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 static BOOL
is_dual_source(enum wined3d_blend state
)
79 return state
>= WINED3D_BLEND_SRC1COLOR
&& state
<= WINED3D_BLEND_INVSRC1ALPHA
;
82 HRESULT CDECL
wined3d_blend_state_create(struct wined3d_device
*device
,
83 const struct wined3d_blend_state_desc
*desc
, void *parent
,
84 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_blend_state
**state
)
86 struct wined3d_blend_state
*object
;
88 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
89 device
, desc
, parent
, parent_ops
, state
);
91 if (!(object
= heap_alloc_zero(sizeof(*object
))))
96 object
->parent
= parent
;
97 object
->parent_ops
= parent_ops
;
98 object
->device
= device
;
100 object
->dual_source
= desc
->rt
[0].enable
101 && (is_dual_source(desc
->rt
[0].src
)
102 || is_dual_source(desc
->rt
[0].dst
)
103 || is_dual_source(desc
->rt
[0].src_alpha
)
104 || is_dual_source(desc
->rt
[0].dst_alpha
));
106 TRACE("Created blend state %p.\n", object
);
112 ULONG CDECL
wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state
*state
)
114 ULONG refcount
= InterlockedIncrement(&state
->refcount
);
116 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
121 static void wined3d_rasterizer_state_destroy_object(void *object
)
126 ULONG CDECL
wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state
*state
)
128 ULONG refcount
= InterlockedDecrement(&state
->refcount
);
129 struct wined3d_device
*device
= state
->device
;
131 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
135 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
136 wined3d_cs_destroy_object(device
->cs
, wined3d_rasterizer_state_destroy_object
, state
);
142 void * CDECL
wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state
*state
)
144 TRACE("rasterizer_state %p.\n", state
);
146 return state
->parent
;
149 HRESULT CDECL
wined3d_rasterizer_state_create(struct wined3d_device
*device
,
150 const struct wined3d_rasterizer_state_desc
*desc
, void *parent
,
151 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_rasterizer_state
**state
)
153 struct wined3d_rasterizer_state
*object
;
155 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
156 device
, desc
, parent
, parent_ops
, state
);
158 if (!(object
= heap_alloc_zero(sizeof(*object
))))
159 return E_OUTOFMEMORY
;
161 object
->refcount
= 1;
162 object
->desc
= *desc
;
163 object
->parent
= parent
;
164 object
->parent_ops
= parent_ops
;
165 object
->device
= device
;
167 TRACE("Created rasterizer state %p.\n", object
);
173 /* Context activation for state handler is done by the caller. */
175 static void state_undefined(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
177 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id
), state_id
);
180 void state_nop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
182 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id
));
185 static void fillmode(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
187 enum wined3d_fill_mode mode
= r
? r
->desc
.fill_mode
: WINED3D_FILL_SOLID
;
191 case WINED3D_FILL_POINT
:
192 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_POINT
);
193 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
195 case WINED3D_FILL_WIREFRAME
:
196 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_LINE
);
197 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
199 case WINED3D_FILL_SOLID
:
200 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
201 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
204 FIXME("Unrecognized fill mode %#x.\n", mode
);
208 static void state_lighting(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
210 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
212 /* Lighting is not enabled if transformed vertices are drawn, but lighting
213 * does not affect the stream sources, so it is not grouped for
214 * performance reasons. This state reads the decoded vertex declaration,
215 * so if it is dirty don't do anything. The vertex declaration applying
216 * function calls this function for updating. */
217 if (isStateDirty(context
, STATE_VDECL
))
220 if (state
->render_states
[WINED3D_RS_LIGHTING
]
221 && !context
->stream_info
.position_transformed
)
223 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHTING
);
224 checkGLcall("glEnable GL_LIGHTING");
228 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
229 checkGLcall("glDisable GL_LIGHTING");
233 static void state_zenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
235 enum wined3d_depth_buffer_type zenable
= state
->render_states
[WINED3D_RS_ZENABLE
];
236 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
238 /* No z test without depth stencil buffers */
239 if (!state
->fb
.depth_stencil
)
241 TRACE("No Z buffer - disabling depth test\n");
242 zenable
= WINED3D_ZB_FALSE
;
247 case WINED3D_ZB_FALSE
:
248 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
249 checkGLcall("glDisable GL_DEPTH_TEST");
251 case WINED3D_ZB_TRUE
:
252 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
253 checkGLcall("glEnable GL_DEPTH_TEST");
255 case WINED3D_ZB_USEW
:
256 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
257 checkGLcall("glEnable GL_DEPTH_TEST");
258 FIXME("W buffer is not well handled\n");
261 FIXME("Unrecognized depth buffer type %#x.\n", zenable
);
265 if (context
->last_was_rhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
266 context_apply_state(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
269 static void cullmode(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
271 enum wined3d_cull mode
= r
? r
->desc
.cull_mode
: WINED3D_CULL_BACK
;
273 /* glFrontFace() is set in context.c at context init and on an
274 * offscreen / onscreen rendering switch. */
277 case WINED3D_CULL_NONE
:
278 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
279 checkGLcall("glDisable GL_CULL_FACE");
281 case WINED3D_CULL_FRONT
:
282 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
283 checkGLcall("glEnable GL_CULL_FACE");
284 gl_info
->gl_ops
.gl
.p_glCullFace(GL_FRONT
);
285 checkGLcall("glCullFace(GL_FRONT)");
287 case WINED3D_CULL_BACK
:
288 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
289 checkGLcall("glEnable GL_CULL_FACE");
290 gl_info
->gl_ops
.gl
.p_glCullFace(GL_BACK
);
291 checkGLcall("glCullFace(GL_BACK)");
294 FIXME("Unrecognized cull mode %#x.\n", mode
);
298 void state_shademode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
300 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
302 switch (state
->render_states
[WINED3D_RS_SHADEMODE
])
304 case WINED3D_SHADE_FLAT
:
305 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_FLAT
);
306 checkGLcall("glShadeModel(GL_FLAT)");
308 case WINED3D_SHADE_GOURAUD
:
309 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
311 case WINED3D_SHADE_PHONG
:
312 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
313 checkGLcall("glShadeModel(GL_SMOOTH)");
316 FIXME("Unrecognized shade mode %#x.\n",
317 state
->render_states
[WINED3D_RS_SHADEMODE
]);
321 static void state_ditherenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
323 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
325 if (state
->render_states
[WINED3D_RS_DITHERENABLE
])
327 gl_info
->gl_ops
.gl
.p_glEnable(GL_DITHER
);
328 checkGLcall("glEnable GL_DITHER");
332 gl_info
->gl_ops
.gl
.p_glDisable(GL_DITHER
);
333 checkGLcall("glDisable GL_DITHER");
337 static void state_zwriteenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
339 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
341 if (state
->render_states
[WINED3D_RS_ZWRITEENABLE
])
343 gl_info
->gl_ops
.gl
.p_glDepthMask(1);
344 checkGLcall("glDepthMask(1)");
348 gl_info
->gl_ops
.gl
.p_glDepthMask(0);
349 checkGLcall("glDepthMask(0)");
353 GLenum
wined3d_gl_compare_func(enum wined3d_cmp_func f
)
357 case WINED3D_CMP_NEVER
:
359 case WINED3D_CMP_LESS
:
361 case WINED3D_CMP_EQUAL
:
363 case WINED3D_CMP_LESSEQUAL
:
365 case WINED3D_CMP_GREATER
:
367 case WINED3D_CMP_NOTEQUAL
:
369 case WINED3D_CMP_GREATEREQUAL
:
371 case WINED3D_CMP_ALWAYS
:
375 WARN("Unrecognized compare function %#x.\n", f
);
377 FIXME("Unrecognized compare function %#x.\n", f
);
382 static void state_zfunc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
384 GLenum depth_func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ZFUNC
]);
385 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
387 if (!depth_func
) return;
389 gl_info
->gl_ops
.gl
.p_glDepthFunc(depth_func
);
390 checkGLcall("glDepthFunc");
393 static void state_ambient(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
395 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
396 struct wined3d_color color
;
398 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
399 TRACE("Setting ambient to %s.\n", debug_color(&color
));
400 gl_info
->gl_ops
.gl
.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, &color
.r
);
401 checkGLcall("glLightModel for MODEL_AMBIENT");
404 static GLenum
gl_blend_op(const struct wined3d_gl_info
*gl_info
, enum wined3d_blend_op op
)
408 case WINED3D_BLEND_OP_ADD
:
410 case WINED3D_BLEND_OP_SUBTRACT
:
411 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_SUBTRACT
: GL_FUNC_ADD
;
412 case WINED3D_BLEND_OP_REVSUBTRACT
:
413 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_REVERSE_SUBTRACT
: GL_FUNC_ADD
;
414 case WINED3D_BLEND_OP_MIN
:
415 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MIN
: GL_FUNC_ADD
;
416 case WINED3D_BLEND_OP_MAX
:
417 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MAX
: GL_FUNC_ADD
;
420 WARN("Unhandled blend op %#x.\n", op
);
422 FIXME("Unhandled blend op %#x.\n", op
);
427 static void blendop(const struct wined3d_state
*state
, const struct wined3d_gl_info
*gl_info
)
429 const struct wined3d_blend_state
*b
= state
->blend_state
;
430 GLenum blend_equation_alpha
= GL_FUNC_ADD_EXT
;
431 GLenum blend_equation
= GL_FUNC_ADD_EXT
;
433 if (!gl_info
->supported
[WINED3D_GL_BLEND_EQUATION
])
435 WARN("Unsupported in local OpenGL implementation: glBlendEquation.\n");
439 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
440 if (b
->desc
.rt
[0].op_alpha
&& !gl_info
->supported
[EXT_BLEND_EQUATION_SEPARATE
])
442 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
446 blend_equation
= gl_blend_op(gl_info
, b
->desc
.rt
[0].op
);
447 blend_equation_alpha
= gl_blend_op(gl_info
, b
->desc
.rt
[0].op_alpha
);
448 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation
, blend_equation_alpha
);
450 if (b
->desc
.rt
[0].op
!= b
->desc
.rt
[0].op_alpha
)
452 GL_EXTCALL(glBlendEquationSeparate(blend_equation
, blend_equation_alpha
));
453 checkGLcall("glBlendEquationSeparate");
457 GL_EXTCALL(glBlendEquation(blend_equation
));
458 checkGLcall("glBlendEquation");
462 static GLenum
gl_blend_factor(enum wined3d_blend factor
, const struct wined3d_format
*dst_format
)
466 case WINED3D_BLEND_ZERO
:
468 case WINED3D_BLEND_ONE
:
470 case WINED3D_BLEND_SRCCOLOR
:
472 case WINED3D_BLEND_INVSRCCOLOR
:
473 return GL_ONE_MINUS_SRC_COLOR
;
474 case WINED3D_BLEND_SRCALPHA
:
476 case WINED3D_BLEND_INVSRCALPHA
:
477 return GL_ONE_MINUS_SRC_ALPHA
;
478 case WINED3D_BLEND_DESTCOLOR
:
480 case WINED3D_BLEND_INVDESTCOLOR
:
481 return GL_ONE_MINUS_DST_COLOR
;
482 /* To compensate for the lack of format switching with backbuffer
483 * offscreen rendering, and with onscreen rendering, we modify the
484 * alpha test parameters for (INV)DESTALPHA if the render target
485 * doesn't support alpha blending. A nonexistent alpha channel
486 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
487 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
488 case WINED3D_BLEND_DESTALPHA
:
489 return dst_format
->alpha_size
? GL_DST_ALPHA
: GL_ONE
;
490 case WINED3D_BLEND_INVDESTALPHA
:
491 return dst_format
->alpha_size
? GL_ONE_MINUS_DST_ALPHA
: GL_ZERO
;
492 case WINED3D_BLEND_SRCALPHASAT
:
493 return GL_SRC_ALPHA_SATURATE
;
494 case WINED3D_BLEND_BLENDFACTOR
:
495 return GL_CONSTANT_COLOR_EXT
;
496 case WINED3D_BLEND_INVBLENDFACTOR
:
497 return GL_ONE_MINUS_CONSTANT_COLOR_EXT
;
498 case WINED3D_BLEND_SRC1COLOR
:
499 return GL_SRC1_COLOR
;
500 case WINED3D_BLEND_INVSRC1COLOR
:
501 return GL_ONE_MINUS_SRC1_COLOR
;
502 case WINED3D_BLEND_SRC1ALPHA
:
503 return GL_SRC1_ALPHA
;
504 case WINED3D_BLEND_INVSRC1ALPHA
:
505 return GL_ONE_MINUS_SRC1_ALPHA
;
508 WARN("Unhandled blend factor %#x.\n", factor
);
510 FIXME("Unhandled blend factor %#x.\n", factor
);
515 static void gl_blend_from_d3d(GLenum
*src_blend
, GLenum
*dst_blend
,
516 enum wined3d_blend d3d_src_blend
, enum wined3d_blend d3d_dst_blend
,
517 const struct wined3d_format
*rt_format
)
519 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
520 * source blending values which are still valid up to d3d9. They should
521 * not occur as dest blend values. */
522 if (d3d_src_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
524 *src_blend
= GL_SRC_ALPHA
;
525 *dst_blend
= GL_ONE_MINUS_SRC_ALPHA
;
527 else if (d3d_src_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
529 *src_blend
= GL_ONE_MINUS_SRC_ALPHA
;
530 *dst_blend
= GL_SRC_ALPHA
;
534 *src_blend
= gl_blend_factor(d3d_src_blend
, rt_format
);
535 *dst_blend
= gl_blend_factor(d3d_dst_blend
, rt_format
);
539 static void state_blend_factor_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
541 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
544 static void state_blend_factor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
546 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
547 const struct wined3d_color
*factor
= &state
->blend_factor
;
549 TRACE("Setting blend factor to %s.\n", debug_color(factor
));
551 GL_EXTCALL(glBlendColor(factor
->r
, factor
->g
, factor
->b
, factor
->a
));
552 checkGLcall("glBlendColor");
555 static BOOL
is_blend_enabled(struct wined3d_context
*context
, const struct wined3d_state
*state
, UINT index
)
557 const struct wined3d_blend_state
*b
= state
->blend_state
;
559 if (!state
->fb
.render_targets
[index
])
562 if (!b
->desc
.rt
[index
].enable
)
565 /* Disable blending in all cases even without pixel shaders.
566 * With blending on we could face a big performance penalty.
