wined3d: Implement vertex blending in glsl_vertex_pipe.
[wine.git] / dlls / wined3d / state.c
blob4751b379dafcf98c1a3240f03a1bfe1fab7c92fd
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);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
41 /* Context activation for state handler is done by the caller. */
43 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
45 ERR("Undefined state.\n");
48 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
50 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
53 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
55 enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
56 const struct wined3d_gl_info *gl_info = context->gl_info;
58 switch (mode)
60 case WINED3D_FILL_POINT:
61 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
63 break;
64 case WINED3D_FILL_WIREFRAME:
65 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
67 break;
68 case WINED3D_FILL_SOLID:
69 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
71 break;
72 default:
73 FIXME("Unrecognized fill mode %#x.\n", mode);
77 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
79 const struct wined3d_gl_info *gl_info = context->gl_info;
81 /* Lighting is not enabled if transformed vertices are drawn, but lighting
82 * does not affect the stream sources, so it is not grouped for
83 * performance reasons. This state reads the decoded vertex declaration,
84 * so if it is dirty don't do anything. The vertex declaration applying
85 * function calls this function for updating. */
86 if (isStateDirty(context, STATE_VDECL))
87 return;
89 if (state->render_states[WINED3D_RS_LIGHTING]
90 && !context->stream_info.position_transformed)
92 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
93 checkGLcall("glEnable GL_LIGHTING");
95 else
97 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
98 checkGLcall("glDisable GL_LIGHTING");
102 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
104 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
105 const struct wined3d_gl_info *gl_info = context->gl_info;
107 /* No z test without depth stencil buffers */
108 if (!state->fb->depth_stencil)
110 TRACE("No Z buffer - disabling depth test\n");
111 zenable = WINED3D_ZB_FALSE;
114 switch (zenable)
116 case WINED3D_ZB_FALSE:
117 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
119 break;
120 case WINED3D_ZB_TRUE:
121 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
123 break;
124 case WINED3D_ZB_USEW:
125 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
128 break;
129 default:
130 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
131 break;
134 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
135 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
138 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
140 const struct wined3d_gl_info *gl_info = context->gl_info;
142 /* glFrontFace() is set in context.c at context init and on an
143 * offscreen / onscreen rendering switch. */
144 switch (state->render_states[WINED3D_RS_CULLMODE])
146 case WINED3D_CULL_NONE:
147 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
148 checkGLcall("glDisable GL_CULL_FACE");
149 break;
150 case WINED3D_CULL_CW:
151 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
152 checkGLcall("glEnable GL_CULL_FACE");
153 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
154 checkGLcall("glCullFace(GL_FRONT)");
155 break;
156 case WINED3D_CULL_CCW:
157 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
158 checkGLcall("glEnable GL_CULL_FACE");
159 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
160 checkGLcall("glCullFace(GL_BACK)");
161 break;
162 default:
163 FIXME("Unrecognized cull mode %#x.\n",
164 state->render_states[WINED3D_RS_CULLMODE]);
168 static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
170 const struct wined3d_gl_info *gl_info = context->gl_info;
172 switch (state->render_states[WINED3D_RS_SHADEMODE])
174 case WINED3D_SHADE_FLAT:
175 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
176 checkGLcall("glShadeModel(GL_FLAT)");
177 break;
178 case WINED3D_SHADE_GOURAUD:
179 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
180 checkGLcall("glShadeModel(GL_SMOOTH)");
181 break;
182 case WINED3D_SHADE_PHONG:
183 FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
184 break;
185 default:
186 FIXME("Unrecognized shade mode %#x.\n",
187 state->render_states[WINED3D_RS_SHADEMODE]);
191 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
193 const struct wined3d_gl_info *gl_info = context->gl_info;
195 if (state->render_states[WINED3D_RS_DITHERENABLE])
197 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
198 checkGLcall("glEnable GL_DITHER");
200 else
202 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
203 checkGLcall("glDisable GL_DITHER");
207 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
209 const struct wined3d_gl_info *gl_info = context->gl_info;
211 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
213 gl_info->gl_ops.gl.p_glDepthMask(1);
214 checkGLcall("glDepthMask(1)");
216 else
218 gl_info->gl_ops.gl.p_glDepthMask(0);
219 checkGLcall("glDepthMask(0)");
223 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
225 switch (f)
227 case WINED3D_CMP_NEVER:
228 return GL_NEVER;
229 case WINED3D_CMP_LESS:
230 return GL_LESS;
231 case WINED3D_CMP_EQUAL:
232 return GL_EQUAL;
233 case WINED3D_CMP_LESSEQUAL:
234 return GL_LEQUAL;
235 case WINED3D_CMP_GREATER:
236 return GL_GREATER;
237 case WINED3D_CMP_NOTEQUAL:
238 return GL_NOTEQUAL;
239 case WINED3D_CMP_GREATEREQUAL:
240 return GL_GEQUAL;
241 case WINED3D_CMP_ALWAYS:
242 return GL_ALWAYS;
243 default:
244 FIXME("Unrecognized compare function %#x.\n", f);
245 return GL_NONE;
249 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
251 GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
252 const struct wined3d_gl_info *gl_info = context->gl_info;
254 if (!depth_func) return;
256 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
257 checkGLcall("glDepthFunc");
260 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
262 const struct wined3d_gl_info *gl_info = context->gl_info;
263 float col[4];
265 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col);
266 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
267 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
268 checkGLcall("glLightModel for MODEL_AMBIENT");
271 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
273 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
276 static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
278 switch (op)
280 case WINED3D_BLEND_OP_ADD:
281 return GL_FUNC_ADD;
282 case WINED3D_BLEND_OP_SUBTRACT:
283 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
284 case WINED3D_BLEND_OP_REVSUBTRACT:
285 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
286 case WINED3D_BLEND_OP_MIN:
287 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
288 case WINED3D_BLEND_OP_MAX:
289 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
290 default:
291 FIXME("Unhandled blend op %#x.\n", op);
292 return GL_FUNC_ADD;
296 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
298 const struct wined3d_gl_info *gl_info = context->gl_info;
299 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
300 GLenum blend_equation = GL_FUNC_ADD_EXT;
302 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
303 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
304 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
306 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
307 return;
310 blend_equation = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOP]);
311 blend_equation_alpha = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOPALPHA]);
312 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
314 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
316 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
317 checkGLcall("glBlendEquationSeparate");
319 else
321 GL_EXTCALL(glBlendEquation(blend_equation));
322 checkGLcall("glBlendEquation");
326 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
328 switch (factor)
330 case WINED3D_BLEND_ZERO:
331 return GL_ZERO;
332 case WINED3D_BLEND_ONE:
333 return GL_ONE;
334 case WINED3D_BLEND_SRCCOLOR:
335 return GL_SRC_COLOR;
336 case WINED3D_BLEND_INVSRCCOLOR:
337 return GL_ONE_MINUS_SRC_COLOR;
338 case WINED3D_BLEND_SRCALPHA:
339 return GL_SRC_ALPHA;
340 case WINED3D_BLEND_INVSRCALPHA:
341 return GL_ONE_MINUS_SRC_ALPHA;
342 case WINED3D_BLEND_DESTCOLOR:
343 return GL_DST_COLOR;
344 case WINED3D_BLEND_INVDESTCOLOR:
345 return GL_ONE_MINUS_DST_COLOR;
346 /* To compensate for the lack of format switching with backbuffer
347 * offscreen rendering, and with onscreen rendering, we modify the
348 * alpha test parameters for (INV)DESTALPHA if the render target
349 * doesn't support alpha blending. A nonexistent alpha channel
350 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
351 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
352 case WINED3D_BLEND_DESTALPHA:
353 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
354 case WINED3D_BLEND_INVDESTALPHA:
355 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
356 case WINED3D_BLEND_SRCALPHASAT:
357 return GL_SRC_ALPHA_SATURATE;
358 case WINED3D_BLEND_BLENDFACTOR:
359 return GL_CONSTANT_COLOR_EXT;
360 case WINED3D_BLEND_INVBLENDFACTOR:
361 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
362 default:
363 FIXME("Unhandled blend factor %#x.\n", factor);
364 return GL_NONE;
368 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
370 const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
371 unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
372 const struct wined3d_gl_info *gl_info = context->gl_info;
373 GLenum srcBlend, dstBlend;
374 enum wined3d_blend d3d_blend;
376 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
377 * blending parameters to work. */
378 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]
379 || state->render_states[WINED3D_RS_EDGEANTIALIAS]
380 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
382 /* Disable blending in all cases even without pixelshaders.
383 * With blending on we could face a big performance penalty.
