3406 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3407 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3408 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3410 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3411 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3412 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3413 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3417 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
3418 /* Note that NV_TEXGEN_REFLECTION support is implied when
3419 * ARB_TEXTURE_CUBE_MAP is supported */
3420 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3422 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3426 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3427 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3428 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3429 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3430 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3431 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3432 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3433 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3434 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3436 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3437 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3438 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3439 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3441 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3442 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3443 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3444 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3448 case WINED3DTSS_TCI_SPHEREMAP
:
3449 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3450 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3451 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3453 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3454 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3455 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3456 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3461 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3462 state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
]);
3463 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3464 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3465 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3466 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3467 checkGLcall("Disable texgen.");
3472 /* Update the texture matrix. */
3473 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ stage
)))
3474 transform_texture(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3476 if (!isStateDirty(context
, STATE_VDECL
) && context
->namedArraysLoaded
)
3478 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3479 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3480 * and do all the things linked to it
3481 * TODO: Tidy that up to reload only the arrays of the changed unit
3483 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3485 context_unload_tex_coords(context
);
3486 context_load_tex_coords(context
, &context
->stream_info
, &curVBO
, state
);
3490 static void sampler_texmatrix(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3492 const DWORD sampler
= state_id
- STATE_SAMPLER(0);
3493 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
3495 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
3500 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3501 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3502 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3504 if (sampler
< MAX_TEXTURES
)
3506 const BOOL tex_is_pow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3508 if (tex_is_pow2
|| (context
->lastWasPow2Texture
& (1u << sampler
)))
3511 context
->lastWasPow2Texture
|= 1u << sampler
;
3513 context
->lastWasPow2Texture
&= ~(1u << sampler
);
3515 transform_texture(context
, state
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3520 static enum wined3d_texture_address
wined3d_texture_gl_address_mode(const struct wined3d_texture_gl
*texture_gl
,
3521 enum wined3d_texture_address t
)
3523 if (t
< WINED3D_TADDRESS_WRAP
|| t
> WINED3D_TADDRESS_MIRROR_ONCE
)
3525 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t
);
3526 return WINED3D_TADDRESS_WRAP
;
3529 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3530 if (texture_gl
->target
== GL_TEXTURE_CUBE_MAP_ARB
|| ((texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
)
3531 && t
== WINED3D_TADDRESS_WRAP
))
3532 return WINED3D_TADDRESS_CLAMP
;
3537 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc
*desc
,
3538 const struct wined3d_context
*context
, const DWORD
*sampler_states
,
3539 const struct wined3d_texture_gl
*texture_gl
)
3547 desc
->address_u
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_U
]);
3548 desc
->address_v
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_V
]);
3549 desc
->address_w
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_W
]);
3550 wined3d_color_from_d3dcolor((struct wined3d_color
*)desc
->border_color
,
3551 sampler_states
[WINED3D_SAMP_BORDER_COLOR
]);
3552 if (sampler_states
[WINED3D_SAMP_MAG_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3553 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3554 sampler_states
[WINED3D_SAMP_MAG_FILTER
]);
3555 desc
->mag_filter
= min(max(sampler_states
[WINED3D_SAMP_MAG_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3556 if (sampler_states
[WINED3D_SAMP_MIN_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3557 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3558 sampler_states
[WINED3D_SAMP_MIN_FILTER
]);
3559 desc
->min_filter
= min(max(sampler_states
[WINED3D_SAMP_MIN_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3560 if (sampler_states
[WINED3D_SAMP_MIP_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3561 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3562 sampler_states
[WINED3D_SAMP_MIP_FILTER
]);
3563 desc
->mip_filter
= min(max(sampler_states
[WINED3D_SAMP_MIP_FILTER
], WINED3D_TEXF_NONE
), WINED3D_TEXF_LINEAR
);
3564 lod_bias
.d
= sampler_states
[WINED3D_SAMP_MIPMAP_LOD_BIAS
];
3565 desc
->lod_bias
= lod_bias
.f
;
3566 desc
->min_lod
= -1000.0f
;
3567 desc
->max_lod
= 1000.0f
;
3568 desc
->mip_base_level
= sampler_states
[WINED3D_SAMP_MAX_MIP_LEVEL
];
3569 desc
->max_anisotropy
= sampler_states
[WINED3D_SAMP_MAX_ANISOTROPY
];
3570 if ((sampler_states
[WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3571 && sampler_states
[WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3572 && sampler_states
[WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_ANISOTROPIC
)
3573 || (texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
))
3574 desc
->max_anisotropy
= 1;
3575 desc
->compare
= texture_gl
->t
.resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
;
3576 desc
->comparison_func
= WINED3D_CMP_LESSEQUAL
;
3577 desc
->srgb_decode
= sampler_states
[WINED3D_SAMP_SRGB_TEXTURE
];
3579 if (!(texture_gl
->t
.resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
))
3581 desc
->mag_filter
= WINED3D_TEXF_POINT
;
3582 desc
->min_filter
= WINED3D_TEXF_POINT
;
3583 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3586 if (texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
)
3588 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3589 if (context
->gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3590 desc
->min_filter
= WINED3D_TEXF_POINT
;
3594 /* Enabling and disabling texture dimensions is done by texture stage state /
3595 * pixel shader setup, this function only has to bind textures and set the per
3596 * texture states. */
3597 static void sampler(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3599 DWORD sampler_idx
= state_id
- STATE_SAMPLER(0);
3600 DWORD mapped_stage
= context
->tex_unit_map
[sampler_idx
];
3601 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3603 TRACE("Sampler %u.\n", sampler_idx
);
3605 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3607 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx
);
3611 if (mapped_stage
>= gl_info
->limits
.graphics_samplers
)
3613 context_active_texture(context
, gl_info
, mapped_stage
);
3615 if (state
->textures
[sampler_idx
])
3617 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(state
->textures
[sampler_idx
]);
3618 BOOL srgb
= state
->sampler_states
[sampler_idx
][WINED3D_SAMP_SRGB_TEXTURE
];
3619 const DWORD
*sampler_states
= state
->sampler_states
[sampler_idx
];
3620 struct wined3d_device
*device
= context
->device
;
3621 struct wined3d_sampler_desc desc
;
3622 struct wined3d_sampler
*sampler
;
3623 struct wine_rb_entry
*entry
;
3625 wined3d_sampler_desc_from_sampler_states(&desc
, context
, sampler_states
, texture_gl
);
3627 wined3d_texture_gl_bind(texture_gl
, context
, srgb
);
3629 if ((entry
= wine_rb_get(&device
->samplers
, &desc
)))
3631 sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
3635 if (FAILED(wined3d_sampler_create(device
, &desc
, NULL
, &wined3d_null_parent_ops
, &sampler
)))
3637 ERR("Failed to create sampler.\n");
3640 if (wine_rb_put(&device
->samplers
, &desc
, &sampler
->entry
) == -1)
3642 ERR("Failed to insert sampler.\n");
3643 wined3d_sampler_decref(sampler
);
3648 wined3d_sampler_bind(sampler
, mapped_stage
, texture_gl
, context
);
3650 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3651 if (!(texture_gl
->t
.flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3652 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
3656 context_bind_texture(context
, GL_NONE
, 0);
3657 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3659 GL_EXTCALL(glBindSampler(mapped_stage
, 0));
3660 checkGLcall("glBindSampler");
3665 void apply_pixelshader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3671 if (!context
->last_was_pshader
)
3673 /* Former draw without a pixel shader, some samplers may be
3674 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3675 * make sure to enable them. */
3676 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3678 if (!isStateDirty(context
, STATE_SAMPLER(i
)))
3679 sampler(context
, state
, STATE_SAMPLER(i
));
3681 context
->last_was_pshader
= TRUE
;
3685 /* Otherwise all samplers were activated by the code above in
3686 * earlier draws, or by sampler() if a different texture was
3687 * bound. I don't have to do anything. */
3692 /* Disabled the pixel shader - color ops weren't applied while it was
3693 * enabled, so re-apply them. */
3694 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
3696 if (!isStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
)))
3697 context_apply_state(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3699 context
->last_was_pshader
= FALSE
;
3702 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
3705 static void state_compute_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3707 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
3710 static void state_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3712 enum wined3d_shader_type shader_type
= state_id
- STATE_SHADER(0);
3713 context
->shader_update_mask
|= 1u << shader_type
;
3716 static void shader_bumpenv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3718 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
3721 static void transform_world(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3723 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3724 struct wined3d_matrix mat
;
3726 /* This function is called by transform_view below if the view matrix was changed too
3728 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3729 * does not always update the world matrix, only on a switch between transformed
3730 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3731 * draw, but that should be rather rare and cheaper in total.
