oleaut32: Remove unnecessary consts.
[wine.git] / dlls / wined3d / state.c
blob3b2f84538db5a35b809dad63acf0414dc6332b8e
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
31 #include <stdio.h>
32 #ifdef HAVE_FLOAT_H
33 # include <float.h>
34 #endif
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);
46 return refcount;
49 static void wined3d_blend_state_destroy_object(void *object)
51 heap_free(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);
61 if (!refcount)
63 state->parent_ops->wined3d_object_destroyed(state->parent);
64 wined3d_cs_destroy_object(device->cs, wined3d_blend_state_destroy_object, state);
67 return refcount;
70 void * CDECL wined3d_blend_state_get_parent(const struct wined3d_blend_state *state)
72 TRACE("state %p.\n", state);
74 return state->parent;
77 HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device,
78 const struct wined3d_blend_state_desc *desc, void *parent,
79 const struct wined3d_parent_ops *parent_ops, struct wined3d_blend_state **state)
81 struct wined3d_blend_state *object;
83 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
84 device, desc, parent, parent_ops, state);
86 if (!(object = heap_alloc_zero(sizeof(*object))))
87 return E_OUTOFMEMORY;
89 object->refcount = 1;
90 object->desc = *desc;
91 object->parent = parent;
92 object->parent_ops = parent_ops;
93 object->device = device;
95 TRACE("Created blend state %p.\n", object);
96 *state = object;
98 return WINED3D_OK;
101 ULONG CDECL wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state)
103 ULONG refcount = InterlockedIncrement(&state->refcount);
105 TRACE("%p increasing refcount to %u.\n", state, refcount);
107 return refcount;
110 static void wined3d_rasterizer_state_destroy_object(void *object)
112 heap_free(object);
115 ULONG CDECL wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state)
117 ULONG refcount = InterlockedDecrement(&state->refcount);
118 struct wined3d_device *device = state->device;
120 TRACE("%p decreasing refcount to %u.\n", state, refcount);
122 if (!refcount)
124 state->parent_ops->wined3d_object_destroyed(state->parent);
125 wined3d_cs_destroy_object(device->cs, wined3d_rasterizer_state_destroy_object, state);
128 return refcount;
131 void * CDECL wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state *state)
133 TRACE("rasterizer_state %p.\n", state);
135 return state->parent;
138 HRESULT CDECL wined3d_rasterizer_state_create(struct wined3d_device *device,
139 const struct wined3d_rasterizer_state_desc *desc, void *parent,
140 const struct wined3d_parent_ops *parent_ops, struct wined3d_rasterizer_state **state)
142 struct wined3d_rasterizer_state *object;
144 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
145 device, desc, parent, parent_ops, state);
147 if (!(object = heap_alloc_zero(sizeof(*object))))
148 return E_OUTOFMEMORY;
150 object->refcount = 1;
151 object->desc = *desc;
152 object->parent = parent;
153 object->parent_ops = parent_ops;
154 object->device = device;
156 TRACE("Created rasterizer state %p.\n", object);
157 *state = object;
159 return WINED3D_OK;
162 /* Context activation for state handler is done by the caller. */
164 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
166 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id), state_id);
169 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
171 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
174 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
176 enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
177 const struct wined3d_gl_info *gl_info = context->gl_info;
179 switch (mode)
181 case WINED3D_FILL_POINT:
182 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
183 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
184 break;
185 case WINED3D_FILL_WIREFRAME:
186 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
187 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
188 break;
189 case WINED3D_FILL_SOLID:
190 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
191 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
192 break;
193 default:
194 FIXME("Unrecognized fill mode %#x.\n", mode);
198 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
200 const struct wined3d_gl_info *gl_info = context->gl_info;
202 /* Lighting is not enabled if transformed vertices are drawn, but lighting
203 * does not affect the stream sources, so it is not grouped for
204 * performance reasons. This state reads the decoded vertex declaration,
205 * so if it is dirty don't do anything. The vertex declaration applying
206 * function calls this function for updating. */
207 if (isStateDirty(context, STATE_VDECL))
208 return;
210 if (state->render_states[WINED3D_RS_LIGHTING]
211 && !context->stream_info.position_transformed)
213 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
214 checkGLcall("glEnable GL_LIGHTING");
216 else
218 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
219 checkGLcall("glDisable GL_LIGHTING");
223 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
225 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
226 const struct wined3d_gl_info *gl_info = context->gl_info;
228 /* No z test without depth stencil buffers */
229 if (!state->fb->depth_stencil)
231 TRACE("No Z buffer - disabling depth test\n");
232 zenable = WINED3D_ZB_FALSE;
235 switch (zenable)
237 case WINED3D_ZB_FALSE:
238 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
239 checkGLcall("glDisable GL_DEPTH_TEST");
240 break;
241 case WINED3D_ZB_TRUE:
242 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
243 checkGLcall("glEnable GL_DEPTH_TEST");
244 break;
245 case WINED3D_ZB_USEW:
246 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
247 checkGLcall("glEnable GL_DEPTH_TEST");
248 FIXME("W buffer is not well handled\n");
249 break;
250 default:
251 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
252 break;
255 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
256 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
259 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
261 const struct wined3d_gl_info *gl_info = context->gl_info;
263 /* glFrontFace() is set in context.c at context init and on an
264 * offscreen / onscreen rendering switch. */
265 switch (state->render_states[WINED3D_RS_CULLMODE])
267 case WINED3D_CULL_NONE:
268 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
269 checkGLcall("glDisable GL_CULL_FACE");
270 break;
271 case WINED3D_CULL_FRONT:
272 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
273 checkGLcall("glEnable GL_CULL_FACE");
274 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
275 checkGLcall("glCullFace(GL_FRONT)");
276 break;
277 case WINED3D_CULL_BACK:
278 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
279 checkGLcall("glEnable GL_CULL_FACE");
280 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
281 checkGLcall("glCullFace(GL_BACK)");
282 break;
283 default:
284 FIXME("Unrecognized cull mode %#x.\n",
285 state->render_states[WINED3D_RS_CULLMODE]);
289 void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
291 const struct wined3d_gl_info *gl_info = context->gl_info;
293 switch (state->render_states[WINED3D_RS_SHADEMODE])
295 case WINED3D_SHADE_FLAT:
296 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
297 checkGLcall("glShadeModel(GL_FLAT)");
298 break;
299 case WINED3D_SHADE_GOURAUD:
300 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
301 * in D3D. */
302 case WINED3D_SHADE_PHONG:
303 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
304 checkGLcall("glShadeModel(GL_SMOOTH)");
305 break;
306 default:
307 FIXME("Unrecognized shade mode %#x.\n",
308 state->render_states[WINED3D_RS_SHADEMODE]);
312 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
314 const struct wined3d_gl_info *gl_info = context->gl_info;
316 if (state->render_states[WINED3D_RS_DITHERENABLE])
318 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
319 checkGLcall("glEnable GL_DITHER");
321 else
323 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
324 checkGLcall("glDisable GL_DITHER");
328 static void state_zwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
330 const struct wined3d_gl_info *gl_info = context->gl_info;
332 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
334 gl_info->gl_ops.gl.p_glDepthMask(1);
335 checkGLcall("glDepthMask(1)");
337 else
339 gl_info->gl_ops.gl.p_glDepthMask(0);
340 checkGLcall("glDepthMask(0)");
344 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
346 switch (f)
348 case WINED3D_CMP_NEVER:
349 return GL_NEVER;
350 case WINED3D_CMP_LESS:
351 return GL_LESS;
352 case WINED3D_CMP_EQUAL:
353 return GL_EQUAL;
354 case WINED3D_CMP_LESSEQUAL:
355 return GL_LEQUAL;
356 case WINED3D_CMP_GREATER:
357 return GL_GREATER;
358 case WINED3D_CMP_NOTEQUAL:
359 return GL_NOTEQUAL;
360 case WINED3D_CMP_GREATEREQUAL:
361 return GL_GEQUAL;
362 case WINED3D_CMP_ALWAYS:
363 return GL_ALWAYS;
364 default:
365 if (!f)
366 WARN("Unrecognized compare function %#x.\n", f);
367 else
368 FIXME("Unrecognized compare function %#x.\n", f);
369 return GL_NONE;
373 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
375 GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
376 const struct wined3d_gl_info *gl_info = context->gl_info;
378 if (!depth_func) return;
380 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
381 checkGLcall("glDepthFunc");
384 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
386 const struct wined3d_gl_info *gl_info = context->gl_info;
387 struct wined3d_color color;
389 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
390 TRACE("Setting ambient to %s.\n", debug_color(&color));
391 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &color.r);
392 checkGLcall("glLightModel for MODEL_AMBIENT");
395 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
397 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
400 static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
402 switch (op)
404 case WINED3D_BLEND_OP_ADD:
405 return GL_FUNC_ADD;
406 case WINED3D_BLEND_OP_SUBTRACT:
407 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
408 case WINED3D_BLEND_OP_REVSUBTRACT:
409 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
410 case WINED3D_BLEND_OP_MIN:
411 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
412 case WINED3D_BLEND_OP_MAX:
413 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
414 default:
415 if (!op)
416 WARN("Unhandled blend op %#x.\n", op);
417 else
418 FIXME("Unhandled blend op %#x.\n", op);
419 return GL_FUNC_ADD;
423 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
425 const struct wined3d_gl_info *gl_info = context->gl_info;
426 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
427 GLenum blend_equation = GL_FUNC_ADD_EXT;
429 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
430 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
431 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
433 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
434 return;
437 blend_equation = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOP]);
438 blend_equation_alpha = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOPALPHA]);
439 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
441 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
443 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
444 checkGLcall("glBlendEquationSeparate");
446 else
448 GL_EXTCALL(glBlendEquation(blend_equation));
449 checkGLcall("glBlendEquation");
453 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
455 switch (factor)
457 case WINED3D_BLEND_ZERO:
458 return GL_ZERO;
459 case WINED3D_BLEND_ONE:
460 return GL_ONE;
461 case WINED3D_BLEND_SRCCOLOR:
462 return GL_SRC_COLOR;
463 case WINED3D_BLEND_INVSRCCOLOR:
464 return GL_ONE_MINUS_SRC_COLOR;
465 case WINED3D_BLEND_SRCALPHA:
466 return GL_SRC_ALPHA;
467 case WINED3D_BLEND_INVSRCALPHA:
468 return GL_ONE_MINUS_SRC_ALPHA;
469 case WINED3D_BLEND_DESTCOLOR:
470 return GL_DST_COLOR;
471 case WINED3D_BLEND_INVDESTCOLOR:
472 return GL_ONE_MINUS_DST_COLOR;
473 /* To compensate for the lack of format switching with backbuffer
474 * offscreen rendering, and with onscreen rendering, we modify the
475 * alpha test parameters for (INV)DESTALPHA if the render target
476 * doesn't support alpha blending. A nonexistent alpha channel
477 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
478 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
479 case WINED3D_BLEND_DESTALPHA:
480 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
481 case WINED3D_BLEND_INVDESTALPHA:
482 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
483 case WINED3D_BLEND_SRCALPHASAT:
484 return GL_SRC_ALPHA_SATURATE;
485 case WINED3D_BLEND_BLENDFACTOR:
486 return GL_CONSTANT_COLOR_EXT;
487 case WINED3D_BLEND_INVBLENDFACTOR:
488 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
489 case WINED3D_BLEND_SRC1COLOR:
490 return GL_SRC1_COLOR;
491 case WINED3D_BLEND_INVSRC1COLOR:
492 return GL_ONE_MINUS_SRC1_COLOR;
493 case WINED3D_BLEND_SRC1ALPHA:
494 return GL_SRC1_ALPHA;
495 case WINED3D_BLEND_INVSRC1ALPHA:
496 return GL_ONE_MINUS_SRC1_ALPHA;
497 default:
498 if (!factor)
499 WARN("Unhandled blend factor %#x.\n", factor);
500 else
501 FIXME("Unhandled blend factor %#x.\n", factor);
502 return GL_NONE;
506 static void gl_blend_from_d3d(GLenum *src_blend, GLenum *dst_blend,
507 enum wined3d_blend d3d_src_blend, enum wined3d_blend d3d_dst_blend,
508 const struct wined3d_format *rt_format)
510 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
511 * source blending values which are still valid up to d3d9. They should
512 * not occur as dest blend values. */
513 if (d3d_src_blend == WINED3D_BLEND_BOTHSRCALPHA)
515 *src_blend = GL_SRC_ALPHA;
516 *dst_blend = GL_ONE_MINUS_SRC_ALPHA;
518 else if (d3d_src_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
520 *src_blend = GL_ONE_MINUS_SRC_ALPHA;
521 *dst_blend = GL_SRC_ALPHA;
523 else
525 *src_blend = gl_blend_factor(d3d_src_blend, rt_format);
526 *dst_blend = gl_blend_factor(d3d_dst_blend, rt_format);
530 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
532 const struct wined3d_gl_info *gl_info = context->gl_info;
533 const struct wined3d_format *rt_format;
534 GLenum src_blend, dst_blend;
535 unsigned int rt_fmt_flags;
536 BOOL enable_blend;
538 enable_blend = state->fb->render_targets[0] && state->render_states[WINED3D_RS_ALPHABLENDENABLE];
539 if (enable_blend)
541 rt_format = state->fb->render_targets[0]->format;
542 rt_fmt_flags = state->fb->render_targets[0]->format_flags;
544 /* Disable blending in all cases even without pixelshaders.