384 * The d3d9 visual test confirms the behavior. */
385 if (context->render_offscreen && !(rt_fmt_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
387 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
388 checkGLcall("glDisable GL_BLEND");
389 return;
391 else
393 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
394 checkGLcall("glEnable GL_BLEND");
397 else
399 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
400 checkGLcall("glDisable GL_BLEND");
401 /* Nothing more to do - get out */
402 return;
405 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
406 * source blending values which are still valid up to d3d9. They should
407 * not occur as dest blend values. */
408 d3d_blend = state->render_states[WINED3D_RS_SRCBLEND];
409 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
411 srcBlend = GL_SRC_ALPHA;
412 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
414 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
416 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
417 dstBlend = GL_SRC_ALPHA;
419 else
421 srcBlend = gl_blend_factor(d3d_blend, rt_format);
422 dstBlend = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLEND], rt_format);
425 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
426 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
428 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
429 checkGLcall("glEnable(GL_LINE_SMOOTH)");
430 if (srcBlend != GL_SRC_ALPHA)
431 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
432 if (dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE)
433 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
435 else
437 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
438 checkGLcall("glDisable(GL_LINE_SMOOTH)");
441 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
442 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
443 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
445 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
447 GLenum srcBlendAlpha, dstBlendAlpha;
449 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
450 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
452 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
453 return;
456 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
457 * source blending values which are still valid up to d3d9. They should
458 * not occur as dest blend values. */
459 d3d_blend = state->render_states[WINED3D_RS_SRCBLENDALPHA];
460 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
462 srcBlendAlpha = GL_SRC_ALPHA;
463 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
465 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
467 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
468 dstBlendAlpha = GL_SRC_ALPHA;
470 else
472 srcBlendAlpha = gl_blend_factor(d3d_blend, rt_format);
473 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLENDALPHA], rt_format);
476 GL_EXTCALL(glBlendFuncSeparate(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
477 checkGLcall("glBlendFuncSeparate");
479 else
481 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
482 gl_info->gl_ops.gl.p_glBlendFunc(srcBlend, dstBlend);
483 checkGLcall("glBlendFunc");
486 /* Colorkey fixup for stage 0 alphaop depends on
487 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
488 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
489 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
492 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
494 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
497 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
499 const struct wined3d_gl_info *gl_info = context->gl_info;
500 float col[4];
502 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
504 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_BLENDFACTOR], col);
505 GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3]));
506 checkGLcall("glBlendColor");
509 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
511 const struct wined3d_gl_info *gl_info = context->gl_info;
512 int glParm = 0;
513 float ref;
514 BOOL enable_ckey = FALSE;
516 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
518 /* Find out if the texture on the first stage has a ckey set. The alpha
519 * state func reads the texture settings, even though alpha and texture
520 * are not grouped together. This is to avoid making a huge alpha +
521 * texture + texture stage + ckey block due to the hardly used
522 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
523 * function will call alpha in case it finds some texture + colorkeyenable
524 * combination which needs extra care. */
525 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
526 enable_ckey = TRUE;
528 if (enable_ckey || context->last_was_ckey)
529 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
530 context->last_was_ckey = enable_ckey;
532 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
533 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
535 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
536 checkGLcall("glEnable GL_ALPHA_TEST");
538 else
540 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
541 checkGLcall("glDisable GL_ALPHA_TEST");
542 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
543 * enable call
545 return;
548 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
550 glParm = GL_NOTEQUAL;
551 ref = 0.0f;
553 else
555 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
556 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
558 if (glParm)
560 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
561 checkGLcall("glAlphaFunc");
565 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
567 const struct wined3d_gl_info *gl_info = context->gl_info;
568 DWORD enable = 0xffffffff;
569 DWORD disable = 0x00000000;
571 if (use_vs(state) && !context->d3d_info->vs_clipping)
573 static BOOL warned;
575 /* The OpenGL spec says that clipping planes are disabled when using
576 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
577 * driver keeps clipping planes activated with shaders in some
578 * conditions I got sick of tracking down. The shader state handler
579 * disables all clip planes because of that - don't do anything here
580 * and keep them disabled. */
581 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
582 FIXME("Clipping not supported with vertex shaders\n");
583 return;
586 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
587 * The enabled / disabled planes are hardcoded into the shader. Update the
588 * shader to update the enabled clipplanes. In case of fixed function, we
589 * need to update the clipping field from ffp_vertex_settings. */
590 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
592 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
593 * of already set values
596 /* If enabling / disabling all
597 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
599 if (state->render_states[WINED3D_RS_CLIPPING])
601 enable = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
602 disable = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
604 else
606 disable = 0xffffffff;
607 enable = 0x00;
610 if (enable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE0);
611 if (enable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE1);
612 if (enable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE2);
613 if (enable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE3);
614 if (enable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE4);
615 if (enable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE5);
616 checkGLcall("clip plane enable");
618 if (disable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0);
619 if (disable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1);
620 if (disable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2);
621 if (disable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3);
622 if (disable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4);
623 if (disable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5);
624 checkGLcall("clip plane disable");
627 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
629 const struct wined3d_gl_info *gl_info = context->gl_info;
630 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
631 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
632 * specular color. This is wrong:
633 * Separate specular color means the specular colour is maintained separately, whereas
634 * single color means it is merged in. However in both cases they are being used to
635 * some extent.
636 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
637 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
638 * running 1.4 yet!
641 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
642 * Instead, we need to setup the FinalCombiner properly.
644 * The default setup for the FinalCombiner is:
646 * <variable> <input> <mapping> <usage>
647 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
648 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
649 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
650 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
651 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
652 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
653 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
655 * That's pretty much fine as it is, except for variable B, which needs to take
656 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
657 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
660 TRACE("Setting specular enable state and materials\n");
661 if (state->render_states[WINED3D_RS_SPECULARENABLE])
663 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
664 checkGLcall("glMaterialfv");
666 if (state->material.power > gl_info->limits.shininess)
668 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
669 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
670 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
671 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
672 * them, it should be safe to do so without major visual distortions.
674 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
675 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
677 else
679 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
681 checkGLcall("glMaterialf(GL_SHININESS)");
683 if (gl_info->supported[EXT_SECONDARY_COLOR])
684 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
685 else
686 TRACE("Specular colors cannot be enabled in this version of opengl\n");
687 checkGLcall("glEnable(GL_COLOR_SUM)");
689 if (gl_info->supported[NV_REGISTER_COMBINERS])
691 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
692 checkGLcall("glFinalCombinerInputNV()");
694 } else {
695 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
697 /* for the case of enabled lighting: */
698 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
699 checkGLcall("glMaterialfv");
701 /* for the case of disabled lighting: */
702 if (gl_info->supported[EXT_SECONDARY_COLOR])
703 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
704 else
705 TRACE("Specular colors cannot be disabled in this version of opengl\n");
706 checkGLcall("glDisable(GL_COLOR_SUM)");
708 if (gl_info->supported[NV_REGISTER_COMBINERS])
710 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
711 checkGLcall("glFinalCombinerInputNV()");
715 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
716 state->material.diffuse.r, state->material.diffuse.g,
717 state->material.diffuse.b, state->material.diffuse.a);
718 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
719 state->material.ambient.r, state->material.ambient.g,
720 state->material.ambient.b, state->material.ambient.a);
721 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
722 state->material.specular.r, state->material.specular.g,
723 state->material.specular.b, state->material.specular.a);
724 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
725 state->material.emissive.r, state->material.emissive.g,
726 state->material.emissive.b, state->material.emissive.a);
728 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
729 checkGLcall("glMaterialfv(GL_AMBIENT)");
730 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
731 checkGLcall("glMaterialfv(GL_DIFFUSE)");
732 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
733 checkGLcall("glMaterialfv(GL_EMISSION)");
736 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
738 const struct wined3d_gl_info *gl_info = context->gl_info;
739 unsigned int i;
741 /* Note the texture color applies to all textures whereas
742 * GL_TEXTURE_ENV_COLOR applies to active only. */
743 float col[4];
744 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
746 /* And now the default texture color as well */
747 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
749 /* Note the WINED3D_RS value applies to all textures, but GL has one
750 * per texture, so apply it now ready to be used! */
751 context_active_texture(context, gl_info, i);
753 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
754 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
758 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
759 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
761 const struct wined3d_gl_info *gl_info = context->gl_info;
763 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
764 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
765 GL_EXTCALL(glActiveStencilFaceEXT(face));
766 checkGLcall("glActiveStencilFaceEXT(...)");
767 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
768 checkGLcall("glStencilFunc(...)");
769 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
770 checkGLcall("glStencilOp(...)");
773 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
775 switch (op)
777 case WINED3D_STENCIL_OP_KEEP:
778 return GL_KEEP;
779 case WINED3D_STENCIL_OP_ZERO:
780 return GL_ZERO;
781 case WINED3D_STENCIL_OP_REPLACE:
782 return GL_REPLACE;
783 case WINED3D_STENCIL_OP_INCR_SAT:
784 return GL_INCR;
785 case WINED3D_STENCIL_OP_DECR_SAT:
786 return GL_DECR;
787 case WINED3D_STENCIL_OP_INVERT:
788 return GL_INVERT;
789 case WINED3D_STENCIL_OP_INCR:
790 return GL_INCR_WRAP;
791 case WINED3D_STENCIL_OP_DECR:
792 return GL_DECR_WRAP;
793 default:
794 FIXME("Unrecognized stencil op %#x.\n", op);
795 return GL_KEEP;
799 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
801 const struct wined3d_gl_info *gl_info = context->gl_info;
802 DWORD onesided_enable;
803 DWORD twosided_enable;
804 GLint func;
805 GLint func_ccw;
806 GLint ref;
807 GLuint mask;
808 GLint stencilFail;
809 GLint stencilFail_ccw;
810 GLint stencilPass;
811 GLint stencilPass_ccw;
812 GLint depthFail;
813 GLint depthFail_ccw;
815 /* No stencil test without a stencil buffer. */
816 if (!state->fb->depth_stencil)
818 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
819 checkGLcall("glDisable GL_STENCIL_TEST");
820 return;
823 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
824 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
825 if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
826 func = GL_ALWAYS;
827 if (!(func_ccw = wined3d_gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
828 func_ccw = GL_ALWAYS;
829 ref = state->render_states[WINED3D_RS_STENCILREF];
830 mask = state->render_states[WINED3D_RS_STENCILMASK];
831 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
832 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
833 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
834 stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
835 depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
836 stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
838 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
839 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
840 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
841 onesided_enable, twosided_enable, ref, mask,
842 func, stencilFail, depthFail, stencilPass,
843 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
845 if (twosided_enable && onesided_enable)
847 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
848 checkGLcall("glEnable GL_STENCIL_TEST");
850 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
852 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
853 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
854 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_ccw, ref, mask));
855 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
856 checkGLcall("setting two sided stencil state");
858 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
860 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
861 * which has an effect on the code below too. If we apply the front face
862 * afterwards, we are sure that the active stencil face is set to front,
863 * and other stencil functions which do not use two sided stencil do not have
864 * to set it back
866 renderstate_stencil_twosided(context, GL_BACK,
867 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
868 renderstate_stencil_twosided(context, GL_FRONT,
869 func, ref, mask, stencilFail, depthFail, stencilPass);
871 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
873 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
874 checkGLcall("glStencilFuncSeparateATI(...)");
875 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
876 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
877 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
878 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
880 else
882 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
885 else if(onesided_enable)
887 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
889 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
890 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
893 /* This code disables the ATI extension as well, since the standard stencil functions are equal
894 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
896 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
897 checkGLcall("glEnable GL_STENCIL_TEST");
898 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
899 checkGLcall("glStencilFunc(...)");
900 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
901 checkGLcall("glStencilOp(...)");
903 else
905 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
906 checkGLcall("glDisable GL_STENCIL_TEST");
910 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
912 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
913 const struct wined3d_gl_info *gl_info = context->gl_info;
915 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
916 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
917 gl_info->gl_ops.gl.p_glStencilMask(mask);
918 checkGLcall("glStencilMask");
919 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
920 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
921 gl_info->gl_ops.gl.p_glStencilMask(mask);
924 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
926 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
927 const struct wined3d_gl_info *gl_info = context->gl_info;
929 gl_info->gl_ops.gl.p_glStencilMask(mask);
930 checkGLcall("glStencilMask");
933 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
935 const struct wined3d_gl_info *gl_info = context->gl_info;
937 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
939 if (!state->render_states[WINED3D_RS_FOGENABLE])
940 return;
942 /* Table fog on: Never use fog coords, and use per-fragment fog */
943 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
945 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
946 if (context->fog_coord)
948 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
949 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
950 context->fog_coord = FALSE;
953 /* Range fog is only used with per-vertex fog in d3d */
954 if (gl_info->supported[NV_FOG_DISTANCE])
956 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
957 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
959 return;
962 /* Otherwise use per-vertex fog in any case */
963 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
965 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
967 /* No fog at all, or transformed vertices: Use fog coord */
968 if (!context->fog_coord)
970 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
971 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
972 context->fog_coord = TRUE;
975 else
977 /* Otherwise, use the fragment depth */
978 if (context->fog_coord)
980 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
981 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
982 context->fog_coord = FALSE;
985 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
987 if (gl_info->supported[NV_FOG_DISTANCE])
989 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
990 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
992 else
994 WARN("Range fog enabled, but not supported by this GL implementation.\n");
997 else if (gl_info->supported[NV_FOG_DISTANCE])
999 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1000 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1005 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1007 const struct wined3d_gl_info *gl_info = context->gl_info;
1008 float fogstart, fogend;
1010 get_fog_start_end(context, state, &fogstart, &fogend);
1012 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1013 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1014 TRACE("Fog Start == %f\n", fogstart);
1016 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1017 checkGLcall("glFogf(GL_FOG_END, fogend)");
1018 TRACE("Fog End == %f\n", fogend);
1021 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1023 const struct wined3d_gl_info *gl_info = context->gl_info;
1024 enum fogsource new_source;
1025 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1026 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1028 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1030 if (!state->render_states[WINED3D_RS_FOGENABLE])
1032 /* No fog? Disable it, and we're done :-) */
1033 glDisableWINE(GL_FOG);
1034 checkGLcall("glDisable GL_FOG");
1035 return;
1038 /* Fog Rules:
1040 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1041 * It can use the Z value of the vertex, or the alpha component of the specular color.
1042 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1043 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1044 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1046 * FOGTABLEMODE != NONE:
1047 * The Z value is used, with the equation specified, no matter what vertex type.
1049 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1050 * Per vertex fog is calculated using the specified fog equation and the parameters
1052 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1053 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1054 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1057 * Rules for vertex fog with shaders:
1059 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1060 * the fog computation to happen during transformation while openGL expects it to happen
1061 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1062 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1063 * To solve this problem, WineD3D does:
1064 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1065 * shader,
1066 * and 2) disables the fog computation (in either the fixed function or programmable
1067 * rasterizer) if using a vertex program.
1069 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1070 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1071 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1072 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1073 * There are some GL differences between specular fog coords and vertex shaders though.
1075 * With table fog the vertex shader fog coordinate is ignored.
1077 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1078 * without shaders).
1081 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1082 * the system will apply only pixel(=table) fog effects."
1084 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1086 if (use_vs(state))
1088 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1089 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1090 new_source = FOGSOURCE_VS;
1092 else
1094 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1096 /* If processed vertices are used, fall through to the NONE case */
1097 case WINED3D_FOG_EXP:
1098 if (!context->last_was_rhw)
1100 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1101 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1102 new_source = FOGSOURCE_FFP;
1103 break;
1105 /* drop through */
1107 case WINED3D_FOG_EXP2:
1108 if (!context->last_was_rhw)
1110 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1111 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1112 new_source = FOGSOURCE_FFP;
1113 break;
1115 /* drop through */
1117 case WINED3D_FOG_LINEAR:
1118 if (!context->last_was_rhw)
1120 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1121 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1122 new_source = FOGSOURCE_FFP;
1123 break;
1125 /* drop through */
1127 case WINED3D_FOG_NONE:
1128 /* Both are none? According to msdn the alpha channel of the specular
1129 * color contains a fog factor. Set it in drawStridedSlow.
1130 * Same happens with Vertexfog on transformed vertices
1132 new_source = FOGSOURCE_COORD;
1133 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1134 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1135 break;
1137 default:
1138 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1139 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1140 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1143 } else {
1144 new_source = FOGSOURCE_FFP;
1146 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1148 case WINED3D_FOG_EXP:
1149 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1150 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1151 break;
1153 case WINED3D_FOG_EXP2:
1154 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1155 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1156 break;
1158 case WINED3D_FOG_LINEAR:
1159 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1160 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1161 break;
1163 case WINED3D_FOG_NONE: /* Won't happen */
1164 default:
1165 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1166 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1170 glEnableWINE(GL_FOG);
1171 checkGLcall("glEnable GL_FOG");
1172 if (new_source != context->fog_source || fogstart == fogend)
1174 context->fog_source = new_source;
1175 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1179 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1181 const struct wined3d_gl_info *gl_info = context->gl_info;
1182 float col[4];
1184 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
1185 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, col);
1186 checkGLcall("glFog GL_FOG_COLOR");
1189 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1191 const struct wined3d_gl_info *gl_info = context->gl_info;
1192 union {
1193 DWORD d;
1194 float f;
1195 } tmpvalue;
1197 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1198 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1199 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1202 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1204 const struct wined3d_gl_info *gl_info = context->gl_info;
1205 GLenum Parm = 0;
1207 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1208 * The vertex declaration will call this function if the fixed function pipeline is used.