567 * The d3d9 visual test confirms the behavior. */
568 if (context
->render_offscreen
569 && !(state
->fb
.render_targets
[index
]->format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
575 static void blend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
577 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
578 const struct wined3d_blend_state
*b
= state
->blend_state
;
579 const struct wined3d_format
*rt_format
;
580 GLenum src_blend
, dst_blend
;
583 if (gl_info
->supported
[ARB_MULTISAMPLE
])
585 if (b
&& b
->desc
.alpha_to_coverage
)
586 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
588 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
589 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
592 if (b
&& b
->desc
.independent
)
593 WARN("Independent blend is not supported by this GL implementation.\n");
595 mask
= b
? b
->desc
.rt
[0].writemask
: 0xf;
597 gl_info
->gl_ops
.gl
.p_glColorMask(mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
598 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
599 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
600 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
);
601 checkGLcall("glColorMask");
603 if (!b
|| !is_blend_enabled(context
, state
, 0))
605 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
606 checkGLcall("glDisable GL_BLEND");
610 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
611 checkGLcall("glEnable GL_BLEND");
613 rt_format
= state
->fb
.render_targets
[0]->format
;
615 gl_blend_from_d3d(&src_blend
, &dst_blend
, b
->desc
.rt
[0].src
, b
->desc
.rt
[0].dst
, rt_format
);
617 blendop(state
, gl_info
);
619 if (b
->desc
.rt
[0].src
!= b
->desc
.rt
[0].src_alpha
|| b
->desc
.rt
[0].dst
!= b
->desc
.rt
[0].dst_alpha
)
621 GLenum src_blend_alpha
, dst_blend_alpha
;
623 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
624 if (!gl_info
->supported
[EXT_BLEND_FUNC_SEPARATE
])
626 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
630 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
, b
->desc
.rt
[0].src_alpha
, b
->desc
.rt
[0].dst_alpha
, rt_format
);
632 GL_EXTCALL(glBlendFuncSeparate(src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
633 checkGLcall("glBlendFuncSeparate");
637 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend
, dst_blend
);
638 gl_info
->gl_ops
.gl
.p_glBlendFunc(src_blend
, dst_blend
);
639 checkGLcall("glBlendFunc");
642 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
644 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
645 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
648 static void set_color_mask(const struct wined3d_gl_info
*gl_info
, UINT index
, DWORD mask
)
650 GL_EXTCALL(glColorMaski(index
,
651 mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
652 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
653 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
654 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
));
655 checkGLcall("glColorMaski");
658 static void blend_db2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
660 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
661 GLenum src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
;
662 const struct wined3d_blend_state
*b
= state
->blend_state
;
663 const struct wined3d_format
*rt_format
;
664 BOOL dual_source
= b
&& b
->dual_source
;
667 if (b
&& b
->desc
.alpha_to_coverage
)
668 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
670 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
671 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
673 if (context
->last_was_dual_source_blend
!= dual_source
)
675 /* Dual source blending changes the location of the output varyings. */
676 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
677 context
->last_was_dual_source_blend
= dual_source
;
680 if (!b
|| !b
->desc
.independent
)
682 blend(context
, state
, state_id
);
686 rt_format
= state
->fb
.render_targets
[0]->format
;
687 gl_blend_from_d3d(&src_blend
, &dst_blend
, b
->desc
.rt
[0].src
, b
->desc
.rt
[0].dst
, rt_format
);
688 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
, b
->desc
.rt
[0].src_alpha
, b
->desc
.rt
[0].dst_alpha
, rt_format
);
690 GL_EXTCALL(glBlendFuncSeparate(src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
691 checkGLcall("glBlendFuncSeparate");
693 GL_EXTCALL(glBlendEquationSeparate(gl_blend_op(gl_info
, b
->desc
.rt
[0].op
),
694 gl_blend_op(gl_info
, b
->desc
.rt
[0].op_alpha
)));
695 checkGLcall("glBlendEquationSeparate");
697 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
699 set_color_mask(gl_info
, i
, b
->desc
.rt
[i
].writemask
);
701 if (!is_blend_enabled(context
, state
, i
))
703 GL_EXTCALL(glDisablei(GL_BLEND
, i
));
704 checkGLcall("glDisablei GL_BLEND");
708 GL_EXTCALL(glEnablei(GL_BLEND
, i
));
709 checkGLcall("glEnablei GL_BLEND");
711 if (b
->desc
.rt
[i
].src
!= b
->desc
.rt
[0].src
712 || b
->desc
.rt
[i
].dst
!= b
->desc
.rt
[0].dst
713 || b
->desc
.rt
[i
].op
!= b
->desc
.rt
[0].op
714 || b
->desc
.rt
[i
].src_alpha
!= b
->desc
.rt
[0].src_alpha
715 || b
->desc
.rt
[i
].dst_alpha
!= b
->desc
.rt
[0].dst_alpha
716 || b
->desc
.rt
[i
].op_alpha
!= b
->desc
.rt
[0].op_alpha
)
717 WARN("Independent blend equations and blend functions are not supported by this GL implementation.\n");
720 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
722 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
723 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
726 static void blend_dbb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
728 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
729 const struct wined3d_blend_state
*b
= state
->blend_state
;
730 BOOL dual_source
= b
&& b
->dual_source
;
733 if (b
&& b
->desc
.alpha_to_coverage
)
734 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
736 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
737 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
739 if (context
->last_was_dual_source_blend
!= dual_source
)
741 /* Dual source blending changes the location of the output varyings. */
742 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
743 context
->last_was_dual_source_blend
= dual_source
;
746 if (!b
|| !b
->desc
.independent
)
748 blend(context
, state
, state_id
);
752 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
754 GLenum src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
;
755 const struct wined3d_format
*rt_format
;
757 set_color_mask(gl_info
, i
, b
->desc
.rt
[i
].writemask
);
759 if (!is_blend_enabled(context
, state
, i
))
761 GL_EXTCALL(glDisablei(GL_BLEND
, i
));
762 checkGLcall("glDisablei GL_BLEND");
766 GL_EXTCALL(glEnablei(GL_BLEND
, i
));
767 checkGLcall("glEnablei GL_BLEND");
769 rt_format
= state
->fb
.render_targets
[i
]->format
;
770 gl_blend_from_d3d(&src_blend
, &dst_blend
, b
->desc
.rt
[i
].src
, b
->desc
.rt
[i
].dst
, rt_format
);
771 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
,
772 b
->desc
.rt
[i
].src_alpha
, b
->desc
.rt
[i
].dst_alpha
, rt_format
);
774 GL_EXTCALL(glBlendFuncSeparatei(i
, src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
775 checkGLcall("glBlendFuncSeparatei");
777 GL_EXTCALL(glBlendEquationSeparatei(i
, gl_blend_op(gl_info
, b
->desc
.rt
[i
].op
),
778 gl_blend_op(gl_info
, b
->desc
.rt
[i
].op_alpha
)));
779 checkGLcall("glBlendEquationSeparatei");
782 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
784 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
785 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
788 void state_alpha_test(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
790 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
793 BOOL enable_ckey
= FALSE
;
795 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
797 /* Find out if the texture on the first stage has a ckey set. The alpha
798 * state func reads the texture settings, even though alpha and texture
799 * are not grouped together. This is to avoid making a huge alpha +
800 * texture + texture stage + ckey block due to the hardly used
801 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
802 * function will call alpha in case it finds some texture + colorkeyenable
803 * combination which needs extra care. */
804 if (state
->textures
[0] && (state
->textures
[0]->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
807 if (enable_ckey
|| context
->last_was_ckey
)
808 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
809 context
->last_was_ckey
= enable_ckey
;
811 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
812 || (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
))
814 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
815 checkGLcall("glEnable GL_ALPHA_TEST");
819 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
820 checkGLcall("glDisable GL_ALPHA_TEST");
821 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
827 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
829 glParm
= GL_NOTEQUAL
;
834 ref
= wined3d_alpha_ref(state
);
835 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
839 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
840 checkGLcall("glAlphaFunc");
844 void state_clipping(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
846 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
847 uint32_t enable_mask
;
849 if (use_vs(state
) && !context
->d3d_info
->vs_clipping
)
853 /* The OpenGL spec says that clipping planes are disabled when using
854 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
855 * driver keeps clipping planes activated with shaders in some
856 * conditions I got sick of tracking down. The shader state handler
857 * disables all clip planes because of that - don't do anything here
858 * and keep them disabled. */
859 if (state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] && !warned
++)
860 FIXME("Clipping not supported with vertex shaders.\n");
864 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
865 * The enabled / disabled planes are hardcoded into the shader. Update the
866 * shader to update the enabled clipplanes. In case of fixed function, we
867 * need to update the clipping field from ffp_vertex_settings. */
868 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
870 /* If enabling / disabling all
871 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
873 enable_mask
= state
->render_states
[WINED3D_RS_CLIPPING
] ?
874 state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] : 0;
875 wined3d_context_gl_enable_clip_distances(context_gl
, enable_mask
);
878 static void state_specularenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
880 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
882 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
883 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
884 * specular color. This is wrong:
885 * Separate specular color means the specular colour is maintained separately, whereas
886 * single color means it is merged in. However in both cases they are being used to
888 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
889 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
893 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
894 * Instead, we need to setup the FinalCombiner properly.
896 * The default setup for the FinalCombiner is:
898 * <variable> <input> <mapping> <usage>
899 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
900 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
901 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
902 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
903 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
904 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
905 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
907 * That's pretty much fine as it is, except for variable B, which needs to take
908 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
909 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
912 TRACE("Setting specular enable state and materials\n");
913 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
915 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
916 checkGLcall("glMaterialfv");
918 if (state
->material
.power
> gl_info
->limits
.shininess
)
920 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
921 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
922 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
923 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
924 * them, it should be safe to do so without major visual distortions.
926 WARN("Material power = %.8e, limit %.8e\n", state
->material
.power
, gl_info
->limits
.shininess
);
927 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, gl_info
->limits
.shininess
);
931 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, state
->material
.power
);
933 checkGLcall("glMaterialf(GL_SHININESS)");
935 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
936 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_SUM_EXT
);
938 TRACE("Specular colors cannot be enabled in this version of opengl\n");
939 checkGLcall("glEnable(GL_COLOR_SUM)");
941 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
943 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_PLUS_SECONDARY_COLOR_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
944 checkGLcall("glFinalCombinerInputNV()");
947 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
949 /* for the case of enabled lighting: */
950 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
951 checkGLcall("glMaterialfv");
953 /* for the case of disabled lighting: */
954 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
955 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
957 TRACE("Specular colors cannot be disabled in this version of opengl\n");
958 checkGLcall("glDisable(GL_COLOR_SUM)");
960 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
962 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
963 checkGLcall("glFinalCombinerInputNV()");
967 TRACE("diffuse %s\n", debug_color(&state
->material
.diffuse
));
968 TRACE("ambient %s\n", debug_color(&state
->material
.ambient
));
969 TRACE("specular %s\n", debug_color(&state
->material
.specular
));
970 TRACE("emissive %s\n", debug_color(&state
->material
.emissive
));
972 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
973 checkGLcall("glMaterialfv(GL_AMBIENT)");
974 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
975 checkGLcall("glMaterialfv(GL_DIFFUSE)");
976 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
977 checkGLcall("glMaterialfv(GL_EMISSION)");
980 static void state_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
982 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
983 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
984 struct wined3d_color color
;
987 /* Note the texture color applies to all textures whereas
988 * GL_TEXTURE_ENV_COLOR applies to active only. */
989 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
991 /* And now the default texture color as well */
992 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
994 /* Note the WINED3D_RS value applies to all textures, but GL has one
995 * per texture, so apply it now ready to be used! */
996 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
998 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_COLOR
, &color
.r
);
999 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
1003 static void renderstate_stencil_twosided(struct wined3d_context
*context
, GLint face
,
1004 GLint func
, GLint ref
, GLuint mask
, GLint stencilFail
, GLint depthFail
, GLint stencilPass
)
1006 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1008 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
1009 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1010 GL_EXTCALL(glActiveStencilFaceEXT(face
));
1011 checkGLcall("glActiveStencilFaceEXT(...)");
1012 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
1013 checkGLcall("glStencilFunc(...)");
1014 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
1015 checkGLcall("glStencilOp(...)");
1018 static GLenum
gl_stencil_op(enum wined3d_stencil_op op
)
1022 case WINED3D_STENCIL_OP_KEEP
:
1024 case WINED3D_STENCIL_OP_ZERO
:
1026 case WINED3D_STENCIL_OP_REPLACE
:
1028 case WINED3D_STENCIL_OP_INCR_SAT
:
1030 case WINED3D_STENCIL_OP_DECR_SAT
:
1032 case WINED3D_STENCIL_OP_INVERT
:
1034 case WINED3D_STENCIL_OP_INCR
:
1035 return GL_INCR_WRAP
;
1036 case WINED3D_STENCIL_OP_DECR
:
1037 return GL_DECR_WRAP
;
1040 WARN("Unrecognized stencil op %#x.\n", op
);
1042 FIXME("Unrecognized stencil op %#x.\n", op
);
1047 static void state_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1049 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1050 DWORD onesided_enable
;
1051 DWORD twosided_enable
;
1057 GLint stencilFail_back
;
1059 GLint stencilPass_back
;
1061 GLint depthFail_back
;
1063 /* No stencil test without a stencil buffer. */
1064 if (!state
->fb
.depth_stencil
)
1066 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
1067 checkGLcall("glDisable GL_STENCIL_TEST");
1071 onesided_enable
= state
->render_states
[WINED3D_RS_STENCILENABLE
];
1072 twosided_enable
= state
->render_states
[WINED3D_RS_TWOSIDEDSTENCILMODE
];
1073 if (!(func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_STENCILFUNC
])))
1075 if (!(func_back
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_BACK_STENCILFUNC
])))
1076 func_back
= GL_ALWAYS
;
1077 mask
= state
->render_states
[WINED3D_RS_STENCILMASK
];
1078 ref
= state
->render_states
[WINED3D_RS_STENCILREF
] & ((1 << state
->fb
.depth_stencil
->format
->stencil_size
) - 1);
1079 stencilFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILFAIL
]);
1080 depthFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILZFAIL
]);
1081 stencilPass
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILPASS
]);
1082 stencilFail_back
= gl_stencil_op(state
->render_states
[WINED3D_RS_BACK_STENCILFAIL
]);
1083 depthFail_back
= gl_stencil_op(state
->render_states
[WINED3D_RS_BACK_STENCILZFAIL
]);
1084 stencilPass_back
= gl_stencil_op(state
->render_states
[WINED3D_RS_BACK_STENCILPASS
]);
1086 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
1087 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
1088 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
1089 onesided_enable
, twosided_enable
, ref
, mask
,
1090 func
, stencilFail
, depthFail
, stencilPass
,
1091 func_back
, stencilFail_back
, depthFail_back
, stencilPass_back
);
1093 if (twosided_enable
&& onesided_enable
)
1095 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
1096 checkGLcall("glEnable GL_STENCIL_TEST");
1098 if (gl_info
->supported
[WINED3D_GL_VERSION_2_0
])
1100 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT
, func
, ref
, mask
));
1101 GL_EXTCALL(glStencilOpSeparate(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
1102 GL_EXTCALL(glStencilFuncSeparate(GL_BACK
, func_back
, ref
, mask
));
1103 GL_EXTCALL(glStencilOpSeparate(GL_BACK
, stencilFail_back
, depthFail_back
, stencilPass_back
));
1104 checkGLcall("setting two sided stencil state");
1106 else if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
1108 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
1109 * which has an effect on the code below too. If we apply the front face
1110 * afterwards, we are sure that the active stencil face is set to front,
1111 * and other stencil functions which do not use two sided stencil do not have
1114 renderstate_stencil_twosided(context
, GL_BACK
,
1115 func_back
, ref
, mask
, stencilFail_back
, depthFail_back
, stencilPass_back
);
1116 renderstate_stencil_twosided(context
, GL_FRONT
,
1117 func
, ref
, mask
, stencilFail
, depthFail
, stencilPass
);
1119 else if (gl_info
->supported
[ATI_SEPARATE_STENCIL
])
1121 GL_EXTCALL(glStencilFuncSeparateATI(func
, func_back
, ref
, mask
));
1122 checkGLcall("glStencilFuncSeparateATI(...)");
1123 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
1124 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
1125 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK
, stencilFail_back
, depthFail_back
, stencilPass_back
));
1126 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
1130 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
1133 else if(onesided_enable
)
1135 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
1137 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
1138 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1141 /* This code disables the ATI extension as well, since the standard stencil functions are equal
1142 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
1144 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
1145 checkGLcall("glEnable GL_STENCIL_TEST");
1146 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
1147 checkGLcall("glStencilFunc(...)");
1148 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
1149 checkGLcall("glStencilOp(...)");
1153 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
1154 checkGLcall("glDisable GL_STENCIL_TEST");
1158 static void state_stencilwrite2s_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1160 DWORD mask
= state
->fb
.depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
1161 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1163 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK
));
1164 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1165 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
1166 checkGLcall("glStencilMask");
1167 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT
));
1168 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1169 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
1172 static void state_stencilwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1174 DWORD mask
= state
->fb
.depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
1175 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1177 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
1178 checkGLcall("glStencilMask");
1181 static void state_fog_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1183 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1185 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1187 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1190 /* Table fog on: Never use fog coords, and use per-fragment fog */
1191 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
1193 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_NICEST
);
1194 if (context
->fog_coord
)
1196 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
1197 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1198 context
->fog_coord
= FALSE
;
1201 /* Range fog is only used with per-vertex fog in d3d */
1202 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1204 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1205 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1210 /* Otherwise use per-vertex fog in any case */
1211 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_FASTEST
);
1213 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
1215 /* No fog at all, or transformed vertices: Use fog coord */
1216 if (!context
->fog_coord
)
1218 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FOG_COORDINATE_EXT
);
1219 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1220 context
->fog_coord
= TRUE
;
1225 /* Otherwise, use the fragment depth */
1226 if (context
->fog_coord
)
1228 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
1229 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1230 context
->fog_coord
= FALSE
;
1233 if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
1235 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1237 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_RADIAL_NV
);
1238 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1242 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1245 else if (gl_info
->supported
[NV_FOG_DISTANCE
])
1247 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1248 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1253 void state_fogstartend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1255 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1256 float fogstart
, fogend
;
1258 get_fog_start_end(context
, state
, &fogstart
, &fogend
);
1260 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_START
, fogstart
);
1261 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1262 TRACE("Fog Start == %f\n", fogstart
);
1264 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_END
, fogend
);
1265 checkGLcall("glFogf(GL_FOG_END, fogend)");
1266 TRACE("Fog End == %f\n", fogend
);
1269 void state_fog_fragpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1271 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1272 enum fogsource new_source
;
1273 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
1274 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
1276 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1278 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1280 /* No fog? Disable it, and we're done :-) */
1281 gl_info
->p_glDisableWINE(GL_FOG
);
1282 checkGLcall("glDisable GL_FOG");
1288 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1289 * It can use the Z value of the vertex, or the alpha component of the specular color.