545 * With blending on we could face a big performance penalty.
546 * The d3d9 visual test confirms the behavior. */
547 if (context->render_offscreen && !(rt_fmt_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
548 enable_blend = FALSE;
551 if (!enable_blend)
553 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
554 checkGLcall("glDisable(GL_BLEND)");
555 return;
558 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
559 checkGLcall("glEnable(GL_BLEND)");
561 gl_blend_from_d3d(&src_blend, &dst_blend,
562 state->render_states[WINED3D_RS_SRCBLEND],
563 state->render_states[WINED3D_RS_DESTBLEND], rt_format);
565 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
566 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
567 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
569 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
571 GLenum src_blend_alpha, dst_blend_alpha;
573 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
574 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
576 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
577 return;
580 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha,
581 state->render_states[WINED3D_RS_SRCBLENDALPHA],
582 state->render_states[WINED3D_RS_DESTBLENDALPHA], rt_format);
584 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
585 checkGLcall("glBlendFuncSeparate");
587 else
589 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend, dst_blend);
590 gl_info->gl_ops.gl.p_glBlendFunc(src_blend, dst_blend);
591 checkGLcall("glBlendFunc");
594 /* Colorkey fixup for stage 0 alphaop depends on
595 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
596 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
597 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
600 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
602 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
605 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
607 const struct wined3d_gl_info *gl_info = context->gl_info;
608 struct wined3d_color color;
610 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
612 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_BLENDFACTOR]);
613 GL_EXTCALL(glBlendColor(color.r, color.g, color.b, color.a));
614 checkGLcall("glBlendColor");
617 static void state_blend_object(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
619 const struct wined3d_gl_info *gl_info = context->gl_info;
620 BOOL alpha_to_coverage = FALSE;
622 if (!gl_info->supported[ARB_MULTISAMPLE])
623 return;
625 if (state->blend_state)
627 struct wined3d_blend_state_desc *desc = &state->blend_state->desc;
628 alpha_to_coverage = desc->alpha_to_coverage;
631 if (alpha_to_coverage)
632 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
633 else
634 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
636 checkGLcall("blend state");
639 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
641 const struct wined3d_gl_info *gl_info = context->gl_info;
642 int glParm = 0;
643 float ref;
644 BOOL enable_ckey = FALSE;
646 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
648 /* Find out if the texture on the first stage has a ckey set. The alpha
649 * state func reads the texture settings, even though alpha and texture
650 * are not grouped together. This is to avoid making a huge alpha +
651 * texture + texture stage + ckey block due to the hardly used
652 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
653 * function will call alpha in case it finds some texture + colorkeyenable
654 * combination which needs extra care. */
655 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
656 enable_ckey = TRUE;
658 if (enable_ckey || context->last_was_ckey)
659 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
660 context->last_was_ckey = enable_ckey;
662 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
663 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
665 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
666 checkGLcall("glEnable GL_ALPHA_TEST");
668 else
670 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
671 checkGLcall("glDisable GL_ALPHA_TEST");
672 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
673 * enable call
675 return;
678 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
680 glParm = GL_NOTEQUAL;
681 ref = 0.0f;
683 else
685 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
686 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
688 if (glParm)
690 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
691 checkGLcall("glAlphaFunc");
695 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
697 unsigned int enable_mask;
699 if (use_vs(state) && !context->d3d_info->vs_clipping)
701 static BOOL warned;
703 /* The OpenGL spec says that clipping planes are disabled when using
704 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
705 * driver keeps clipping planes activated with shaders in some
706 * conditions I got sick of tracking down. The shader state handler
707 * disables all clip planes because of that - don't do anything here
708 * and keep them disabled. */
709 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
710 FIXME("Clipping not supported with vertex shaders.\n");
711 return;
714 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
715 * The enabled / disabled planes are hardcoded into the shader. Update the
716 * shader to update the enabled clipplanes. In case of fixed function, we
717 * need to update the clipping field from ffp_vertex_settings. */
718 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
720 /* If enabling / disabling all
721 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
723 enable_mask = state->render_states[WINED3D_RS_CLIPPING] ?
724 state->render_states[WINED3D_RS_CLIPPLANEENABLE] : 0;
725 context_enable_clip_distances(context, enable_mask);
728 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
730 const struct wined3d_gl_info *gl_info = context->gl_info;
731 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
732 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
733 * specular color. This is wrong:
734 * Separate specular color means the specular colour is maintained separately, whereas
735 * single color means it is merged in. However in both cases they are being used to
736 * some extent.
737 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
738 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
739 * running 1.4 yet!
742 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
743 * Instead, we need to setup the FinalCombiner properly.
745 * The default setup for the FinalCombiner is:
747 * <variable> <input> <mapping> <usage>
748 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
749 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
750 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
751 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
752 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
753 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
754 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
756 * That's pretty much fine as it is, except for variable B, which needs to take
757 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
758 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
761 TRACE("Setting specular enable state and materials\n");
762 if (state->render_states[WINED3D_RS_SPECULARENABLE])
764 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
765 checkGLcall("glMaterialfv");
767 if (state->material.power > gl_info->limits.shininess)
769 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
770 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
771 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
772 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
773 * them, it should be safe to do so without major visual distortions.
775 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
776 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
778 else
780 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
782 checkGLcall("glMaterialf(GL_SHININESS)");
784 if (gl_info->supported[EXT_SECONDARY_COLOR])
785 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
786 else
787 TRACE("Specular colors cannot be enabled in this version of opengl\n");
788 checkGLcall("glEnable(GL_COLOR_SUM)");
790 if (gl_info->supported[NV_REGISTER_COMBINERS])
792 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
793 checkGLcall("glFinalCombinerInputNV()");
795 } else {
796 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
798 /* for the case of enabled lighting: */
799 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
800 checkGLcall("glMaterialfv");
802 /* for the case of disabled lighting: */
803 if (gl_info->supported[EXT_SECONDARY_COLOR])
804 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
805 else
806 TRACE("Specular colors cannot be disabled in this version of opengl\n");
807 checkGLcall("glDisable(GL_COLOR_SUM)");
809 if (gl_info->supported[NV_REGISTER_COMBINERS])
811 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
812 checkGLcall("glFinalCombinerInputNV()");
816 TRACE("diffuse %s\n", debug_color(&state->material.diffuse));
817 TRACE("ambient %s\n", debug_color(&state->material.ambient));
818 TRACE("specular %s\n", debug_color(&state->material.specular));
819 TRACE("emissive %s\n", debug_color(&state->material.emissive));
821 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
822 checkGLcall("glMaterialfv(GL_AMBIENT)");
823 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
824 checkGLcall("glMaterialfv(GL_DIFFUSE)");
825 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
826 checkGLcall("glMaterialfv(GL_EMISSION)");
829 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
831 const struct wined3d_gl_info *gl_info = context->gl_info;
832 struct wined3d_color color;
833 unsigned int i;
835 /* Note the texture color applies to all textures whereas
836 * GL_TEXTURE_ENV_COLOR applies to active only. */
837 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
839 /* And now the default texture color as well */
840 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
842 /* Note the WINED3D_RS value applies to all textures, but GL has one
843 * per texture, so apply it now ready to be used! */
844 context_active_texture(context, gl_info, i);
846 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &color.r);
847 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
851 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
852 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
854 const struct wined3d_gl_info *gl_info = context->gl_info;
856 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
857 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
858 GL_EXTCALL(glActiveStencilFaceEXT(face));
859 checkGLcall("glActiveStencilFaceEXT(...)");
860 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
861 checkGLcall("glStencilFunc(...)");
862 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
863 checkGLcall("glStencilOp(...)");
866 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
868 switch (op)
870 case WINED3D_STENCIL_OP_KEEP:
871 return GL_KEEP;
872 case WINED3D_STENCIL_OP_ZERO:
873 return GL_ZERO;
874 case WINED3D_STENCIL_OP_REPLACE:
875 return GL_REPLACE;
876 case WINED3D_STENCIL_OP_INCR_SAT:
877 return GL_INCR;
878 case WINED3D_STENCIL_OP_DECR_SAT:
879 return GL_DECR;
880 case WINED3D_STENCIL_OP_INVERT:
881 return GL_INVERT;
882 case WINED3D_STENCIL_OP_INCR:
883 return GL_INCR_WRAP;
884 case WINED3D_STENCIL_OP_DECR:
885 return GL_DECR_WRAP;
886 default:
887 if (!op)
888 WARN("Unrecognized stencil op %#x.\n", op);
889 else
890 FIXME("Unrecognized stencil op %#x.\n", op);
891 return GL_KEEP;
895 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
897 const struct wined3d_gl_info *gl_info = context->gl_info;
898 DWORD onesided_enable;
899 DWORD twosided_enable;
900 GLint func;
901 GLint func_back;
902 GLint ref;
903 GLuint mask;
904 GLint stencilFail;
905 GLint stencilFail_back;
906 GLint stencilPass;
907 GLint stencilPass_back;
908 GLint depthFail;
909 GLint depthFail_back;
911 /* No stencil test without a stencil buffer. */
912 if (!state->fb->depth_stencil)
914 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
915 checkGLcall("glDisable GL_STENCIL_TEST");
916 return;
919 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
920 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
921 if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
922 func = GL_ALWAYS;
923 if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC])))
924 func_back = GL_ALWAYS;
925 ref = state->render_states[WINED3D_RS_STENCILREF];
926 mask = state->render_states[WINED3D_RS_STENCILMASK];
927 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
928 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
929 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
930 stencilFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILFAIL]);
931 depthFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILZFAIL]);
932 stencilPass_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILPASS]);
934 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
935 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
936 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
937 onesided_enable, twosided_enable, ref, mask,
938 func, stencilFail, depthFail, stencilPass,
939 func_back, stencilFail_back, depthFail_back, stencilPass_back);
941 if (twosided_enable && onesided_enable)
943 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
944 checkGLcall("glEnable GL_STENCIL_TEST");
946 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
948 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
949 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
950 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_back, ref, mask));
951 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
952 checkGLcall("setting two sided stencil state");
954 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
956 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
957 * which has an effect on the code below too. If we apply the front face
958 * afterwards, we are sure that the active stencil face is set to front,
959 * and other stencil functions which do not use two sided stencil do not have
960 * to set it back
962 renderstate_stencil_twosided(context, GL_BACK,
963 func_back, ref, mask, stencilFail_back, depthFail_back, stencilPass_back);
964 renderstate_stencil_twosided(context, GL_FRONT,
965 func, ref, mask, stencilFail, depthFail, stencilPass);
967 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
969 GL_EXTCALL(glStencilFuncSeparateATI(func, func_back, ref, mask));
970 checkGLcall("glStencilFuncSeparateATI(...)");
971 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
972 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
973 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
974 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
976 else
978 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
981 else if(onesided_enable)
983 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
985 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
986 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
989 /* This code disables the ATI extension as well, since the standard stencil functions are equal
990 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
992 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
993 checkGLcall("glEnable GL_STENCIL_TEST");
994 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
995 checkGLcall("glStencilFunc(...)");
996 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
997 checkGLcall("glStencilOp(...)");
999 else
1001 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1002 checkGLcall("glDisable GL_STENCIL_TEST");
1006 static void state_stencilwrite2s_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1008 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
1009 const struct wined3d_gl_info *gl_info = context->gl_info;
1011 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
1012 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1013 gl_info->gl_ops.gl.p_glStencilMask(mask);
1014 checkGLcall("glStencilMask");
1015 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
1016 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1017 gl_info->gl_ops.gl.p_glStencilMask(mask);
1020 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1022 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
1023 const struct wined3d_gl_info *gl_info = context->gl_info;
1025 gl_info->gl_ops.gl.p_glStencilMask(mask);
1026 checkGLcall("glStencilMask");
1029 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1031 const struct wined3d_gl_info *gl_info = context->gl_info;
1033 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1035 if (!state->render_states[WINED3D_RS_FOGENABLE])
1036 return;
1038 /* Table fog on: Never use fog coords, and use per-fragment fog */
1039 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
1041 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
1042 if (context->fog_coord)
1044 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1045 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1046 context->fog_coord = FALSE;
1049 /* Range fog is only used with per-vertex fog in d3d */
1050 if (gl_info->supported[NV_FOG_DISTANCE])
1052 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1053 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1055 return;
1058 /* Otherwise use per-vertex fog in any case */
1059 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
1061 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
1063 /* No fog at all, or transformed vertices: Use fog coord */
1064 if (!context->fog_coord)
1066 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1067 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1068 context->fog_coord = TRUE;
1071 else
1073 /* Otherwise, use the fragment depth */
1074 if (context->fog_coord)
1076 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1077 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1078 context->fog_coord = FALSE;
1081 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
1083 if (gl_info->supported[NV_FOG_DISTANCE])
1085 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1086 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1088 else
1090 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1093 else if (gl_info->supported[NV_FOG_DISTANCE])
1095 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1096 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1101 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1103 const struct wined3d_gl_info *gl_info = context->gl_info;
1104 float fogstart, fogend;
1106 get_fog_start_end(context, state, &fogstart, &fogend);
1108 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1109 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1110 TRACE("Fog Start == %f\n", fogstart);
1112 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1113 checkGLcall("glFogf(GL_FOG_END, fogend)");
1114 TRACE("Fog End == %f\n", fogend);
1117 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1119 const struct wined3d_gl_info *gl_info = context->gl_info;
1120 enum fogsource new_source;
1121 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1122 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1124 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1126 if (!state->render_states[WINED3D_RS_FOGENABLE])
1128 /* No fog? Disable it, and we're done :-) */
1129 glDisableWINE(GL_FOG);
1130 checkGLcall("glDisable GL_FOG");
1131 return;
1134 /* Fog Rules:
1136 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1137 * It can use the Z value of the vertex, or the alpha component of the specular color.