1211 if(isStateDirty(context, STATE_VDECL)) {
1212 return;
1215 context->num_untracked_materials = 0;
1216 if ((context->stream_info.use_map & (1 << WINED3D_FFP_DIFFUSE))
1217 && state->render_states[WINED3D_RS_COLORVERTEX])
1219 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1220 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1221 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1222 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1223 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1225 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1227 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1228 Parm = GL_AMBIENT_AND_DIFFUSE;
1229 else
1230 Parm = GL_DIFFUSE;
1231 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1233 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1234 context->num_untracked_materials++;
1236 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1238 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1239 context->num_untracked_materials++;
1242 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1244 Parm = GL_AMBIENT;
1245 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1247 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1248 context->num_untracked_materials++;
1250 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1252 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1253 context->num_untracked_materials++;
1256 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1258 Parm = GL_EMISSION;
1259 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1261 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1262 context->num_untracked_materials++;
1265 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1267 Parm = GL_SPECULAR;
1271 /* Nothing changed, return. */
1272 if (Parm == context->tracking_parm) return;
1274 if (!Parm)
1276 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1277 checkGLcall("glDisable GL_COLOR_MATERIAL");
1279 else
1281 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1282 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1283 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1284 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1287 /* Apparently calls to glMaterialfv are ignored for properties we're
1288 * tracking with glColorMaterial, so apply those here. */
1289 switch (context->tracking_parm)
1291 case GL_AMBIENT_AND_DIFFUSE:
1292 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1293 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1294 checkGLcall("glMaterialfv");
1295 break;
1297 case GL_DIFFUSE:
1298 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1299 checkGLcall("glMaterialfv");
1300 break;
1302 case GL_AMBIENT:
1303 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1304 checkGLcall("glMaterialfv");
1305 break;
1307 case GL_EMISSION:
1308 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1309 checkGLcall("glMaterialfv");
1310 break;
1312 case GL_SPECULAR:
1313 /* Only change material color if specular is enabled, otherwise it is set to black */
1314 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1316 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1317 checkGLcall("glMaterialfv");
1319 else
1321 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1322 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1323 checkGLcall("glMaterialfv");
1325 break;
1328 context->tracking_parm = Parm;
1331 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1333 const struct wined3d_gl_info *gl_info = context->gl_info;
1334 union
1336 DWORD d;
1337 struct wined3d_line_pattern lp;
1338 } tmppattern;
1339 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1341 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1343 if (tmppattern.lp.repeat_factor)
1345 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1346 checkGLcall("glLineStipple(repeat, linepattern)");
1347 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1348 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1350 else
1352 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1353 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1357 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1359 const struct wined3d_gl_info *gl_info = context->gl_info;
1361 if (isStateDirty(context, STATE_VDECL))
1362 return;
1364 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1365 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1366 * by zero and is not properly defined in opengl, so avoid it
1368 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1369 && (context->stream_info.use_map & (1 << WINED3D_FFP_NORMAL)))
1371 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1372 checkGLcall("glEnable(GL_NORMALIZE);");
1374 else
1376 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1377 checkGLcall("glDisable(GL_NORMALIZE);");
1381 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1383 float min, max;
1385 get_pointsize_minmax(context, state, &min, &max);
1387 if (min != 1.0f)
1388 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1389 if (max != 64.0f)
1390 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
1393 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1395 const struct wined3d_gl_info *gl_info = context->gl_info;
1396 float min, max;
1398 get_pointsize_minmax(context, state, &min, &max);
1400 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
1401 checkGLcall("glPointParameterfEXT(...)");
1402 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
1403 checkGLcall("glPointParameterfEXT(...)");
1406 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1408 const struct wined3d_gl_info *gl_info = context->gl_info;
1409 float min, max;
1411 get_pointsize_minmax(context, state, &min, &max);
1413 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
1414 checkGLcall("glPointParameterfARB(...)");
1415 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
1416 checkGLcall("glPointParameterfARB(...)");
1419 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1421 const struct wined3d_gl_info *gl_info = context->gl_info;
1422 float att[3];
1423 float pointsize;
1425 get_pointsize(context, state, &pointsize, att);
1427 if (gl_info->supported[ARB_POINT_PARAMETERS])
1429 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1430 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1432 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1434 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1435 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1437 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1439 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1442 gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
1443 checkGLcall("glPointSize(...);");
1446 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1448 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1451 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1453 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1454 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1455 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1456 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1457 const struct wined3d_gl_info *gl_info = context->gl_info;
1459 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1460 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1461 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1462 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1463 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1464 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1465 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1466 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1467 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1468 checkGLcall("glColorMask(...)");
1470 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1471 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1473 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1474 mask0, mask1, mask2, mask3);
1475 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1479 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1481 GL_EXTCALL(glColorMaski(index,
1482 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1483 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1484 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1485 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1486 checkGLcall("glColorMaski");
1489 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1491 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1494 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1496 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1499 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1501 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1504 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1506 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1509 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1511 const struct wined3d_gl_info *gl_info = context->gl_info;
1513 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1515 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1516 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1518 else
1520 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1521 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1525 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1527 if (state->render_states[WINED3D_RS_LASTPIXEL])
1529 TRACE("Last Pixel Drawing Enabled\n");
1531 else
1533 static BOOL warned;
1534 if (!warned) {
1535 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1536 warned = TRUE;
1537 } else {
1538 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1543 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1545 static BOOL warned;
1547 /* TODO: NV_POINT_SPRITE */
1548 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1550 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1551 FIXME("Point sprites not supported\n");
1552 warned = TRUE;
1556 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1558 const struct wined3d_gl_info *gl_info = context->gl_info;
1560 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1562 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1563 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1565 else
1567 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1568 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1572 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1574 if (state->render_states[WINED3D_RS_WRAP0]
1575 || state->render_states[WINED3D_RS_WRAP1]
1576 || state->render_states[WINED3D_RS_WRAP2]
1577 || state->render_states[WINED3D_RS_WRAP3]
1578 || state->render_states[WINED3D_RS_WRAP4]
1579 || state->render_states[WINED3D_RS_WRAP5]
1580 || state->render_states[WINED3D_RS_WRAP6]
1581 || state->render_states[WINED3D_RS_WRAP7]
1582 || state->render_states[WINED3D_RS_WRAP8]
1583 || state->render_states[WINED3D_RS_WRAP9]
1584 || state->render_states[WINED3D_RS_WRAP10]
1585 || state->render_states[WINED3D_RS_WRAP11]
1586 || state->render_states[WINED3D_RS_WRAP12]
1587 || state->render_states[WINED3D_RS_WRAP13]
1588 || state->render_states[WINED3D_RS_WRAP14]
1589 || state->render_states[WINED3D_RS_WRAP15])
1590 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1593 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1595 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1596 WARN("Multisample antialiasing not supported by GL.\n");
1599 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1601 const struct wined3d_gl_info *gl_info = context->gl_info;
1603 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1605 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1606 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1608 else
1610 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1611 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1615 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1617 const struct wined3d_gl_info *gl_info = context->gl_info;
1619 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1621 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1622 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1624 else
1626 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1627 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1631 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1632 * OpenGL the bias is specified in units of "the smallest value that is
1633 * guaranteed to produce a resolvable offset for a given implementation". To
1634 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1635 * There's no practical way to retrieve that value from a given GL
1636 * implementation, but the D3D application has essentially the same problem,
1637 * which makes a guess of the depth buffer format's highest possible value a
1638 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1639 * depth slope, and doesn't need to be scaled. */
1640 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1642 const struct wined3d_gl_info *gl_info = context->gl_info;
1644 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1645 || state->render_states[WINED3D_RS_DEPTHBIAS])
1647 const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil;
1648 float scale;
1650 union
1652 DWORD d;
1653 float f;
1654 } scale_bias, const_bias;
1656 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1657 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1659 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1660 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1662 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1664 float bias = -(float)const_bias.d;
1665 gl_info->gl_ops.gl.p_glPolygonOffset(bias, bias);
1666 checkGLcall("glPolygonOffset");
1668 else
1670 if (depth)
1672 const struct wined3d_format *fmt = depth->format;
1673 scale = powf(2, fmt->depth_size) - 1;
1674 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1675 debug_d3dformat(fmt->id), scale);
1677 else
1679 /* The context manager will reapply this state on a depth stencil change */
1680 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1681 scale = 0.0f;
1684 gl_info->gl_ops.gl.p_glPolygonOffset(scale_bias.f, const_bias.f * scale);
1685 checkGLcall("glPolygonOffset(...)");
1688 else
1690 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1691 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1695 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1697 if (state->render_states[WINED3D_RS_ZVISIBLE])
1698 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1701 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1703 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1704 FIXME("Stippled Alpha not supported yet.\n");
1707 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1709 if (state->render_states[WINED3D_RS_ANTIALIAS])
1710 FIXME("Antialias not supported yet.\n");
1713 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1715 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1716 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1717 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1720 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1722 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1723 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1724 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1727 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1729 union {
1730 DWORD d;
1731 float f;
1732 } tmpvalue;
1733 tmpvalue.f = 1.0f;
1735 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1737 static BOOL displayed = FALSE;
1739 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1740 if(!displayed)
1741 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1743 displayed = TRUE;
1747 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1749 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1750 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1751 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1754 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1756 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1757 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1758 state->render_states[WINED3D_RS_NORMALDEGREE]);
1761 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1763 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1764 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1765 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1768 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1770 union {
1771 DWORD d;
1772 float f;
1773 } zmin, zmax;
1775 const struct wined3d_gl_info *gl_info = context->gl_info;
1777 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1779 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1780 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1782 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1783 * In d3d9 test is not performed in this case*/
1784 if (zmin.f <= zmax.f)
1786 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1787 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1788 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1789 checkGLcall("glDepthBoundsEXT(...)");
1791 else
1793 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1794 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1797 else
1799 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1800 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1803 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1806 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1808 if (state->render_states[WINED3D_RS_WRAPU])
1809 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1812 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1814 if (state->render_states[WINED3D_RS_WRAPV])
1815 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1818 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1820 if (state->render_states[WINED3D_RS_MONOENABLE])
1821 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1824 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1826 if (state->render_states[WINED3D_RS_ROP2])
1827 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1830 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1832 if (state->render_states[WINED3D_RS_PLANEMASK])
1833 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1836 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1838 if (state->render_states[WINED3D_RS_SUBPIXEL])
1839 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1842 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1844 if (state->render_states[WINED3D_RS_SUBPIXELX])
1845 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1848 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1850 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1851 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1854 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1856 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1857 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1860 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1862 if (state->render_states[WINED3D_RS_ANISOTROPY])
1863 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1866 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1868 if (state->render_states[WINED3D_RS_FLUSHBATCH])
1869 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
1872 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1874 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
1875 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1878 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1880 if (state->render_states[WINED3D_RS_EXTENTS])
1881 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
1884 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1886 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
1887 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
1890 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1892 static int once;
1893 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
1895 if (!once++)
1896 FIXME("Software vertex processing not implemented.\n");
1900 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1901 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1902 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1903 * flag specifies the complement of the input should be used. */
1904 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1905 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1907 /* Calculate the operand */
1908 if (complement) {
1909 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1910 else *operand = GL_ONE_MINUS_SRC_COLOR;
1911 } else {
1912 if (from_alpha) *operand = GL_SRC_ALPHA;
1913 else *operand = GL_SRC_COLOR;
1916 /* Calculate the source */
1917 switch (arg & WINED3DTA_SELECTMASK) {
1918 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1919 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1920 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1921 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1922 case WINED3DTA_SPECULAR:
1924 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1925 * 'Secondary color' and isn't supported until base GL supports it
1926 * There is no concept of temp registers as far as I can tell
1928 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1929 *source = GL_TEXTURE;
1930 break;
1931 default:
1932 FIXME("Unrecognized texture arg %#x\n", arg);
1933 *source = GL_TEXTURE;
1934 break;
1938 /* Setup the texture operations texture stage states */
1939 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
1940 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
1942 GLenum src1, src2, src3;
1943 GLenum opr1, opr2, opr3;
1944 GLenum comb_target;
1945 GLenum src0_target, src1_target, src2_target;
1946 GLenum opr0_target, opr1_target, opr2_target;
1947 GLenum scal_target;
1948 GLenum opr=0, invopr, src3_target, opr3_target;
1949 BOOL Handled = FALSE;
1951 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1953 /* Operations usually involve two args, src0 and src1 and are operations
1954 * of the form (a1 <operation> a2). However, some of the more complex
1955 * operations take 3 parameters. Instead of the (sensible) addition of a3,
1956 * Microsoft added in a third parameter called a0. Therefore these are
1957 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
1958 * parameter goes to the front.