1290 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1291 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1292 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1294 * FOGTABLEMODE != NONE:
1295 * The Z value is used, with the equation specified, no matter what vertex type.
1297 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1298 * Per vertex fog is calculated using the specified fog equation and the parameters
1300 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1301 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1302 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1305 * Rules for vertex fog with shaders:
1307 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1308 * the fog computation to happen during transformation while openGL expects it to happen
1309 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1310 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1311 * To solve this problem, WineD3D does:
1312 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1314 * and 2) disables the fog computation (in either the fixed function or programmable
1315 * rasterizer) if using a vertex program.
1317 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1318 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1319 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1320 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1321 * There are some GL differences between specular fog coords and vertex shaders though.
1323 * With table fog the vertex shader fog coordinate is ignored.
1325 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1329 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1330 * the system will apply only pixel(=table) fog effects."
1332 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
1336 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1337 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1338 new_source
= FOGSOURCE_VS
;
1342 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
1344 /* If processed vertices are used, fall through to the NONE case */
1345 case WINED3D_FOG_EXP
:
1346 if (!context
->last_was_rhw
)
1348 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1349 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1350 new_source
= FOGSOURCE_FFP
;
1355 case WINED3D_FOG_EXP2
:
1356 if (!context
->last_was_rhw
)
1358 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1359 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1360 new_source
= FOGSOURCE_FFP
;
1365 case WINED3D_FOG_LINEAR
:
1366 if (!context
->last_was_rhw
)
1368 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1369 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1370 new_source
= FOGSOURCE_FFP
;
1375 case WINED3D_FOG_NONE
:
1376 /* Both are none? According to msdn the alpha channel of
1377 * the specular colour contains a fog factor. Set it in
1378 * draw_primitive_immediate_mode(). Same happens with
1379 * vertex fog on transformed vertices. */
1380 new_source
= FOGSOURCE_COORD
;
1381 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1382 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1386 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1387 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1388 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
1392 new_source
= FOGSOURCE_FFP
;
1394 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
1396 case WINED3D_FOG_EXP
:
1397 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1398 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1401 case WINED3D_FOG_EXP2
:
1402 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1403 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1406 case WINED3D_FOG_LINEAR
:
1407 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1408 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1411 case WINED3D_FOG_NONE
: /* Won't happen */
1413 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1414 state
->render_states
[WINED3D_RS_FOGTABLEMODE
]);
1418 gl_info
->p_glEnableWINE(GL_FOG
);
1419 checkGLcall("glEnable GL_FOG");
1420 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
1422 context
->fog_source
= new_source
;
1423 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
1427 void state_fogcolor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1429 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1430 struct wined3d_color color
;
1432 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1433 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_COLOR
, &color
.r
);
1434 checkGLcall("glFog GL_FOG_COLOR");
1437 void state_fogdensity(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1439 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1445 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1446 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_DENSITY
, &tmpvalue
.f
);
1447 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1450 static void state_colormat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1452 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1453 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1456 /* Depends on the decoded vertex declaration to read the existence of
1457 * diffuse data. The vertex declaration will call this function if the
1458 * fixed function pipeline is used. */
1459 if (isStateDirty(&context_gl
->c
, STATE_VDECL
))
1462 context_gl
->untracked_material_count
= 0;
1463 if ((context_gl
->c
.stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
))
1464 && state
->render_states
[WINED3D_RS_COLORVERTEX
])
1466 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1467 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
],
1468 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
],
1469 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
],
1470 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
]);
1472 if (state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1474 if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1475 Parm
= GL_AMBIENT_AND_DIFFUSE
;
1478 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1479 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_EMISSION
;
1480 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1481 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1483 else if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1486 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1487 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_EMISSION
;
1488 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1489 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1491 else if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1494 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1495 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1497 else if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1503 /* Nothing changed, return. */
1504 if (Parm
== context_gl
->tracking_parm
)
1509 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1510 checkGLcall("glDisable GL_COLOR_MATERIAL");
1514 gl_info
->gl_ops
.gl
.p_glColorMaterial(GL_FRONT_AND_BACK
, Parm
);
1515 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1516 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_MATERIAL
);
1517 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1520 /* Apparently calls to glMaterialfv are ignored for properties we're
1521 * tracking with glColorMaterial, so apply those here. */
1522 switch (context_gl
->tracking_parm
)
1524 case GL_AMBIENT_AND_DIFFUSE
:
1525 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1526 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1527 checkGLcall("glMaterialfv");
1531 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1532 checkGLcall("glMaterialfv");
1536 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1537 checkGLcall("glMaterialfv");
1541 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1542 checkGLcall("glMaterialfv");
1546 /* Only change material color if specular is enabled, otherwise it is set to black */
1547 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1549 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
1550 checkGLcall("glMaterialfv");
1554 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1555 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
1556 checkGLcall("glMaterialfv");
1561 context_gl
->tracking_parm
= Parm
;
1564 static void state_linepattern(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1566 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1570 struct wined3d_line_pattern lp
;
1572 tmppattern
.d
= state
->render_states
[WINED3D_RS_LINEPATTERN
];
1574 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1576 if (tmppattern
.lp
.repeat_factor
)
1578 gl_info
->gl_ops
.gl
.p_glLineStipple(tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1579 checkGLcall("glLineStipple(repeat, linepattern)");
1580 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_STIPPLE
);
1581 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1585 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_STIPPLE
);
1586 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1590 static void state_linepattern_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1592 static unsigned int once
;
1595 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1598 static void state_normalize(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1600 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1602 if (isStateDirty(context
, STATE_VDECL
))
1605 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1606 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1607 * by zero and is not properly defined in opengl, so avoid it
1609 if (state
->render_states
[WINED3D_RS_NORMALIZENORMALS
]
1610 && (context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
)))
1612 gl_info
->gl_ops
.gl
.p_glEnable(GL_NORMALIZE
);
1613 checkGLcall("glEnable(GL_NORMALIZE);");
1617 gl_info
->gl_ops
.gl
.p_glDisable(GL_NORMALIZE
);
1618 checkGLcall("glDisable(GL_NORMALIZE);");
1622 static void state_psizemin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1626 get_pointsize_minmax(context
, state
, &min
, &max
);
1629 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min
);
1631 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max
);
1634 static void state_psizemin_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1636 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1639 get_pointsize_minmax(context
, state
, &min
, &max
);
1641 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MIN_EXT
, min
);
1642 checkGLcall("glPointParameterfEXT(...)");
1643 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MAX_EXT
, max
);
1644 checkGLcall("glPointParameterfEXT(...)");
1647 static void state_psizemin_arb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1649 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1652 get_pointsize_minmax(context
, state
, &min
, &max
);
1654 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MIN_ARB
, min
);
1655 checkGLcall("glPointParameterfARB(...)");
1656 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MAX_ARB
, max
);
1657 checkGLcall("glPointParameterfARB(...)");
1660 static void state_pscale(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1662 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1666 get_pointsize(context
, state
, &pointsize
, att
);
1668 if (gl_info
->supported
[ARB_POINT_PARAMETERS
])
1670 GL_EXTCALL(glPointParameterfvARB
)(GL_POINT_DISTANCE_ATTENUATION_ARB
, att
);
1671 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1673 else if (gl_info
->supported
[EXT_POINT_PARAMETERS
])
1675 GL_EXTCALL(glPointParameterfvEXT
)(GL_DISTANCE_ATTENUATION_EXT
, att
);
1676 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1678 else if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1680 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1683 gl_info
->gl_ops
.gl
.p_glPointSize(max(pointsize
, FLT_MIN
));
1684 checkGLcall("glPointSize(...);");
1687 static void state_debug_monitor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1689 WARN("token: %#x.\n", state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
]);
1692 static void state_localviewer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1694 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1696 if (state
->render_states
[WINED3D_RS_LOCALVIEWER
])
1698 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 1);
1699 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1703 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 0);
1704 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1708 static void state_lastpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1710 if (state
->render_states
[WINED3D_RS_LASTPIXEL
])
1712 TRACE("Last Pixel Drawing Enabled\n");
1718 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1721 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1726 void state_pointsprite_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1730 /* TODO: NV_POINT_SPRITE */
1731 if (!warned
&& state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1733 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1734 FIXME("Point sprites not supported\n");
1739 void state_pointsprite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1741 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1743 if (state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1745 gl_info
->gl_ops
.gl
.p_glEnable(GL_POINT_SPRITE_ARB
);
1746 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1750 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1751 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1755 static void state_wrap(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1757 static unsigned int once
;
1759 if ((state
->render_states
[WINED3D_RS_WRAP0
]
1760 || state
->render_states
[WINED3D_RS_WRAP1
]
1761 || state
->render_states
[WINED3D_RS_WRAP2
]
1762 || state
->render_states
[WINED3D_RS_WRAP3
]
1763 || state
->render_states
[WINED3D_RS_WRAP4
]
1764 || state
->render_states
[WINED3D_RS_WRAP5
]
1765 || state
->render_states
[WINED3D_RS_WRAP6
]
1766 || state
->render_states
[WINED3D_RS_WRAP7
]
1767 || state
->render_states
[WINED3D_RS_WRAP8
]
1768 || state
->render_states
[WINED3D_RS_WRAP9
]
1769 || state
->render_states
[WINED3D_RS_WRAP10
]
1770 || state
->render_states
[WINED3D_RS_WRAP11
]
1771 || state
->render_states
[WINED3D_RS_WRAP12
]
1772 || state
->render_states
[WINED3D_RS_WRAP13
]
1773 || state
->render_states
[WINED3D_RS_WRAP14
]
1774 || state
->render_states
[WINED3D_RS_WRAP15
])
1776 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1779 static void state_msaa_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1781 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1782 WARN("Multisample antialiasing not supported by GL.\n");
1785 static void state_msaa(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1787 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1789 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1791 gl_info
->gl_ops
.gl
.p_glEnable(GL_MULTISAMPLE_ARB
);
1792 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1796 gl_info
->gl_ops
.gl
.p_glDisable(GL_MULTISAMPLE_ARB
);
1797 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1801 static void line_antialias(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
1803 if (r
&& r
->desc
.line_antialias
)
1805 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_SMOOTH
);
1806 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1810 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_SMOOTH
);
1811 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1815 static void scissor(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
1817 if (r
&& r
->desc
.scissor
)
1819 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
1820 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1824 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1825 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1829 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1830 * OpenGL the bias is specified in units of "the smallest value that is
1831 * guaranteed to produce a resolvable offset for a given implementation". To
1832 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1833 * We try to detect the value from GL with test draws. On most drivers (r300g,
1834 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1835 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1836 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1837 * not depend on the depth buffer precision on any driver.
1839 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1840 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1842 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1843 * doesn't need to be scaled to account for GL vs D3D differences. */
1844 static void depthbias(struct wined3d_context
*context
, const struct wined3d_state
*state
)
1846 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1847 const struct wined3d_rasterizer_state
*r
= state
->rasterizer_state
;
1848 float scale_bias
= r
? r
->desc
.scale_bias
: 0.0f
;
1855 const_bias
.f
= r
? r
->desc
.depth_bias
: 0.0f
;
1857 if (scale_bias
|| const_bias
.f
)
1859 const struct wined3d_rendertarget_view
*depth
= state
->fb
.depth_stencil
;
1860 float factor
, units
, scale
, clamp
;
1862 clamp
= r
? r
->desc
.depth_bias_clamp
: 0.0f
;
1864 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_DEPTH_BIAS
)
1866 factor
= units
= -(float)const_bias
.d
;
1872 scale
= depth
->format
->depth_bias_scale
;
1874 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1875 debug_d3dformat(depth
->format
->id
), scale
);
1879 /* The context manager will reapply this state on a depth stencil change */
1880 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1884 factor
= scale_bias
;
1885 units
= const_bias
.f
* scale
;
1888 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
1889 if (gl_info
->supported
[ARB_POLYGON_OFFSET_CLAMP
])
1891 gl_info
->gl_ops
.ext
.p_glPolygonOffsetClamp(factor
, units
, clamp
);
1896 WARN("Ignoring depth bias clamp %.8e.\n", clamp
);
1897 gl_info
->gl_ops
.gl
.p_glPolygonOffset(factor
, units
);
1902 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
1905 checkGLcall("depth bias");
1908 static void state_zvisible(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1910 if (state
->render_states
[WINED3D_RS_ZVISIBLE
])
1911 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1914 static void state_stippledalpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1916 if (state
->render_states
[WINED3D_RS_STIPPLEDALPHA
])
1917 FIXME("Stippled Alpha not supported yet.\n");
1920 static void state_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1922 if (state
->render_states
[WINED3D_RS_ANTIALIAS
])
1923 FIXME("Antialias not supported yet.\n");
1926 static void state_multisampmask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1928 if (state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
] != 0xffffffff)
1929 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1930 state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
]);
1933 static void state_patchedgestyle(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1935 if (state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] != WINED3D_PATCH_EDGE_DISCRETE
)
1936 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1937 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
]);
1940 static void state_patchsegments(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1948 if (state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] != tmpvalue
.d
)
1950 static BOOL displayed
= FALSE
;
1952 tmpvalue
.d
= state
->render_states
[WINED3D_RS_PATCHSEGMENTS
];
1954 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
1960 static void state_positiondegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1962 if (state
->render_states
[WINED3D_RS_POSITIONDEGREE
] != WINED3D_DEGREE_CUBIC
)
1963 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1964 state
->render_states
[WINED3D_RS_POSITIONDEGREE
]);
1967 static void state_normaldegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1969 if (state
->render_states
[WINED3D_RS_NORMALDEGREE
] != WINED3D_DEGREE_LINEAR
)
1970 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1971 state
->render_states
[WINED3D_RS_NORMALDEGREE
]);
1974 static void state_tessellation(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1976 if (state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
])
1977 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1978 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
]);
1981 static void state_nvdb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1983 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1990 if (state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] == WINED3DFMT_NVDB
)
1992 zmin
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
];
1993 zmax
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
];
1995 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1996 * In d3d9 test is not performed in this case*/
1997 if (zmin
.f
<= zmax
.f
)
1999 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT
);
2000 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
2001 GL_EXTCALL(glDepthBoundsEXT(zmin
.f
, zmax
.f
));
2002 checkGLcall("glDepthBoundsEXT(...)");
2006 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
2007 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
2012 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
2013 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
2016 state_tessellation(context
, state
, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
));
2019 static void state_wrapu(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2021 if (state
->render_states
[WINED3D_RS_WRAPU
])
2022 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
2025 static void state_wrapv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2027 if (state
->render_states
[WINED3D_RS_WRAPV
])
2028 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
2031 static void state_monoenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2033 if (state
->render_states
[WINED3D_RS_MONOENABLE
])
2034 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
2037 static void state_rop2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2039 if (state
->render_states
[WINED3D_RS_ROP2
])
2040 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
2043 static void state_planemask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2045 if (state
->render_states
[WINED3D_RS_PLANEMASK
])
2046 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
2049 static void state_subpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2051 if (state
->render_states
[WINED3D_RS_SUBPIXEL
])
2052 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
2055 static void state_subpixelx(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2057 if (state
->render_states
[WINED3D_RS_SUBPIXELX
])
2058 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
2061 static void state_stippleenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2063 if (state
->render_states
[WINED3D_RS_STIPPLEENABLE
])
2064 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
2067 static void state_mipmaplodbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2069 if (state
->render_states
[WINED3D_RS_MIPMAPLODBIAS
])
2070 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
2073 static void state_anisotropy(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2075 if (state
->render_states
[WINED3D_RS_ANISOTROPY
])
2076 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2079 static void state_flushbatch(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2081 if (state
->render_states
[WINED3D_RS_FLUSHBATCH
])
2082 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2085 static void state_translucentsi(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2087 if (state
->render_states
[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
])
2088 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2091 static void state_extents(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2093 if (state
->render_states
[WINED3D_RS_EXTENTS
])
2094 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2097 static void state_ckeyblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2099 if (state
->render_states
[WINED3D_RS_COLORKEYBLENDENABLE
])
2100 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2103 static void state_swvp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2106 if (state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
])
2109 FIXME("Software vertex processing not implemented.\n");
2113 static void get_src_and_opr(DWORD arg
, BOOL is_alpha
, GLenum
* source
, GLenum
* operand
) {
2114 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2115 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2116 * flag specifies the complement of the input should be used. */
2117 BOOL from_alpha
= is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
;
2118 BOOL complement
= arg
& WINED3DTA_COMPLEMENT
;
2120 /* Calculate the operand */
2122 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
2123 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
2125 if (from_alpha
) *operand
= GL_SRC_ALPHA
;
2126 else *operand
= GL_SRC_COLOR
;
2129 /* Calculate the source */
2130 switch (arg
& WINED3DTA_SELECTMASK
) {
2131 case WINED3DTA_CURRENT
: *source
= GL_PREVIOUS_EXT
; break;
2132 case WINED3DTA_DIFFUSE
: *source
= GL_PRIMARY_COLOR_EXT
; break;
2133 case WINED3DTA_TEXTURE
: *source
= GL_TEXTURE
; break;
2134 case WINED3DTA_TFACTOR
: *source
= GL_CONSTANT_EXT
; break;
2135 case WINED3DTA_SPECULAR
:
2137 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2138 * 'Secondary color' and isn't supported until base GL supports it
2139 * There is no concept of temp registers as far as I can tell
2141 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2142 *source
= GL_TEXTURE
;
2145 FIXME("Unrecognized texture arg %#x\n", arg
);
2146 *source
= GL_TEXTURE
;
2151 /* Setup the texture operations texture stage states */
2152 static void set_tex_op(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
2153 BOOL isAlpha
, int Stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
2155 GLenum src1
, src2
, src3
;
2156 GLenum opr1
, opr2
, opr3
;
2158 GLenum src0_target
, src1_target
, src2_target
;
2159 GLenum opr0_target
, opr1_target
, opr2_target
;
2161 GLenum opr
=0, invopr
, src3_target
, opr3_target
;
2162 BOOL Handled
= FALSE
;
2164 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha
, Stage
, debug_d3dtop(op
), arg1
, arg2
, arg3
);
2166 /* Operations usually involve two args, src0 and src1 and are operations
2167 * of the form (a1 <operation> a2). However, some of the more complex
2168 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2169 * Microsoft added in a third parameter called a0. Therefore these are
2170 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2171 * parameter goes to the front.