3733 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3734 checkGLcall("glMatrixMode");
3736 get_modelview_matrix(context
, state
, 0, &mat
);
3738 gl_info
->gl_ops
.gl
.p_glLoadMatrixf((GLfloat
*)&mat
);
3739 checkGLcall("glLoadMatrixf");
3742 void clipplane(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3744 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3745 UINT index
= state_id
- STATE_CLIPPLANE(0);
3748 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.user_clip_distances
)
3751 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3752 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3754 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3756 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3758 /* With vertex shaders, clip planes are not transformed in Direct3D,
3759 * while in OpenGL they are still transformed by the model view matrix. */
3760 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3762 plane
[0] = state
->clip_planes
[index
].x
;
3763 plane
[1] = state
->clip_planes
[index
].y
;
3764 plane
[2] = state
->clip_planes
[index
].z
;
3765 plane
[3] = state
->clip_planes
[index
].w
;
3767 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3768 plane
[0], plane
[1], plane
[2], plane
[3]);
3769 gl_info
->gl_ops
.gl
.p_glClipPlane(GL_CLIP_PLANE0
+ index
, plane
);
3770 checkGLcall("glClipPlane");
3772 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3775 static void transform_worldex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3777 unsigned int matrix
= state_id
- STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3779 WARN("Unsupported world matrix %u set.\n", matrix
);
3782 static void state_vertexblend_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3784 enum wined3d_vertex_blend_flags f
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3785 static unsigned int once
;
3787 if (f
== WINED3D_VBF_DISABLE
)
3790 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", f
);
3791 else WARN("Vertex blend flags %#x not supported.\n", f
);
3794 static void transform_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3796 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3797 const struct wined3d_light_info
*light
= NULL
;
3800 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3801 * NOTE: We have to reset the positions even if the light/plane is not currently
3802 * enabled, since the call to enable it will not reset the position.
3803 * NOTE2: Apparently texture transforms do NOT need reapplying
3806 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3807 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3808 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3809 checkGLcall("glLoadMatrixf(...)");
3811 /* Reset lights. TODO: Call light apply func */
3812 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
3814 if (!(light
= state
->lights
[k
]))
3816 if (light
->OriginalParms
.type
== WINED3D_LIGHT_DIRECTIONAL
)
3817 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->direction
.x
);
3819 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->position
.x
);
3820 checkGLcall("glLightfv posn");
3821 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, &light
->direction
.x
);
3822 checkGLcall("glLightfv dirn");
3825 /* Reset Clipping Planes */
3826 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
3828 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
3829 clipplane(context
, state
, STATE_CLIPPLANE(k
));
3832 if (context
->last_was_rhw
)
3834 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3835 checkGLcall("glLoadIdentity()");
3836 /* No need to update the world matrix, the identity is fine */
3840 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3841 * No need to do it here if the state is scheduled for update. */
3842 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3843 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3846 static void transform_projection(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3848 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3849 struct wined3d_matrix projection
;
3851 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3852 checkGLcall("glMatrixMode(GL_PROJECTION)");
3854 get_projection_matrix(context
, state
, &projection
);
3855 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&projection
._11
);
3856 checkGLcall("glLoadMatrixf");
3859 static void streamsrc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3861 if (isStateDirty(context
, STATE_VDECL
))
3863 context_update_stream_sources(context
, state
);
3866 static void vdecl_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3868 if (isStateDirty(context
, STATE_STREAMSRC
))
3870 context_update_stream_sources(context
, state
);
3873 static void vertexdeclaration(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3875 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3876 BOOL useVertexShaderFunction
= use_vs(state
);
3877 BOOL updateFog
= FALSE
;
3879 BOOL wasrhw
= context
->last_was_rhw
;
3882 transformed
= context
->stream_info
.position_transformed
;
3883 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
3886 context
->last_was_rhw
= transformed
;
3888 if (context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
3889 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
3891 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
3893 /* Don't have to apply the matrices when vertex shaders are used. When
3894 * vshaders are turned off this function will be called again anyway to
3895 * make sure they're properly set. */
3896 if (!useVertexShaderFunction
)
3898 /* TODO: Move this mainly to the viewport state and only apply when
3899 * the vp has changed or transformed / untransformed was switched. */
3900 if (wasrhw
!= context
->last_was_rhw
3901 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
))
3902 && !isStateDirty(context
, STATE_VIEWPORT
))
3903 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3904 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3907 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3908 * this check will fail and the matrix not applied again. This is OK because a simple
3909 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3910 * needs of the vertex declaration.
3912 * World and view matrix go into the same gl matrix, so only apply them when neither is
3915 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
3916 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
3917 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3918 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_COLORVERTEX
)))
3919 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_COLORVERTEX
));
3920 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_LIGHTING
)))
3921 state_lighting(context
, state
, STATE_RENDER(WINED3D_RS_LIGHTING
));
3923 if (context
->last_was_vshader
)
3927 if (!context
->d3d_info
->vs_clipping
3928 && !isStateDirty(context
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
)))
3930 state_clipping(context
, state
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
));
3933 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
3935 clipplane(context
, state
, STATE_CLIPPLANE(i
));
3938 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
3939 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
3943 if (!context
->last_was_vshader
)
3945 static BOOL warned
= FALSE
;
3946 if (!context
->d3d_info
->vs_clipping
)
3948 /* Disable all clip planes to get defined results on all drivers. See comment in the
3949 * state_clipping state handler
3951 context_enable_clip_distances(context
, 0);
3953 if (!warned
&& state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
3955 FIXME("Clipping not supported with vertex shaders.\n");
3961 /* Apply the transform matrices when switching from rhw
3962 * drawing to vertex shaders. Vertex shaders themselves do
3963 * not need it, but the matrices are not reapplied
3964 * automatically when switching back from vertex shaders to
3965 * fixed function processing. So make sure we leave the fixed
3966 * function vertex processing states back in a sane state
3967 * before switching to shaders. */
3968 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
3969 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3970 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3971 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3975 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
3976 * (Note: ARB shaders can read the clip planes for clipping emulation even if
3977 * device->vs_clipping is false.