1960 * However, below we treat the new (a0) parameter as src2/opr2, so in the
1961 * actual functions below, expect their syntax to differ slightly to those
1962 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
1963 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
1965 if (isAlpha)
1967 comb_target = GL_COMBINE_ALPHA;
1968 src0_target = GL_SOURCE0_ALPHA;
1969 src1_target = GL_SOURCE1_ALPHA;
1970 src2_target = GL_SOURCE2_ALPHA;
1971 opr0_target = GL_OPERAND0_ALPHA;
1972 opr1_target = GL_OPERAND1_ALPHA;
1973 opr2_target = GL_OPERAND2_ALPHA;
1974 scal_target = GL_ALPHA_SCALE;
1976 else
1978 comb_target = GL_COMBINE_RGB;
1979 src0_target = GL_SOURCE0_RGB;
1980 src1_target = GL_SOURCE1_RGB;
1981 src2_target = GL_SOURCE2_RGB;
1982 opr0_target = GL_OPERAND0_RGB;
1983 opr1_target = GL_OPERAND1_RGB;
1984 opr2_target = GL_OPERAND2_RGB;
1985 scal_target = GL_RGB_SCALE;
1988 /* If a texture stage references an invalid texture unit the stage just
1989 * passes through the result from the previous stage */
1990 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
1992 arg1 = WINED3DTA_CURRENT;
1993 op = WINED3D_TOP_SELECT_ARG1;
1996 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
1998 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
1999 } else {
2000 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2002 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2003 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2005 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2007 Handled = TRUE; /* Assume will be handled */
2009 /* Other texture operations require special extensions: */
2010 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2012 if (isAlpha) {
2013 opr = GL_SRC_ALPHA;
2014 invopr = GL_ONE_MINUS_SRC_ALPHA;
2015 src3_target = GL_SOURCE3_ALPHA_NV;
2016 opr3_target = GL_OPERAND3_ALPHA_NV;
2017 } else {
2018 opr = GL_SRC_COLOR;
2019 invopr = GL_ONE_MINUS_SRC_COLOR;
2020 src3_target = GL_SOURCE3_RGB_NV;
2021 opr3_target = GL_OPERAND3_RGB_NV;
2023 switch (op)
2025 case WINED3D_TOP_DISABLE: /* Only for alpha */
2026 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2027 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2028 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2029 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2030 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2031 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2032 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2033 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2034 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2035 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2036 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2037 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2038 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2039 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2040 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2041 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2042 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2043 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2044 break;
2046 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2047 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2048 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2049 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2050 if (op == WINED3D_TOP_SELECT_ARG1)
2052 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2053 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2054 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2055 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2057 else
2059 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2060 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2061 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2062 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2064 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2065 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2066 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2067 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2068 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2069 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2070 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2071 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2072 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2073 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2074 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2075 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2076 break;
2078 case WINED3D_TOP_MODULATE:
2079 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2080 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2081 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2082 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2083 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2084 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2085 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2086 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2087 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2088 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2089 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2090 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2091 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2092 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2093 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2094 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2095 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2096 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2097 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2098 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2099 break;
2100 case WINED3D_TOP_MODULATE_2X:
2101 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2102 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2103 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2104 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2105 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2106 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2107 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2108 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2109 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2110 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2111 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2112 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2113 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2114 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2115 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2116 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2117 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2118 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2119 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2120 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2121 break;
2122 case WINED3D_TOP_MODULATE_4X:
2123 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2124 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2125 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2126 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2127 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2128 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2129 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2130 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2131 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2132 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2133 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2134 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2135 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2136 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2137 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2138 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2139 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2140 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2141 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2142 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2143 break;
2145 case WINED3D_TOP_ADD:
2146 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2147 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2148 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2149 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2150 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2151 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2152 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2153 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2154 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2155 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2156 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2157 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2158 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2159 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2160 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2161 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2162 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2163 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2164 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2165 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2166 break;
2168 case WINED3D_TOP_ADD_SIGNED:
2169 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2170 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2171 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2172 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2173 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2174 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2175 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2176 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2177 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2178 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2179 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2180 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2181 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2182 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2183 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2184 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2185 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2186 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2187 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2188 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2189 break;
2191 case WINED3D_TOP_ADD_SIGNED_2X:
2192 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2193 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2194 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2195 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2196 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2197 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2198 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2199 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2200 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2201 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2202 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2203 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2204 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2205 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2206 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2207 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2208 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2209 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2210 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2211 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2212 break;
2214 case WINED3D_TOP_ADD_SMOOTH:
2215 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2216 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2217 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2218 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2219 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2220 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2221 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2222 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2223 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2224 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2225 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2226 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2227 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2228 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2229 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2230 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2231 switch (opr1) {
2232 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2233 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2234 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2235 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2237 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2238 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2239 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2240 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2241 break;
2243 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2244 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2245 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2246 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2247 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2248 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2249 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2250 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2251 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2252 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2253 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2254 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2255 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2256 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2257 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2258 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2259 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2260 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2261 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2262 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2263 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2264 break;
2265 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2266 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2267 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2268 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2269 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2270 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2271 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2272 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2273 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2274 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2275 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2276 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2277 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2278 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2279 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2280 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2281 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2282 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2283 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2284 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2285 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2286 break;
2287 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2288 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2289 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2290 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2291 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2292 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2293 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2294 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2295 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2296 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2297 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2298 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2299 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2300 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2301 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2302 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2303 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2304 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2305 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2306 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2307 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2308 break;
2309 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2310 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2311 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2312 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2313 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2314 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2315 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2316 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2317 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2318 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2319 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2320 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2321 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2322 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2323 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2324 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2325 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2326 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2327 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2328 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2329 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2330 break;
2331 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2332 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2333 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2334 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2335 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2337 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2338 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2339 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2340 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2341 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2342 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2343 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2344 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2345 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2346 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2347 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2348 switch (opr) {
2349 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2350 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2352 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2353 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2354 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2355 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2356 break;
2357 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2358 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2359 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2360 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2361 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2362 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2363 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2364 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2365 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2366 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2367 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2368 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2369 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2370 switch (opr1) {
2371 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2372 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2374 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2375 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2376 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2377 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2378 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2379 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2380 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2381 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2382 break;
2383 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2385 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2386 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2387 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2389 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2391 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2393 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2394 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2395 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2397 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2398 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2399 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2400 switch (opr1) {
2401 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2402 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2403 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2404 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2406 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2407 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2408 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2409 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2410 break;
2411 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2412 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2413 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2414 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2415 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2416 switch (opr1) {
2417 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2418 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2419 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2420 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2422 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2423 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2424 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2425 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2426 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2427 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2428 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2429 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2430 switch (opr1) {
2431 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2432 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2434 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2435 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2436 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2437 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2438 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2439 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2440 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2441 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2442 break;
2443 case WINED3D_TOP_MULTIPLY_ADD:
2444 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2445 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2446 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2447 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2448 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2449 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2451 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2453 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2454 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2455 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2456 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2457 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2458 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2459 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2460 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2461 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2462 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2463 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2464 break;
2466 case WINED3D_TOP_BUMPENVMAP:
2467 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2468 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2469 Handled = FALSE;
2470 break;
2472 default:
2473 Handled = FALSE;
2475 if (Handled)
2477 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2478 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2480 return;
2482 } /* GL_NV_texture_env_combine4 */
2484 Handled = TRUE; /* Again, assume handled */
2485 switch (op) {
2486 case WINED3D_TOP_DISABLE: /* Only for alpha */
2487 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2488 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2489 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2490 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2491 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2492 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2493 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2494 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2495 break;
2496 case WINED3D_TOP_SELECT_ARG1:
2497 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2498 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2499 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2500 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2501 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2502 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2503 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2504 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2505 break;
2506 case WINED3D_TOP_SELECT_ARG2:
2507 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2508 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2509 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2510 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2511 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2512 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2513 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2514 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2515 break;
2516 case WINED3D_TOP_MODULATE:
2517 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2518 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2519 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2520 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2521 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2522 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2523 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2524 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2525 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2526 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2527 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2528 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2529 break;
2530 case WINED3D_TOP_MODULATE_2X:
2531 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2532 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2533 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2534 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2535 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2536 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2537 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2538 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2539 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2540 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2541 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2542 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2543 break;
2544 case WINED3D_TOP_MODULATE_4X:
2545 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2546 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2547 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2548 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2549 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2550 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2551 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2552 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2553 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2554 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2555 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2556 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2557 break;
2558 case WINED3D_TOP_ADD:
2559 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2560 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2561 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2562 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2563 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2564 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2565 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2566 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2567 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2568 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
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_ADD_SIGNED:
2573 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2574 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2575 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2576 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2577 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2578 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2579 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2580 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2581 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2582 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2583 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2584 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2585 break;
2586 case WINED3D_TOP_ADD_SIGNED_2X:
2587 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2588 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2589 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2590 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2591 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2592 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2593 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2594 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2595 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2596 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2597 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2598 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2599 break;
2600 case WINED3D_TOP_SUBTRACT:
2601 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2603 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2604 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2605 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2606 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2607 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2608 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2609 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2610 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2611 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2612 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2613 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2614 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2615 } else {
2616 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2618 break;
2620 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2621 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2622 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2623 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2624 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2625 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2626 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2627 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2628 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2629 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2630 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2631 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2632 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2633 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2634 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2635 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2636 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2637 break;
2638 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2639 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2640 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2641 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2642 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2643 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2644 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2645 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2646 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2648 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2649 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2650 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2651 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2652 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2653 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2654 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2655 break;
2656 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2657 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2658 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2659 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2660 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2662 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2663 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2664 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2665 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2666 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2667 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2668 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2669 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2670 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2671 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2672 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2673 break;
2674 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2675 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2676 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2677 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2678 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2679 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2680 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2681 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2682 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2683 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2684 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2685 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2686 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2687 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2688 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2690 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2691 break;
2692 case WINED3D_TOP_DOTPRODUCT3:
2693 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2695 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2696 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2698 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2700 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2701 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2702 } else {
2703 FIXME("This version of opengl does not support GL_DOT3\n");
2705 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2706 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2707 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2708 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2710 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2711 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2712 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2713 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2714 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2715 break;
2716 case WINED3D_TOP_LERP:
2717 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2718 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2719 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2720 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2721 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2722 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2723 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2724 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2725 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2726 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2727 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2728 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2729 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2730 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2731 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2732 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2733 break;
2734 case WINED3D_TOP_ADD_SMOOTH:
2735 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2737 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2738 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2739 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2740 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2741 switch (opr1) {
2742 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2743 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2744 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2745 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2747 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2748 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2749 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2750 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2751 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2752 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2753 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2754 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2755 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2756 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2757 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2758 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2759 } else
2760 Handled = FALSE;
2761 break;
2762 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2763 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2765 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2766 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2767 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2768 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2769 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2770 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2771 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2772 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2773 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2774 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2775 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2776 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2777 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2778 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2779 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2780 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2781 } else
2782 Handled = FALSE;
2783 break;
2784 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2785 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2787 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2788 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2789 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2790 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2791 switch (opr1) {
2792 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2793 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2794 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2795 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2797 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2798 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2799 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2800 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2801 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2802 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2803 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2804 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2805 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2806 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2807 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2808 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2809 } else
2810 Handled = FALSE;
2811 break;
2812 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2813 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2815 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2816 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2817 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2818 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2819 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2820 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2821 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2822 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2823 switch (opr1) {
2824 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2825 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2826 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2827 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2829 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2830 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2831 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2832 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2833 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2834 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2835 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2836 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2837 } else
2838 Handled = FALSE;
2839 break;
2840 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2841 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2843 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2844 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2845 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2846 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2847 switch (opr1) {
2848 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2849 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2850 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2851 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2853 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2854 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2855 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2856 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2857 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2858 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2859 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2860 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2861 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2862 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2863 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2864 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2865 } else
2866 Handled = FALSE;
2867 break;
2868 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2869 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2871 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2872 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2873 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2874 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2875 switch (opr1) {
2876 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2877 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2878 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2879 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2881 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2882 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2883 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2884 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2885 switch (opr1) {
2886 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2887 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2888 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2889 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2891 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2892 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2893 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2894 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2895 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2896 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2897 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2898 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2899 } else
2900 Handled = FALSE;
2901 break;
2902 case WINED3D_TOP_MULTIPLY_ADD:
2903 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2905 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2906 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2907 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2908 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2909 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2910 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2911 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2912 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2913 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2914 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2915 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2916 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2917 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2918 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2919 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2920 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2921 } else
2922 Handled = FALSE;
2923 break;
2924 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2925 case WINED3D_TOP_BUMPENVMAP:
2926 if (gl_info->supported[NV_TEXTURE_SHADER2])
2928 /* Technically texture shader support without register combiners is possible, but not expected to occur
2929 * on real world cards, so for now a fixme should be enough
2931 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2933 Handled = FALSE;
2934 break;
2936 default:
2937 Handled = FALSE;
2940 if (Handled) {
2941 BOOL combineOK = TRUE;
2942 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2944 DWORD op2;
2946 if (isAlpha)
2947 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
2948 else
2949 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
2951 /* Note: If COMBINE4 in effect can't go back to combine! */
2952 switch (op2)
2954 case WINED3D_TOP_ADD_SMOOTH:
2955 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2956 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2957 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2958 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2959 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2960 case WINED3D_TOP_MULTIPLY_ADD:
2961 /* Ignore those implemented in both cases */
2962 switch (op)
2964 case WINED3D_TOP_SELECT_ARG1:
2965 case WINED3D_TOP_SELECT_ARG2:
2966 combineOK = FALSE;
2967 Handled = FALSE;