2173 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2174 * actual functions below, expect their syntax to differ slightly to those
2175 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2176 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2180 comb_target
= GL_COMBINE_ALPHA
;
2181 src0_target
= GL_SOURCE0_ALPHA
;
2182 src1_target
= GL_SOURCE1_ALPHA
;
2183 src2_target
= GL_SOURCE2_ALPHA
;
2184 opr0_target
= GL_OPERAND0_ALPHA
;
2185 opr1_target
= GL_OPERAND1_ALPHA
;
2186 opr2_target
= GL_OPERAND2_ALPHA
;
2187 scal_target
= GL_ALPHA_SCALE
;
2191 comb_target
= GL_COMBINE_RGB
;
2192 src0_target
= GL_SOURCE0_RGB
;
2193 src1_target
= GL_SOURCE1_RGB
;
2194 src2_target
= GL_SOURCE2_RGB
;
2195 opr0_target
= GL_OPERAND0_RGB
;
2196 opr1_target
= GL_OPERAND1_RGB
;
2197 opr2_target
= GL_OPERAND2_RGB
;
2198 scal_target
= GL_RGB_SCALE
;
2201 /* If a texture stage references an invalid texture unit the stage just
2202 * passes through the result from the previous stage */
2203 if (is_invalid_op(state
, Stage
, op
, arg1
, arg2
, arg3
))
2205 arg1
= WINED3DTA_CURRENT
;
2206 op
= WINED3D_TOP_SELECT_ARG1
;
2209 if (isAlpha
&& !state
->textures
[Stage
] && arg1
== WINED3DTA_TEXTURE
)
2211 get_src_and_opr(WINED3DTA_DIFFUSE
, isAlpha
, &src1
, &opr1
);
2213 get_src_and_opr(arg1
, isAlpha
, &src1
, &opr1
);
2215 get_src_and_opr(arg2
, isAlpha
, &src2
, &opr2
);
2216 get_src_and_opr(arg3
, isAlpha
, &src3
, &opr3
);
2218 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target
, src1
, opr1
, src2
, opr2
, src3
, opr3
);
2220 Handled
= TRUE
; /* Assume will be handled */
2222 /* Other texture operations require special extensions: */
2223 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2227 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2228 src3_target
= GL_SOURCE3_ALPHA_NV
;
2229 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2232 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2233 src3_target
= GL_SOURCE3_RGB_NV
;
2234 opr3_target
= GL_OPERAND3_RGB_NV
;
2238 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2239 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2240 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2241 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2242 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2243 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2244 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2245 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2246 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2247 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
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, GL_ZERO");
2251 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2252 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
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, opr");
2259 case WINED3D_TOP_SELECT_ARG1
: /* = a1 * 1 + 0 * 0 */
2260 case WINED3D_TOP_SELECT_ARG2
: /* = a2 * 1 + 0 * 0 */
2261 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2262 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2263 if (op
== WINED3D_TOP_SELECT_ARG1
)
2265 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2266 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2267 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2268 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2272 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2273 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2274 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2275 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2277 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2278 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2279 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2280 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2281 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2282 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2283 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2284 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2285 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2286 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2287 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2288 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2291 case WINED3D_TOP_MODULATE
:
2292 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2293 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2294 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2295 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2296 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2297 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2298 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2299 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2300 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2301 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2302 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2303 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2304 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2305 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2306 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2307 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2308 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2309 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2310 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2311 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2313 case WINED3D_TOP_MODULATE_2X
:
2314 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2315 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2316 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2317 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2318 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2319 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2320 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2321 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2322 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2323 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2324 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2325 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2326 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2327 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2328 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2329 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2330 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2331 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2332 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2333 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2335 case WINED3D_TOP_MODULATE_4X
:
2336 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2337 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2338 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2339 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2340 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2341 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2342 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2343 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2344 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2345 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2346 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2347 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2348 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2349 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2350 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2351 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2352 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2353 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2354 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2355 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2358 case WINED3D_TOP_ADD
:
2359 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2360 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2361 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2362 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2363 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2364 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2365 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2366 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2367 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2368 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2369 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2370 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2371 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2372 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2373 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2374 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2375 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2376 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
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_ADD_SIGNED
:
2382 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2383 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
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_ZERO
);
2389 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
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_ZERO
);
2397 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2398 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2399 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2400 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2401 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2404 case WINED3D_TOP_ADD_SIGNED_2X
:
2405 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2406 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2407 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2408 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2409 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2410 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2411 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2412 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2413 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2414 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2415 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2416 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2417 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2418 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2419 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2420 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2421 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2422 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2423 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2424 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2427 case WINED3D_TOP_ADD_SMOOTH
:
2428 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2429 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2430 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2431 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2432 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2433 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2434 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2435 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2436 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2437 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2438 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2439 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2440 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2441 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2442 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2443 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2445 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2446 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2447 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2448 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2450 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2451 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2452 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2453 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2456 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2457 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2458 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2459 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2460 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2461 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2462 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2463 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_PRIMARY_COLOR
);
2464 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2465 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2466 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2467 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2468 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2469 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2470 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2471 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_PRIMARY_COLOR
);
2472 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2473 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2474 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2475 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2476 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2478 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2479 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2480 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2481 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2482 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2483 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2484 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2485 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_TEXTURE
);
2486 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2487 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2488 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2489 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2490 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2491 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2492 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2493 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2494 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2495 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2496 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2497 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2498 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2500 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2501 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2502 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2503 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2504 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2505 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2506 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2507 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_CONSTANT
);
2508 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2509 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2510 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2511 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2512 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2513 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2514 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2515 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_CONSTANT
);
2516 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2517 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2518 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2519 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2520 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2522 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2523 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2524 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2525 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2526 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2527 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2528 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2529 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2530 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2531 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2532 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2533 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2534 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2535 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2536 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2537 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2538 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2539 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2540 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2541 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2542 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2544 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2545 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2546 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2547 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
); /* a0 = src1/opr1 */
2548 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2549 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2550 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2551 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2552 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2553 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2554 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2555 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
); /* a2 = arg2 */
2556 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2557 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2558 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2559 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2560 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2562 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2563 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2565 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2566 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2567 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2568 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2570 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2571 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2572 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2573 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2574 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2575 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2576 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2577 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2578 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2579 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2580 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2581 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2582 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2584 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2585 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2587 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2588 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2589 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2590 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2591 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2592 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2593 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2594 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2596 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2597 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2598 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2599 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2600 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2601 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2602 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2603 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2604 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2605 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2606 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2607 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2608 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2609 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2610 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2611 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2612 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2614 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2615 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2616 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2617 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2619 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2620 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2621 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2622 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2624 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2625 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2626 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2627 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2628 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2630 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2631 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2632 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2633 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2635 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2636 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2637 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2638 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2639 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2640 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2641 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2642 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2644 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2645 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2647 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2648 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2649 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2650 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2651 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2652 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2653 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2654 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2656 case WINED3D_TOP_MULTIPLY_ADD
:
2657 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2658 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2659 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src3
);
2660 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2661 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr3
);
2662 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2663 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2664 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2665 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2666 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2667 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2668 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2669 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr1
);
2670 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2671 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src2
);
2672 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2673 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr2
);
2674 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2675 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2676 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2679 case WINED3D_TOP_BUMPENVMAP
:
2680 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2681 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2690 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE4_NV
);
2691 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2695 } /* GL_NV_texture_env_combine4 */
2697 Handled
= TRUE
; /* Again, assume handled */
2699 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2700 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2701 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2702 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2703 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2704 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2705 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2706 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2707 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2709 case WINED3D_TOP_SELECT_ARG1
:
2710 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2711 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2712 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2713 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2714 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2715 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2716 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2717 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2719 case WINED3D_TOP_SELECT_ARG2
:
2720 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2721 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2722 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2723 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2724 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2725 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2726 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2727 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2729 case WINED3D_TOP_MODULATE
:
2730 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2731 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2732 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2733 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2734 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2735 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2736 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2737 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2738 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2739 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2740 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2741 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2743 case WINED3D_TOP_MODULATE_2X
:
2744 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2745 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2746 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2747 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2748 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2749 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2750 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2751 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2752 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2753 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2754 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2755 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2757 case WINED3D_TOP_MODULATE_4X
:
2758 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2759 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2760 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2761 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2762 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2763 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2764 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2765 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2766 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2767 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2768 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2769 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2771 case WINED3D_TOP_ADD
:
2772 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2773 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2774 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2775 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2776 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2777 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2778 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2779 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2780 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2781 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2782 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2783 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2785 case WINED3D_TOP_ADD_SIGNED
:
2786 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2787 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2788 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2789 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2790 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2791 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2792 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2793 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2794 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2795 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2796 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2797 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2799 case WINED3D_TOP_ADD_SIGNED_2X
:
2800 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2801 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2802 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2803 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2804 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2805 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2806 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2807 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2808 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2809 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2810 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2811 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2813 case WINED3D_TOP_SUBTRACT
:
2814 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
])
2816 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_SUBTRACT
);
2817 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2818 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2819 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2820 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2821 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2822 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2823 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2824 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2825 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2826 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2827 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2829 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2833 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2834 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2835 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2836 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2837 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2838 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2839 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2840 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2841 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2842 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2843 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2844 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PRIMARY_COLOR
);
2845 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2846 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2847 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2848 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2849 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2851 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2852 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2853 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2854 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2855 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2856 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2857 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2858 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2859 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2860 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2861 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2862 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_TEXTURE
);
2863 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2864 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2865 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2866 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2867 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2869 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2870 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2871 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2872 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2873 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2874 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2875 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2876 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2877 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2878 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2879 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2880 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_CONSTANT
);
2881 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2882 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2883 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2884 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2885 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2887 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
2888 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2889 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2890 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2891 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2892 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2893 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2894 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2895 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2896 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2897 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2898 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PREVIOUS
);
2899 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2900 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2901 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2902 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2903 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2905 case WINED3D_TOP_DOTPRODUCT3
:
2906 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
2908 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_ARB
);
2909 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2911 else if (gl_info
->supported
[EXT_TEXTURE_ENV_DOT3
])
2913 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_EXT
);
2914 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2916 FIXME("This version of opengl does not support GL_DOT3\n");
2918 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2919 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2920 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2921 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2922 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2923 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2924 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2925 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2926 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2927 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2929 case WINED3D_TOP_LERP
:
2930 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2931 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2932 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2933 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2934 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2935 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2936 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2937 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2938 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2939 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2940 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src3
);
2941 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2942 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr3
);
2943 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2944 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2945 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2947 case WINED3D_TOP_ADD_SMOOTH
:
2948 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2950 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2951 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2952 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2953 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2955 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2956 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2957 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2958 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2960 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2961 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2962 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2963 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2964 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2965 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2966 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2967 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2968 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2969 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2970 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2971 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2975 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2976 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2978 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2979 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2980 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_TEXTURE
);
2981 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2982 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_ONE_MINUS_SRC_ALPHA
);
2983 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2984 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2985 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2986 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2987 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2988 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2989 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2990 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2991 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2992 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2993 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2997 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2998 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3000 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3001 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3002 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3003 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3005 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3006 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3007 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3008 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3010 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3011 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3012 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3013 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3014 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
3015 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3016 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3017 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3018 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3019 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3020 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3021 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3025 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
3026 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3028 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3029 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3030 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3031 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3032 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
3033 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3034 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3035 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3037 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3038 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3039 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3040 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3042 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
3043 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3044 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3045 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3046 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3047 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3048 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3049 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3053 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
3054 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3056 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3057 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3058 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3059 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3061 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3062 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3063 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3064 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3066 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3067 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3068 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3069 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3070 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
3071 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3072 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3073 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3074 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3075 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3076 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3077 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3081 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3082 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3084 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3085 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3086 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3087 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3089 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
3090 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
3091 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3092 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3094 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3095 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3096 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3097 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3099 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3100 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3101 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3102 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3104 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
3105 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3106 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3107 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3108 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3109 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3110 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3111 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3115 case WINED3D_TOP_MULTIPLY_ADD
:
3116 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3118 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3119 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3120 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3121 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3122 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
3123 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3124 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src3
);
3125 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3126 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr3
);
3127 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3128 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3129 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3130 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3131 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3132 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3133 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3137 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
3138 case WINED3D_TOP_BUMPENVMAP
:
3139 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
3141 /* Technically texture shader support without register combiners is possible, but not expected to occur
3142 * on real world cards, so for now a fixme should be enough
3144 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3154 BOOL combineOK
= TRUE
;
3155 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
3160 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
3162 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
3164 /* Note: If COMBINE4 in effect can't go back to combine! */
3167 case WINED3D_TOP_ADD_SMOOTH
:
3168 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
3169 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
3170 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
3171 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
3172 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3173 case WINED3D_TOP_MULTIPLY_ADD
:
3174 /* Ignore those implemented in both cases */
3177 case WINED3D_TOP_SELECT_ARG1
:
3178 case WINED3D_TOP_SELECT_ARG2
:
3183 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
3191 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE
);
3192 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3198 /* After all the extensions, if still unhandled, report fixme */
3199 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op
));
3203 static void tex_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3205 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3206 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3207 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3208 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3209 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3211 TRACE("Setting color op for stage %d\n", stage
);
3213 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3214 if (use_ps(state
)) return;
3216 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
3218 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3220 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3222 FIXME("Attempt to enable unsupported stage!\n");
3225 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3228 if (stage
>= context
->lowest_disabled_stage
)
3230 TRACE("Stage disabled\n");
3231 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3233 /* Disable everything here */
3234 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3235 checkGLcall("glDisable(GL_TEXTURE_2D)");
3236 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3237 checkGLcall("glDisable(GL_TEXTURE_3D)");
3238 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3240 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3241 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3243 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3245 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3246 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3253 /* The sampler will also activate the correct texture dimensions, so no
3254 * need to do it here if the sampler for this stage is dirty. */
3255 if (!isStateDirty(context
, STATE_SAMPLER(stage
)) && tex_used
)
3256 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
3258 set_tex_op(gl_info
, state
, FALSE
, stage
,
3259 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
3260 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
3261 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
3262 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
]);
3265 void tex_alphaop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3267 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3268 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3269 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3270 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3271 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3272 DWORD op
, arg1
, arg2
, arg0
;
3274 TRACE("Setting alpha op for stage %d\n", stage
);
3275 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3276 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3278 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3280 FIXME("Attempt to enable unsupported stage!\n");
3283 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3286 op
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_OP
];
3287 arg1
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG1
];
3288 arg2
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG2
];
3289 arg0
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG0
];
3291 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !stage
&& state
->textures
[0])
3293 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(state
->textures
[0]);
3294 GLenum texture_dimensions
= texture_gl
->target
;
3296 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3298 if (texture_gl
->t
.async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
3299 && !texture_gl
->t
.resource
.format
->alpha_size
)
3301 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3302 * properly. On the other hand applications can still use texture combiners apparently. This code
3303 * takes care that apps cannot remove the texture's alpha channel entirely.