3979 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
3981 clipplane(context
, state
, STATE_CLIPPLANE(i
));
3986 context
->last_was_vshader
= useVertexShaderFunction
;
3987 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
3990 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
3992 if (!useVertexShaderFunction
)
3996 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
3998 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ i
)))
3999 transform_texture(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
4002 if (use_ps(state
) && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
4003 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
4004 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
4008 static void get_viewports(struct wined3d_context
*context
, const struct wined3d_state
*state
,
4009 unsigned int viewport_count
, struct wined3d_viewport
*viewports
)
4011 const struct wined3d_rendertarget_view
*depth_stencil
= state
->fb
->depth_stencil
;
4012 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4013 unsigned int width
, height
, i
;
4015 for (i
= 0; i
< viewport_count
; ++i
)
4016 viewports
[i
] = state
->viewports
[i
];
4018 /* Note: GL uses a lower left origin while DirectX uses upper left. This
4019 * is reversed when using offscreen rendering. */
4020 if (context
->render_offscreen
)
4025 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
4027 else if (depth_stencil
)
4029 height
= depth_stencil
->height
;
4033 FIXME("Could not get the height of render targets.\n");
4037 for (i
= 0; i
< viewport_count
; ++i
)
4038 viewports
[i
].y
= height
- (viewports
[i
].y
+ viewports
[i
].height
);
4041 static void viewport_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4043 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4044 struct wined3d_viewport vp
[WINED3D_MAX_VIEWPORTS
];
4046 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
4048 GLdouble depth_ranges
[2 * WINED3D_MAX_VIEWPORTS
];
4049 GLfloat viewports
[4 * WINED3D_MAX_VIEWPORTS
];
4051 unsigned int i
, reset_count
= 0;
4053 get_viewports(context
, state
, state
->viewport_count
, vp
);
4054 for (i
= 0; i
< state
->viewport_count
; ++i
)
4056 depth_ranges
[i
* 2] = vp
[i
].min_z
;
4057 depth_ranges
[i
* 2 + 1] = vp
[i
].max_z
;
4059 viewports
[i
* 4] = vp
[i
].x
;
4060 viewports
[i
* 4 + 1] = vp
[i
].y
;
4061 viewports
[i
* 4 + 2] = vp
[i
].width
;
4062 viewports
[i
* 4 + 3] = vp
[i
].height
;
4065 if (context
->viewport_count
> state
->viewport_count
)
4066 reset_count
= context
->viewport_count
- state
->viewport_count
;
4070 memset(&depth_ranges
[state
->viewport_count
* 2], 0, reset_count
* 2 * sizeof(*depth_ranges
));
4071 memset(&viewports
[state
->viewport_count
* 4], 0, reset_count
* 4 * sizeof(*viewports
));
4074 GL_EXTCALL(glDepthRangeArrayv(0, state
->viewport_count
+ reset_count
, depth_ranges
));
4075 GL_EXTCALL(glViewportArrayv(0, state
->viewport_count
+ reset_count
, viewports
));
4076 context
->viewport_count
= state
->viewport_count
;
4080 get_viewports(context
, state
, 1, vp
);
4081 gl_info
->gl_ops
.gl
.p_glDepthRange(vp
[0].min_z
, vp
[0].max_z
);
4082 gl_info
->gl_ops
.gl
.p_glViewport(vp
[0].x
, vp
[0].y
, vp
[0].width
, vp
[0].height
);
4084 checkGLcall("setting clip space and viewport");
4087 static void viewport_miscpart_cc(struct wined3d_context
*context
,
4088 const struct wined3d_state
*state
, DWORD state_id
)
4090 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4091 float pixel_center_offset
= context
->d3d_info
->wined3d_creation_flags
4092 & WINED3D_PIXEL_CENTER_INTEGER
? 63.0f
/ 128.0f
: -1.0f
/ 128.0f
;
4093 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4094 struct wined3d_viewport vp
[WINED3D_MAX_VIEWPORTS
];
4095 GLdouble depth_ranges
[2 * WINED3D_MAX_VIEWPORTS
];
4096 GLfloat viewports
[4 * WINED3D_MAX_VIEWPORTS
];
4097 unsigned int i
, reset_count
= 0;
4099 get_viewports(context
, state
, state
->viewport_count
, vp
);
4101 GL_EXTCALL(glClipControl(context
->render_offscreen
? GL_UPPER_LEFT
: GL_LOWER_LEFT
, GL_ZERO_TO_ONE
));
4103 for (i
= 0; i
< state
->viewport_count
; ++i
)
4105 depth_ranges
[i
* 2] = vp
[i
].min_z
;
4106 depth_ranges
[i
* 2 + 1] = vp
[i
].max_z
;
4108 viewports
[i
* 4] = vp
[i
].x
+ pixel_center_offset
;
4109 viewports
[i
* 4 + 1] = vp
[i
].y
+ pixel_center_offset
;
4110 viewports
[i
* 4 + 2] = vp
[i
].width
;
4111 viewports
[i
* 4 + 3] = vp
[i
].height
;
4114 if (context
->viewport_count
> state
->viewport_count
)
4115 reset_count
= context
->viewport_count
- state
->viewport_count
;
4119 memset(&depth_ranges
[state
->viewport_count
* 2], 0, reset_count
* 2 * sizeof(*depth_ranges
));
4120 memset(&viewports
[state
->viewport_count
* 4], 0, reset_count
* 4 * sizeof(*viewports
));
4123 GL_EXTCALL(glDepthRangeArrayv(0, state
->viewport_count
+ reset_count
, depth_ranges
));
4124 GL_EXTCALL(glViewportArrayv(0, state
->viewport_count
+ reset_count
, viewports
));
4125 context
->viewport_count
= state
->viewport_count
;
4127 checkGLcall("setting clip space and viewport");
4130 static void viewport_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4132 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4133 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4134 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
4135 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4136 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
4137 /* Update the position fixup. */
4138 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
4141 static void light(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4143 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4144 UINT Index
= state_id
- STATE_ACTIVELIGHT(0);
4145 const struct wined3d_light_info
*lightInfo
= state
->lights
[Index
];
4149 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4150 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4155 float colRGBA
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
4157 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4158 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
4159 gl_info
->gl_ops
.gl
.p_glPushMatrix();
4160 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
4163 colRGBA
[0] = lightInfo
->OriginalParms
.diffuse
.r
;
4164 colRGBA
[1] = lightInfo
->OriginalParms
.diffuse
.g
;
4165 colRGBA
[2] = lightInfo
->OriginalParms
.diffuse
.b
;
4166 colRGBA
[3] = lightInfo
->OriginalParms
.diffuse
.a
;
4167 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_DIFFUSE
, colRGBA
);
4168 checkGLcall("glLightfv");
4171 colRGBA
[0] = lightInfo
->OriginalParms
.specular
.r
;
4172 colRGBA
[1] = lightInfo
->OriginalParms
.specular
.g
;
4173 colRGBA
[2] = lightInfo
->OriginalParms
.specular
.b
;
4174 colRGBA
[3] = lightInfo
->OriginalParms
.specular
.a
;
4175 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPECULAR
, colRGBA
);
4176 checkGLcall("glLightfv");
4179 colRGBA
[0] = lightInfo
->OriginalParms
.ambient
.r
;
4180 colRGBA
[1] = lightInfo
->OriginalParms
.ambient
.g
;
4181 colRGBA
[2] = lightInfo
->OriginalParms
.ambient
.b
;
4182 colRGBA
[3] = lightInfo
->OriginalParms
.ambient
.a
;
4183 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_AMBIENT
, colRGBA
);
4184 checkGLcall("glLightfv");
4186 if ((lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
) >= FLT_MIN
)
4187 quad_att
= 1.4f
/ (lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
);
4189 quad_att
= 0.0f
; /* 0 or MAX? (0 seems to be ok) */
4191 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4192 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4193 * Attenuation0 to NaN and crashes in the gl lib
4196 switch (lightInfo
->OriginalParms
.type
)
4198 case WINED3D_LIGHT_POINT
:
4200 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4201 checkGLcall("glLightfv");
4202 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4203 checkGLcall("glLightf");
4204 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4205 lightInfo
->OriginalParms
.attenuation0
);
4206 checkGLcall("glLightf");
4207 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4208 lightInfo
->OriginalParms
.attenuation1
);
4209 checkGLcall("glLightf");
4210 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4211 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4212 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4213 checkGLcall("glLightf");
4217 case WINED3D_LIGHT_SPOT
:
4219 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4220 checkGLcall("glLightfv");
4222 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPOT_DIRECTION
, &lightInfo
->direction
.x
);
4223 checkGLcall("glLightfv");
4224 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, lightInfo
->exponent
);
4225 checkGLcall("glLightf");
4226 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4227 checkGLcall("glLightf");
4228 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4229 lightInfo
->OriginalParms
.attenuation0
);
4230 checkGLcall("glLightf");
4231 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4232 lightInfo
->OriginalParms
.attenuation1
);
4233 checkGLcall("glLightf");
4234 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4235 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4236 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4237 checkGLcall("glLightf");
4241 case WINED3D_LIGHT_DIRECTIONAL
:
4243 /* Note GL uses w position of 0 for direction! */
4244 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->direction
.x
);
4245 checkGLcall("glLightfv");
4246 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4247 checkGLcall("glLightf");
4248 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, 0.0f
);
4249 checkGLcall("glLightf");
4253 FIXME("Unrecognized light type %#x.\n", lightInfo
->OriginalParms
.type
);
4256 /* Restore the modelview matrix */
4257 gl_info
->gl_ops
.gl
.p_glPopMatrix();
4259 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHT0
+ Index
);
4260 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4264 static void scissorrect(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4266 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4267 unsigned int height
= 0;
4270 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4271 * so our viewport correction does not apply. Warning2: Even in windowed
4272 * mode the coords are relative to the window, not the screen. */
4274 if (!context
->render_offscreen
)
4276 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4279 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
4282 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
4284 GLint sr
[4 * WINED3D_MAX_VIEWPORTS
];
4285 unsigned int i
, reset_count
= 0;
4287 for (i
= 0; i
< state
->scissor_rect_count
; ++i
)
4289 r
= &state
->scissor_rects
[i
];
4291 sr
[i
* 4] = r
->left
;
4292 sr
[i
* 4 + 1] = height
? height
- r
->top
: r
->top
;
4293 sr
[i
* 4 + 2] = r
->right
- r
->left
;
4294 sr
[i
* 4 + 3] = r
->bottom
- r
->top
;
4297 if (context
->scissor_rect_count
> state
->scissor_rect_count
)
4298 reset_count
= context
->scissor_rect_count
- state
->scissor_rect_count
;
4301 memset(&sr
[state
->scissor_rect_count
* 4], 0, reset_count
* 4 * sizeof(GLint
));
4303 GL_EXTCALL(glScissorArrayv(0, state
->scissor_rect_count
+ reset_count
, sr
));
4304 checkGLcall("glScissorArrayv");
4305 context
->scissor_rect_count
= state
->scissor_rect_count
;
4309 r
= &state
->scissor_rects
[0];
4310 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, height
? height
- r
->top
: r
->top
,
4311 r
->right
- r
->left
, r
->bottom
- r
->top
);
4312 checkGLcall("glScissor");
4316 static void indexbuffer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4318 const struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
4319 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4321 if (!state
->index_buffer
|| !stream_info
->all_vbo
)
4323 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, 0));
4327 struct wined3d_buffer_gl
*ib
= wined3d_buffer_gl(state
->index_buffer
);
4328 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, ib
->buffer_object
));
4332 static void depth_clip(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
4334 if (!gl_info
->supported
[ARB_DEPTH_CLAMP
])
4336 if (r
&& !r
->desc
.depth_clip
)
4337 FIXME("Depth clamp not supported by this GL implementation.\n");
4341 if (r
&& !r
->desc
.depth_clip
)
4342 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_CLAMP
);
4344 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_CLAMP
);
4345 checkGLcall("depth clip");
4348 static void rasterizer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4350 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4353 mode
= state
->rasterizer_state
&& state
->rasterizer_state