1138 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1139 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1140 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1142 * FOGTABLEMODE != NONE:
1143 * The Z value is used, with the equation specified, no matter what vertex type.
1145 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1146 * Per vertex fog is calculated using the specified fog equation and the parameters
1148 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1149 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1150 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1153 * Rules for vertex fog with shaders:
1155 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1156 * the fog computation to happen during transformation while openGL expects it to happen
1157 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1158 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1159 * To solve this problem, WineD3D does:
1160 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1161 * shader,
1162 * and 2) disables the fog computation (in either the fixed function or programmable
1163 * rasterizer) if using a vertex program.
1165 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1166 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1167 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1168 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1169 * There are some GL differences between specular fog coords and vertex shaders though.
1171 * With table fog the vertex shader fog coordinate is ignored.
1173 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1174 * without shaders).
1177 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1178 * the system will apply only pixel(=table) fog effects."
1180 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1182 if (use_vs(state))
1184 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1185 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1186 new_source = FOGSOURCE_VS;
1188 else
1190 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1192 /* If processed vertices are used, fall through to the NONE case */
1193 case WINED3D_FOG_EXP:
1194 if (!context->last_was_rhw)
1196 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1197 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1198 new_source = FOGSOURCE_FFP;
1199 break;
1201 /* drop through */
1203 case WINED3D_FOG_EXP2:
1204 if (!context->last_was_rhw)
1206 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1207 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1208 new_source = FOGSOURCE_FFP;
1209 break;
1211 /* drop through */
1213 case WINED3D_FOG_LINEAR:
1214 if (!context->last_was_rhw)
1216 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1217 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1218 new_source = FOGSOURCE_FFP;
1219 break;
1221 /* drop through */
1223 case WINED3D_FOG_NONE:
1224 /* Both are none? According to msdn the alpha channel of
1225 * the specular colour contains a fog factor. Set it in
1226 * draw_primitive_immediate_mode(). Same happens with
1227 * vertex fog on transformed vertices. */
1228 new_source = FOGSOURCE_COORD;
1229 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1230 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1231 break;
1233 default:
1234 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1235 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1236 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1239 } else {
1240 new_source = FOGSOURCE_FFP;
1242 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1244 case WINED3D_FOG_EXP:
1245 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1246 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1247 break;
1249 case WINED3D_FOG_EXP2:
1250 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1251 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1252 break;
1254 case WINED3D_FOG_LINEAR:
1255 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1256 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1257 break;
1259 case WINED3D_FOG_NONE: /* Won't happen */
1260 default:
1261 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1262 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1266 glEnableWINE(GL_FOG);
1267 checkGLcall("glEnable GL_FOG");
1268 if (new_source != context->fog_source || fogstart == fogend)
1270 context->fog_source = new_source;
1271 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1275 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1277 const struct wined3d_gl_info *gl_info = context->gl_info;
1278 struct wined3d_color color;
1280 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1281 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &color.r);
1282 checkGLcall("glFog GL_FOG_COLOR");
1285 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1287 const struct wined3d_gl_info *gl_info = context->gl_info;
1288 union {
1289 DWORD d;
1290 float f;
1291 } tmpvalue;
1293 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1294 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1295 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1298 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1300 const struct wined3d_gl_info *gl_info = context->gl_info;
1301 GLenum Parm = 0;
1303 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1304 * The vertex declaration will call this function if the fixed function pipeline is used.
1307 if(isStateDirty(context, STATE_VDECL)) {
1308 return;
1311 context->num_untracked_materials = 0;
1312 if ((context->stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE))
1313 && state->render_states[WINED3D_RS_COLORVERTEX])
1315 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1316 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1317 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1318 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1319 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1321 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1323 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1324 Parm = GL_AMBIENT_AND_DIFFUSE;
1325 else
1326 Parm = GL_DIFFUSE;
1327 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1329 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1330 context->num_untracked_materials++;
1332 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1334 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1335 context->num_untracked_materials++;
1338 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1340 Parm = GL_AMBIENT;
1341 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1343 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1344 context->num_untracked_materials++;
1346 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1348 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1349 context->num_untracked_materials++;
1352 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1354 Parm = GL_EMISSION;
1355 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1357 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1358 context->num_untracked_materials++;
1361 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1363 Parm = GL_SPECULAR;
1367 /* Nothing changed, return. */
1368 if (Parm == context->tracking_parm) return;
1370 if (!Parm)
1372 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1373 checkGLcall("glDisable GL_COLOR_MATERIAL");
1375 else
1377 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1378 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1379 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1380 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1383 /* Apparently calls to glMaterialfv are ignored for properties we're
1384 * tracking with glColorMaterial, so apply those here. */
1385 switch (context->tracking_parm)
1387 case GL_AMBIENT_AND_DIFFUSE:
1388 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1389 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1390 checkGLcall("glMaterialfv");
1391 break;
1393 case GL_DIFFUSE:
1394 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1395 checkGLcall("glMaterialfv");
1396 break;
1398 case GL_AMBIENT:
1399 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1400 checkGLcall("glMaterialfv");
1401 break;
1403 case GL_EMISSION:
1404 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1405 checkGLcall("glMaterialfv");
1406 break;
1408 case GL_SPECULAR:
1409 /* Only change material color if specular is enabled, otherwise it is set to black */
1410 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1412 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1413 checkGLcall("glMaterialfv");
1415 else
1417 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1418 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1419 checkGLcall("glMaterialfv");
1421 break;
1424 context->tracking_parm = Parm;
1427 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1429 const struct wined3d_gl_info *gl_info = context->gl_info;
1430 union
1432 DWORD d;
1433 struct wined3d_line_pattern lp;
1434 } tmppattern;
1435 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1437 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1439 if (tmppattern.lp.repeat_factor)
1441 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1442 checkGLcall("glLineStipple(repeat, linepattern)");
1443 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1444 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1446 else
1448 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1449 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1453 static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1455 static unsigned int once;
1457 if (!once++)
1458 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1461 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1463 const struct wined3d_gl_info *gl_info = context->gl_info;
1465 if (isStateDirty(context, STATE_VDECL))
1466 return;
1468 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1469 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1470 * by zero and is not properly defined in opengl, so avoid it
1472 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1473 && (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)))
1475 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1476 checkGLcall("glEnable(GL_NORMALIZE);");
1478 else
1480 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1481 checkGLcall("glDisable(GL_NORMALIZE);");
1485 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1487 float min, max;
1489 get_pointsize_minmax(context, state, &min, &max);
1491 if (min != 1.0f)
1492 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1493 if (max != 64.0f)
1494 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
1497 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1499 const struct wined3d_gl_info *gl_info = context->gl_info;
1500 float min, max;
1502 get_pointsize_minmax(context, state, &min, &max);
1504 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
1505 checkGLcall("glPointParameterfEXT(...)");
1506 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
1507 checkGLcall("glPointParameterfEXT(...)");
1510 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1512 const struct wined3d_gl_info *gl_info = context->gl_info;
1513 float min, max;
1515 get_pointsize_minmax(context, state, &min, &max);
1517 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
1518 checkGLcall("glPointParameterfARB(...)");
1519 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
1520 checkGLcall("glPointParameterfARB(...)");
1523 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1525 const struct wined3d_gl_info *gl_info = context->gl_info;
1526 float att[3];
1527 float pointsize;
1529 get_pointsize(context, state, &pointsize, att);
1531 if (gl_info->supported[ARB_POINT_PARAMETERS])
1533 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1534 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1536 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1538 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1539 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1541 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1543 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1546 gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
1547 checkGLcall("glPointSize(...);");
1550 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1552 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1555 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1557 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1558 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1559 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1560 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1561 const struct wined3d_gl_info *gl_info = context->gl_info;
1563 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1564 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1565 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1566 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1567 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1568 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1569 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1570 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1571 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1572 checkGLcall("glColorMask(...)");
1574 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1575 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1577 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1578 mask0, mask1, mask2, mask3);
1579 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1583 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1585 GL_EXTCALL(glColorMaski(index,
1586 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1587 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1588 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1589 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1590 checkGLcall("glColorMaski");
1593 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1595 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1598 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1600 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1603 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1605 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1608 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1610 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1613 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1615 const struct wined3d_gl_info *gl_info = context->gl_info;
1617 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1619 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1620 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1622 else
1624 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1625 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1629 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1631 if (state->render_states[WINED3D_RS_LASTPIXEL])
1633 TRACE("Last Pixel Drawing Enabled\n");
1635 else
1637 static BOOL warned;
1638 if (!warned) {
1639 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1640 warned = TRUE;
1641 } else {
1642 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1647 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1649 static BOOL warned;
1651 /* TODO: NV_POINT_SPRITE */
1652 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1654 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1655 FIXME("Point sprites not supported\n");
1656 warned = TRUE;
1660 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1662 const struct wined3d_gl_info *gl_info = context->gl_info;
1664 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1666 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1667 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1669 else
1671 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1672 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1676 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1678 static unsigned int once;
1680 if ((state->render_states[WINED3D_RS_WRAP0]
1681 || state->render_states[WINED3D_RS_WRAP1]
1682 || state->render_states[WINED3D_RS_WRAP2]
1683 || state->render_states[WINED3D_RS_WRAP3]
1684 || state->render_states[WINED3D_RS_WRAP4]
1685 || state->render_states[WINED3D_RS_WRAP5]
1686 || state->render_states[WINED3D_RS_WRAP6]
1687 || state->render_states[WINED3D_RS_WRAP7]
1688 || state->render_states[WINED3D_RS_WRAP8]
1689 || state->render_states[WINED3D_RS_WRAP9]
1690 || state->render_states[WINED3D_RS_WRAP10]
1691 || state->render_states[WINED3D_RS_WRAP11]
1692 || state->render_states[WINED3D_RS_WRAP12]
1693 || state->render_states[WINED3D_RS_WRAP13]
1694 || state->render_states[WINED3D_RS_WRAP14]
1695 || state->render_states[WINED3D_RS_WRAP15])
1696 && !once++)
1697 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1700 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1702 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1703 WARN("Multisample antialiasing not supported by GL.\n");
1706 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1708 const struct wined3d_gl_info *gl_info = context->gl_info;
1710 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1712 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1713 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1715 else
1717 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1718 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1722 static void state_line_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1724 const struct wined3d_gl_info *gl_info = context->gl_info;
1726 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
1727 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
1729 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
1730 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1732 else
1734 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
1735 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1739 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1741 const struct wined3d_gl_info *gl_info = context->gl_info;
1743 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1745 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1746 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1748 else
1750 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1751 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1755 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1756 * OpenGL the bias is specified in units of "the smallest value that is
1757 * guaranteed to produce a resolvable offset for a given implementation". To
1758 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1759 * We try to detect the value from GL with test draws. On most drivers (r300g,
1760 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1761 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1762 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1763 * not depend on the depth buffer precision on any driver.