2968 break;
2969 default:
2970 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2971 return;
2976 if (combineOK)
2978 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
2979 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
2981 return;
2985 /* After all the extensions, if still unhandled, report fixme */
2986 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2990 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2992 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
2993 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
2994 DWORD mapped_stage = context->tex_unit_map[stage];
2995 const struct wined3d_gl_info *gl_info = context->gl_info;
2997 TRACE("Setting color op for stage %d\n", stage);
2999 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3000 if (use_ps(state)) return;
3002 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3004 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3006 if (tex_used && mapped_stage >= gl_info->limits.textures)
3008 FIXME("Attempt to enable unsupported stage!\n");
3009 return;
3011 context_active_texture(context, gl_info, mapped_stage);
3014 if (stage >= context->lowest_disabled_stage)
3016 TRACE("Stage disabled\n");
3017 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3019 /* Disable everything here */
3020 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3021 checkGLcall("glDisable(GL_TEXTURE_2D)");
3022 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3023 checkGLcall("glDisable(GL_TEXTURE_3D)");
3024 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3026 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3027 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3029 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3031 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3032 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3035 /* All done */
3036 return;
3039 /* The sampler will also activate the correct texture dimensions, so no
3040 * need to do it here if the sampler for this stage is dirty. */
3041 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3042 texture_activate_dimensions(state->textures[stage], gl_info);
3044 set_tex_op(gl_info, state, FALSE, stage,
3045 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3046 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3047 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3048 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3051 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3053 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3054 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3055 DWORD mapped_stage = context->tex_unit_map[stage];
3056 const struct wined3d_gl_info *gl_info = context->gl_info;
3057 DWORD op, arg1, arg2, arg0;
3059 TRACE("Setting alpha op for stage %d\n", stage);
3060 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3061 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3063 if (tex_used && mapped_stage >= gl_info->limits.textures)
3065 FIXME("Attempt to enable unsupported stage!\n");
3066 return;
3068 context_active_texture(context, gl_info, mapped_stage);
3071 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3072 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3073 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3074 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3076 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3078 struct wined3d_texture *texture = state->textures[0];
3079 GLenum texture_dimensions = texture->target;
3081 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3083 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3085 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3086 * properly. On the other hand applications can still use texture combiners apparently. This code
3087 * takes care that apps cannot remove the texture's alpha channel entirely.
3089 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3090 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3091 * and alpha component of diffuse color to draw things like translucent text and perform other
3092 * blending effects.
3094 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3095 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3096 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3097 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3098 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3099 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3100 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3101 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3102 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3103 * alpha.
3105 * What to do with multitexturing? So far no app has been found that uses color keying with
3106 * multitexturing */
3107 if (op == WINED3D_TOP_DISABLE)
3109 arg1 = WINED3DTA_TEXTURE;
3110 op = WINED3D_TOP_SELECT_ARG1;
3112 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3114 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3116 arg2 = WINED3DTA_TEXTURE;
3117 op = WINED3D_TOP_MODULATE;
3119 else arg1 = WINED3DTA_TEXTURE;
3121 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3123 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3125 arg1 = WINED3DTA_TEXTURE;
3126 op = WINED3D_TOP_MODULATE;
3128 else arg2 = WINED3DTA_TEXTURE;
3134 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3135 * this if block here, and the other code(color keying, texture unit selection) are the same
3137 TRACE("Setting alpha op for stage %d\n", stage);
3138 if (gl_info->supported[NV_REGISTER_COMBINERS])
3140 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3141 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3143 else
3145 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3149 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3151 const struct wined3d_gl_info *gl_info = context->gl_info;
3152 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3153 unsigned int mapped_stage = context->tex_unit_map[tex];
3154 struct wined3d_matrix mat;
3156 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3157 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3159 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3160 return;
3163 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3164 if (mapped_stage >= gl_info->limits.textures) return;
3166 context_active_texture(context, gl_info, mapped_stage);
3167 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3168 checkGLcall("glMatrixMode(GL_TEXTURE)");
3170 get_texture_matrix(context, state, mapped_stage, &mat);
3172 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3173 checkGLcall("glLoadMatrixf");
3176 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3178 unsigned int texture_idx;
3180 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3182 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3183 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3187 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3188 GLuint *curVBO, const struct wined3d_state *state)
3190 const struct wined3d_gl_info *gl_info = context->gl_info;
3191 unsigned int mapped_stage = 0;
3192 unsigned int textureNo = 0;
3194 for (textureNo = 0; textureNo < context->d3d_info->limits.ffp_blend_stages; ++textureNo)
3196 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
3198 mapped_stage = context->tex_unit_map[textureNo];
3199 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3201 if (mapped_stage >= gl_info->limits.texture_coords)
3203 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3204 continue;
3207 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3209 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3211 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3212 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3214 if (*curVBO != e->data.buffer_object)
3216 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
3217 checkGLcall("glBindBuffer");
3218 *curVBO = e->data.buffer_object;
3221 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3222 checkGLcall("glClientActiveTextureARB");
3224 /* The coords to supply depend completely on the fvf / vertex shader */
3225 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3226 e->data.addr + state->load_base_vertex_index * e->stride);
3227 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3229 else
3231 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3234 if (gl_info->supported[NV_REGISTER_COMBINERS])
3236 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3237 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3239 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3243 checkGLcall("loadTexCoords");
3246 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3248 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3249 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3250 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3251 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3252 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3253 const struct wined3d_gl_info *gl_info = context->gl_info;
3254 DWORD mapped_stage = context->tex_unit_map[stage];
3256 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3258 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3259 return;
3262 if (mapped_stage >= gl_info->limits.fragment_samplers)
3264 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3265 return;
3267 context_active_texture(context, gl_info, mapped_stage);
3269 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3271 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3272 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3273 * means use the vertex position (camera-space) as the input texture coordinates
3274 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3275 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3276 * to the TEXCOORDINDEX value
3278 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3280 case WINED3DTSS_TCI_PASSTHRU:
3281 /* Use the specified texture coordinates contained within the
3282 * vertex format. This value resolves to zero. */
3283 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3284 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3285 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3286 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3287 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3288 break;
3290 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3291 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3292 * as the input texture coordinates for this stage's texture transformation. This
3293 * equates roughly to EYE_LINEAR */
3295 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3296 gl_info->gl_ops.gl.p_glPushMatrix();
3297 gl_info->gl_ops.gl.p_glLoadIdentity();
3298 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3299 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3300 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3301 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3302 gl_info->gl_ops.gl.p_glPopMatrix();
3303 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3305 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3306 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3307 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3308 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3310 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3311 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3312 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3313 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3315 break;
3317 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3318 /* Note that NV_TEXGEN_REFLECTION support is implied when
3319 * ARB_TEXTURE_CUBE_MAP is supported */
3320 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3322 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3323 break;
3326 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3327 gl_info->gl_ops.gl.p_glPushMatrix();
3328 gl_info->gl_ops.gl.p_glLoadIdentity();
3329 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3330 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3331 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3332 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3333 gl_info->gl_ops.gl.p_glPopMatrix();
3334 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3336 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3337 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3338 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3339 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3341 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3342 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3343 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3344 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3346 break;
3348 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3349 /* Note that NV_TEXGEN_REFLECTION support is implied when
3350 * ARB_TEXTURE_CUBE_MAP is supported */
3351 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3353 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3354 break;
3357 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3358 gl_info->gl_ops.gl.p_glPushMatrix();
3359 gl_info->gl_ops.gl.p_glLoadIdentity();
3360 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3361 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3362 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3363 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3364 gl_info->gl_ops.gl.p_glPopMatrix();
3365 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3367 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3368 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3369 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3370 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3372 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3373 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3374 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3375 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3377 break;
3379 case WINED3DTSS_TCI_SPHEREMAP:
3380 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3381 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3382 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3384 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3385 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3386 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3387 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3389 break;
3391 default:
3392 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3393 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3394 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3395 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3396 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3397 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3398 checkGLcall("Disable texgen.");
3400 break;
3403 /* Update the texture matrix. */
3404 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3405 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3407 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3409 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3410 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3411 * and do all the things linked to it
3412 * TODO: Tidy that up to reload only the arrays of the changed unit
3414 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3416 unload_tex_coords(gl_info);
3417 load_tex_coords(context, &context->stream_info, &curVBO, state);
3421 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3423 const DWORD sampler = state_id - STATE_SAMPLER(0);
3424 const struct wined3d_texture *texture = state->textures[sampler];
3426 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3428 if(!texture) return;
3429 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3430 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3431 * scaling is reapplied or removed, the texture matrix has to be reapplied
3433 * The mapped stage is already active because the sampler() function below, which is part of the
3434 * misc pipeline
3436 if (sampler < MAX_TEXTURES)
3438 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3440 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3442 if (texIsPow2)
3443 context->lastWasPow2Texture |= 1 << sampler;
3444 else
3445 context->lastWasPow2Texture &= ~(1 << sampler);
3447 transform_texture(context, state,
3448 STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3453 static enum wined3d_texture_address wined3d_texture_address_mode(const struct wined3d_texture *texture,
3454 enum wined3d_texture_address t)
3456 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3458 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3459 return WINED3D_TADDRESS_WRAP;
3462 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3463 if (texture->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture->flags & WINED3D_TEXTURE_COND_NP2)
3464 && t == WINED3D_TADDRESS_WRAP))
3465 return WINED3D_TADDRESS_CLAMP;
3467 return t;
3470 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3471 const struct wined3d_gl_info *gl_info, const DWORD *sampler_states, const struct wined3d_texture *texture)
3473 union
3475 float f;
3476 DWORD d;
3477 } lod_bias;
3479 desc->address_u = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3480 desc->address_v = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3481 desc->address_w = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3482 D3DCOLORTOGLFLOAT4(sampler_states[WINED3D_SAMP_BORDER_COLOR], desc->border_color);
3483 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3484 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3485 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3486 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3487 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3488 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3489 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3490 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3491 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3492 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3493 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3494 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3495 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3496 desc->lod_bias = lod_bias.f;
3497 desc->min_lod = -1000.0f;
3498 desc->max_lod = 1000.0f;
3499 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3500 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3501 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3502 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3503 || (texture->flags & WINED3D_TEXTURE_COND_NP2))
3504 desc->max_anisotropy = 1;
3505 desc->compare = texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW;
3506 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3507 desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
3509 if (!(texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING))
3511 desc->mag_filter = WINED3D_TEXF_POINT;
3512 desc->min_filter = WINED3D_TEXF_POINT;
3513 desc->mip_filter = WINED3D_TEXF_NONE;
3516 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3518 desc->mip_filter = WINED3D_TEXF_NONE;
3519 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3520 desc->min_filter = WINED3D_TEXF_POINT;
3524 /* Enabling and disabling texture dimensions is done by texture stage state /
3525 * pixel shader setup, this function only has to bind textures and set the per
3526 * texture states. */
3527 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3529 DWORD sampler_idx = state_id - STATE_SAMPLER(0);
3530 DWORD mapped_stage = context->tex_unit_map[sampler_idx];
3531 const struct wined3d_gl_info *gl_info = context->gl_info;
3533 TRACE("Sampler %u.\n", sampler_idx);
3536 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3538 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3539 return;
3542 if (mapped_stage >= gl_info->limits.combined_samplers)
3544 return;
3546 context_active_texture(context, gl_info, mapped_stage);
3548 if (state->textures[sampler_idx])
3550 struct wined3d_texture *texture = state->textures[sampler_idx];
3551 BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE];
3552 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3553 struct wined3d_sampler_desc desc;
3554 struct gl_texture *gl_tex;
3555 unsigned int base_level;
3557 wined3d_sampler_desc_from_sampler_states(&desc, gl_info, sampler_states, texture);
3559 wined3d_texture_bind(texture, context, srgb);
3560 if (!gl_info->supported[ARB_SAMPLER_OBJECTS])
3562 wined3d_texture_apply_sampler_desc(texture, &desc, gl_info);
3564 else
3566 struct wined3d_device *device = context->swapchain->device;
3567 struct wined3d_sampler *sampler;
3568 struct wine_rb_entry *entry;
3570 if ((entry = wine_rb_get(&device->samplers, &desc)))
3572 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3574 else
3576 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &sampler)))
3578 ERR("Failed to create sampler.\n");
3579 sampler = NULL;
3581 else
3583 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3584 ERR("Failed to insert sampler.\n");
3588 if (sampler)
3590 GL_EXTCALL(glBindSampler(mapped_stage, sampler->name));
3591 checkGLcall("glBindSampler");
3595 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3596 base_level = 0;
3597 else if (desc.mip_filter == WINED3D_TEXF_NONE)
3598 base_level = texture->lod;
3599 else
3600 base_level = min(max(sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL],
3601 texture->lod), texture->level_count - 1);
3603 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
3604 if (base_level != gl_tex->base_level)
3606 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
3607 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
3608 * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
3609 * corresponds to GL_TEXTURE_BASE_LEVEL. */
3610 gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
3611 gl_tex->base_level = base_level;
3614 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3615 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3616 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3618 else
3620 context_bind_texture(context, GL_NONE, 0);
3624 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3626 unsigned int i;
3628 if (use_ps(state))
3630 if (!context->last_was_pshader)
3632 /* Former draw without a pixel shader, some samplers may be
3633 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3634 * make sure to enable them. */
3635 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3637 if (!isStateDirty(context, STATE_SAMPLER(i)))
3638 sampler(context, state, STATE_SAMPLER(i));
3640 context->last_was_pshader = TRUE;
3642 else
3644 /* Otherwise all samplers were activated by the code above in
3645 * earlier draws, or by sampler() if a different texture was
3646 * bound. I don't have to do anything. */
3649 else
3651 /* Disabled the pixel shader - color ops weren't applied while it was
3652 * enabled, so re-apply them. */
3653 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3655 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3656 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3658 context->last_was_pshader = FALSE;
3661 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
3664 static void state_geometry_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3666 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_GEOMETRY;
3669 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3671 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3674 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3676 const struct wined3d_gl_info *gl_info = context->gl_info;
3677 struct wined3d_matrix mat;
3679 /* This function is called by transform_view below if the view matrix was changed too
3681 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3682 * does not always update the world matrix, only on a switch between transformed
3683 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3684 * draw, but that should be rather rare and cheaper in total.