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4354 if (context
->render_offscreen
)
4355 mode
= (mode
== GL_CW
) ? GL_CCW
: GL_CW
;
4357 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4358 checkGLcall("glFrontFace");
4359 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
)))
4360 state_depthbias(context
, state
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4361 depth_clip(state
->rasterizer_state
, gl_info
);
4364 static void rasterizer_cc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4366 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4369 mode
= state
->rasterizer_state
&& state
->rasterizer_state
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4371 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4372 checkGLcall("glFrontFace");
4373 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
)))
4374 state_depthbias(context
, state
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4375 depth_clip(state
->rasterizer_state
, gl_info
);
4378 static void psorigin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4384 WARN("Point sprite coordinate origin switching not supported.\n");
4389 static void psorigin(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4391 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4392 GLint origin
= context
->render_offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
;
4394 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, origin
));
4395 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4398 void state_srgbwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4400 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4402 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4404 if (needs_srgb_write(context
, state
, state
->fb
))
4405 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
4407 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
4410 static void state_cb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4412 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4413 enum wined3d_shader_type shader_type
;
4414 struct wined3d_buffer
*buffer
;
4415 unsigned int i
, base
, count
;
4417 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4419 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id
))
4420 shader_type
= state_id
- STATE_GRAPHICS_CONSTANT_BUFFER(0);
4422 shader_type
= WINED3D_SHADER_TYPE_COMPUTE
;
4424 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, shader_type
, &base
, &count
);
4425 for (i
= 0; i
< count
; ++i
)
4427 buffer
= state
->cb
[shader_type
][i
];
4428 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER
, base
+ i
,
4429 buffer
? wined3d_buffer_gl(buffer
)->buffer_object
: 0));
4431 checkGLcall("bind constant buffers");
4434 static void state_cb_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4436 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4438 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id
));
4441 static void state_shader_resource_binding(struct wined3d_context
*context
,
4442 const struct wined3d_state
*state
, DWORD state_id
)
4444 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4446 context
->update_shader_resource_bindings
= 1;
4449 static void state_cs_resource_binding(struct wined3d_context
*context
,
4450 const struct wined3d_state
*state
, DWORD state_id
)
4452 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4453 context
->update_compute_shader_resource_bindings
= 1;
4456 static void state_uav_binding(struct wined3d_context
*context
,
4457 const struct wined3d_state
*state
, DWORD state_id
)
4459 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4460 context
->update_unordered_access_view_bindings
= 1;
4463 static void state_cs_uav_binding(struct wined3d_context
*context
,
4464 const struct wined3d_state
*state
, DWORD state_id
)
4466 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4467 context
->update_compute_unordered_access_view_bindings
= 1;
4470 static void state_uav_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4472 WARN("ARB_image_load_store is not supported by OpenGL implementation.\n");
4475 static void state_so(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4477 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4478 struct wined3d_buffer
*buffer
;
4479 unsigned int offset
, size
, i
;
4481 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4483 context_end_transform_feedback(context
);
4485 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
4487 if (!(buffer
= state
->stream_output
[i
].buffer
))
4489 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER
, i
, 0));
4493 offset
= state
->stream_output
[i
].offset
;
4496 FIXME("Appending to stream output buffers not implemented.\n");
4499 size
= buffer
->resource
.size
- offset
;
4500 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER
, i
,
4501 wined3d_buffer_gl(buffer
)->buffer_object
, offset
, size
));
4503 checkGLcall("bind transform feedback buffers");
4506 static void state_so_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4508 WARN("Transform feedback not supported.\n");
4511 const struct StateEntryTemplate misc_state_template
[] =
4513 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4514 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4515 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4516 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4517 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4518 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4519 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4520 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4521 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4522 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4523 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4524 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4525 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING
, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING
, state_shader_resource_binding
}, WINED3D_GL_EXT_NONE
},
4526 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_binding
}, ARB_SHADER_IMAGE_LOAD_STORE
},
4527 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_warn
}, WINED3D_GL_EXT_NONE
},
4528 { STATE_COMPUTE_SHADER_RESOURCE_BINDING
, { STATE_COMPUTE_SHADER_RESOURCE_BINDING
, state_cs_resource_binding
}, WINED3D_GL_EXT_NONE
},
4529 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, state_cs_uav_binding
}, ARB_SHADER_IMAGE_LOAD_STORE
},
4530 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_warn
}, WINED3D_GL_EXT_NONE
},
4531 { STATE_STREAM_OUTPUT
, { STATE_STREAM_OUTPUT
, state_so
, }, WINED3D_GL_VERSION_3_2
},
4532 { STATE_STREAM_OUTPUT
, { STATE_STREAM_OUTPUT
, state_so_warn
, }, WINED3D_GL_EXT_NONE
},
4533 { STATE_RENDER(WINED3D_RS_SRCBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4534 { STATE_RENDER(WINED3D_RS_DESTBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4535 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4536 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS
), { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS
), state_line_antialias
}, WINED3D_GL_EXT_NONE
},
4537 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE
), { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE
), state_line_antialias
}, WINED3D_GL_EXT_NONE
},
4538 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4539 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4540 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4541 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4542 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4543 { STATE_BLEND
, { STATE_BLEND
, state_blend_object
}, WINED3D_GL_EXT_NONE
},
4544 { STATE_BLEND_FACTOR
, { STATE_BLEND_FACTOR
, state_blend_factor
}, EXT_BLEND_COLOR
},
4545 { STATE_BLEND_FACTOR
, { STATE_BLEND_FACTOR
, state_blend_factor_w
}, WINED3D_GL_EXT_NONE
},
4546 { STATE_STREAMSRC
, { STATE_STREAMSRC
, streamsrc
}, WINED3D_GL_EXT_NONE
},
4547 { STATE_VDECL
, { STATE_VDECL
, vdecl_miscpart
}, WINED3D_GL_EXT_NONE
},
4548 { STATE_RASTERIZER
, { STATE_RASTERIZER
, rasterizer_cc
}, ARB_CLIP_CONTROL
},
4549 { STATE_RASTERIZER
, { STATE_RASTERIZER
, rasterizer
}, WINED3D_GL_EXT_NONE
},
4550 { STATE_SCISSORRECT
, { STATE_SCISSORRECT
, scissorrect
}, WINED3D_GL_EXT_NONE
},
4551 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, state_nop
}, ARB_CLIP_CONTROL
},
4552 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin
}, WINED3D_GL_VERSION_2_0
},
4553 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin_w
}, WINED3D_GL_EXT_NONE
},
4555 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4556 * vshader loadings are untied from each other
4558 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4559 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4560 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4561 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4562 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4563 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4564 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4565 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4566 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4567 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4568 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4569 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4570 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4571 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4572 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4573 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4574 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4575 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4576 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4577 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4578 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4579 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4580 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4581 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4582 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4583 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4584 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4585 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4586 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4587 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4588 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4589 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4590 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4591 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4592 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4593 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4594 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4595 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4596 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4597 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4598 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4599 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4600 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4601 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4602 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4603 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4604 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4605 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4607 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart_cc
}, ARB_CLIP_CONTROL
},
4608 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart
}, WINED3D_GL_EXT_NONE
},
4609 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, indexbuffer
}, ARB_VERTEX_BUFFER_OBJECT
},
4610 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, state_nop
}, WINED3D_GL_EXT_NONE
},
4611 { STATE_RENDER(WINED3D_RS_ANTIALIAS
), { STATE_RENDER(WINED3D_RS_ANTIALIAS
), state_antialias
}, WINED3D_GL_EXT_NONE
},
4612 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), state_nop
}, WINED3D_GL_EXT_NONE
},
4613 { STATE_RENDER(WINED3D_RS_ZENABLE
), { STATE_RENDER(WINED3D_RS_ZENABLE
), state_zenable
}, WINED3D_GL_EXT_NONE
},
4614 { STATE_RENDER(WINED3D_RS_WRAPU
), { STATE_RENDER(WINED3D_RS_WRAPU
), state_wrapu
}, WINED3D_GL_EXT_NONE
},
4615 { STATE_RENDER(WINED3D_RS_WRAPV
), { STATE_RENDER(WINED3D_RS_WRAPV
), state_wrapv
}, WINED3D_GL_EXT_NONE
},
4616 { STATE_RENDER(WINED3D_RS_FILLMODE
), { STATE_RENDER(WINED3D_RS_FILLMODE
), state_fillmode
}, WINED3D_GL_EXT_NONE
},
4617 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern
}, WINED3D_GL_LEGACY_CONTEXT
},
4618 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern_w
}, WINED3D_GL_EXT_NONE
},
4619 { STATE_RENDER(WINED3D_RS_MONOENABLE