1765 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1766 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1768 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1769 * doesn't need to be scaled to account for GL vs D3D differences. */
1770 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1772 const struct wined3d_gl_info *gl_info = context->gl_info;
1774 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1775 || state->render_states[WINED3D_RS_DEPTHBIAS])
1777 const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil;
1778 float factor, units, scale;
1780 union
1782 DWORD d;
1783 float f;
1784 } scale_bias, const_bias;
1786 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1787 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1789 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_DEPTH_BIAS)
1791 factor = units = -(float)const_bias.d;
1793 else
1795 if (depth)
1797 scale = depth->format->depth_bias_scale;
1799 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1800 debug_d3dformat(depth->format->id), scale);
1802 else
1804 /* The context manager will reapply this state on a depth stencil change */
1805 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1806 scale = 0.0f;
1809 factor = scale_bias.f;
1810 units = const_bias.f * scale;
1813 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1814 gl_info->gl_ops.gl.p_glPolygonOffset(factor, units);
1816 else
1818 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1821 checkGLcall("depth bias");
1824 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1826 if (state->render_states[WINED3D_RS_ZVISIBLE])
1827 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1830 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1832 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1833 FIXME("Stippled Alpha not supported yet.\n");
1836 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1838 if (state->render_states[WINED3D_RS_ANTIALIAS])
1839 FIXME("Antialias not supported yet.\n");
1842 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1844 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1845 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1846 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1849 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1851 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1852 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1853 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1856 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1858 union {
1859 DWORD d;
1860 float f;
1861 } tmpvalue;
1862 tmpvalue.f = 1.0f;
1864 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1866 static BOOL displayed = FALSE;
1868 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1869 if(!displayed)
1870 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1872 displayed = TRUE;
1876 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1878 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1879 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1880 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1883 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1885 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1886 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1887 state->render_states[WINED3D_RS_NORMALDEGREE]);
1890 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1892 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1893 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1894 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1897 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1899 union {
1900 DWORD d;
1901 float f;
1902 } zmin, zmax;
1904 const struct wined3d_gl_info *gl_info = context->gl_info;
1906 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1908 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1909 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1911 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1912 * In d3d9 test is not performed in this case*/
1913 if (zmin.f <= zmax.f)
1915 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1916 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1917 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1918 checkGLcall("glDepthBoundsEXT(...)");
1920 else
1922 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1923 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1926 else
1928 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1929 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1932 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1935 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1937 if (state->render_states[WINED3D_RS_WRAPU])
1938 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1941 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1943 if (state->render_states[WINED3D_RS_WRAPV])
1944 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1947 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1949 if (state->render_states[WINED3D_RS_MONOENABLE])
1950 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1953 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1955 if (state->render_states[WINED3D_RS_ROP2])
1956 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1959 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1961 if (state->render_states[WINED3D_RS_PLANEMASK])
1962 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1965 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1967 if (state->render_states[WINED3D_RS_SUBPIXEL])
1968 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1971 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1973 if (state->render_states[WINED3D_RS_SUBPIXELX])
1974 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1977 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1979 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1980 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1983 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1985 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1986 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1989 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1991 if (state->render_states[WINED3D_RS_ANISOTROPY])
1992 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1995 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1997 if (state->render_states[WINED3D_RS_FLUSHBATCH])
1998 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2001 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2003 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
2004 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2007 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2009 if (state->render_states[WINED3D_RS_EXTENTS])
2010 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2013 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2015 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2016 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2019 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2021 static int once;
2022 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2024 if (!once++)
2025 FIXME("Software vertex processing not implemented.\n");
2029 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2030 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2031 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2032 * flag specifies the complement of the input should be used. */
2033 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2034 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2036 /* Calculate the operand */
2037 if (complement) {
2038 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2039 else *operand = GL_ONE_MINUS_SRC_COLOR;
2040 } else {
2041 if (from_alpha) *operand = GL_SRC_ALPHA;
2042 else *operand = GL_SRC_COLOR;
2045 /* Calculate the source */
2046 switch (arg & WINED3DTA_SELECTMASK) {
2047 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2048 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2049 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2050 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2051 case WINED3DTA_SPECULAR:
2053 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2054 * 'Secondary color' and isn't supported until base GL supports it
2055 * There is no concept of temp registers as far as I can tell
2057 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2058 *source = GL_TEXTURE;
2059 break;
2060 default:
2061 FIXME("Unrecognized texture arg %#x\n", arg);
2062 *source = GL_TEXTURE;
2063 break;
2067 /* Setup the texture operations texture stage states */
2068 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2069 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2071 GLenum src1, src2, src3;
2072 GLenum opr1, opr2, opr3;
2073 GLenum comb_target;
2074 GLenum src0_target, src1_target, src2_target;
2075 GLenum opr0_target, opr1_target, opr2_target;
2076 GLenum scal_target;
2077 GLenum opr=0, invopr, src3_target, opr3_target;
2078 BOOL Handled = FALSE;
2080 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2082 /* Operations usually involve two args, src0 and src1 and are operations
2083 * of the form (a1 <operation> a2). However, some of the more complex
2084 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2085 * Microsoft added in a third parameter called a0. Therefore these are
2086 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2087 * parameter goes to the front.
2089 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2090 * actual functions below, expect their syntax to differ slightly to those
2091 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2092 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2094 if (isAlpha)
2096 comb_target = GL_COMBINE_ALPHA;
2097 src0_target = GL_SOURCE0_ALPHA;
2098 src1_target = GL_SOURCE1_ALPHA;
2099 src2_target = GL_SOURCE2_ALPHA;
2100 opr0_target = GL_OPERAND0_ALPHA;
2101 opr1_target = GL_OPERAND1_ALPHA;
2102 opr2_target = GL_OPERAND2_ALPHA;
2103 scal_target = GL_ALPHA_SCALE;
2105 else
2107 comb_target = GL_COMBINE_RGB;
2108 src0_target = GL_SOURCE0_RGB;
2109 src1_target = GL_SOURCE1_RGB;
2110 src2_target = GL_SOURCE2_RGB;
2111 opr0_target = GL_OPERAND0_RGB;
2112 opr1_target = GL_OPERAND1_RGB;
2113 opr2_target = GL_OPERAND2_RGB;
2114 scal_target = GL_RGB_SCALE;
2117 /* If a texture stage references an invalid texture unit the stage just
2118 * passes through the result from the previous stage */
2119 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2121 arg1 = WINED3DTA_CURRENT;
2122 op = WINED3D_TOP_SELECT_ARG1;
2125 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2127 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2128 } else {
2129 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2131 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2132 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2134 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2136 Handled = TRUE; /* Assume will be handled */
2138 /* Other texture operations require special extensions: */
2139 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2141 if (isAlpha) {
2142 opr = GL_SRC_ALPHA;
2143 invopr = GL_ONE_MINUS_SRC_ALPHA;
2144 src3_target = GL_SOURCE3_ALPHA_NV;
2145 opr3_target = GL_OPERAND3_ALPHA_NV;
2146 } else {
2147 opr = GL_SRC_COLOR;
2148 invopr = GL_ONE_MINUS_SRC_COLOR;
2149 src3_target = GL_SOURCE3_RGB_NV;
2150 opr3_target = GL_OPERAND3_RGB_NV;
2152 switch (op)
2154 case WINED3D_TOP_DISABLE: /* Only for alpha */
2155 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2156 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2157 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2158 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2159 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2160 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2161 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2162 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2163 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2164 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2165 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2166 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2167 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2168 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2169 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2170 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2171 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2172 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2173 break;
2175 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2176 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2177 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2178 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2179 if (op == WINED3D_TOP_SELECT_ARG1)
2181 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2182 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2183 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2184 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2186 else
2188 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2189 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2190 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2191 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2193 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2194 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2195 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2196 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2197 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2198 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2199 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2200 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2201 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2202 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2203 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2204 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2205 break;
2207 case WINED3D_TOP_MODULATE:
2208 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2209 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2210 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2211 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2212 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2213 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2214 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2215 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2216 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2217 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2218 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2219 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2220 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2221 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2222 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2223 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2224 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2225 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2226 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2227 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2228 break;
2229 case WINED3D_TOP_MODULATE_2X:
2230 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2231 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2232 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2233 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2234 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2235 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2236 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2237 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2238 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2239 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2240 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2241 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2242 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2243 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2244 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2245 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2246 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2247 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2248 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2249 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2250 break;
2251 case WINED3D_TOP_MODULATE_4X:
2252 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2253 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2254 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2255 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2256 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2257 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2258 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2259 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2260 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2261 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2262 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2263 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2264 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2265 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2266 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2267 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2268 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2269 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2270 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2271 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2272 break;
2274 case WINED3D_TOP_ADD:
2275 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2276 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2277 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2278 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2279 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2280 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2281 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2282 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2283 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2284 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2285 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2286 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2287 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2288 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2289 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2290 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2291 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2292 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2293 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2294 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2295 break;
2297 case WINED3D_TOP_ADD_SIGNED:
2298 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2299 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2300 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2301 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2302 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2303 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2304 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2305 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2306 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2307 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2308 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2309 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2310 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2311 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2312 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2313 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2314 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2315 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2316 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2317 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2318 break;
2320 case WINED3D_TOP_ADD_SIGNED_2X:
2321 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2322 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2323 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2324 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2325 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2326 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2327 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2328 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2329 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2330 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2331 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2332 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2333 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2334 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2335 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2336 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2337 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2338 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2339 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2340 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2341 break;
2343 case WINED3D_TOP_ADD_SMOOTH:
2344 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2345 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2346 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2347 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2348 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2349 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2350 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2351 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2352 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2353 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2354 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2355 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2356 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2357 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2358 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2359 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2360 switch (opr1) {
2361 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2362 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2363 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2364 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2366 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2367 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2368 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2369 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2370 break;
2372 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2373 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2374 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2375 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2376 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2377 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2378 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2379 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2380 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2381 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2382 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2383 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2384 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2385 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2386 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2387 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2388 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2389 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2390 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2391 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2392 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2393 break;
2394 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2395 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2396 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2397 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2398 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2399 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2400 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2401 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2402 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2403 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2404 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2405 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2406 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2407 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2408 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2409 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2410 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2411 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2412 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2413 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2414 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2415 break;
2416 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2417 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2418 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2419 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2420 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2421 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2422 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2423 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2424 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2425 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2426 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2427 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2428 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2429 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2430 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2431 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2432 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2433 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2434 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2435 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2436 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2437 break;
2438 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2439 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2440 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2441 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2442 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2443 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2444 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2445 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2446 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2447 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2448 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2449 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2450 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2451 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2452 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2453 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2454 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2455 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2456 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2457 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2458 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2459 break;
2460 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2461 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2462 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2463 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2464 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2465 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2466 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2467 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2468 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2469 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2470 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2471 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2472 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2473 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2474 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2475 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2476 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2477 switch (opr) {
2478 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2479 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2481 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2482 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2483 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2484 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2485 break;
2486 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2487 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2488 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2489 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2490 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2491 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2492 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2493 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2494 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2495 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2496 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2497 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2498 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2499 switch (opr1) {
2500 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2501 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2503 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2504 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2505 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2506 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2507 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2508 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2509 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2510 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2511 break;
2512 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2513 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2514 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2515 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2516 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2517 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2518 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2519 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2520 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2521 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2522 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2523 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2524 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2525 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2526 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2527 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2528 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2529 switch (opr1) {
2530 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2531 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2532 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2533 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2535 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2536 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2537 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2538 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2539 break;
2540 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2541 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2542 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2543 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2544 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2545 switch (opr1) {
2546 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2547 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2548 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2549 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2551 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2552 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2553 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2554 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2555 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2556 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2557 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2558 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2559 switch (opr1) {
2560 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2561 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2563 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2564 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2565 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2566 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2567 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2568 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2569 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2570 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2571 break;
2572 case WINED3D_TOP_MULTIPLY_ADD:
2573 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2574 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2575 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2576 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2577 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2578 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2579 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2580 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2581 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2582 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2583 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2584 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2585 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2586 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2587 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2588 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2589 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2590 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2591 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2592 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2593 break;
2595 case WINED3D_TOP_BUMPENVMAP:
2596 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2597 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2598 Handled = FALSE;
2599 break;
2601 default:
2602 Handled = FALSE;
2604 if (Handled)
2606 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2607 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2609 return;
2611 } /* GL_NV_texture_env_combine4 */
2613 Handled = TRUE; /* Again, assume handled */
2614 switch (op) {
2615 case WINED3D_TOP_DISABLE: /* Only for alpha */
2616 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2617 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2618 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2619 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2620 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2621 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2622 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2623 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2624 break;
2625 case WINED3D_TOP_SELECT_ARG1:
2626 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2627 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2628 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2629 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2630 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2631 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2632 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2633 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2634 break;
2635 case WINED3D_TOP_SELECT_ARG2:
2636 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2637 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2638 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2639 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2640 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2641 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2642 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2643 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2644 break;
2645 case WINED3D_TOP_MODULATE:
2646 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2647 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2648 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2649 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2650 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2651 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2652 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2653 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2654 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2655 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2656 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2657 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2658 break;
2659 case WINED3D_TOP_MODULATE_2X:
2660 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2661 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2662 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2663 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2664 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2665 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2666 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2667 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2668 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2669 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2670 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2671 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2672 break;
2673 case WINED3D_TOP_MODULATE_4X:
2674 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2675 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2676 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2677 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2678 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2679 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2680 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2681 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2682 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2683 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2684 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2685 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2686 break;
2687 case WINED3D_TOP_ADD:
2688 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2689 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2690 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2691 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2692 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2693 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2694 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2695 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2696 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2697 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2698 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2699 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2700 break;
2701 case WINED3D_TOP_ADD_SIGNED:
2702 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2703 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2704 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2705 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2706 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2707 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2708 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2709 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2710 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2711 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2712 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2713 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2714 break;
2715 case WINED3D_TOP_ADD_SIGNED_2X:
2716 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2717 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2718 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2719 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2720 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2721 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2722 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2723 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2724 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2725 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2726 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2727 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2728 break;
2729 case WINED3D_TOP_SUBTRACT:
2730 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2732 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2733 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2734 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2735 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2736 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2737 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2738 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2739 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2740 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2741 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2742 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2743 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2744 } else {
2745 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2747 break;
2749 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2750 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2751 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2752 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2753 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2754 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2755 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2756 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2757 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2758 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2759 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2760 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2761 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2762 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2763 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2764 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2765 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2766 break;
2767 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2768 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2769 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2770 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2771 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2772 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2773 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2774 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2775 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2776 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2777 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2778 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2779 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2780 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2781 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2782 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2783 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2784 break;
2785 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2786 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2787 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
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, src2_target, GL_CONSTANT);
2797 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2798 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2799 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2800 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2801 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2802 break;
2803 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2804 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2805 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2806 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2807 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2808 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2809 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2810 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2811 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2812 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2813 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2814 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2815 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2816 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2817 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2818 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2819 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2820 break;
2821 case WINED3D_TOP_DOTPRODUCT3:
2822 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2824 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2825 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2827 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2829 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2830 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2831 } else {
2832 FIXME("This version of opengl does not support GL_DOT3\n");
2834 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2835 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2836 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2837 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2838 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2839 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2840 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2841 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2842 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2843 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2844 break;
2845 case WINED3D_TOP_LERP:
2846 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2847 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2848 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2849 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2850 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2851 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2852 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2853 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2854 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2855 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2856 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2857 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2858 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2859 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2860 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2861 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2862 break;
2863 case WINED3D_TOP_ADD_SMOOTH:
2864 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2866 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2867 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2868 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2869 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2870 switch (opr1) {
2871 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2872 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2873 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2874 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2876 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2877 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2878 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2879 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2880 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2881 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2882 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2883 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2884 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2885 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2886 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2887 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2888 } else
2889 Handled = FALSE;
2890 break;
2891 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2892 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2894 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2895 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2896 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2897 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2898 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2899 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2900 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2901 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2902 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2903 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2904 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2905 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2906 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2907 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2908 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2909 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2910 } else
2911 Handled = FALSE;
2912 break;
2913 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2914 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2916 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2917 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2918 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2919 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2920 switch (opr1) {
2921 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2922 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2923 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2924 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2926 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2927 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2928 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2929 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2930 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2931 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2932 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2933 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2934 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2935 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2936 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2937 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2938 } else
2939 Handled = FALSE;
2940 break;
2941 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2942 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2944 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2945 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2946 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2947 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2948 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2949 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2950 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2951 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2952 switch (opr1) {
2953 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2954 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2955 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2956 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2958 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2959 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2960 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2961 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2962 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2963 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2964 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2965 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2966 } else
2967 Handled = FALSE;
2968 break;
2969 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2970 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2972 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2973 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2974 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2975 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2976 switch (opr1) {
2977 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2978 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2979 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2980 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2982 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2983 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
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");
2994 } else
2995 Handled = FALSE;
2996 break;
2997 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
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");
3004 switch (opr1) {
3005 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3006 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3007 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3008 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_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 switch (opr1) {
3015 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3016 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3017 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3018 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3020 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3021 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3022 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3023 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3024 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3025 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3026 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3027 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3028 } else
3029 Handled = FALSE;
3030 break;
3031 case WINED3D_TOP_MULTIPLY_ADD:
3032 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3034 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3035 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3036 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3037 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3038 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3039 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3040 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3041 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3042 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3043 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
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");
3050 } else
3051 Handled = FALSE;
3052 break;
3053 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3054 case WINED3D_TOP_BUMPENVMAP:
3055 if (gl_info->supported[NV_TEXTURE_SHADER2])
3057 /* Technically texture shader support without register combiners is possible, but not expected to occur
3058 * on real world cards, so for now a fixme should be enough
3060 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3062 Handled = FALSE;
3063 break;
3065 default:
3066 Handled = FALSE;
3069 if (Handled) {
3070 BOOL combineOK = TRUE;
3071 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3073 DWORD op2;
3075 if (isAlpha)
3076 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3077 else
3078 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3080 /* Note: If COMBINE4 in effect can't go back to combine! */
3081 switch (op2)
3083 case WINED3D_TOP_ADD_SMOOTH:
3084 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3085 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3086 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3087 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3088 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3089 case WINED3D_TOP_MULTIPLY_ADD:
3090 /* Ignore those implemented in both cases */
3091 switch (op)
3093 case WINED3D_TOP_SELECT_ARG1:
3094 case WINED3D_TOP_SELECT_ARG2:
3095 combineOK = FALSE;
3096 Handled = FALSE;
3097 break;
3098 default:
3099 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3100 return;
3105 if (combineOK)
3107 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3108 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3110 return;
3114 /* After all the extensions, if still unhandled, report fixme */
3115 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3119 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3121 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3122 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3123 DWORD mapped_stage = context->tex_unit_map[stage];
3124 const struct wined3d_gl_info *gl_info = context->gl_info;
3126 TRACE("Setting color op for stage %d\n", stage);
3128 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3129 if (use_ps(state)) return;
3131 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3133 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3135 if (tex_used && mapped_stage >= gl_info->limits.textures)
3137 FIXME("Attempt to enable unsupported stage!\n");
3138 return;
3140 context_active_texture(context, gl_info, mapped_stage);
3143 if (stage >= context->lowest_disabled_stage)
3145 TRACE("Stage disabled\n");
3146 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3148 /* Disable everything here */
3149 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3150 checkGLcall("glDisable(GL_TEXTURE_2D)");
3151 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3152 checkGLcall("glDisable(GL_TEXTURE_3D)");
3153 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3155 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3156 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3158 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3160 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3161 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3164 /* All done */
3165 return;
3168 /* The sampler will also activate the correct texture dimensions, so no
3169 * need to do it here if the sampler for this stage is dirty. */
3170 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3171 texture_activate_dimensions(state->textures[stage], gl_info);
3173 set_tex_op(gl_info, state, FALSE, stage,
3174 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3175 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3176 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3177 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3180 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3182 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3183 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3184 DWORD mapped_stage = context->tex_unit_map[stage];
3185 const struct wined3d_gl_info *gl_info = context->gl_info;
3186 DWORD op, arg1, arg2, arg0;
3188 TRACE("Setting alpha op for stage %d\n", stage);
3189 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3190 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3192 if (tex_used && mapped_stage >= gl_info->limits.textures)
3194 FIXME("Attempt to enable unsupported stage!\n");
3195 return;
3197 context_active_texture(context, gl_info, mapped_stage);
3200 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3201 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3202 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3203 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3205 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3207 struct wined3d_texture *texture = state->textures[0];
3208 GLenum texture_dimensions = texture->target;
3210 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3212 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3214 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3215 * properly. On the other hand applications can still use texture combiners apparently. This code
3216 * takes care that apps cannot remove the texture's alpha channel entirely.
3218 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3219 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3220 * and alpha component of diffuse color to draw things like translucent text and perform other
3221 * blending effects.
3223 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3224 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3225 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3226 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3227 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3228 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3229 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3230 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3231 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3232 * alpha.
3234 * What to do with multitexturing? So far no app has been found that uses color keying with
3235 * multitexturing */
3236 if (op == WINED3D_TOP_DISABLE)
3238 arg1 = WINED3DTA_TEXTURE;
3239 op = WINED3D_TOP_SELECT_ARG1;
3241 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3243 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3245 arg2 = WINED3DTA_TEXTURE;
3246 op = WINED3D_TOP_MODULATE;
3248 else arg1 = WINED3DTA_TEXTURE;
3250 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3252 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3254 arg1 = WINED3DTA_TEXTURE;
3255 op = WINED3D_TOP_MODULATE;
3257 else arg2 = WINED3DTA_TEXTURE;
3263 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3264 * this if block here, and the other code(color keying, texture unit selection) are the same
3266 TRACE("Setting alpha op for stage %d\n", stage);
3267 if (gl_info->supported[NV_REGISTER_COMBINERS])
3269 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3270 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3272 else
3274 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3278 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3280 const struct wined3d_gl_info *gl_info = context->gl_info;
3281 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3282 unsigned int mapped_stage = context->tex_unit_map[tex];
3283 struct wined3d_matrix mat;
3285 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3286 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3288 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3289 return;
3292 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3293 if (mapped_stage >= gl_info->limits.textures) return;
3295 context_active_texture(context, gl_info, mapped_stage);
3296 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3297 checkGLcall("glMatrixMode(GL_TEXTURE)");
3299 get_texture_matrix(context, state, mapped_stage, &mat);
3301 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3302 checkGLcall("glLoadMatrixf");
3305 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3307 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3308 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3309 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3310 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3311 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3312 const struct wined3d_gl_info *gl_info = context->gl_info;
3313 DWORD mapped_stage = context->tex_unit_map[stage];
3315 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3317 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3318 return;
3321 if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_FRAGMENT_SAMPLERS))
3323 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3324 return;
3326 context_active_texture(context, gl_info, mapped_stage);
3328 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3330 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3331 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3332 * means use the vertex position (camera-space) as the input texture coordinates
3333 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3334 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3335 * to the TEXCOORDINDEX value
3337 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3339 case WINED3DTSS_TCI_PASSTHRU:
3340 /* Use the specified texture coordinates contained within the
3341 * vertex format. This value resolves to zero. */
3342 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3343 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3344 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3345 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3346 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3347 break;
3349 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3350 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3351 * as the input texture coordinates for this stage's texture transformation. This
3352 * equates roughly to EYE_LINEAR */
3354 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3355 gl_info->gl_ops.gl.p_glPushMatrix();
3356 gl_info->gl_ops.gl.p_glLoadIdentity();
3357 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3358 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3359 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3360 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3361 gl_info->gl_ops.gl.p_glPopMatrix();
3362 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3364 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3365 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3366 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3367 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3369 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3370 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3371 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3372 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3374 break;
3376 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3377 /* Note that NV_TEXGEN_REFLECTION support is implied when
3378 * ARB_TEXTURE_CUBE_MAP is supported */
3379 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3381 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3382 break;
3385 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3386 gl_info->gl_ops.gl.p_glPushMatrix();
3387 gl_info->gl_ops.gl.p_glLoadIdentity();
3388 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3389 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3390 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3391 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3392 gl_info->gl_ops.gl.p_glPopMatrix();
3393 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3395 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3396 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3397 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3398 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3400 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3401 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3402 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3403 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3405 break;
3407 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3408 /* Note that NV_TEXGEN_REFLECTION support is implied when
3409 * ARB_TEXTURE_CUBE_MAP is supported */
3410 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3412 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3413 break;
3416 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3417 gl_info->gl_ops.gl.p_glPushMatrix();
3418 gl_info->gl_ops.gl.p_glLoadIdentity();
3419 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3420 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3421 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3422 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3423 gl_info->gl_ops.gl.p_glPopMatrix();
3424 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3426 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3427 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3428 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3429 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3431 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3432 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3433 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3434 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3436 break;
3438 case WINED3DTSS_TCI_SPHEREMAP:
3439 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3440 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3441 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3443 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3444 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3445 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3446 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3448 break;
3450 default:
3451 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3452 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3453 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3454 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3455 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3456 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3457 checkGLcall("Disable texgen.");
3459 break;
3462 /* Update the texture matrix. */
3463 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3464 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3466 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3468 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3469 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3470 * and do all the things linked to it
3471 * TODO: Tidy that up to reload only the arrays of the changed unit
3473 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3475 context_unload_tex_coords(context);
3476 context_load_tex_coords(context, &context->stream_info, &curVBO, state);
3480 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3482 const DWORD sampler = state_id - STATE_SAMPLER(0);
3483 const struct wined3d_texture *texture = state->textures[sampler];
3485 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3487 if (!texture)
3488 return;
3490 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3491 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3492 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3494 if (sampler < MAX_TEXTURES)
3496 const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3498 if (tex_is_pow2 || (context->lastWasPow2Texture & (1u << sampler)))
3500 if (tex_is_pow2)
3501 context->lastWasPow2Texture |= 1u << sampler;
3502 else
3503 context->lastWasPow2Texture &= ~(1u << sampler);
3505 transform_texture(context, state, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3510 static enum wined3d_texture_address wined3d_texture_address_mode(const struct wined3d_texture *texture,
3511 enum wined3d_texture_address t)
3513 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3515 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3516 return WINED3D_TADDRESS_WRAP;
3519 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3520 if (texture->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture->flags & WINED3D_TEXTURE_COND_NP2)
3521 && t == WINED3D_TADDRESS_WRAP))
3522 return WINED3D_TADDRESS_CLAMP;
3524 return t;
3527 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3528 const struct wined3d_context *context, const DWORD *sampler_states, const struct wined3d_texture *texture)
3530 union
3532 float f;
3533 DWORD d;
3534 } lod_bias;
3536 desc->address_u = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3537 desc->address_v = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3538 desc->address_w = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3539 wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color,
3540 sampler_states[WINED3D_SAMP_BORDER_COLOR]);
3541 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3542 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3543 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3544 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3545 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3546 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3547 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3548 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3549 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3550 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3551 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3552 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3553 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3554 desc->lod_bias = lod_bias.f;
3555 desc->min_lod = -1000.0f;
3556 desc->max_lod = 1000.0f;
3557 desc->mip_base_level = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
3558 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3559 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3560 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3561 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3562 || (texture->flags & WINED3D_TEXTURE_COND_NP2))
3563 desc->max_anisotropy = 1;
3564 desc->compare = texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW;
3565 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3566 desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
3568 if (!(texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING))
3570 desc->mag_filter = WINED3D_TEXF_POINT;
3571 desc->min_filter = WINED3D_TEXF_POINT;
3572 desc->mip_filter = WINED3D_TEXF_NONE;
3575 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3577 desc->mip_filter = WINED3D_TEXF_NONE;
3578 if (context->gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3579 desc->min_filter = WINED3D_TEXF_POINT;
3583 /* Enabling and disabling texture dimensions is done by texture stage state /
3584 * pixel shader setup, this function only has to bind textures and set the per
3585 * texture states. */
3586 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3588 DWORD sampler_idx = state_id - STATE_SAMPLER(0);
3589 DWORD mapped_stage = context->tex_unit_map[sampler_idx];
3590 const struct wined3d_gl_info *gl_info = context->gl_info;
3592 TRACE("Sampler %u.\n", sampler_idx);
3594 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3596 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3597 return;
3600 if (mapped_stage >= gl_info->limits.graphics_samplers)
3601 return;
3602 context_active_texture(context, gl_info, mapped_stage);
3604 if (state->textures[sampler_idx])
3606 BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE];
3607 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3608 struct wined3d_texture *texture = state->textures[sampler_idx];
3609 struct wined3d_device *device = context->device;
3610 struct wined3d_sampler_desc desc;
3611 struct wined3d_sampler *sampler;
3612 struct wine_rb_entry *entry;
3614 wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, texture);
3616 wined3d_texture_bind(texture, context, srgb);
3618 if ((entry = wine_rb_get(&device->samplers, &desc)))
3620 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3622 else
3624 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &sampler)))
3626 ERR("Failed to create sampler.\n");
3627 return;
3629 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3631 ERR("Failed to insert sampler.\n");
3632 wined3d_sampler_decref(sampler);
3633 return;
3637 wined3d_sampler_bind(sampler, mapped_stage, texture, context);
3639 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3640 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3641 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3643 else
3645 context_bind_texture(context, GL_NONE, 0);
3646 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3648 GL_EXTCALL(glBindSampler(mapped_stage, 0));
3649 checkGLcall("glBindSampler");
3654 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3656 unsigned int i;
3658 if (use_ps(state))
3660 if (!context->last_was_pshader)
3662 /* Former draw without a pixel shader, some samplers may be
3663 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3664 * make sure to enable them. */
3665 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3667 if (!isStateDirty(context, STATE_SAMPLER(i)))
3668 sampler(context, state, STATE_SAMPLER(i));
3670 context->last_was_pshader = TRUE;
3672 else
3674 /* Otherwise all samplers were activated by the code above in
3675 * earlier draws, or by sampler() if a different texture was
3676 * bound. I don't have to do anything. */
3679 else
3681 /* Disabled the pixel shader - color ops weren't applied while it was
3682 * enabled, so re-apply them. */
3683 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3685 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3686 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3688 context->last_was_pshader = FALSE;
3691 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3694 static void state_compute_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3696 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_COMPUTE;
3699 static void state_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3701 enum wined3d_shader_type shader_type = state_id - STATE_SHADER(0);
3702 context->shader_update_mask |= 1u << shader_type;
3705 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3707 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3710 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3712 const struct wined3d_gl_info *gl_info = context->gl_info;
3713 struct wined3d_matrix mat;
3715 /* This function is called by transform_view below if the view matrix was changed too
3717 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3718 * does not always update the world matrix, only on a switch between transformed
3719 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3720 * draw, but that should be rather rare and cheaper in total.