3305 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3306 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3307 * and alpha component of diffuse color to draw things like translucent text and perform other
3310 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3311 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3312 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3313 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3314 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3315 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3316 * fail alpha test). To get around this, blend state is checked: if the app enables alpha blending,
3317 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with
3318 * texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
3320 * What to do with multitexturing? So far no app has been found that uses color keying with
3322 if (op
== WINED3D_TOP_DISABLE
)
3324 arg1
= WINED3DTA_TEXTURE
;
3325 op
= WINED3D_TOP_SELECT_ARG1
;
3327 else if (op
== WINED3D_TOP_SELECT_ARG1
&& arg1
!= WINED3DTA_TEXTURE
)
3329 if (state
->blend_state
&& state
->blend_state
->desc
.rt
[0].enable
)
3331 arg2
= WINED3DTA_TEXTURE
;
3332 op
= WINED3D_TOP_MODULATE
;
3334 else arg1
= WINED3DTA_TEXTURE
;
3336 else if (op
== WINED3D_TOP_SELECT_ARG2
&& arg2
!= WINED3DTA_TEXTURE
)
3338 if (state
->blend_state
&& state
->blend_state
->desc
.rt
[0].enable
)
3340 arg1
= WINED3DTA_TEXTURE
;
3341 op
= WINED3D_TOP_MODULATE
;
3343 else arg2
= WINED3DTA_TEXTURE
;
3349 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3350 * this if block here, and the other code(color keying, texture unit selection) are the same
3352 TRACE("Setting alpha op for stage %d\n", stage
);
3353 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3355 set_tex_op_nvrc(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
,
3356 mapped_stage
, state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
3360 set_tex_op(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
);
3364 static void transform_texture(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3366 unsigned int tex
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3367 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3368 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3369 unsigned int mapped_stage
= context_gl
->tex_unit_map
[tex
];
3370 struct wined3d_matrix mat
;
3372 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3373 if (use_vs(state
) || isStateDirty(context
, STATE_VDECL
))
3375 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3379 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) return;
3380 if (mapped_stage
>= gl_info
->limits
.textures
) return;
3382 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3383 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3384 checkGLcall("glMatrixMode(GL_TEXTURE)");
3386 get_texture_matrix(context
, state
, mapped_stage
, &mat
);
3388 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&mat
._11
);
3389 checkGLcall("glLoadMatrixf");
3392 static void tex_coordindex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3394 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3395 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3396 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3397 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3399 static const GLfloat s_plane
[] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
};
3400 static const GLfloat t_plane
[] = { 0.0f
, 1.0f
, 0.0f
, 0.0f
};
3401 static const GLfloat r_plane
[] = { 0.0f
, 0.0f
, 1.0f
, 0.0f
};
3402 static const GLfloat q_plane
[] = { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
3404 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3406 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage
);
3410 if (mapped_stage
>= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], WINED3D_MAX_FRAGMENT_SAMPLERS
))
3412 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage
, mapped_stage
);
3415 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3417 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3419 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3420 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3421 * means use the vertex position (camera-space) as the input texture coordinates
3422 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3423 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3424 * to the TEXCOORDINDEX value
3426 switch (state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
3428 case WINED3DTSS_TCI_PASSTHRU
:
3429 /* Use the specified texture coordinates contained within the
3430 * vertex format. This value resolves to zero. */
3431 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3432 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3433 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3434 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3435 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3438 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
3439 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3440 * as the input texture coordinates for this stage's texture transformation. This
3441 * equates roughly to EYE_LINEAR */
3443 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3444 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3445 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3446 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3447 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3448 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3449 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3450 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3451 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3453 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3454 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3455 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3456 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3458 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3459 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3460 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3461 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3465 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
3466 /* Note that NV_TEXGEN_REFLECTION support is implied when
3467 * ARB_TEXTURE_CUBE_MAP is supported */
3468 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3470 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3474 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3475 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3476 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3477 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3478 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3479 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3480 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3481 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3482 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3484 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3485 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3486 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3487 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3489 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3490 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3491 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3492 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3496 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
3497 /* Note that NV_TEXGEN_REFLECTION support is implied when
3498 * ARB_TEXTURE_CUBE_MAP is supported */
3499 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3501 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3505 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3506 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3507 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3508 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3509 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3510 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3511 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3512 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3513 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3515 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3516 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3517 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3518 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3520 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3521 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3522 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3523 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3527 case WINED3DTSS_TCI_SPHEREMAP
:
3528 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3529 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3530 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3532 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3533 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3534 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3535 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3540 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3541 state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
]);
3542 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3543 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3544 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3545 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3546 checkGLcall("Disable texgen.");
3551 /* Update the texture matrix. */
3552 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ stage
)))
3553 transform_texture(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3555 if (!isStateDirty(context
, STATE_VDECL
) && context
->namedArraysLoaded
)
3557 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3558 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3559 * and do all the things linked to it
3560 * TODO: Tidy that up to reload only the arrays of the changed unit
3562 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3564 wined3d_context_gl_unload_tex_coords(context_gl
);
3565 wined3d_context_gl_load_tex_coords(context_gl
, &context
->stream_info
, &curVBO
, state
);
3569 static void sampler_texmatrix(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3571 const DWORD sampler
= state_id
- STATE_SAMPLER(0);
3572 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
3574 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
3579 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3580 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3581 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3583 if (sampler
< WINED3D_MAX_TEXTURES
)
3585 const BOOL tex_is_pow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3587 if (tex_is_pow2
|| (context
->lastWasPow2Texture
& (1u << sampler
)))
3590 context
->lastWasPow2Texture
|= 1u << sampler
;
3592 context
->lastWasPow2Texture
&= ~(1u << sampler
);
3594 transform_texture(context
, state
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3599 static enum wined3d_texture_address
wined3d_texture_gl_address_mode(const struct wined3d_texture_gl
*texture_gl
,
3600 enum wined3d_texture_address t
)
3602 if (t
< WINED3D_TADDRESS_WRAP
|| t
> WINED3D_TADDRESS_MIRROR_ONCE
)
3604 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t
);
3605 return WINED3D_TADDRESS_WRAP
;
3608 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3609 if (texture_gl
->target
== GL_TEXTURE_CUBE_MAP_ARB
|| ((texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
)
3610 && t
== WINED3D_TADDRESS_WRAP
))
3611 return WINED3D_TADDRESS_CLAMP
;
3616 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc
*desc
,
3617 const struct wined3d_context_gl
*context_gl
, const DWORD
*sampler_states
,
3618 const struct wined3d_texture_gl
*texture_gl
)
3626 desc
->address_u
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_U
]);
3627 desc
->address_v
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_V
]);
3628 desc
->address_w
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_W
]);
3629 wined3d_color_from_d3dcolor((struct wined3d_color
*)desc
->border_color
,
3630 sampler_states
[WINED3D_SAMP_BORDER_COLOR
]);
3631 if (sampler_states
[WINED3D_SAMP_MAG_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3632 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3633 sampler_states
[WINED3D_SAMP_MAG_FILTER
]);
3634 desc
->mag_filter
= min(max(sampler_states
[WINED3D_SAMP_MAG_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3635 if (sampler_states
[WINED3D_SAMP_MIN_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3636 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3637 sampler_states
[WINED3D_SAMP_MIN_FILTER
]);
3638 desc
->min_filter
= min(max(sampler_states
[WINED3D_SAMP_MIN_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3639 if (sampler_states
[WINED3D_SAMP_MIP_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3640 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3641 sampler_states
[WINED3D_SAMP_MIP_FILTER
]);
3642 desc
->mip_filter
= min(max(sampler_states
[WINED3D_SAMP_MIP_FILTER
], WINED3D_TEXF_NONE
), WINED3D_TEXF_LINEAR
);
3643 lod_bias
.d
= sampler_states
[WINED3D_SAMP_MIPMAP_LOD_BIAS
];
3644 desc
->lod_bias
= lod_bias
.f
;
3645 desc
->min_lod
= -1000.0f
;
3646 desc
->max_lod
= 1000.0f
;
3647 desc
->mip_base_level
= sampler_states
[WINED3D_SAMP_MAX_MIP_LEVEL
];
3648 desc
->max_anisotropy
= sampler_states
[WINED3D_SAMP_MAX_ANISOTROPY
];
3649 if ((sampler_states
[WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3650 && sampler_states
[WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3651 && sampler_states
[WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_ANISOTROPIC
)
3652 || (texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
))
3653 desc
->max_anisotropy
= 1;
3654 desc
->compare
= texture_gl
->t
.resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
;
3655 desc
->comparison_func
= WINED3D_CMP_LESSEQUAL
;
3656 desc
->srgb_decode
= is_srgb_enabled(sampler_states
);
3658 if (!(texture_gl
->t
.resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
))
3660 desc
->mag_filter
= WINED3D_TEXF_POINT
;
3661 desc
->min_filter
= WINED3D_TEXF_POINT
;
3662 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3665 if (texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
)
3667 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3668 if (context_gl
->gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3669 desc
->min_filter
= WINED3D_TEXF_POINT
;
3673 /* Enabling and disabling texture dimensions is done by texture stage state /
3674 * pixel shader setup, this function only has to bind textures and set the per
3675 * texture states. */
3676 static void sampler(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3678 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3679 unsigned int sampler_idx
= state_id
- STATE_SAMPLER(0);
3680 unsigned int mapped_stage
= context_gl
->tex_unit_map
[sampler_idx
];
3681 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3683 TRACE("Sampler %u.\n", sampler_idx
);
3685 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3687 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx
);
3691 if (mapped_stage
>= gl_info
->limits
.graphics_samplers
)
3693 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3695 if (state
->textures
[sampler_idx
])
3697 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(state
->textures
[sampler_idx
]);
3698 const DWORD
*sampler_states
= state
->sampler_states
[sampler_idx
];
3699 struct wined3d_device
*device
= context
->device
;
3700 BOOL srgb
= is_srgb_enabled(sampler_states
);
3701 struct wined3d_sampler_desc desc
;
3702 struct wined3d_sampler
*sampler
;
3703 struct wine_rb_entry
*entry
;
3705 wined3d_sampler_desc_from_sampler_states(&desc
, context_gl
, sampler_states
, texture_gl
);
3707 wined3d_texture_gl_bind(texture_gl
, context_gl
, srgb
);
3709 if ((entry
= wine_rb_get(&device
->samplers
, &desc
)))
3711 sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
3715 if (FAILED(wined3d_sampler_create(device
, &desc
, NULL
, &wined3d_null_parent_ops
, &sampler
)))
3717 ERR("Failed to create sampler.\n");
3720 if (wine_rb_put(&device
->samplers
, &desc
, &sampler
->entry
) == -1)
3722 ERR("Failed to insert sampler.\n");
3723 wined3d_sampler_decref(sampler
);
3728 wined3d_sampler_gl_bind(wined3d_sampler_gl(sampler
), mapped_stage
, texture_gl
, context_gl
);
3730 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3731 if (!(texture_gl
->t
.flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3732 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
3736 wined3d_context_gl_bind_texture(context_gl
, GL_NONE
, 0);
3737 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3739 GL_EXTCALL(glBindSampler(mapped_stage
, 0));
3740 checkGLcall("glBindSampler");
3745 void apply_pixelshader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3751 if (!context
->last_was_pshader
)
3753 /* Former draw without a pixel shader, some samplers may be
3754 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3755 * make sure to enable them. */
3756 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
3758 if (!isStateDirty(context
, STATE_SAMPLER(i
)))
3759 sampler(context
, state
, STATE_SAMPLER(i
));
3761 context
->last_was_pshader
= TRUE
;
3765 /* Otherwise all samplers were activated by the code above in
3766 * earlier draws, or by sampler() if a different texture was
3767 * bound. I don't have to do anything. */
3772 /* Disabled the pixel shader - color ops weren't applied while it was
3773 * enabled, so re-apply them. */
3774 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
3776 if (!isStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
)))
3777 context_apply_state(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3779 context
->last_was_pshader
= FALSE
;
3782 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
3785 static void state_compute_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3787 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
3790 static void state_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3792 enum wined3d_shader_type shader_type
= state_id
- STATE_SHADER(0);
3793 context
->shader_update_mask
|= 1u << shader_type
;
3796 static void shader_bumpenv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3798 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
3801 static void transform_world(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3803 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3804 struct wined3d_matrix mat
;
3806 /* This function is called by transform_view below if the view matrix was changed too
3808 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3809 * does not always update the world matrix, only on a switch between transformed
3810 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3811 * draw, but that should be rather rare and cheaper in total.
3813 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3814 checkGLcall("glMatrixMode");
3816 get_modelview_matrix(context
, state
, 0, &mat
);
3818 gl_info
->gl_ops
.gl
.p_glLoadMatrixf((GLfloat
*)&mat
);
3819 checkGLcall("glLoadMatrixf");
3822 void clipplane(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3824 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3825 UINT index
= state_id
- STATE_CLIPPLANE(0);
3828 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.user_clip_distances
)
3831 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3832 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3834 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3836 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3838 /* With vertex shaders, clip planes are not transformed in Direct3D,
3839 * while in OpenGL they are still transformed by the model view matrix. */
3840 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3842 plane
[0] = state
->clip_planes
[index
].x
;
3843 plane
[1] = state
->clip_planes
[index
].y
;
3844 plane
[2] = state
->clip_planes
[index
].z
;
3845 plane
[3] = state
->clip_planes
[index
].w
;
3847 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3848 plane
[0], plane
[1], plane
[2], plane
[3]);
3849 gl_info
->gl_ops
.gl
.p_glClipPlane(GL_CLIP_PLANE0
+ index
, plane
);
3850 checkGLcall("glClipPlane");
3852 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3855 static void transform_worldex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3857 unsigned int matrix
= state_id
- STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3859 WARN("Unsupported world matrix %u set.\n", matrix
);
3862 static void state_vertexblend_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3864 enum wined3d_vertex_blend_flags f
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3865 static unsigned int once
;
3867 if (f
== WINED3D_VBF_DISABLE
)
3870 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", f
);
3871 else WARN("Vertex blend flags %#x not supported.\n", f
);
3874 static void transform_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3876 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3877 const struct wined3d_light_info
*light
= NULL
;
3880 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3881 * NOTE: We have to reset the positions even if the light/plane is not currently
3882 * enabled, since the call to enable it will not reset the position.