), { STATE_RENDER(WINED3D_RS_MONOENABLE
), state_monoenable
}, WINED3D_GL_EXT_NONE
},
4620 { STATE_RENDER(WINED3D_RS_ROP2
), { STATE_RENDER(WINED3D_RS_ROP2
), state_rop2
}, WINED3D_GL_EXT_NONE
},
4621 { STATE_RENDER(WINED3D_RS_PLANEMASK
), { STATE_RENDER(WINED3D_RS_PLANEMASK
), state_planemask
}, WINED3D_GL_EXT_NONE
},
4622 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), state_zwriteenable
}, WINED3D_GL_EXT_NONE
},
4623 { STATE_RENDER(WINED3D_RS_LASTPIXEL
), { STATE_RENDER(WINED3D_RS_LASTPIXEL
), state_lastpixel
}, WINED3D_GL_EXT_NONE
},
4624 { STATE_RENDER(WINED3D_RS_CULLMODE
), { STATE_RENDER(WINED3D_RS_CULLMODE
), state_cullmode
}, WINED3D_GL_EXT_NONE
},
4625 { STATE_RENDER(WINED3D_RS_ZFUNC
), { STATE_RENDER(WINED3D_RS_ZFUNC
), state_zfunc
}, WINED3D_GL_EXT_NONE
},
4626 { STATE_RENDER(WINED3D_RS_DITHERENABLE
), { STATE_RENDER(WINED3D_RS_DITHERENABLE
), state_ditherenable
}, WINED3D_GL_EXT_NONE
},
4627 { STATE_RENDER(WINED3D_RS_SUBPIXEL
), { STATE_RENDER(WINED3D_RS_SUBPIXEL
), state_subpixel
}, WINED3D_GL_EXT_NONE
},
4628 { STATE_RENDER(WINED3D_RS_SUBPIXELX
), { STATE_RENDER(WINED3D_RS_SUBPIXELX
), state_subpixelx
}, WINED3D_GL_EXT_NONE
},
4629 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), state_stippledalpha
}, WINED3D_GL_EXT_NONE
},
4630 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), state_stippleenable
}, WINED3D_GL_EXT_NONE
},
4631 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), state_mipmaplodbias
}, WINED3D_GL_EXT_NONE
},
4632 { STATE_RENDER(WINED3D_RS_ANISOTROPY
), { STATE_RENDER(WINED3D_RS_ANISOTROPY
), state_anisotropy
}, WINED3D_GL_EXT_NONE
},
4633 { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), state_flushbatch
}, WINED3D_GL_EXT_NONE
},
4634 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),state_translucentsi
}, WINED3D_GL_EXT_NONE
},
4635 { STATE_RENDER(WINED3D_RS_STENCILENABLE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
4636 { STATE_RENDER(WINED3D_RS_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4637 { STATE_RENDER(WINED3D_RS_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4638 { STATE_RENDER(WINED3D_RS_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4639 { STATE_RENDER(WINED3D_RS_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4640 { STATE_RENDER(WINED3D_RS_STENCILREF
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4641 { STATE_RENDER(WINED3D_RS_STENCILMASK
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4642 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite2s_ext
}, EXT_STENCIL_TWO_SIDE
},
4643 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite
}, WINED3D_GL_EXT_NONE
},
4644 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4645 { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4646 { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4647 { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4648 { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4649 { STATE_RENDER(WINED3D_RS_WRAP0
), { STATE_RENDER(WINED3D_RS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
4650 { STATE_RENDER(WINED3D_RS_WRAP1
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4651 { STATE_RENDER(WINED3D_RS_WRAP2
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4652 { STATE_RENDER(WINED3D_RS_WRAP3
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4653 { STATE_RENDER(WINED3D_RS_WRAP4
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4654 { STATE_RENDER(WINED3D_RS_WRAP5
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4655 { STATE_RENDER(WINED3D_RS_WRAP6
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4656 { STATE_RENDER(WINED3D_RS_WRAP7
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4657 { STATE_RENDER(WINED3D_RS_WRAP8
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4658 { STATE_RENDER(WINED3D_RS_WRAP9
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4659 { STATE_RENDER(WINED3D_RS_WRAP10
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4660 { STATE_RENDER(WINED3D_RS_WRAP11
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4661 { STATE_RENDER(WINED3D_RS_WRAP12
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4662 { STATE_RENDER(WINED3D_RS_WRAP13
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4663 { STATE_RENDER(WINED3D_RS_WRAP14
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4664 { STATE_RENDER(WINED3D_RS_WRAP15
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4665 { STATE_RENDER(WINED3D_RS_EXTENTS
), { STATE_RENDER(WINED3D_RS_EXTENTS
), state_extents
}, WINED3D_GL_EXT_NONE
},
4666 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), state_ckeyblend
}, WINED3D_GL_EXT_NONE
},
4667 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), state_swvp
}, WINED3D_GL_EXT_NONE
},
4668 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), state_patchedgestyle
}, WINED3D_GL_EXT_NONE
},
4669 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), state_patchsegments
}, WINED3D_GL_EXT_NONE
},
4670 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), state_positiondegree
}, WINED3D_GL_EXT_NONE
},
4671 { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), state_normaldegree
}, WINED3D_GL_EXT_NONE
},
4672 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4673 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4674 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4675 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4676 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4677 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4678 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_nvdb
}, EXT_DEPTH_BOUNDS_TEST
},
4679 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_tessellation
}, WINED3D_GL_EXT_NONE
},
4680 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa
}, ARB_MULTISAMPLE
},
4681 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa_w
}, WINED3D_GL_EXT_NONE
},
4682 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), state_multisampmask
}, WINED3D_GL_EXT_NONE
},
4683 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), state_debug_monitor
}, WINED3D_GL_EXT_NONE
},
4684 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite0
}, EXT_DRAW_BUFFERS2
},
4685 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite
}, WINED3D_GL_EXT_NONE
},
4686 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop
}, WINED3D_GL_BLEND_EQUATION
},
4687 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop_w
}, WINED3D_GL_EXT_NONE
},
4688 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), state_scissor
}, WINED3D_GL_EXT_NONE
},
4689 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), NULL
}, WINED3D_GL_EXT_NONE
},
4690 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), state_colorwrite1
}, EXT_DRAW_BUFFERS2
},
4691 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4692 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), state_colorwrite2
}, EXT_DRAW_BUFFERS2
},
4693 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4694 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), state_colorwrite3
}, EXT_DRAW_BUFFERS2
},
4695 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4696 { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), state_depthbias
}, WINED3D_GL_EXT_NONE
},
4697 { STATE_RENDER(WINED3D_RS_ZVISIBLE
), { STATE_RENDER(WINED3D_RS_ZVISIBLE
), state_zvisible
}, WINED3D_GL_EXT_NONE
},
4699 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler
}, WINED3D_GL_EXT_NONE
},
4700 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler
}, WINED3D_GL_EXT_NONE
},
4701 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler
}, WINED3D_GL_EXT_NONE
},
4702 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler
}, WINED3D_GL_EXT_NONE
},
4703 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler
}, WINED3D_GL_EXT_NONE
},
4704 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler
}, WINED3D_GL_EXT_NONE
},
4705 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler
}, WINED3D_GL_EXT_NONE
},
4706 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler
}, WINED3D_GL_EXT_NONE
},
4707 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler
}, WINED3D_GL_EXT_NONE
},
4708 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler
}, WINED3D_GL_EXT_NONE
},
4709 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler
}, WINED3D_GL_EXT_NONE
},
4710 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler
}, WINED3D_GL_EXT_NONE
},
4711 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler
}, WINED3D_GL_EXT_NONE
},
4712 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler
}, WINED3D_GL_EXT_NONE
},
4713 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler
}, WINED3D_GL_EXT_NONE
},
4714 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler
}, WINED3D_GL_EXT_NONE
},
4715 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler
}, WINED3D_GL_EXT_NONE
},
4716 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler
}, WINED3D_GL_EXT_NONE
},
4717 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler
}, WINED3D_GL_EXT_NONE
},
4718 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler
}, WINED3D_GL_EXT_NONE
},
4719 { STATE_BASEVERTEXINDEX
, { STATE_BASEVERTEXINDEX
, state_nop
, }, ARB_DRAW_ELEMENTS_BASE_VERTEX
},
4720 { STATE_BASEVERTEXINDEX
, { STATE_STREAMSRC
, NULL
, }, WINED3D_GL_EXT_NONE
},
4721 { STATE_FRAMEBUFFER
, { STATE_FRAMEBUFFER
, context_state_fb
}, WINED3D_GL_EXT_NONE
},
4722 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), context_state_drawbuf
},WINED3D_GL_EXT_NONE
},
4723 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), state_shader
}, WINED3D_GL_EXT_NONE
},
4724 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
), state_shader
}, WINED3D_GL_EXT_NONE
},
4725 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), state_shader
}, WINED3D_GL_EXT_NONE
},
4726 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
), state_compute_shader
}, WINED3D_GL_EXT_NONE
},
4727 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
4730 static const struct StateEntryTemplate vp_ffp_states
[] =
4732 { STATE_VDECL
, { STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
4733 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
4734 { STATE_MATERIAL
, { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4735 { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
4737 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
4738 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
4739 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
4740 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
4741 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
4742 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
4743 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
4744 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
4746 { STATE_LIGHT_TYPE
, { STATE_LIGHT_TYPE
, state_nop
}, WINED3D_GL_EXT_NONE
},
4747 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
4748 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
4749 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
4750 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
4751 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
4752 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
4753 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
4754 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
4756 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
4757 /* Transform states follow */
4758 { STATE_TRANSFORM(WINED3D_TS_VIEW
), { STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
4759 { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
4760 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4761 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4762 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4763 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4764 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4765 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4766 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4767 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4768 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world
}, WINED3D_GL_EXT_NONE
},