3722 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3723 checkGLcall("glMatrixMode");
3725 get_modelview_matrix(context, state, 0, &mat);
3727 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3728 checkGLcall("glLoadMatrixf");
3731 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3733 const struct wined3d_gl_info *gl_info = context->gl_info;
3734 UINT index = state_id - STATE_CLIPPLANE(0);
3735 GLdouble plane[4];
3737 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.user_clip_distances)
3738 return;
3740 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3741 gl_info->gl_ops.gl.p_glPushMatrix();
3743 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3744 if (!use_vs(state))
3745 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3746 else
3747 /* With vertex shaders, clip planes are not transformed in Direct3D,
3748 * while in OpenGL they are still transformed by the model view matrix. */
3749 gl_info->gl_ops.gl.p_glLoadIdentity();
3751 plane[0] = state->clip_planes[index].x;
3752 plane[1] = state->clip_planes[index].y;
3753 plane[2] = state->clip_planes[index].z;
3754 plane[3] = state->clip_planes[index].w;
3756 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3757 plane[0], plane[1], plane[2], plane[3]);
3758 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3759 checkGLcall("glClipPlane");
3761 gl_info->gl_ops.gl.p_glPopMatrix();
3764 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3766 unsigned int matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3768 WARN("Unsupported world matrix %u set.\n", matrix);
3771 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3773 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3774 static unsigned int once;
3776 if (f == WINED3D_VBF_DISABLE)
3777 return;
3779 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3780 else WARN("Vertex blend flags %#x not supported.\n", f);
3783 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3785 const struct wined3d_gl_info *gl_info = context->gl_info;
3786 const struct wined3d_light_info *light = NULL;
3787 unsigned int k;
3789 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3790 * NOTE: We have to reset the positions even if the light/plane is not currently
3791 * enabled, since the call to enable it will not reset the position.
3792 * NOTE2: Apparently texture transforms do NOT need reapplying
3795 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3796 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3797 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3798 checkGLcall("glLoadMatrixf(...)");
3800 /* Reset lights. TODO: Call light apply func */
3801 for (k = 0; k < gl_info->limits.lights; ++k)
3803 if (!(light = state->lights[k]))
3804 continue;
3805 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3806 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3807 else
3808 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3809 checkGLcall("glLightfv posn");
3810 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3811 checkGLcall("glLightfv dirn");
3814 /* Reset Clipping Planes */
3815 for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
3817 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3818 clipplane(context, state, STATE_CLIPPLANE(k));
3821 if (context->last_was_rhw)
3823 gl_info->gl_ops.gl.p_glLoadIdentity();
3824 checkGLcall("glLoadIdentity()");
3825 /* No need to update the world matrix, the identity is fine */
3826 return;
3829 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3830 * No need to do it here if the state is scheduled for update. */
3831 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3832 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3835 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3837 const struct wined3d_gl_info *gl_info = context->gl_info;
3838 struct wined3d_matrix projection;
3840 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3841 checkGLcall("glMatrixMode(GL_PROJECTION)");
3843 get_projection_matrix(context, state, &projection);
3844 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
3845 checkGLcall("glLoadMatrixf");
3848 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3850 if (isStateDirty(context, STATE_VDECL))
3851 return;
3852 context_update_stream_sources(context, state);
3855 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3857 if (isStateDirty(context, STATE_STREAMSRC))
3858 return;
3859 context_update_stream_sources(context, state);
3862 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3864 const struct wined3d_gl_info *gl_info = context->gl_info;
3865 BOOL useVertexShaderFunction = use_vs(state);
3866 BOOL updateFog = FALSE;
3867 BOOL transformed;
3868 BOOL wasrhw = context->last_was_rhw;
3869 unsigned int i;
3871 transformed = context->stream_info.position_transformed;
3872 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
3873 updateFog = TRUE;
3875 context->last_was_rhw = transformed;
3877 if (context->stream_info.swizzle_map != context->last_swizzle_map)
3878 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
3880 context->last_swizzle_map = context->stream_info.swizzle_map;
3882 /* Don't have to apply the matrices when vertex shaders are used. When
3883 * vshaders are turned off this function will be called again anyway to
3884 * make sure they're properly set. */
3885 if (!useVertexShaderFunction)
3887 /* TODO: Move this mainly to the viewport state and only apply when
3888 * the vp has changed or transformed / untransformed was switched. */
3889 if (wasrhw != context->last_was_rhw
3890 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
3891 && !isStateDirty(context, STATE_VIEWPORT))
3892 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3893 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3894 * mode.
3896 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3897 * this check will fail and the matrix not applied again. This is OK because a simple
3898 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3899 * needs of the vertex declaration.
3901 * World and view matrix go into the same gl matrix, so only apply them when neither is
3902 * dirty
3904 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
3905 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3906 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3907 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
3908 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
3909 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
3910 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
3912 if (context->last_was_vshader)
3914 updateFog = TRUE;
3916 if (!context->d3d_info->vs_clipping
3917 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
3919 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
3922 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3924 clipplane(context, state, STATE_CLIPPLANE(i));
3927 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
3928 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
3930 else
3932 if (!context->last_was_vshader)
3934 static BOOL warned = FALSE;
3935 if (!context->d3d_info->vs_clipping)
3937 /* Disable all clip planes to get defined results on all drivers. See comment in the
3938 * state_clipping state handler
3940 context_enable_clip_distances(context, 0);
3942 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
3944 FIXME("Clipping not supported with vertex shaders.\n");
3945 warned = TRUE;
3948 if (wasrhw)
3950 /* Apply the transform matrices when switching from rhw
3951 * drawing to vertex shaders. Vertex shaders themselves do
3952 * not need it, but the matrices are not reapplied
3953 * automatically when switching back from vertex shaders to
3954 * fixed function processing. So make sure we leave the fixed
3955 * function vertex processing states back in a sane state
3956 * before switching to shaders. */
3957 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
3958 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3959 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3960 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3962 updateFog = TRUE;
3964 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
3965 * (Note: ARB shaders can read the clip planes for clipping emulation even if
3966 * device->vs_clipping is false.
3968 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
3970 clipplane(context, state, STATE_CLIPPLANE(i));
3975 context->last_was_vshader = useVertexShaderFunction;
3976 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
3978 if (updateFog)
3979 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
3981 if (!useVertexShaderFunction)
3983 unsigned int i;
3985 for (i = 0; i < MAX_TEXTURES; ++i)
3987 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
3988 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3991 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
3992 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
3993 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3997 static void get_viewports(struct wined3d_context *context, const struct wined3d_state *state,
3998 unsigned int viewport_count, struct wined3d_viewport *viewports)
4000 const struct wined3d_rendertarget_view *depth_stencil = state->fb->depth_stencil;
4001 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4002 unsigned int width, height, i;
4004 for (i = 0; i < viewport_count; ++i)
4005 viewports[i] = state->viewports[i];
4007 /* Note: GL uses a lower left origin while DirectX uses upper left. This
4008 * is reversed when using offscreen rendering. */
4009 if (context->render_offscreen)
4010 return;
4012 if (target)
4014 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4016 else if (depth_stencil)
4018 height = depth_stencil->height;
4020 else
4022 FIXME("Could not get the height of render targets.\n");
4023 return;
4026 for (i = 0; i < viewport_count; ++i)
4027 viewports[i].y = height - (viewports[i].y + viewports[i].height);
4030 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4032 const struct wined3d_gl_info *gl_info = context->gl_info;
4033 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4035 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4037 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
4038 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
4040 unsigned int i, reset_count = 0;
4042 get_viewports(context, state, state->viewport_count, vp);
4043 for (i = 0; i < state->viewport_count; ++i)
4045 depth_ranges[i * 2] = vp[i].min_z;
4046 depth_ranges[i * 2 + 1] = vp[i].max_z;
4048 viewports[i * 4] = vp[i].x;
4049 viewports[i * 4 + 1] = vp[i].y;
4050 viewports[i * 4 + 2] = vp[i].width;
4051 viewports[i * 4 + 3] = vp[i].height;
4054 if (context->viewport_count > state->viewport_count)
4055 reset_count = context->viewport_count - state->viewport_count;
4057 if (reset_count)
4059 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4060 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4063 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4064 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4065 context->viewport_count = state->viewport_count;
4067 else
4069 get_viewports(context, state, 1, vp);
4070 gl_info->gl_ops.gl.p_glDepthRange(vp[0].min_z, vp[0].max_z);
4071 gl_info->gl_ops.gl.p_glViewport(vp[0].x, vp[0].y, vp[0].width, vp[0].height);
4073 checkGLcall("setting clip space and viewport");
4076 static void viewport_miscpart_cc(struct wined3d_context *context,
4077 const struct wined3d_state *state, DWORD state_id)
4079 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4080 float pixel_center_offset = context->d3d_info->wined3d_creation_flags
4081 & WINED3D_PIXEL_CENTER_INTEGER ? 63.0f / 128.0f : -1.0f / 128.0f;
4082 const struct wined3d_gl_info *gl_info = context->gl_info;
4083 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4084 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
4085 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
4086 unsigned int i, reset_count = 0;
4088 get_viewports(context, state, state->viewport_count, vp);
4090 GL_EXTCALL(glClipControl(context->render_offscreen ? GL_UPPER_LEFT : GL_LOWER_LEFT, GL_ZERO_TO_ONE));
4092 for (i = 0; i < state->viewport_count; ++i)
4094 depth_ranges[i * 2] = vp[i].min_z;
4095 depth_ranges[i * 2 + 1] = vp[i].max_z;
4097 viewports[i * 4] = vp[i].x + pixel_center_offset;
4098 viewports[i * 4 + 1] = vp[i].y + pixel_center_offset;
4099 viewports[i * 4 + 2] = vp[i].width;
4100 viewports[i * 4 + 3] = vp[i].height;
4103 if (context->viewport_count > state->viewport_count)
4104 reset_count = context->viewport_count - state->viewport_count;
4106 if (reset_count)
4108 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4109 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4112 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4113 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4114 context->viewport_count = state->viewport_count;
4116 checkGLcall("setting clip space and viewport");
4119 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4121 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4122 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4123 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4124 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4125 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4126 /* Update the position fixup. */
4127 context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
4130 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4132 const struct wined3d_gl_info *gl_info = context->gl_info;
4133 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4134 const struct wined3d_light_info *lightInfo = state->lights[Index];
4136 if (!lightInfo)
4138 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4139 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4141 else
4143 float quad_att;
4144 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4146 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4147 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4148 gl_info->gl_ops.gl.p_glPushMatrix();
4149 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4151 /* Diffuse: */
4152 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4153 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4154 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4155 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4156 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4157 checkGLcall("glLightfv");
4159 /* Specular */
4160 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4161 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4162 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4163 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4164 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4165 checkGLcall("glLightfv");
4167 /* Ambient */
4168 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4169 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4170 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4171 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4172 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4173 checkGLcall("glLightfv");
4175 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4176 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4177 else
4178 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4180 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4181 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4182 * Attenuation0 to NaN and crashes in the gl lib
4185 switch (lightInfo->OriginalParms.type)
4187 case WINED3D_LIGHT_POINT:
4188 /* Position */
4189 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4190 checkGLcall("glLightfv");
4191 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4192 checkGLcall("glLightf");
4193 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4194 lightInfo->OriginalParms.attenuation0);
4195 checkGLcall("glLightf");
4196 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4197 lightInfo->OriginalParms.attenuation1);
4198 checkGLcall("glLightf");
4199 if (quad_att < lightInfo->OriginalParms.attenuation2)
4200 quad_att = lightInfo->OriginalParms.attenuation2;
4201 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4202 checkGLcall("glLightf");
4203 /* FIXME: Range */
4204 break;
4206 case WINED3D_LIGHT_SPOT:
4207 /* Position */
4208 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4209 checkGLcall("glLightfv");
4210 /* Direction */
4211 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4212 checkGLcall("glLightfv");
4213 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4214 checkGLcall("glLightf");
4215 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4216 checkGLcall("glLightf");
4217 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4218 lightInfo->OriginalParms.attenuation0);
4219 checkGLcall("glLightf");
4220 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4221 lightInfo->OriginalParms.attenuation1);
4222 checkGLcall("glLightf");
4223 if (quad_att < lightInfo->OriginalParms.attenuation2)
4224 quad_att = lightInfo->OriginalParms.attenuation2;
4225 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4226 checkGLcall("glLightf");
4227 /* FIXME: Range */
4228 break;
4230 case WINED3D_LIGHT_DIRECTIONAL:
4231 /* Direction */
4232 /* Note GL uses w position of 0 for direction! */
4233 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4234 checkGLcall("glLightfv");
4235 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4236 checkGLcall("glLightf");
4237 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4238 checkGLcall("glLightf");
4239 break;
4241 default:
4242 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4245 /* Restore the modelview matrix */
4246 gl_info->gl_ops.gl.p_glPopMatrix();
4248 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4249 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4253 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4255 const struct wined3d_gl_info *gl_info = context->gl_info;
4256 unsigned int height = 0;
4257 const RECT *r;
4259 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4260 * so our viewport correction does not apply. Warning2: Even in windowed
4261 * mode the coords are relative to the window, not the screen. */
4263 if (!context->render_offscreen)
4265 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4266 unsigned int width;
4268 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4271 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4273 GLint sr[4 * WINED3D_MAX_VIEWPORTS];
4274 unsigned int i, reset_count = 0;
4276 for (i = 0; i < state->scissor_rect_count; ++i)
4278 r = &state->scissor_rects[i];
4280 sr[i * 4] = r->left;
4281 sr[i * 4 + 1] = height ? height - r->top : r->top;
4282 sr[i * 4 + 2] = r->right - r->left;
4283 sr[i * 4 + 3] = r->bottom - r->top;
4286 if (context->scissor_rect_count > state->scissor_rect_count)
4287 reset_count = context->scissor_rect_count - state->scissor_rect_count;
4289 if (reset_count)
4290 memset(&sr[state->scissor_rect_count * 4], 0, reset_count * 4 * sizeof(GLint));
4292 GL_EXTCALL(glScissorArrayv(0, state->scissor_rect_count + reset_count, sr));
4293 checkGLcall("glScissorArrayv");
4294 context->scissor_rect_count = state->scissor_rect_count;
4296 else
4298 r = &state->scissor_rects[0];
4299 gl_info->gl_ops.gl.p_glScissor(r->left, height ? height - r->top : r->top,
4300 r->right - r->left, r->bottom - r->top);
4301 checkGLcall("glScissor");
4305 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4307 const struct wined3d_stream_info *stream_info = &context->stream_info;
4308 const struct wined3d_gl_info *gl_info = context->gl_info;
4310 if (!state->index_buffer || !stream_info->all_vbo)
4312 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4314 else
4316 struct wined3d_buffer *ib = state->index_buffer;
4317 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
4321 static void depth_clip(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
4323 if (!gl_info->supported[ARB_DEPTH_CLAMP])
4325 if (r && !r->desc.depth_clip)
4326 FIXME("Depth clamp not supported by this GL implementation.\n");
4327 return;
4330 if (r && !r->desc.depth_clip)
4331 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
4332 else
4333 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
4334 checkGLcall("depth clip");
4337 static void rasterizer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4339 const struct wined3d_gl_info *gl_info = context->gl_info;
4340 GLenum mode;
4342 mode = state->rasterizer_state && state->rasterizer_state->desc.front_ccw ? GL_CCW : GL_CW;
4343 if (context->render_offscreen)
4344 mode = (mode == GL_CW) ? GL_CCW : GL_CW;
4346 gl_info->gl_ops.gl.p_glFrontFace(mode);
4347 checkGLcall("glFrontFace");
4348 depth_clip(state->rasterizer_state, gl_info);
4351 static void rasterizer_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4353 const struct wined3d_gl_info *gl_info = context->gl_info;
4354 GLenum mode;
4356 mode = state->rasterizer_state && state->rasterizer_state->desc.front_ccw ? GL_CCW : GL_CW;
4358 gl_info->gl_ops.gl.p_glFrontFace(mode);
4359 checkGLcall("glFrontFace");
4360 depth_clip(state->rasterizer_state, gl_info);
4363 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4365 static BOOL warned;
4367 if (!warned)
4369 WARN("Point sprite coordinate origin switching not supported.\n");
4370 warned = TRUE;
4374 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4376 const struct wined3d_gl_info *gl_info = context->gl_info;
4377 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4379 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4380 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4383 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4385 const struct wined3d_gl_info *gl_info = context->gl_info;
4387 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4389 if (needs_srgb_write(context, state, state->fb))
4390 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4391 else
4392 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4395 static void state_cb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4397 const struct wined3d_gl_info *gl_info = context->gl_info;
4398 enum wined3d_shader_type shader_type;
4399 struct wined3d_buffer *buffer;
4400 unsigned int i, base, count;
4402 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4404 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id))
4405 shader_type = state_id - STATE_GRAPHICS_CONSTANT_BUFFER(0);
4406 else
4407 shader_type = WINED3D_SHADER_TYPE_COMPUTE;
4409 wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
4410 for (i = 0; i < count; ++i)
4412 buffer = state->cb[shader_type][i];
4413 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
4415 checkGLcall("bind constant buffers");
4418 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4420 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4422 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4425 static void state_shader_resource_binding(struct wined3d_context *context,
4426 const struct wined3d_state *state, DWORD state_id)
4428 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4430 context->update_shader_resource_bindings = 1;
4433 static void state_cs_resource_binding(struct wined3d_context *context,
4434 const struct wined3d_state *state, DWORD state_id)
4436 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4437 context->update_compute_shader_resource_bindings = 1;
4440 static void state_uav_binding(struct wined3d_context *context,
4441 const struct wined3d_state *state, DWORD state_id)
4443 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4444 context->update_unordered_access_view_bindings = 1;
4447 static void state_cs_uav_binding(struct wined3d_context *context,
4448 const struct wined3d_state *state, DWORD state_id)
4450 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4451 context->update_compute_unordered_access_view_bindings = 1;
4454 static void state_uav_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4456 WARN("ARB_image_load_store is not supported by OpenGL implementation.\n");
4459 static void state_so(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4461 const struct wined3d_gl_info *gl_info = context->gl_info;
4462 struct wined3d_buffer *buffer;
4463 unsigned int offset, size, i;
4465 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4467 context_end_transform_feedback(context);
4469 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
4471 if (!(buffer = state->stream_output[i].buffer))
4473 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, i, 0));
4474 continue;
4477 offset = state->stream_output[i].offset;
4478 if (offset == ~0u)
4480 FIXME("Appending to stream output buffers not implemented.\n");
4481 offset = 0;
4483 size = buffer->resource.size - offset;
4484 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, i,
4485 buffer->buffer_object, offset, size));
4487 checkGLcall("bind transform feedback buffers");
4490 static void state_so_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4492 WARN("Transform feedback not supported.\n");
4495 const struct StateEntryTemplate misc_state_template[] =
4497 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4498 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4499 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4500 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4501 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4502 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4503 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4504 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
4505 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4506 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4507 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4508 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4509 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
4510 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_binding }, ARB_SHADER_IMAGE_LOAD_STORE },