3883 * NOTE2: Apparently texture transforms do NOT need reapplying
3886 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3887 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3888 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3889 checkGLcall("glLoadMatrixf(...)");
3891 /* Reset lights. TODO: Call light apply func */
3892 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
3894 if (!(light
= state
->light_state
.lights
[k
]))
3896 if (light
->OriginalParms
.type
== WINED3D_LIGHT_DIRECTIONAL
)
3897 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->direction
.x
);
3899 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->position
.x
);
3900 checkGLcall("glLightfv posn");
3901 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, &light
->direction
.x
);
3902 checkGLcall("glLightfv dirn");
3905 /* Reset Clipping Planes */
3906 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
3908 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
3909 clipplane(context
, state
, STATE_CLIPPLANE(k
));
3912 if (context
->last_was_rhw
)
3914 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3915 checkGLcall("glLoadIdentity()");
3916 /* No need to update the world matrix, the identity is fine */
3920 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3921 * No need to do it here if the state is scheduled for update. */
3922 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3923 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3926 static void transform_projection(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3928 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3929 struct wined3d_matrix projection
;
3931 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3932 checkGLcall("glMatrixMode(GL_PROJECTION)");
3934 get_projection_matrix(context
, state
, &projection
);
3935 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&projection
._11
);
3936 checkGLcall("glLoadMatrixf");
3939 static void streamsrc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3941 if (isStateDirty(context
, STATE_VDECL
))
3943 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context
), state
);
3946 static void vdecl_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3948 if (isStateDirty(context
, STATE_STREAMSRC
))
3950 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context
), state
);
3953 static void vertexdeclaration(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3955 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3956 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3957 BOOL useVertexShaderFunction
= use_vs(state
);
3958 BOOL updateFog
= FALSE
;
3960 BOOL wasrhw
= context
->last_was_rhw
;
3963 transformed
= context
->stream_info
.position_transformed
;
3964 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
3967 context
->last_was_rhw
= transformed
;
3969 if (context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
3970 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
3972 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
3974 /* Don't have to apply the matrices when vertex shaders are used. When
3975 * vshaders are turned off this function will be called again anyway to
3976 * make sure they're properly set. */
3977 if (!useVertexShaderFunction
)
3979 /* TODO: Move this mainly to the viewport state and only apply when
3980 * the vp has changed or transformed / untransformed was switched. */
3981 if (wasrhw
!= context
->last_was_rhw
3982 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
))
3983 && !isStateDirty(context
, STATE_VIEWPORT
))
3984 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3985 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3988 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3989 * this check will fail and the matrix not applied again. This is OK because a simple
3990 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3991 * needs of the vertex declaration.
3993 * World and view matrix go into the same gl matrix, so only apply them when neither is
3996 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
3997 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
3998 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3999 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_COLORVERTEX
)))
4000 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_COLORVERTEX
));
4001 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_LIGHTING
)))
4002 state_lighting(context
, state
, STATE_RENDER(WINED3D_RS_LIGHTING
));
4004 if (context
->last_was_vshader
)
4008 if (!context
->d3d_info
->vs_clipping
4009 && !isStateDirty(context
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
)))
4011 state_clipping(context
, state
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
));
4014 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
4016 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4019 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
4020 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
4024 if (!context
->last_was_vshader
)
4026 static BOOL warned
= FALSE
;
4027 if (!context
->d3d_info
->vs_clipping
)
4029 /* Disable all clip planes to get defined results on all drivers. See comment in the
4030 * state_clipping state handler
4032 wined3d_context_gl_enable_clip_distances(context_gl
, 0);
4034 if (!warned
&& state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4036 FIXME("Clipping not supported with vertex shaders.\n");
4042 /* Apply the transform matrices when switching from rhw
4043 * drawing to vertex shaders. Vertex shaders themselves do
4044 * not need it, but the matrices are not reapplied
4045 * automatically when switching back from vertex shaders to
4046 * fixed function processing. So make sure we leave the fixed
4047 * function vertex processing states back in a sane state
4048 * before switching to shaders. */
4049 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4050 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4051 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4052 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4056 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4057 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4058 * device->vs_clipping is false.
4060 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
4062 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4067 context
->last_was_vshader
= useVertexShaderFunction
;
4068 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
4071 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
4073 if (!useVertexShaderFunction
)
4077 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
4079 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ i
)))
4080 transform_texture(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
4083 if (use_ps(state
) && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
4084 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
4085 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
4089 static void get_viewports(struct wined3d_context
*context
, const struct wined3d_state
*state
,
4090 unsigned int viewport_count
, struct wined3d_viewport
*viewports
)
4092 const struct wined3d_rendertarget_view
*depth_stencil
= state
->fb
.depth_stencil
;
4093 const struct wined3d_rendertarget_view
*target
= state
->fb
.render_targets
[0];
4094 unsigned int width
, height
, i
;
4096 for (i
= 0; i
< viewport_count
; ++i
)
4097 viewports
[i
] = state
->viewports
[i
];
4099 /* Note: GL uses a lower left origin while DirectX uses upper left. This
4100 * is reversed when using offscreen rendering. */
4101 if (context
->render_offscreen
)
4106 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
4108 else if (depth_stencil
)
4110 height
= depth_stencil
->height
;
4114 FIXME("Could not get the height of render targets.\n");
4118 for (i
= 0; i
< viewport_count
; ++i
)
4119 viewports
[i
].y
= height
- (viewports
[i
].y
+ viewports
[i
].height
);
4122 static void viewport_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4124 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4125 struct wined3d_viewport vp
[WINED3D_MAX_VIEWPORTS
];
4128 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
4130 GLdouble depth_ranges
[2 * WINED3D_MAX_VIEWPORTS
];
4131 GLfloat viewports
[4 * WINED3D_MAX_VIEWPORTS
];
4133 unsigned int i
, reset_count
= 0;
4135 get_viewports(context
, state
, state
->viewport_count
, vp
);
4136 for (i
= 0; i
< state
->viewport_count
; ++i
)
4138 wined3d_viewport_get_z_range(&vp
[i
], &min_z
, &max_z
);
4139 depth_ranges
[i
* 2] = min_z
;
4140 depth_ranges
[i
* 2 + 1] = max_z
;
4142 viewports
[i
* 4] = vp
[i
].x
;
4143 viewports
[i
* 4 + 1] = vp
[i
].y
;
4144 viewports
[i
* 4 + 2] = vp
[i
].width
;
4145 viewports
[i
* 4 + 3] = vp
[i
].height
;
4148 if (context
->viewport_count
> state
->viewport_count
)
4149 reset_count
= context
->viewport_count
- state
->viewport_count
;
4153 memset(&depth_ranges
[state
->viewport_count
* 2], 0, reset_count
* 2 * sizeof(*depth_ranges
));
4154 memset(&viewports
[state
->viewport_count
* 4], 0, reset_count
* 4 * sizeof(*viewports
));
4157 GL_EXTCALL(glDepthRangeArrayv(0, state
->viewport_count
+ reset_count
, depth_ranges
));
4158 GL_EXTCALL(glViewportArrayv(0, state
->viewport_count
+ reset_count
, viewports
));
4159 context
->viewport_count
= state
->viewport_count
;
4163 get_viewports(context
, state
, 1, vp
);
4164 wined3d_viewport_get_z_range(&vp
[0], &min_z
, &max_z
);
4165 gl_info
->gl_ops
.gl
.p_glDepthRange(min_z
, max_z
);
4166 gl_info
->gl_ops
.gl
.p_glViewport(vp
[0].x
, vp
[0].y
, vp
[0].width
, vp
[0].height
);
4168 checkGLcall("setting clip space and viewport");
4171 static void viewport_miscpart_cc(struct wined3d_context
*context
,
4172 const struct wined3d_state
*state
, DWORD state_id
)
4174 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4175 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4176 float pixel_center_offset
= context
->d3d_info
->wined3d_creation_flags
4177 & WINED3D_PIXEL_CENTER_INTEGER
? 63.0f
/ 128.0f
: -1.0f
/ 128.0f
;
4178 struct wined3d_viewport vp
[WINED3D_MAX_VIEWPORTS
];
4179 GLdouble depth_ranges
[2 * WINED3D_MAX_VIEWPORTS
];
4180 GLfloat viewports
[4 * WINED3D_MAX_VIEWPORTS
];
4181 unsigned int i
, reset_count
= 0;
4184 get_viewports(context
, state
, state
->viewport_count
, vp
);
4186 GL_EXTCALL(glClipControl(context
->render_offscreen
? GL_UPPER_LEFT
: GL_LOWER_LEFT
, GL_ZERO_TO_ONE
));
4188 for (i
= 0; i
< state
->viewport_count
; ++i
)
4190 wined3d_viewport_get_z_range(&vp
[i
], &min_z
, &max_z
);
4191 depth_ranges
[i
* 2] = min_z
;
4192 depth_ranges
[i
* 2 + 1] = max_z
;
4194 viewports
[i
* 4] = vp
[i
].x
+ pixel_center_offset
;
4195 viewports
[i
* 4 + 1] = vp
[i
].y
+ pixel_center_offset
;
4196 viewports
[i
* 4 + 2] = vp
[i
].width
;
4197 viewports
[i
* 4 + 3] = vp
[i
].height
;
4200 if (context
->viewport_count
> state
->viewport_count
)
4201 reset_count
= context
->viewport_count
- state
->viewport_count
;
4205 memset(&depth_ranges
[state
->viewport_count
* 2], 0, reset_count
* 2 * sizeof(*depth_ranges
));
4206 memset(&viewports
[state
->viewport_count
* 4], 0, reset_count
* 4 * sizeof(*viewports
));
4209 GL_EXTCALL(glDepthRangeArrayv(0, state
->viewport_count
+ reset_count
, depth_ranges
));
4210 GL_EXTCALL(glViewportArrayv(0, state
->viewport_count
+ reset_count
, viewports
));
4211 context
->viewport_count
= state
->viewport_count
;
4213 checkGLcall("setting clip space and viewport");
4216 static void viewport_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4218 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4219 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4220 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
4221 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4222 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
4223 /* Update the position fixup. */
4224 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
4227 static void light(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4229 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4230 UINT Index
= state_id
- STATE_ACTIVELIGHT(0);
4231 const struct wined3d_light_info
*lightInfo
= state
->light_state
.lights
[Index
];
4235 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4236 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4242 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4243 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
4244 gl_info
->gl_ops
.gl
.p_glPushMatrix();
4245 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
4247 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_DIFFUSE
, &lightInfo
->OriginalParms
.diffuse
.r
);
4248 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPECULAR
, &lightInfo
->OriginalParms
.specular
.r
);
4249 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_AMBIENT
, &lightInfo
->OriginalParms
.ambient
.r
);
4250 checkGLcall("glLightfv");
4252 if ((lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
) >= FLT_MIN
)
4253 quad_att
= 1.4f
/ (lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
);
4255 quad_att
= 0.0f
; /* 0 or MAX? (0 seems to be ok) */
4257 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4258 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4259 * Attenuation0 to NaN and crashes in the gl lib
4262 switch (lightInfo
->OriginalParms
.type
)
4264 case WINED3D_LIGHT_POINT
:
4266 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4267 checkGLcall("glLightfv");
4268 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4269 checkGLcall("glLightf");
4270 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4271 lightInfo
->OriginalParms
.attenuation0
);
4272 checkGLcall("glLightf");
4273 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4274 lightInfo
->OriginalParms
.attenuation1
);
4275 checkGLcall("glLightf");
4276 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4277 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4278 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4279 checkGLcall("glLightf");
4283 case WINED3D_LIGHT_SPOT
:
4285 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4286 checkGLcall("glLightfv");
4288 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPOT_DIRECTION
, &lightInfo
->direction
.x
);
4289 checkGLcall("glLightfv");
4290 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, lightInfo
->exponent
);
4291 checkGLcall("glLightf");
4292 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4293 checkGLcall("glLightf");
4294 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4295 lightInfo
->OriginalParms
.attenuation0
);
4296 checkGLcall("glLightf");
4297 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4298 lightInfo
->OriginalParms
.attenuation1
);
4299 checkGLcall("glLightf");
4300 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4301 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4302 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4303 checkGLcall("glLightf");
4307 case WINED3D_LIGHT_DIRECTIONAL
:
4309 /* Note GL uses w position of 0 for direction! */
4310 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->direction
.x
);
4311 checkGLcall("glLightfv");
4312 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4313 checkGLcall("glLightf");
4314 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, 0.0f
);
4315 checkGLcall("glLightf");
4319 FIXME("Unrecognized light type %#x.\n", lightInfo
->OriginalParms
.type
);
4322 /* Restore the modelview matrix */
4323 gl_info
->gl_ops
.gl
.p_glPopMatrix();
4325 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHT0
+ Index
);
4326 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4330 static void scissorrect(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4332 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4333 unsigned int height
= 0;
4336 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4337 * so our viewport correction does not apply. Warning2: Even in windowed
4338 * mode the coords are relative to the window, not the screen. */
4340 if (!context
->render_offscreen
)
4342 const struct wined3d_rendertarget_view
*target
= state
->fb
.render_targets
[0];
4345 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
4348 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
4350 GLint sr
[4 * WINED3D_MAX_VIEWPORTS
];
4351 unsigned int i
, reset_count
= 0;
4353 for (i
= 0; i
< state
->scissor_rect_count
; ++i
)
4355 r
= &state
->scissor_rects
[i
];
4357 sr
[i
* 4] = r
->left
;
4358 sr
[i
* 4 + 1] = height
? height
- r
->top
: r
->top
;
4359 sr
[i
* 4 + 2] = r
->right
- r
->left
;
4360 sr
[i
* 4 + 3] = r
->bottom
- r
->top
;
4363 if (context
->scissor_rect_count
> state
->scissor_rect_count
)
4364 reset_count
= context
->scissor_rect_count
- state
->scissor_rect_count
;
4367 memset(&sr
[state
->scissor_rect_count
* 4], 0, reset_count
* 4 * sizeof(GLint
));
4369 GL_EXTCALL(glScissorArrayv(0, state
->scissor_rect_count
+ reset_count
, sr
));
4370 checkGLcall("glScissorArrayv");
4371 context
->scissor_rect_count
= state
->scissor_rect_count
;
4375 r
= &state
->scissor_rects
[0];
4376 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, height
? height
- r
->top
: r
->top
,
4377 r
->right
- r
->left
, r
->bottom
- r
->top
);
4378 checkGLcall("glScissor");
4382 static void indexbuffer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4384 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4385 const struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
4386 const struct wined3d_buffer
*ib
= state
->index_buffer
;
4388 if (!ib
|| !stream_info
->all_vbo
)
4389 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, 0));
4391 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, wined3d_buffer_gl_const(ib
)->bo
.id
));
4394 static void depth_clip(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
4396 if (!gl_info
->supported
[ARB_DEPTH_CLAMP
])
4398 if (r
&& !r
->desc
.depth_clip
)
4399 FIXME("Depth clamp not supported by this GL implementation.\n");
4403 if (r
&& !r
->desc
.depth_clip
)
4404 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_CLAMP
);
4406 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_CLAMP
);
4407 checkGLcall("depth clip");
4410 static void rasterizer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4412 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4413 const struct wined3d_rasterizer_state
*r
= state
->rasterizer_state
;
4416 mode
= r
&& r
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4417 if (context
->render_offscreen
)
4418 mode
= (mode
== GL_CW
) ? GL_CCW
: GL_CW
;
4420 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4421 checkGLcall("glFrontFace");
4422 depthbias(context
, state
);
4423 fillmode(r
, gl_info
);
4424 cullmode(r
, gl_info
);
4425 depth_clip(r
, gl_info
);
4426 scissor(r
, gl_info
);
4427 line_antialias(r
, gl_info
);
4430 static void rasterizer_cc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4432 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4433 const struct wined3d_rasterizer_state
*r
= state
->rasterizer_state
;
4436 mode
= r
&& r
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4438 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4439 checkGLcall("glFrontFace");
4440 depthbias(context
, state
);
4441 fillmode(r
, gl_info
);
4442 cullmode(r
, gl_info
);
4443 depth_clip(r
, gl_info
);
4444 scissor(r
, gl_info
);
4445 line_antialias(r
, gl_info
);
4448 static void psorigin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4454 WARN("Point sprite coordinate origin switching not supported.\n");
4459 static void psorigin(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4461 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4462 GLint origin
= context
->render_offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
;
4464 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, origin
));
4465 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4468 void state_srgbwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4470 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4472 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4474 if (needs_srgb_write(context
->d3d_info
, state
, &state
->fb
))
4475 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
4477 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
4480 static void state_cb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4482 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4483 enum wined3d_shader_type shader_type
;
4484 struct wined3d_buffer
*buffer
;
4485 unsigned int i
, base
, count
;
4487 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4489 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id
))
4490 shader_type
= state_id
- STATE_GRAPHICS_CONSTANT_BUFFER(0);
4492 shader_type
= WINED3D_SHADER_TYPE_COMPUTE
;
4494 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, shader_type
, &base
, &count
);
4495 for (i
= 0; i
< count
; ++i
)
4497 buffer
= state
->cb
[shader_type
][i
];
4498 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER
, base
+ i
, buffer
? wined3d_buffer_gl(buffer
)->bo
.id
: 0));
4500 checkGLcall("bind constant buffers");
4503 static void state_cb_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4505 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4507 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id
));
4510 static void state_shader_resource_binding(struct wined3d_context
*context
,
4511 const struct wined3d_state
*state
, DWORD state_id
)
4513 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4515 context
->update_shader_resource_bindings
= 1;
4518 static void state_cs_resource_binding(struct wined3d_context
*context
,
4519 const struct wined3d_state
*state
, DWORD state_id
)
4521 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4522 context
->update_compute_shader_resource_bindings
= 1;
4525 static void state_uav_binding(struct wined3d_context
*context
,
4526 const struct wined3d_state
*state
, DWORD state_id
)
4528 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4529 context
->update_unordered_access_view_bindings
= 1;
4532 static void state_cs_uav_binding(struct wined3d_context
*context
,
4533 const struct wined3d_state
*state
, DWORD state_id
)
4535 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4536 context
->update_compute_unordered_access_view_bindings
= 1;
4539 static void state_uav_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4541 WARN("ARB_image_load_store is not supported by OpenGL implementation.\n");
4544 static void state_so(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4546 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
4547 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4548 struct wined3d_buffer
*buffer
;
4549 unsigned int offset
, size
, i
;
4551 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4553 wined3d_context_gl_end_transform_feedback(context_gl
);
4555 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
4557 if (!(buffer
= state
->stream_output
[i
].buffer
))
4559 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER
, i
, 0));
4563 offset
= state
->stream_output
[i
].offset
;
4566 FIXME("Appending to stream output buffers not implemented.\n");
4569 size
= buffer
->resource
.size
- offset
;
4570 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER
, i
, wined3d_buffer_gl(buffer
)->bo
.id
, offset
, size
));
4572 checkGLcall("bind transform feedback buffers");
4575 static void state_so_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4577 WARN("Transform feedback not supported.\n");
4580 const struct wined3d_state_entry_template misc_state_template_gl
[] =
4582 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4583 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4584 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4585 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4586 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4587 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4588 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4589 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4590 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4591 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4592 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4593 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4594 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING
, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING
, state_shader_resource_binding
}, WINED3D_GL_EXT_NONE
},
4595 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_binding
}, ARB_SHADER_IMAGE_LOAD_STORE
},
4596 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_warn
}, WINED3D_GL_EXT_NONE
},
4597 { STATE_COMPUTE_SHADER_RESOURCE_BINDING
, { STATE_COMPUTE_SHADER_RESOURCE_BINDING
, state_cs_resource_binding
}, WINED3D_GL_EXT_NONE
},
4598 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, state_cs_uav_binding
}, ARB_SHADER_IMAGE_LOAD_STORE
},
4599 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_warn
}, WINED3D_GL_EXT_NONE
},
4600 { STATE_STREAM_OUTPUT
, { STATE_STREAM_OUTPUT
, state_so
, }, WINED3D_GL_VERSION_3_2
},
4601 { STATE_STREAM_OUTPUT
, { STATE_STREAM_OUTPUT
, state_so_warn
, }, WINED3D_GL_EXT_NONE
},
4602 { STATE_BLEND
, { STATE_BLEND
, blend_dbb
}, ARB_DRAW_BUFFERS_BLEND
},
4603 { STATE_BLEND
, { STATE_BLEND
, blend_db2
}, EXT_DRAW_BUFFERS2
},
4604 { STATE_BLEND
, { STATE_BLEND
, blend
}, WINED3D_GL_EXT_NONE
},
4605 { STATE_BLEND_FACTOR
, { STATE_BLEND_FACTOR
, state_blend_factor
}, EXT_BLEND_COLOR
},
4606 { STATE_BLEND_FACTOR
, { STATE_BLEND_FACTOR
, state_blend_factor_w
}, WINED3D_GL_EXT_NONE
},
4607 { STATE_STREAMSRC
, { STATE_STREAMSRC
, streamsrc
}, WINED3D_GL_EXT_NONE
},
4608 { STATE_VDECL
, { STATE_VDECL
, vdecl_miscpart
}, WINED3D_GL_EXT_NONE
},
4609 { STATE_RASTERIZER
, { STATE_RASTERIZER
, rasterizer_cc
}, ARB_CLIP_CONTROL
},
4610 { STATE_RASTERIZER
, { STATE_RASTERIZER
, rasterizer
}, WINED3D_GL_EXT_NONE
},
4611 { STATE_SCISSORRECT
, { STATE_SCISSORRECT
, scissorrect
}, WINED3D_GL_EXT_NONE
},
4612 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, state_nop
}, ARB_CLIP_CONTROL
},
4613 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin
}, WINED3D_GL_VERSION_2_0
},
4614 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin_w
}, WINED3D_GL_EXT_NONE
},
4616 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4617 * vshader loadings are untied from each other