4769 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4770 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4771 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4772 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4773 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4774 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4775 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4776 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4777 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4778 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4779 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4780 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4781 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4782 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4783 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4784 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4785 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4786 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4787 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4788 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4789 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4790 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4791 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4792 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4793 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4794 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4795 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4796 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4797 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4798 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4799 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4800 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4801 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4802 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4803 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4804 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4805 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4806 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4807 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4808 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4809 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4810 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4811 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4812 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4813 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4814 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4815 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4816 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4817 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4818 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4819 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4820 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4821 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4822 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4823 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4824 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4825 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4826 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4827 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4828 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4829 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4830 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4831 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4832 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4833 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4834 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4835 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4836 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4837 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4838 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4839 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4840 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4841 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4842 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4843 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4844 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4845 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4846 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4847 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4848 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4849 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4850 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4851 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4852 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4853 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4854 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4855 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4856 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4857 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4858 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4859 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4860 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4861 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4862 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4863 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4864 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4865 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4866 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4867 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4868 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4869 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4870 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4871 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4872 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4873 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4874 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4875 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4876 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4877 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4878 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4879 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4880 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4881 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4882 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4883 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4884 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4885 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4886 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4887 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4888 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4889 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4890 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4891 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4892 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4893 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4894 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4895 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4896 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4897 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4898 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4899 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4900 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4901 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4902 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4903 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4904 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4905 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4906 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4907 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4908 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4909 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4910 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4911 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4912 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4913 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4914 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4915 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4916 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4917 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4918 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4919 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4920 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4921 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4922 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4923 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4924 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4925 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4926 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4927 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4928 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4929 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4930 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4931 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4932 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4933 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4934 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4935 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4936 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4937 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4938 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4939 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4940 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4941 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4942 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4943 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4944 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4945 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4946 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4947 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4948 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4949 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4950 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4951 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4952 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4953 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4954 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4955 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4956 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4957 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4958 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4959 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4960 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4961 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4962 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4963 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4964 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4965 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4966 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4967 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4968 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4969 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4970 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4971 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4972 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4973 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4974 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4975 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4976 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4977 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4978 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4979 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4980 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4981 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4982 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4983 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4984 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4985 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4986 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4987 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4988 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4989 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4990 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4991 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4992 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4993 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4994 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4995 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4996 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4997 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4998 