4511 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4512 { STATE_COMPUTE_SHADER_RESOURCE_BINDING, { STATE_COMPUTE_SHADER_RESOURCE_BINDING, state_cs_resource_binding}, WINED3D_GL_EXT_NONE },
4513 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_cs_uav_binding}, ARB_SHADER_IMAGE_LOAD_STORE },
4514 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4515 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so, }, WINED3D_GL_VERSION_3_2 },
4516 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so_warn, }, WINED3D_GL_EXT_NONE },
4517 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4518 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4519 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4520 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), state_line_antialias}, WINED3D_GL_EXT_NONE },
4521 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), state_line_antialias}, WINED3D_GL_EXT_NONE },
4522 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4523 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4524 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4525 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4526 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4527 { STATE_BLEND, { STATE_BLEND, state_blend_object }, WINED3D_GL_EXT_NONE },
4528 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4529 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4530 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer_cc }, ARB_CLIP_CONTROL },
4531 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer }, WINED3D_GL_EXT_NONE },
4532 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4533 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL },
4534 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4535 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4537 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4538 * vshader loadings are untied from each other
4540 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4541 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4542 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4543 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4544 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4545 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4546 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4547 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4548 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4549 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4550 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4551 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4552 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4553 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4554 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4555 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4556 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4557 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4558 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4559 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4560 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4561 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4562 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4563 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4564 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4565 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4566 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4567 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4568 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4569 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4570 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4571 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4572 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4573 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4574 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4575 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4576 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4577 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4578 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4579 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4580 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4581 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4582 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4583 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4584 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4585 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4586 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4587 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4589 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart_cc}, ARB_CLIP_CONTROL },
4590 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4591 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4592 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4593 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4594 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE },
4595 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4596 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4597 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4598 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4599 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
4600 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
4601 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4602 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4603 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4604 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwriteenable }, WINED3D_GL_EXT_NONE },
4605 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4606 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4607 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4608 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4609 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4610 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4611 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4612 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4613 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4614 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4615 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4616 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
4617 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4618 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4619 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4620 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4621 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4622 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4623 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4624 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s_ext}, EXT_STENCIL_TWO_SIDE },
4625 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4626 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4627 { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4628 { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4629 { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4630 { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4631 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4632 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4633 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4634 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4635 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4636 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4637 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4638 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4639 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4640 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4641 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4642 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4643 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4644 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4645 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4646 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4647 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4648 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4649 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4650 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4651 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4652 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4653 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4654 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4655 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4656 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4657 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4658 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4659 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4660 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
4661 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
4662 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4663 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4664 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
4665 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
4666 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
4667 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
4668 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, WINED3D_GL_BLEND_EQUATION },
4669 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
4670 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
4671 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
4672 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
4673 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4674 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
4675 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4676 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
4677 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
4678 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
4679 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
4680 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
4681 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
4682 /* Samplers */
4683 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
4684 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
4685 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
4686 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
4687 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
4688 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
4689 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
4690 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
4691 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
4692 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
4693 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
4694 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
4695 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
4696 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
4697 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
4698 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
4699 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
4700 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
4701 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
4702 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
4703 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
4704 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
4705 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
4706 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
4707 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), state_shader }, WINED3D_GL_EXT_NONE },
4708 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), state_shader }, WINED3D_GL_EXT_NONE },
4709 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_shader }, WINED3D_GL_EXT_NONE },
4710 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), state_compute_shader}, WINED3D_GL_EXT_NONE },
4711 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4714 static const struct StateEntryTemplate vp_ffp_states[] =
4716 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
4717 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4718 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
4719 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
4720 /* Clip planes */
4721 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
4722 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
4723 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
4724 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
4725 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
4726 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
4727 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
4728 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
4729 /* Lights */
4730 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
4731 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
4732 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
4733 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
4734 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
4735 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
4736 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
4737 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
4738 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
4739 /* Viewport */
4740 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
4741 /* Transform states follow */
4742 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
4743 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
4744 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4745 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4746 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4747 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4748 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4749 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4750 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4751 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4752 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
4753 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
4754 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
4755 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
4756 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
4757 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
4758 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
4759 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
4760 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
4761 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
4762 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
4763 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
4764 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
4765 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
4766 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
4767 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
4768 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
4769 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
4770 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
4771 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
4772 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
4773 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
4774 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
4775 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
4776 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
4777 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
4778 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
4779 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
4780 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
4781 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
4782 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
4783 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
4784 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
4785 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
4786 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
4787 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
4788 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
4789 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
4790 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
4791 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
4792 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
4793 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
4794 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
4795 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
4796 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
4797 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
4798 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
4799 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
4800 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
4801 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
4802 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
4803 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
4804 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
4805 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
4806 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
4807 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
4808 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
4809 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
4810 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
4811 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
4812 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
4813 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
4814 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
4815 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
4816 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
4817 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
4818 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
4819 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
4820 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
4821 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
4822 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
4823 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
4824 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
4825 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
4826 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
4827 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
4828 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
4829 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
4830 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
4831 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
4832 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
4833 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
4834 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
4835 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
4836 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
4837 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
4838 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
4839 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
4840 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
4841 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
4842 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
4843 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
4844 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
4845 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
4846 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
4847 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
4848 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
4849 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
4850 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
4851 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
4852 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
4853 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
4854 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
4855 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
4856 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
4857 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
4858 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
4859 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
4860 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
4861 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
4862 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
4863 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
4864 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
4865 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
4866 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
4867 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
4868 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
4869 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
4870 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
4871 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
4872 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
4873 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
4874 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
4875 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
4876 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
4877 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
4878 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
4879 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
4880 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
4881 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
4882 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
4883 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
4884 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
4885 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
4886 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
4887 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
4888 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
4889 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
4890 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
4891 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
4892 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
4893 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
4894 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
4895 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
4896 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
4897 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
4898 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
4899 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
4900 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
4901 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
4902 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
4903 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
4904 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
4905 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
4906 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
4907 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
4908 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
4909 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
4910 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
4911 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
4912 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
4913 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
4914 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
4915 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
4916 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
4917 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
4918 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
4919 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
4920 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
4921 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
4922 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
4923 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
4924 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
4925 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
4926 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
4927 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
4928 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
4929 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
4930 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
4931 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
4932 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
4933 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
4934 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
4935 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
4936 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
4937 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
4938 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
4939 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
4940 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
4941 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
4942 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
4943 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
4944 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
4945 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
4946 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
4947 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
4948 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
4949 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