4619 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4620 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4621 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4622 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4623 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4624 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4625 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4626 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4627 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4628 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4629 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4630 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4631 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4632 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4633 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4634 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4635 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4636 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4637 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4638 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4639 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4640 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4641 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4642 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4643 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4644 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4645 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4646 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4647 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4648 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4649 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4650 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4651 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4652 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4653 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4654 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4655 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4656 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4657 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4658 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4659 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4660 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4661 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4662 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4663 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4664 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4665 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4666 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4668 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart_cc
}, ARB_CLIP_CONTROL
},
4669 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart
}, WINED3D_GL_EXT_NONE
},
4670 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, indexbuffer
}, ARB_VERTEX_BUFFER_OBJECT
},
4671 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, state_nop
}, WINED3D_GL_EXT_NONE
},
4672 { STATE_RENDER(WINED3D_RS_ANTIALIAS
), { STATE_RENDER(WINED3D_RS_ANTIALIAS
), state_antialias
}, WINED3D_GL_EXT_NONE
},
4673 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), state_nop
}, WINED3D_GL_EXT_NONE
},
4674 { STATE_RENDER(WINED3D_RS_ZENABLE
), { STATE_RENDER(WINED3D_RS_ZENABLE
), state_zenable
}, WINED3D_GL_EXT_NONE
},
4675 { STATE_RENDER(WINED3D_RS_WRAPU
), { STATE_RENDER(WINED3D_RS_WRAPU
), state_wrapu
}, WINED3D_GL_EXT_NONE
},
4676 { STATE_RENDER(WINED3D_RS_WRAPV
), { STATE_RENDER(WINED3D_RS_WRAPV
), state_wrapv
}, WINED3D_GL_EXT_NONE
},
4677 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern
}, WINED3D_GL_LEGACY_CONTEXT
},
4678 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern_w
}, WINED3D_GL_EXT_NONE
},
4679 { STATE_RENDER(WINED3D_RS_MONOENABLE
), { STATE_RENDER(WINED3D_RS_MONOENABLE
), state_monoenable
}, WINED3D_GL_EXT_NONE
},
4680 { STATE_RENDER(WINED3D_RS_ROP2
), { STATE_RENDER(WINED3D_RS_ROP2
), state_rop2
}, WINED3D_GL_EXT_NONE
},
4681 { STATE_RENDER(WINED3D_RS_PLANEMASK
), { STATE_RENDER(WINED3D_RS_PLANEMASK
), state_planemask
}, WINED3D_GL_EXT_NONE
},
4682 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), state_zwriteenable
}, WINED3D_GL_EXT_NONE
},
4683 { STATE_RENDER(WINED3D_RS_LASTPIXEL
), { STATE_RENDER(WINED3D_RS_LASTPIXEL
), state_lastpixel
}, WINED3D_GL_EXT_NONE
},
4684 { STATE_RENDER(WINED3D_RS_ZFUNC
), { STATE_RENDER(WINED3D_RS_ZFUNC
), state_zfunc
}, WINED3D_GL_EXT_NONE
},
4685 { STATE_RENDER(WINED3D_RS_DITHERENABLE
), { STATE_RENDER(WINED3D_RS_DITHERENABLE
), state_ditherenable
}, WINED3D_GL_EXT_NONE
},
4686 { STATE_RENDER(WINED3D_RS_SUBPIXEL
), { STATE_RENDER(WINED3D_RS_SUBPIXEL
), state_subpixel
}, WINED3D_GL_EXT_NONE
},
4687 { STATE_RENDER(WINED3D_RS_SUBPIXELX
), { STATE_RENDER(WINED3D_RS_SUBPIXELX
), state_subpixelx
}, WINED3D_GL_EXT_NONE
},
4688 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), state_stippledalpha
}, WINED3D_GL_EXT_NONE
},
4689 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), state_stippleenable
}, WINED3D_GL_EXT_NONE
},
4690 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), state_mipmaplodbias
}, WINED3D_GL_EXT_NONE
},
4691 { STATE_RENDER(WINED3D_RS_ANISOTROPY
), { STATE_RENDER(WINED3D_RS_ANISOTROPY
), state_anisotropy
}, WINED3D_GL_EXT_NONE
},
4692 { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), state_flushbatch
}, WINED3D_GL_EXT_NONE
},
4693 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),state_translucentsi
}, WINED3D_GL_EXT_NONE
},
4694 { STATE_RENDER(WINED3D_RS_STENCILENABLE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
4695 { STATE_RENDER(WINED3D_RS_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4696 { STATE_RENDER(WINED3D_RS_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4697 { STATE_RENDER(WINED3D_RS_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4698 { STATE_RENDER(WINED3D_RS_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4699 { STATE_RENDER(WINED3D_RS_STENCILREF
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4700 { STATE_RENDER(WINED3D_RS_STENCILMASK
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4701 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite2s_ext
}, EXT_STENCIL_TWO_SIDE
},
4702 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite
}, WINED3D_GL_EXT_NONE
},
4703 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4704 { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4705 { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4706 { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4707 { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4708 { STATE_RENDER(WINED3D_RS_WRAP0
), { STATE_RENDER(WINED3D_RS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
4709 { STATE_RENDER(WINED3D_RS_WRAP1
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4710 { STATE_RENDER(WINED3D_RS_WRAP2
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4711 { STATE_RENDER(WINED3D_RS_WRAP3
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4712 { STATE_RENDER(WINED3D_RS_WRAP4
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4713 { STATE_RENDER(WINED3D_RS_WRAP5
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4714 { STATE_RENDER(WINED3D_RS_WRAP6
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4715 { STATE_RENDER(WINED3D_RS_WRAP7
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4716 { STATE_RENDER(WINED3D_RS_WRAP8
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4717 { STATE_RENDER(WINED3D_RS_WRAP9
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4718 { STATE_RENDER(WINED3D_RS_WRAP10
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4719 { STATE_RENDER(WINED3D_RS_WRAP11
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4720 { STATE_RENDER(WINED3D_RS_WRAP12
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4721 { STATE_RENDER(WINED3D_RS_WRAP13
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4722 { STATE_RENDER(WINED3D_RS_WRAP14
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4723 { STATE_RENDER(WINED3D_RS_WRAP15
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4724 { STATE_RENDER(WINED3D_RS_EXTENTS
), { STATE_RENDER(WINED3D_RS_EXTENTS
), state_extents
}, WINED3D_GL_EXT_NONE
},
4725 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), state_ckeyblend
}, WINED3D_GL_EXT_NONE
},
4726 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), state_swvp
}, WINED3D_GL_EXT_NONE
},
4727 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), state_patchedgestyle
}, WINED3D_GL_EXT_NONE
},
4728 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), state_patchsegments
}, WINED3D_GL_EXT_NONE
},
4729 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), state_positiondegree
}, WINED3D_GL_EXT_NONE
},
4730 { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), state_normaldegree
}, WINED3D_GL_EXT_NONE
},
4731 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4732 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4733 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4734 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4735 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4736 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4737 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_nvdb
}, EXT_DEPTH_BOUNDS_TEST
},
4738 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_tessellation
}, WINED3D_GL_EXT_NONE
},
4739 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa
}, ARB_MULTISAMPLE
},
4740 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa_w
}, WINED3D_GL_EXT_NONE
},
4741 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), state_multisampmask
}, WINED3D_GL_EXT_NONE
},
4742 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), state_debug_monitor
}, WINED3D_GL_EXT_NONE
},
4743 { STATE_RENDER(WINED3D_RS_ZVISIBLE
), { STATE_RENDER(WINED3D_RS_ZVISIBLE
), state_zvisible
}, WINED3D_GL_EXT_NONE
},
4745 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler
}, WINED3D_GL_EXT_NONE
},
4746 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler
}, WINED3D_GL_EXT_NONE
},
4747 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler
}, WINED3D_GL_EXT_NONE
},
4748 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler
}, WINED3D_GL_EXT_NONE
},
4749 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler
}, WINED3D_GL_EXT_NONE
},
4750 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler
}, WINED3D_GL_EXT_NONE
},
4751 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler
}, WINED3D_GL_EXT_NONE
},
4752 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler
}, WINED3D_GL_EXT_NONE
},
4753 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler
}, WINED3D_GL_EXT_NONE
},
4754 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler
}, WINED3D_GL_EXT_NONE
},
4755 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler
}, WINED3D_GL_EXT_NONE
},
4756 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler
}, WINED3D_GL_EXT_NONE
},
4757 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler
}, WINED3D_GL_EXT_NONE
},
4758 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler
}, WINED3D_GL_EXT_NONE
},
4759 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler
}, WINED3D_GL_EXT_NONE
},
4760 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler
}, WINED3D_GL_EXT_NONE
},
4761 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler
}, WINED3D_GL_EXT_NONE
},
4762 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler
}, WINED3D_GL_EXT_NONE
},
4763 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler
}, WINED3D_GL_EXT_NONE
},
4764 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler
}, WINED3D_GL_EXT_NONE
},
4765 { STATE_BASEVERTEXINDEX
, { STATE_BASEVERTEXINDEX
, state_nop
, }, ARB_DRAW_ELEMENTS_BASE_VERTEX
},
4766 { STATE_BASEVERTEXINDEX
, { STATE_STREAMSRC
, NULL
, }, WINED3D_GL_EXT_NONE
},
4767 { STATE_FRAMEBUFFER
, { STATE_FRAMEBUFFER
, context_state_fb
}, WINED3D_GL_EXT_NONE
},
4768 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), context_state_drawbuf
},WINED3D_GL_EXT_NONE
},
4769 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), state_shader
}, WINED3D_GL_EXT_NONE
},
4770 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
), state_shader
}, WINED3D_GL_EXT_NONE
},
4771 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), state_shader
}, WINED3D_GL_EXT_NONE
},
4772 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
), state_compute_shader
}, WINED3D_GL_EXT_NONE
},
4773 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
4776 static const struct wined3d_state_entry_template vp_ffp_states
[] =
4778 { STATE_VDECL
, { STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
4779 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
4780 { STATE_MATERIAL
, { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4781 { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
4783 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
4784 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
4785 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
4786 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
4787 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
4788 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
4789 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
4790 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
4792 { STATE_LIGHT_TYPE
, { STATE_LIGHT_TYPE
, state_nop
}, WINED3D_GL_EXT_NONE
},
4793 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
4794 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
4795 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
4796 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
4797 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
4798 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
4799 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
4800 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
4802 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
4803 /* Transform states follow */
4804 { STATE_TRANSFORM(WINED3D_TS_VIEW
), { STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
4805 { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
4806 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4807 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4808 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4809 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4810 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4811 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4812 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4813 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4814 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world
}, WINED3D_GL_EXT_NONE
},
4815 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4816 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4817 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4818 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4819 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4820 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4821 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4822 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4823 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4824 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4825 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4826 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4827 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4828 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4829 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4830 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4831 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4832 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4833 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4834 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4835 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4836 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4837 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4838 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4839 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4840 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4841 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4842 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4843 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4844 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4845 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4846 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4847 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4848 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4849 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4850 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4851 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4852 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4853 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4854 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4855 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4856 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4857 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4858 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4859 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4860 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4861 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4862 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4863 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4864 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4865 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4866 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4867 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4868 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4869 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4870 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4871 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4872 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4873 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4874 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4875 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4876 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4877 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4878 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4879 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4880 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4881 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4882 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4883 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4884 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4885 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4886 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4887 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4888 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4889 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4890 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4891 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4892 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4893 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4894 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4895 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4896 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4897 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4898 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4899 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4900 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4901 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4902 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4903 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4904 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4905 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4906 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4907 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4908 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4909 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4910 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4911 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4912 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4913 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4914 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4915 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4916 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4917 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4918 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4919 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4920 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4921 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4922 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4923 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4924 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4925 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4926 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4927 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4928 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4929 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4930 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4931 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4932 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4933 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4934 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4935 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4936 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4937 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4938 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4939 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4940 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4941 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4942 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4943 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4944 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4945 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4946 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4947 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4948 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4949 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4950 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4951 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4952 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4953 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4954 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4955 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4956 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4957 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4958 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4959 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4960 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4961 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4962 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4963 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4964 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4965 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4966 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4967 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4968 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4969 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4970 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4971 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4972 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4973 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4974 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4975 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4976 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4977 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4978 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4979 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4980 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4981 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4982 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4983 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4984 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4985 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4986 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4987 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4988 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4989 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4990 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4991 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4992 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4993 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4994 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4995 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4996 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4997 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4998 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4999 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5000 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5001 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5002 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5003 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5004 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5005 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5006 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5007 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5008 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5009 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5010 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5011 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5012 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5013 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5014 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5015 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5016 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5017 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5018 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5019 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5020 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5021 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5022 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5023 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5024 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5025 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5026 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5027 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5028 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5029 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5030 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5031 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5032 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5033 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5034 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5035 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5036 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5037 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5038 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5039 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5040 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5041 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5042 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5043 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5044 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5045 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5046 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5047 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5048 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5049 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5050 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5051 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5052 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5053 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5054 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5055 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5056 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5057 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5058 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5059 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5060 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5061 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5062 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5063 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5064 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5065 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5066 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5067 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5068 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5069 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5070 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5071 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5072 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5073 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5074 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5075 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5076 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5077 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5078 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5079 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5080 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5081 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5082 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5083 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5084 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5085 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5087 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