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4999 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5000 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5001 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5002 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5003 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5004 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5005 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5006 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5007 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5008 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5009 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5010 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5011 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5012 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5013 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5014 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5015 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5016 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5017 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5018 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5019 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5020 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5021 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5022 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5023 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5024 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5025 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5026 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5027 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5028 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5029 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5030 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5031 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5032 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5033 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5034 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5035 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5036 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5037 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5038 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5039 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5041 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
5042 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5043 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5044 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5045 { STATE_RENDER(WINED3D_RS_CLIPPING
), { STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
5046 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), { STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
5047 { STATE_RENDER(WINED3D_RS_LIGHTING
), { STATE_RENDER(WINED3D_RS_LIGHTING
), state_lighting
}, WINED3D_GL_EXT_NONE
},
5048 { STATE_RENDER(WINED3D_RS_AMBIENT
), { STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
5049 { STATE_RENDER(WINED3D_RS_COLORVERTEX
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5050 { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), state_localviewer
}, WINED3D_GL_EXT_NONE
},
5051 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), state_normalize
}, WINED3D_GL_EXT_NONE
},
5052 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5053 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5054 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5055 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5056 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend_w
}, WINED3D_GL_EXT_NONE
},
5057 { STATE_RENDER(WINED3D_RS_POINTSIZE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5058 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
5059 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
5060 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
5061 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
5062 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
5063 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5064 { STATE_RENDER(WINED3D_RS_POINTSCALE_A
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5065 { STATE_RENDER(WINED3D_RS_POINTSCALE_B
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5066 { STATE_RENDER(WINED3D_RS_POINTSCALE_C
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5067 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
5068 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
5069 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
5070 { STATE_RENDER(WINED3D_RS_TWEENFACTOR
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5071 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5073 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5074 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5075 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5077 { STATE_SAMPLER(0), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5078 { STATE_SAMPLER(0), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5079 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5080 { STATE_SAMPLER(1), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5081 { STATE_SAMPLER(1), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5082 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5083 { STATE_SAMPLER(2), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5084 { STATE_SAMPLER(2), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5085 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5086 { STATE_SAMPLER(3), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5087 { STATE_SAMPLER(3), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5088 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5089 { STATE_SAMPLER(4), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5090 { STATE_SAMPLER(4), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5091 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5092 { STATE_SAMPLER(5), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5093 { STATE_SAMPLER(5), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5094 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5095 { STATE_SAMPLER(6), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5096 { STATE_SAMPLER(6), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5097 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5098 { STATE_SAMPLER(7), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5099 { STATE_SAMPLER(7), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5100 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5101 { STATE_POINT_ENABLE
, { STATE_POINT_ENABLE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5102 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5105 static const struct StateEntryTemplate ffp_fragmentstate_template
[] = {
5106 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5107 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5108 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5109 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5110 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5111 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5112 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5113 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5114 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5115 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5116 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5117 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5118 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5119 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5120 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5121 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5122 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5123 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5124 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5125 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5126 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5127 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5128 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5129 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5130 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5131 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5132 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5133 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5134 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5135 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5136 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5137 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5138 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5139 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5140 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5141 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5142 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5143 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5144 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5145 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5146 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5147 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5148 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5149 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5150 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5151 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5152 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5153 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5154 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5155 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5156 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5157 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5158 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5159 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5160 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5161 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5162 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5163 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5164 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5165 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5166 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5167 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5168 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5169 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5170 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5171 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5172 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5173 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5174 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5175 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5176 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5177 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5178 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5179 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5180 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5181 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5182 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5183 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5184 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5185 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5186 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
5187 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5188 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5189 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
5190 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5191 { STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
5192 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
5193 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor
}, WINED3D_GL_EXT_NONE
},
5194 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
5195 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
5196 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5197 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5198 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5199 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
5200 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
5201 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