4950 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
4951 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
4952 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
4953 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
4954 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
4955 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
4956 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
4957 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
4958 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
4959 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
4960 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
4961 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
4962 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
4963 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
4964 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
4965 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
4966 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
4967 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
4968 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
4969 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
4970 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
4971 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
4972 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
4973 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
4974 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
4975 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
4976 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
4977 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
4978 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
4979 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
4980 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
4981 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
4982 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
4983 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
4984 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
4985 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
4986 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
4987 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
4988 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
4989 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
4990 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
4991 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
4992 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
4993 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
4994 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
4995 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
4996 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
4997 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
4998 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
4999 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5000 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5001 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5002 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5003 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5004 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5005 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5006 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5007 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5008 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5009 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5010 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5011 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5012 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5013 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5014 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5015 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5016 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5017 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5018 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5019 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5020 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5021 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5022 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5023 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5024 /* Fog */
5025 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5032 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5034 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5035 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5036 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5037 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5038 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5039 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5040 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5041 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5042 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5043 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5044 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5045 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5046 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5047 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5048 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5049 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5050 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5051 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5052 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5053 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5054 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5057 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5058 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5059 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5061 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5062 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5063 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5064 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5065 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5066 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5067 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5068 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5069 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5070 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5071 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5072 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5073 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5074 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5075 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5076 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5077 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5078 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5079 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5080 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5081 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5082 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5083 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5084 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5085 { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5086 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5089 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5090 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5091 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5092 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5093 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5094 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5095 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5096 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5098 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5099 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5101 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5104 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5105 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5106 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5107 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5108 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5109 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5110 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5111 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5112 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5113 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5114 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5115 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5116 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5117 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5118 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5119 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5120 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5121 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5122 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5123 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5124 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5125 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5126 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5127 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5128 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5129 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5130 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5131 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5132 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5133 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5134 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5135 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5136 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5137 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5138 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5139 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5140 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5141 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5142 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5143 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5144 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5145 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5146 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5147 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5148 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5149 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5150 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5151 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5152 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5153 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5154 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5155 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5156 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5157 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5158 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5159 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5160 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5161 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5162 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5163 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5164 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5165 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5166 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5167 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5168 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5169 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5170 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5171 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5172 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5173 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5174 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5175 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5176 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5177 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5178 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5179 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5180 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5181 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5182 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5183 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5184 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5185 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5186 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5187 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5188 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5189 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5190 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5191 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5192 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5193 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5194 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5197 /* Context activation is done by the caller. */
5198 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5200 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5202 return shader_priv;
5205 static void ffp_free(struct wined3d_device *device) {}
5207 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5209 caps->xyzrhw = FALSE;
5210 caps->ffp_generic_attributes = FALSE;
5211 caps->max_active_lights = gl_info->limits.lights;
5212 caps->max_vertex_blend_matrices = 1;
5213 caps->max_vertex_blend_matrix_index = 0;
5214 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5215 | WINED3DVTXPCAPS_MATERIALSOURCE7
5216 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5217 | WINED3DVTXPCAPS_LOCALVIEWER
5218 | WINED3DVTXPCAPS_VERTEXFOG
5219 | WINED3DVTXPCAPS_TEXGEN
5220 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5221 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5222 caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
5223 caps->raster_caps = 0;
5224 if (gl_info->supported[NV_FOG_DISTANCE])
5225 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5228 static DWORD vp_ffp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5230 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5233 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5235 ffp_enable,
5236 vp_ffp_get_caps,
5237 vp_ffp_get_emul_mask,
5238 ffp_alloc,
5239 ffp_free,
5240 vp_ffp_states,
5243 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5245 caps->wined3d_caps = 0;
5246 caps->PrimitiveMiscCaps = 0;
5247 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5248 | WINED3DTEXOPCAPS_ADDSIGNED
5249 | WINED3DTEXOPCAPS_ADDSIGNED2X
5250 | WINED3DTEXOPCAPS_MODULATE
5251 | WINED3DTEXOPCAPS_MODULATE2X
5252 | WINED3DTEXOPCAPS_MODULATE4X
5253 | WINED3DTEXOPCAPS_SELECTARG1
5254 | WINED3DTEXOPCAPS_SELECTARG2
5255 | WINED3DTEXOPCAPS_DISABLE;
5257 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5258 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5259 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5261 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5262 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5263 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5264 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5265 | WINED3DTEXOPCAPS_LERP
5266 | WINED3DTEXOPCAPS_SUBTRACT;
5268 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5269 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5271 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5272 | WINED3DTEXOPCAPS_MULTIPLYADD
5273 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5274 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5275 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5277 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5278 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5280 caps->MaxTextureBlendStages = gl_info->limits.textures;
5281 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5284 static DWORD ffp_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
5286 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5289 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5291 /* We only support identity conversions. */
5292 return is_identity_fixup(fixup);
5295 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5297 return TRUE;
5300 static void ffp_none_context_free(struct wined3d_context *context)
5304 const struct fragment_pipeline ffp_fragment_pipeline = {
5305 ffp_enable,
5306 ffp_fragment_get_caps,
5307 ffp_fragment_get_emul_mask,
5308 ffp_alloc,
5309 ffp_free,
5310 ffp_none_context_alloc,
5311 ffp_none_context_free,
5312 ffp_color_fixup_supported,
5313 ffp_fragmentstate_template,
5316 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5318 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5320 return shader_priv;
5323 static void none_free(struct wined3d_device *device) {}
5325 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5327 memset(caps, 0, sizeof(*caps));
5330 static DWORD vp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5332 return 0;
5335 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5337 none_enable,
5338 vp_none_get_caps,
5339 vp_none_get_emul_mask,
5340 none_alloc,
5341 none_free,
5342 NULL,
5345 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5347 memset(caps, 0, sizeof(*caps));
5350 static DWORD fp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5352 return 0;
5355 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5357 return is_identity_fixup(fixup);
5360 const struct fragment_pipeline none_fragment_pipe =
5362 none_enable,
5363 fp_none_get_caps,
5364 fp_none_get_emul_mask,
5365 none_alloc,
5366 none_free,
5367 ffp_none_context_alloc,
5368 ffp_none_context_free,
5369 fp_none_color_fixup_supported,
5370 NULL,
5373 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5375 unsigned int i;
5376 for(i = 0; funcs[i]; i++);
5377 return i;
5380 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5382 context->device->multistate_funcs[state_id][0](context, state, state_id);
5383 context->device->multistate_funcs[state_id][1](context, state, state_id);
5386 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5388 context->device->multistate_funcs[state_id][0](context, state, state_id);
5389 context->device->multistate_funcs[state_id][1](context, state, state_id);
5390 context->device->multistate_funcs[state_id][2](context, state, state_id);
5393 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5394 const struct wined3d_d3d_info *d3d_info)
5396 unsigned int start, last, i;
5398 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5399 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5400 for (i = start; i <= last; ++i)
5402 state_table[i].representative = 0;
5403 state_table[i].apply = state_undefined;
5406 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5407 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5408 for (i = start; i <= last; ++i)
5410 state_table[i].representative = 0;
5411 state_table[i].apply = state_undefined;
5414 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
5415 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5416 for (i = start; i <= last; ++i)
5418 state_table[i].representative = 0;
5419 state_table[i].apply = state_undefined;
5423 static void validate_state_table(struct StateEntry *state_table)
5425 static const struct
5427 DWORD first;
5428 DWORD last;
5430 rs_holes[] =
5432 { 1, 1},
5433 { 3, 3},
5434 { 17, 18},
5435 { 21, 21},
5436 { 42, 45},
5437 { 47, 47},
5438 { 61, 127},
5439 {149, 150},
5440 {169, 169},
5441 {177, 177},
5442 {196, 197},
5443 { 0, 0},
5445 static const DWORD simple_states[] =
5447 STATE_MATERIAL,
5448 STATE_VDECL,
5449 STATE_STREAMSRC,
5450 STATE_INDEXBUFFER,
5451 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5452 STATE_SHADER(WINED3D_SHADER_TYPE_HULL),
5453 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN),
5454 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5455 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5456 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE),
5457 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
5458 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL),
5459 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN),
5460 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
5461 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
5462 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE),
5463 STATE_COMPUTE_SHADER_RESOURCE_BINDING,
5464 STATE_GRAPHICS_SHADER_RESOURCE_BINDING,
5465 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING,
5466 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING,
5467 STATE_VIEWPORT,
5468 STATE_LIGHT_TYPE,
5469 STATE_SCISSORRECT,
5470 STATE_RASTERIZER,
5471 STATE_POINTSPRITECOORDORIGIN,
5472 STATE_BASEVERTEXINDEX,
5473 STATE_FRAMEBUFFER,
5474 STATE_POINT_ENABLE,
5475 STATE_COLOR_KEY,
5476 STATE_BLEND,
5478 unsigned int i, current;
5480 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5482 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5484 if (!state_table[i].representative)
5485 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5487 else if (state_table[i].representative)
5488 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5490 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5493 for (i = 0; i < ARRAY_SIZE(simple_states); ++i)
5495 if (!state_table[simple_states[i]].representative)
5496 ERR("State %s (%#x) should have a representative.\n",
5497 debug_d3dstate(simple_states[i]), simple_states[i]);
5500 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5502 DWORD rep = state_table[i].representative;
5503 if (rep)
5505 if (state_table[rep].representative != rep)
5507 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5508 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5509 state_table[i].representative = 0;
5512 if (rep != i)
5514 if (state_table[i].apply)
5515 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5517 else if (!state_table[i].apply)
5519 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5525 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5526 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
5527 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
5528 const struct StateEntryTemplate *misc)
5530 unsigned int i, type, handlers;
5531 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5532 const struct StateEntryTemplate *cur;
5533 BOOL set[STATE_HIGHEST + 1];
5535 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5537 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5538 StateTable[i].representative = 0;
5539 StateTable[i].apply = state_undefined;
5542 for(type = 0; type < 3; type++) {
5543 /* This switch decides the order in which the states are applied */
5544 switch(type) {
5545 case 0: cur = misc; break;
5546 case 1: cur = fragment->states; break;
5547 case 2: cur = vertex->vp_states; break;
5548 default: cur = NULL; /* Stupid compiler */
5550 if(!cur) continue;
5552 /* GL extension filtering should not prevent multiple handlers being applied from different
5553 * pipeline parts
5555 memset(set, 0, sizeof(set));
5557 for(i = 0; cur[i].state; i++) {
5558 APPLYSTATEFUNC *funcs_array;
5560 /* Only use the first matching state with the available extension from one template.
5561 * e.g.
5562 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5563 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5565 * if GL_XYZ_fancy is supported, ignore the 2nd line
5567 if(set[cur[i].state]) continue;
5568 /* Skip state lines depending on unsupported extensions */
5569 if (!gl_info->supported[cur[i].extension]) continue;
5570 set[cur[i].state] = TRUE;
5571 /* In some cases having an extension means that nothing has to be
5572 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5573 * supported, the texture coordinate fixup can be ignored. If the
5574 * apply function is used, mark the state set(done above) to prevent
5575 * applying later lines, but do not record anything in the state
5576 * table
5578 if (!cur[i].content.representative) continue;
5580 handlers = num_handlers(multistate_funcs[cur[i].state]);
5581 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5582 switch(handlers) {
5583 case 0:
5584 StateTable[cur[i].state].apply = cur[i].content.apply;
5585 break;
5586 case 1:
5587 StateTable[cur[i].state].apply = multistate_apply_2;
5588 if (!(dev_multistate_funcs[cur[i].state] = heap_calloc(2, sizeof(**dev_multistate_funcs))))
5589 goto out_of_mem;
5591 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5592 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5593 break;
5594 case 2:
5595 StateTable[cur[i].state].apply = multistate_apply_3;
5596 if (!(funcs_array = heap_realloc(dev_multistate_funcs[cur[i].state],
5597 sizeof(**dev_multistate_funcs) * 3)))
5598 goto out_of_mem;
5600 dev_multistate_funcs[cur[i].state] = funcs_array;
5601 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5602 break;
5603 default:
5604 ERR("Unexpected amount of state handlers for state %u: %u\n",
5605 cur[i].state, handlers + 1);
5608 if (StateTable[cur[i].state].representative
5609 && StateTable[cur[i].state].representative != cur[i].content.representative)
5611 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5612 debug_d3dstate(cur[i].state), cur[i].state);
5614 StateTable[cur[i].state].representative = cur[i].content.representative;
5618 prune_invalid_states(StateTable, gl_info, d3d_info);
5619 validate_state_table(StateTable);
5621 return WINED3D_OK;
5623 out_of_mem:
5624 for (i = 0; i <= STATE_HIGHEST; ++i)
5626 heap_free(dev_multistate_funcs[i]);
5629 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5631 return E_OUTOFMEMORY;