5088 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5089 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5090 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5091 { STATE_RENDER(WINED3D_RS_CLIPPING
), { STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
5092 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), { STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
5093 { STATE_RENDER(WINED3D_RS_LIGHTING
), { STATE_RENDER(WINED3D_RS_LIGHTING
), state_lighting
}, WINED3D_GL_EXT_NONE
},
5094 { STATE_RENDER(WINED3D_RS_AMBIENT
), { STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
5095 { STATE_RENDER(WINED3D_RS_COLORVERTEX
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5096 { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), state_localviewer
}, WINED3D_GL_EXT_NONE
},
5097 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), state_normalize
}, WINED3D_GL_EXT_NONE
},
5098 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5099 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5100 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5101 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5102 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend_w
}, WINED3D_GL_EXT_NONE
},
5103 { STATE_RENDER(WINED3D_RS_POINTSIZE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5104 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
5105 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
5106 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
5107 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
5108 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
5109 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5110 { STATE_RENDER(WINED3D_RS_POINTSCALE_A
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5111 { STATE_RENDER(WINED3D_RS_POINTSCALE_B
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5112 { STATE_RENDER(WINED3D_RS_POINTSCALE_C
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5113 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
5114 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
5115 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
5116 { STATE_RENDER(WINED3D_RS_TWEENFACTOR
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5117 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5119 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5120 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5121 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5123 { STATE_SAMPLER(0), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5124 { STATE_SAMPLER(0), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5125 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5126 { STATE_SAMPLER(1), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5127 { STATE_SAMPLER(1), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5128 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5129 { STATE_SAMPLER(2), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5130 { STATE_SAMPLER(2), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5131 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5132 { STATE_SAMPLER(3), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5133 { STATE_SAMPLER(3), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5134 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5135 { STATE_SAMPLER(4), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5136 { STATE_SAMPLER(4), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5137 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5138 { STATE_SAMPLER(5), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5139 { STATE_SAMPLER(5), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5140 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5141 { STATE_SAMPLER(6), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5142 { STATE_SAMPLER(6), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5143 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5144 { STATE_SAMPLER(7), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5145 { STATE_SAMPLER(7), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5146 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5147 { STATE_POINT_ENABLE
, { STATE_POINT_ENABLE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5148 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5151 static const struct wined3d_state_entry_template ffp_fragmentstate_template
[] = {
5152 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5153 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5154 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5155 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5156 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5157 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5158 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5159 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5160 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5161 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5162 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5163 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5164 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5165 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5166 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5167 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5168 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5169 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5170 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5171 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5172 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5173 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5174 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5175 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5176 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5177 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5178 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5179 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5180 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5181 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5182 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5183 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5184 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5185 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5186 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5187 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5188 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5189 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5190 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5191 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5192 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5193 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5194 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5195 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5196 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5197 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5198 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5199 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5200 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5201 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5202 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5203 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5204 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5205 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5206 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5207 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5208 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5209 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5210 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5211 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5212 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5213 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5214 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5215 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5216 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5217 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5218 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5219 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5220 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5221 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5222 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5223 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5224 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5225 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5226 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5227 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5228 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5229 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5230 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5231 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5232 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
5233 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5234 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5235 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
5236 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5237 { STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
5238 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
5239 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor
}, WINED3D_GL_EXT_NONE
},
5240 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
5241 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
5242 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5243 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5244 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5245 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
5246 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
5247 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
5248 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5249 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5250 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5251 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5252 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5253 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5254 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5255 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5256 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5259 /* Context activation is done by the caller. */
5260 static void ffp_pipe_enable(const struct wined3d_context
*context
, BOOL enable
) {}
5262 static void *ffp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5267 static void ffp_free(struct wined3d_device
*device
, struct wined3d_context
*context
) {}
5269 static void vp_ffp_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
5271 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
5273 caps
->xyzrhw
= FALSE
;
5274 caps
->ffp_generic_attributes
= FALSE
;
5275 caps
->max_active_lights
= gl_info
->limits
.lights
;
5276 caps
->max_vertex_blend_matrices
= 1;
5277 caps
->max_vertex_blend_matrix_index
= 0;
5278 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5279 | WINED3DVTXPCAPS_MATERIALSOURCE7
5280 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5281 | WINED3DVTXPCAPS_LOCALVIEWER
5282 | WINED3DVTXPCAPS_VERTEXFOG
5283 | WINED3DVTXPCAPS_TEXGEN
5284 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
5285 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
5286 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
5287 caps
->raster_caps
= 0;
5288 if (gl_info
->supported
[NV_FOG_DISTANCE
])
5289 caps
->raster_caps
|= WINED3DPRASTERCAPS_FOGRANGE
;
5292 static DWORD
vp_ffp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5294 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5297 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe
=
5301 vp_ffp_get_emul_mask
,
5307 static void ffp_fragment_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
5309 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
5311 caps
->wined3d_caps
= 0;
5312 caps
->PrimitiveMiscCaps
= 0;
5313 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
5314 | WINED3DTEXOPCAPS_ADDSIGNED
5315 | WINED3DTEXOPCAPS_ADDSIGNED2X
5316 | WINED3DTEXOPCAPS_MODULATE
5317 | WINED3DTEXOPCAPS_MODULATE2X
5318 | WINED3DTEXOPCAPS_MODULATE4X
5319 | WINED3DTEXOPCAPS_SELECTARG1
5320 | WINED3DTEXOPCAPS_SELECTARG2
5321 | WINED3DTEXOPCAPS_DISABLE
;
5323 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
]
5324 || gl_info
->supported
[EXT_TEXTURE_ENV_COMBINE
]
5325 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5327 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5328 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5329 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5330 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5331 | WINED3DTEXOPCAPS_LERP
5332 | WINED3DTEXOPCAPS_SUBTRACT
;
5334 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
]
5335 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5337 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
5338 | WINED3DTEXOPCAPS_MULTIPLYADD
5339 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5340 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5341 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
5343 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
5344 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
5346 caps
->MaxTextureBlendStages
= gl_info
->limits
.textures
;
5347 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
5350 static DWORD
ffp_fragment_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5352 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5355 static BOOL
ffp_color_fixup_supported(struct color_fixup_desc fixup
)
5357 /* We only support identity conversions. */
5358 return is_identity_fixup(fixup
);
5361 static BOOL
ffp_none_context_alloc(struct wined3d_context
*context
)
5366 static void ffp_none_context_free(struct wined3d_context
*context
)
5370 const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline
=
5373 ffp_fragment_get_caps
,
5374 ffp_fragment_get_emul_mask
,
5377 ffp_none_context_alloc
,
5378 ffp_none_context_free
,
5379 ffp_color_fixup_supported
,
5380 ffp_fragmentstate_template
,
5383 static void none_pipe_enable(const struct wined3d_context
*context
, BOOL enable
) {}
5385 static void *none_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5390 static void none_free(struct wined3d_device
*device
, struct wined3d_context
*context
) {}
5392 static void vp_none_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
5394 memset(caps
, 0, sizeof(*caps
));
5397 static DWORD
vp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5402 const struct wined3d_vertex_pipe_ops none_vertex_pipe
=
5406 vp_none_get_emul_mask
,
5412 static void fp_none_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
5414 memset(caps
, 0, sizeof(*caps
));
5417 static DWORD
fp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5422 static BOOL
fp_none_color_fixup_supported(struct color_fixup_desc fixup
)
5424 return is_identity_fixup(fixup
);
5427 const struct wined3d_fragment_pipe_ops none_fragment_pipe
=
5431 fp_none_get_emul_mask
,
5434 ffp_none_context_alloc
,
5435 ffp_none_context_free
,
5436 fp_none_color_fixup_supported
,
5440 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5443 for(i
= 0; funcs
[i
]; i
++);
5447 static void multistate_apply_2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5449 context
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5450 context
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5453 static void multistate_apply_3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5455 context
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5456 context
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5457 context
->device
->multistate_funcs
[state_id
][2](context
, state
, state_id
);
5460 static void prune_invalid_states(struct wined3d_state_entry
*state_table
, const struct wined3d_d3d_info
*d3d_info
)
5462 unsigned int start
, last
, i
;
5464 start
= STATE_TEXTURESTAGE(d3d_info
->limits
.ffp_blend_stages
, 0);
5465 last
= STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES
- 1, WINED3D_HIGHEST_TEXTURE_STATE
);
5466 for (i
= start
; i
<= last
; ++i
)
5468 state_table
[i
].representative
= 0;
5469 state_table
[i
].apply
= state_undefined
;
5472 start
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ d3d_info
->limits
.ffp_blend_stages
);
5473 last
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ WINED3D_MAX_TEXTURES
- 1);
5474 for (i
= start
; i
<= last
; ++i
)
5476 state_table
[i
].representative
= 0;
5477 state_table
[i
].apply
= state_undefined
;
5480 start
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info
->limits
.ffp_vertex_blend_matrices
));
5481 last
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5482 for (i
= start
; i
<= last
; ++i
)
5484 state_table
[i
].representative
= 0;
5485 state_table
[i
].apply
= state_undefined
;
5489 static void validate_state_table(struct wined3d_state_entry
*state_table
)
5516 static const DWORD simple_states
[] =
5522 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
),
5523 STATE_SHADER(WINED3D_SHADER_TYPE_HULL
),
5524 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
),
5525 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
),
5526 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
),
5527 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
),
5528 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
),
5529 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
),
5530 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
),
5531 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),
5532 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
),
5533 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
),
5534 STATE_COMPUTE_SHADER_RESOURCE_BINDING
,
5535 STATE_GRAPHICS_SHADER_RESOURCE_BINDING
,
5536 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
,
5537 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
,
5542 STATE_POINTSPRITECOORDORIGIN
,
5543 STATE_BASEVERTEXINDEX
,
5550 unsigned int i
, current
;
5552 for (i
= STATE_RENDER(1), current
= 0; i
<= STATE_RENDER(WINEHIGHEST_RENDER_STATE
); ++i
)
5554 if (!rs_holes
[current
].first
|| i
< STATE_RENDER(rs_holes
[current
].first
))
5556 if (!state_table
[i
].representative
)
5557 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i
), i
);
5559 else if (state_table
[i
].representative
)
5560 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i
), i
);
5562 if (i
== STATE_RENDER(rs_holes
[current
].last
)) ++current
;
5565 for (i
= 0; i
< ARRAY_SIZE(simple_states
); ++i
)
5567 if (!state_table
[simple_states
[i
]].representative
)
5568 ERR("State %s (%#x) should have a representative.\n",
5569 debug_d3dstate(simple_states
[i
]), simple_states
[i
]);
5572 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5574 DWORD rep
= state_table
[i
].representative
;
5577 if (state_table
[rep
].representative
!= rep
)
5579 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5580 debug_d3dstate(i
), i
, debug_d3dstate(rep
), rep
);
5581 state_table
[i
].representative
= 0;
5586 if (state_table
[i
].apply
)
5587 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i
), i
);
5589 else if (!state_table
[i
].apply
)
5591 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i
), i
);
5597 HRESULT
compile_state_table(struct wined3d_state_entry
*state_table
, APPLYSTATEFUNC
**dev_multistate_funcs
,
5598 const struct wined3d_d3d_info
*d3d_info
, const BOOL
*supported_extensions
,
5599 const struct wined3d_vertex_pipe_ops
*vertex
, const struct wined3d_fragment_pipe_ops
*fragment
,
5600 const struct wined3d_state_entry_template
*misc
)
5602 APPLYSTATEFUNC multistate_funcs
[STATE_HIGHEST
+ 1][3];
5603 const struct wined3d_state_entry_template
*cur
;
5604 unsigned int i
, type
, handlers
;
5605 BOOL set
[STATE_HIGHEST
+ 1];
5607 memset(multistate_funcs
, 0, sizeof(multistate_funcs
));
5609 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5611 state_table
[i
].representative
= 0;
5612 state_table
[i
].apply
= state_undefined
;
5615 for (type
= 0; type
< 3; ++type
)
5617 /* This switch decides the order in which the states are applied */
5620 case 0: cur
= misc
; break;
5621 case 1: cur
= fragment
->states
; break;
5622 case 2: cur
= vertex
->vp_states
; break;
5623 default: cur
= NULL
; /* Stupid compiler */
5627 /* GL extension filtering should not prevent multiple handlers being applied from different
5630 memset(set
, 0, sizeof(set
));
5632 for (i
= 0; cur
[i
].state
; ++i
)
5634 APPLYSTATEFUNC
*funcs_array
;
5636 /* Only use the first matching state with the available extension from one template.
5638 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5639 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5641 * if GL_XYZ_fancy is supported, ignore the 2nd line
5643 if (set
[cur
[i
].state
]) continue;
5644 /* Skip state lines depending on unsupported extensions */
5645 if (!supported_extensions
[cur
[i
].extension
]) continue;
5646 set
[cur
[i
].state
] = TRUE
;
5647 /* In some cases having an extension means that nothing has to be
5648 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5649 * supported, the texture coordinate fixup can be ignored. If the
5650 * apply function is used, mark the state set(done above) to prevent
5651 * applying later lines, but do not record anything in the state
5654 if (!cur
[i
].content
.representative
) continue;
5656 handlers
= num_handlers(multistate_funcs
[cur
[i
].state
]);
5657 multistate_funcs
[cur
[i
].state
][handlers
] = cur
[i
].content
.apply
;
5661 state_table
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
5664 state_table
[cur
[i
].state
].apply
= multistate_apply_2
;
5665 if (!(dev_multistate_funcs
[cur
[i
].state
] = heap_calloc(2, sizeof(**dev_multistate_funcs
))))
5668 dev_multistate_funcs
[cur
[i
].state
][0] = multistate_funcs
[cur
[i
].state
][0];
5669 dev_multistate_funcs
[cur
[i
].state
][1] = multistate_funcs
[cur
[i
].state
][1];
5672 state_table
[cur
[i
].state
].apply
= multistate_apply_3
;
5673 if (!(funcs_array
= heap_realloc(dev_multistate_funcs
[cur
[i
].state
],
5674 sizeof(**dev_multistate_funcs
) * 3)))
5677 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
5678 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
5681 ERR("Unexpected amount of state handlers for state %u: %u.\n",
5682 cur
[i
].state
, handlers
+ 1);
5685 if (state_table
[cur
[i
].state
].representative
5686 && state_table
[cur
[i
].state
].representative
!= cur
[i
].content
.representative
)
5688 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5689 debug_d3dstate(cur
[i
].state
), cur
[i
].state
);
5691 state_table
[cur
[i
].state
].representative
= cur
[i
].content
.representative
;
5695 prune_invalid_states(state_table
, d3d_info
);
5696 validate_state_table(state_table
);
5701 for (i
= 0; i
<= STATE_HIGHEST
; ++i
)
5703 heap_free(dev_multistate_funcs
[i
]);
5706 memset(dev_multistate_funcs
, 0, (STATE_HIGHEST
+ 1) * sizeof(*dev_multistate_funcs
));
5708 return E_OUTOFMEMORY
;