5202 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5203 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5204 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5205 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5206 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5207 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5208 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5209 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5210 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5213 /* Context activation is done by the caller. */
5214 static void ffp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5216 static void *ffp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5221 static void ffp_free(struct wined3d_device
*device
) {}
5223 static void vp_ffp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5225 caps
->xyzrhw
= FALSE
;
5226 caps
->ffp_generic_attributes
= FALSE
;
5227 caps
->max_active_lights
= gl_info
->limits
.lights
;
5228 caps
->max_vertex_blend_matrices
= 1;
5229 caps
->max_vertex_blend_matrix_index
= 0;
5230 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5231 | WINED3DVTXPCAPS_MATERIALSOURCE7
5232 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5233 | WINED3DVTXPCAPS_LOCALVIEWER
5234 | WINED3DVTXPCAPS_VERTEXFOG
5235 | WINED3DVTXPCAPS_TEXGEN
5236 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
5237 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
5238 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
5239 caps
->raster_caps
= 0;
5240 if (gl_info
->supported
[NV_FOG_DISTANCE
])
5241 caps
->raster_caps
|= WINED3DPRASTERCAPS_FOGRANGE
;
5244 static DWORD
vp_ffp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5246 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5249 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe
=
5253 vp_ffp_get_emul_mask
,
5259 static void ffp_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5261 caps
->wined3d_caps
= 0;
5262 caps
->PrimitiveMiscCaps
= 0;
5263 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
5264 | WINED3DTEXOPCAPS_ADDSIGNED
5265 | WINED3DTEXOPCAPS_ADDSIGNED2X
5266 | WINED3DTEXOPCAPS_MODULATE
5267 | WINED3DTEXOPCAPS_MODULATE2X
5268 | WINED3DTEXOPCAPS_MODULATE4X
5269 | WINED3DTEXOPCAPS_SELECTARG1
5270 | WINED3DTEXOPCAPS_SELECTARG2
5271 | WINED3DTEXOPCAPS_DISABLE
;
5273 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
]
5274 || gl_info
->supported
[EXT_TEXTURE_ENV_COMBINE
]
5275 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5277 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5278 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5279 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5280 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5281 | WINED3DTEXOPCAPS_LERP
5282 | WINED3DTEXOPCAPS_SUBTRACT
;
5284 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
]
5285 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5287 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
5288 | WINED3DTEXOPCAPS_MULTIPLYADD
5289 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5290 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5291 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
5293 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
5294 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
5296 caps
->MaxTextureBlendStages
= gl_info
->limits
.textures
;
5297 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
5300 static DWORD
ffp_fragment_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5302 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5305 static BOOL
ffp_color_fixup_supported(struct color_fixup_desc fixup
)
5307 /* We only support identity conversions. */
5308 return is_identity_fixup(fixup
);
5311 static BOOL
ffp_none_context_alloc(struct wined3d_context
*context
)
5316 static void ffp_none_context_free(struct wined3d_context
*context
)
5320 const struct fragment_pipeline ffp_fragment_pipeline
= {
5322 ffp_fragment_get_caps
,
5323 ffp_fragment_get_emul_mask
,
5326 ffp_none_context_alloc
,
5327 ffp_none_context_free
,
5328 ffp_color_fixup_supported
,
5329 ffp_fragmentstate_template
,
5332 static void none_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5334 static void *none_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5339 static void none_free(struct wined3d_device
*device
) {}
5341 static void vp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5343 memset(caps
, 0, sizeof(*caps
));
5346 static DWORD
vp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5351 const struct wined3d_vertex_pipe_ops none_vertex_pipe
=
5355 vp_none_get_emul_mask
,
5361 static void fp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5363 memset(caps
, 0, sizeof(*caps
));
5366 static DWORD
fp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5371 static BOOL
fp_none_color_fixup_supported(struct color_fixup_desc fixup
)
5373 return is_identity_fixup(fixup
);
5376 const struct fragment_pipeline none_fragment_pipe
=
5380 fp_none_get_emul_mask
,
5383 ffp_none_context_alloc
,
5384 ffp_none_context_free
,
5385 fp_none_color_fixup_supported
,
5389 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5392 for(i
= 0; funcs
[i
]; i
++);
5396 static void multistate_apply_2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5398 context
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5399 context
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5402 static void multistate_apply_3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5404 context
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5405 context
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5406 context
->device
->multistate_funcs
[state_id
][2](context
, state
, state_id
);
5409 static void prune_invalid_states(struct StateEntry
*state_table
, const struct wined3d_gl_info
*gl_info
,
5410 const struct wined3d_d3d_info
*d3d_info
)
5412 unsigned int start
, last
, i
;
5414 start
= STATE_TEXTURESTAGE(d3d_info
->limits
.ffp_blend_stages
, 0);
5415 last
= STATE_TEXTURESTAGE(MAX_TEXTURES
- 1, WINED3D_HIGHEST_TEXTURE_STATE
);
5416 for (i
= start
; i
<= last
; ++i
)
5418 state_table
[i
].representative
= 0;
5419 state_table
[i
].apply
= state_undefined
;
5422 start
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ d3d_info
->limits
.ffp_blend_stages
);
5423 last
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ MAX_TEXTURES
- 1);
5424 for (i
= start
; i
<= last
; ++i
)
5426 state_table
[i
].representative
= 0;
5427 state_table
[i
].apply
= state_undefined
;
5430 start
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info
->limits
.ffp_vertex_blend_matrices
));
5431 last
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5432 for (i
= start
; i
<= last
; ++i
)
5434 state_table
[i
].representative
= 0;
5435 state_table
[i
].apply
= state_undefined
;
5439 static void validate_state_table(struct StateEntry
*state_table
)
5462 static const DWORD simple_states
[] =
5468 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
),
5469 STATE_SHADER(WINED3D_SHADER_TYPE_HULL
),
5470 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
),
5471 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
),
5472 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
),
5473 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
),
5474 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
),
5475 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
),
5476 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
),
5477 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),
5478 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
),
5479 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
),
5480 STATE_COMPUTE_SHADER_RESOURCE_BINDING
,
5481 STATE_GRAPHICS_SHADER_RESOURCE_BINDING
,
5482 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
,
5483 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
,
5488 STATE_POINTSPRITECOORDORIGIN
,
5489 STATE_BASEVERTEXINDEX
,
5496 unsigned int i
, current
;
5498 for (i
= STATE_RENDER(1), current
= 0; i
<= STATE_RENDER(WINEHIGHEST_RENDER_STATE
); ++i
)
5500 if (!rs_holes
[current
].first
|| i
< STATE_RENDER(rs_holes
[current
].first
))
5502 if (!state_table
[i
].representative
)
5503 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i
), i
);
5505 else if (state_table
[i
].representative
)
5506 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i
), i
);
5508 if (i
== STATE_RENDER(rs_holes
[current
].last
)) ++current
;
5511 for (i
= 0; i
< ARRAY_SIZE(simple_states
); ++i
)
5513 if (!state_table
[simple_states
[i
]].representative
)
5514 ERR("State %s (%#x) should have a representative.\n",
5515 debug_d3dstate(simple_states
[i
]), simple_states
[i
]);
5518 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5520 DWORD rep
= state_table
[i
].representative
;
5523 if (state_table
[rep
].representative
!= rep
)
5525 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5526 debug_d3dstate(i
), i
, debug_d3dstate(rep
), rep
);
5527 state_table
[i
].representative
= 0;
5532 if (state_table
[i
].apply
)
5533 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i
), i
);
5535 else if (!state_table
[i
].apply
)
5537 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i
), i
);
5543 HRESULT
compile_state_table(struct StateEntry
*StateTable
, APPLYSTATEFUNC
**dev_multistate_funcs
,
5544 const struct wined3d_gl_info
*gl_info
, const struct wined3d_d3d_info
*d3d_info
,
5545 const struct wined3d_vertex_pipe_ops
*vertex
, const struct fragment_pipeline
*fragment
,
5546 const struct StateEntryTemplate
*misc
)
5548 unsigned int i
, type
, handlers
;
5549 APPLYSTATEFUNC multistate_funcs
[STATE_HIGHEST
+ 1][3];
5550 const struct StateEntryTemplate
*cur
;
5551 BOOL set
[STATE_HIGHEST
+ 1];
5553 memset(multistate_funcs
, 0, sizeof(multistate_funcs
));
5555 for(i
= 0; i
< STATE_HIGHEST
+ 1; i
++) {
5556 StateTable
[i
].representative
= 0;
5557 StateTable
[i
].apply
= state_undefined
;
5560 for(type
= 0; type
< 3; type
++) {
5561 /* This switch decides the order in which the states are applied */
5563 case 0: cur
= misc
; break;
5564 case 1: cur
= fragment
->states
; break;
5565 case 2: cur
= vertex
->vp_states
; break;
5566 default: cur
= NULL
; /* Stupid compiler */
5570 /* GL extension filtering should not prevent multiple handlers being applied from different
5573 memset(set
, 0, sizeof(set
));
5575 for(i
= 0; cur
[i
].state
; i
++) {
5576 APPLYSTATEFUNC
*funcs_array
;
5578 /* Only use the first matching state with the available extension from one template.
5580 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5581 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5583 * if GL_XYZ_fancy is supported, ignore the 2nd line
5585 if(set
[cur
[i
].state
]) continue;
5586 /* Skip state lines depending on unsupported extensions */
5587 if (!gl_info
->supported
[cur
[i
].extension
]) continue;
5588 set
[cur
[i
].state
] = TRUE
;
5589 /* In some cases having an extension means that nothing has to be
5590 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5591 * supported, the texture coordinate fixup can be ignored. If the
5592 * apply function is used, mark the state set(done above) to prevent
5593 * applying later lines, but do not record anything in the state
5596 if (!cur
[i
].content
.representative
) continue;
5598 handlers
= num_handlers(multistate_funcs
[cur
[i
].state
]);
5599 multistate_funcs
[cur
[i
].state
][handlers
] = cur
[i
].content
.apply
;
5602 StateTable
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
5605 StateTable
[cur
[i
].state
].apply
= multistate_apply_2
;
5606 if (!(dev_multistate_funcs
[cur
[i
].state
] = heap_calloc(2, sizeof(**dev_multistate_funcs
))))
5609 dev_multistate_funcs
[cur
[i
].state
][0] = multistate_funcs
[cur
[i
].state
][0];
5610 dev_multistate_funcs
[cur
[i
].state
][1] = multistate_funcs
[cur
[i
].state
][1];
5613 StateTable
[cur
[i
].state
].apply
= multistate_apply_3
;
5614 if (!(funcs_array
= heap_realloc(dev_multistate_funcs
[cur
[i
].state
],
5615 sizeof(**dev_multistate_funcs
) * 3)))
5618 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
5619 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
5622 ERR("Unexpected amount of state handlers for state %u: %u\n",
5623 cur
[i
].state
, handlers
+ 1);
5626 if (StateTable
[cur
[i
].state
].representative
5627 && StateTable
[cur
[i
].state
].representative
!= cur
[i
].content
.representative
)
5629 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5630 debug_d3dstate(cur
[i
].state
), cur
[i
].state
);
5632 StateTable
[cur
[i
].state
].representative
= cur
[i
].content
.representative
;
5636 prune_invalid_states(StateTable
, gl_info
, d3d_info
);
5637 validate_state_table(StateTable
);
5642 for (i
= 0; i
<= STATE_HIGHEST
; ++i
)
5644 heap_free(dev_multistate_funcs
[i
]);
5647 memset(dev_multistate_funcs
, 0, (STATE_HIGHEST
+ 1)*sizeof(*dev_multistate_funcs
));
5649 return E_OUTOFMEMORY
;