3686 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3687 checkGLcall("glMatrixMode");
3689 get_modelview_matrix(context, state, 0, &mat);
3691 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3692 checkGLcall("glLoadMatrixf");
3695 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3697 const struct wined3d_gl_info *gl_info = context->gl_info;
3698 UINT index = state_id - STATE_CLIPPLANE(0);
3699 GLdouble plane[4];
3701 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.clipplanes)
3702 return;
3704 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3705 gl_info->gl_ops.gl.p_glPushMatrix();
3707 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3708 if (!use_vs(state))
3709 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3710 else
3711 /* With vertex shaders, clip planes are not transformed in Direct3D,
3712 * while in OpenGL they are still transformed by the model view matix. */
3713 gl_info->gl_ops.gl.p_glLoadIdentity();
3715 plane[0] = state->clip_planes[index].x;
3716 plane[1] = state->clip_planes[index].y;
3717 plane[2] = state->clip_planes[index].z;
3718 plane[3] = state->clip_planes[index].w;
3720 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3721 plane[0], plane[1], plane[2], plane[3]);
3722 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3723 checkGLcall("glClipPlane");
3725 gl_info->gl_ops.gl.p_glPopMatrix();
3728 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3730 UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3731 const struct wined3d_gl_info *gl_info = context->gl_info;
3732 GLenum glMat;
3734 TRACE("Setting world matrix %d\n", matrix);
3736 if (matrix >= gl_info->limits.blends)
3738 WARN("Unsupported blend matrix set\n");
3739 return;
3742 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3743 return;
3745 /* GL_MODELVIEW0_ARB: 0x1700
3746 * GL_MODELVIEW1_ARB: 0x850a
3747 * GL_MODELVIEW2_ARB: 0x8722
3748 * GL_MODELVIEW3_ARB: 0x8723
3749 * etc
3750 * GL_MODELVIEW31_ARB: 0x873f
3752 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3753 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3755 gl_info->gl_ops.gl.p_glMatrixMode(glMat);
3756 checkGLcall("glMatrixMode(glMat)");
3758 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3759 * matrices while gl uses only 2. To avoid weighting the view matrix
3760 * incorrectly it has to be multiplied into every GL modelview matrix. */
3761 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3762 checkGLcall("glLoadMatrixf");
3763 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)]._11);
3764 checkGLcall("glMultMatrixf");
3767 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3769 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3770 static unsigned int once;
3772 if (f == WINED3D_VBF_DISABLE)
3773 return;
3775 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3776 else WARN("Vertex blend flags %#x not supported.\n", f);
3779 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3781 enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
3782 struct wined3d_device *device = context->swapchain->device;
3783 const struct wined3d_gl_info *gl_info = context->gl_info;
3784 static unsigned int once;
3786 switch (val)
3788 case WINED3D_VBF_1WEIGHTS:
3789 case WINED3D_VBF_2WEIGHTS:
3790 case WINED3D_VBF_3WEIGHTS:
3791 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_BLEND_ARB);
3792 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3794 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3795 * This is enabled at context creation with enabling
3796 * GL_WEIGHT_SUM_UNITY_ARB. */
3797 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
3799 if (!device->vertexBlendUsed)
3801 unsigned int i;
3802 for (i = 1; i < gl_info->limits.blends; ++i)
3804 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))))
3805 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)));
3807 device->vertexBlendUsed = TRUE;
3809 break;
3811 case WINED3D_VBF_TWEENING:
3812 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3813 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3814 else WARN("Vertex blend flags %#x not supported.\n", val);
3815 /* Fall through. */
3816 case WINED3D_VBF_DISABLE:
3817 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_BLEND_ARB);
3818 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3819 break;
3823 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3825 const struct wined3d_gl_info *gl_info = context->gl_info;
3826 const struct wined3d_light_info *light = NULL;
3827 unsigned int k;
3829 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3830 * NOTE: We have to reset the positions even if the light/plane is not currently
3831 * enabled, since the call to enable it will not reset the position.
3832 * NOTE2: Apparently texture transforms do NOT need reapplying
3835 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3836 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3837 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3838 checkGLcall("glLoadMatrixf(...)");
3840 /* Reset lights. TODO: Call light apply func */
3841 for (k = 0; k < gl_info->limits.lights; ++k)
3843 if (!(light = state->lights[k]))
3844 continue;
3845 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3846 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3847 else
3848 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3849 checkGLcall("glLightfv posn");
3850 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3851 checkGLcall("glLightfv dirn");
3854 /* Reset Clipping Planes */
3855 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3857 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3858 clipplane(context, state, STATE_CLIPPLANE(k));
3861 if (context->last_was_rhw)
3863 gl_info->gl_ops.gl.p_glLoadIdentity();
3864 checkGLcall("glLoadIdentity()");
3865 /* No need to update the world matrix, the identity is fine */
3866 return;
3869 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3870 * No need to do it here if the state is scheduled for update. */
3871 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3872 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3874 /* Avoid looping over a number of matrices if the app never used the functionality */
3875 if (context->swapchain->device->vertexBlendUsed)
3877 for (k = 1; k < gl_info->limits.blends; ++k)
3879 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))))
3880 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)));
3885 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3887 const struct wined3d_gl_info *gl_info = context->gl_info;
3888 struct wined3d_matrix projection;
3890 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3891 checkGLcall("glMatrixMode(GL_PROJECTION)");
3893 get_projection_matrix(context, state, &projection);
3894 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
3895 checkGLcall("glLoadMatrixf");
3898 /* This should match any arrays loaded in load_vertex_data.
3899 * TODO: Only load / unload arrays if we have to. */
3900 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
3902 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
3903 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
3904 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
3905 if (gl_info->supported[EXT_SECONDARY_COLOR])
3906 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3907 if (gl_info->supported[ARB_VERTEX_BLEND])
3908 gl_info->gl_ops.gl.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3909 unload_tex_coords(gl_info);
3912 static inline void unload_numbered_array(struct wined3d_context *context, int i)
3914 const struct wined3d_gl_info *gl_info = context->gl_info;
3916 GL_EXTCALL(glDisableVertexAttribArray(i));
3917 checkGLcall("glDisableVertexAttribArray");
3918 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
3919 GL_EXTCALL(glVertexAttribDivisor(i, 0));
3921 context->numbered_array_mask &= ~(1 << i);
3924 /* This should match any arrays loaded in loadNumberedArrays
3925 * TODO: Only load / unload arrays if we have to. */
3926 static void unload_numbered_arrays(struct wined3d_context *context)
3928 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3929 int i;
3931 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
3932 unload_numbered_array(context, i);
3936 static void load_numbered_arrays(struct wined3d_context *context,
3937 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
3939 const struct wined3d_gl_info *gl_info = context->gl_info;
3940 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3941 int i;
3943 /* Default to no instancing */
3944 context->instance_count = 0;
3946 for (i = 0; i < MAX_ATTRIBS; i++)
3948 const struct wined3d_stream_state *stream;
3950 if (!(stream_info->use_map & (1 << i)))
3952 if (context->numbered_array_mask & (1 << i))
3953 unload_numbered_array(context, i);
3954 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
3955 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
3956 else
3957 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
3958 continue;
3961 stream = &state->streams[stream_info->elements[i].stream_idx];
3963 if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
3964 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
3966 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
3968 GL_EXTCALL(glVertexAttribDivisor(i, stream_info->elements[i].divisor));
3970 else if (stream_info->elements[i].divisor)
3972 /* Unload instanced arrays, they will be loaded using
3973 * immediate mode instead. */
3974 if (context->numbered_array_mask & (1 << i))
3975 unload_numbered_array(context, i);
3976 continue;
3979 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
3981 if (stream_info->elements[i].stride)
3983 if (curVBO != stream_info->elements[i].data.buffer_object)
3985 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, stream_info->elements[i].data.buffer_object));
3986 checkGLcall("glBindBuffer");
3987 curVBO = stream_info->elements[i].data.buffer_object;
3989 /* Use the VBO to find out if a vertex buffer exists, not the vb
3990 * pointer. vb can point to a user pointer data blob. In that case
3991 * curVBO will be 0. If there is a vertex buffer but no vbo we
3992 * won't be load converted attributes anyway. */
3993 GL_EXTCALL(glVertexAttribPointer(i, stream_info->elements[i].format->gl_vtx_format,
3994 stream_info->elements[i].format->gl_vtx_type,
3995 stream_info->elements[i].format->gl_normalized,
3996 stream_info->elements[i].stride, stream_info->elements[i].data.addr
3997 + state->load_base_vertex_index * stream_info->elements[i].stride));
3999 if (!(context->numbered_array_mask & (1 << i)))
4001 GL_EXTCALL(glEnableVertexAttribArray(i));
4002 context->numbered_array_mask |= (1 << i);
4005 else
4007 /* Stride = 0 means always the same values.
4008 * glVertexAttribPointer doesn't do that. Instead disable the
4009 * pointer and set up the attribute statically. But we have to
4010 * figure out the system memory address. */
4011 const BYTE *ptr = stream_info->elements[i].data.addr;
4012 if (stream_info->elements[i].data.buffer_object)
4014 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, context);
4017 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4019 switch (stream_info->elements[i].format->id)
4021 case WINED3DFMT_R32_FLOAT:
4022 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
4023 break;
4024 case WINED3DFMT_R32G32_FLOAT:
4025 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
4026 break;
4027 case WINED3DFMT_R32G32B32_FLOAT:
4028 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
4029 break;
4030 case WINED3DFMT_R32G32B32A32_FLOAT:
4031 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
4032 break;
4034 case WINED3DFMT_R8G8B8A8_UINT:
4035 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
4036 break;
4037 case WINED3DFMT_B8G8R8A8_UNORM:
4038 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4040 const DWORD *src = (const DWORD *)ptr;
4041 DWORD c = *src & 0xff00ff00;
4042 c |= (*src & 0xff0000) >> 16;
4043 c |= (*src & 0xff) << 16;
4044 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
4045 break;
4047 /* else fallthrough */
4048 case WINED3DFMT_R8G8B8A8_UNORM:
4049 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
4050 break;
4052 case WINED3DFMT_R16G16_SINT:
4053 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
4054 break;
4055 case WINED3DFMT_R16G16B16A16_SINT:
4056 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
4057 break;
4059 case WINED3DFMT_R16G16_SNORM:
4061 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4062 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
4063 break;
4065 case WINED3DFMT_R16G16_UNORM:
4067 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4068 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
4069 break;
4071 case WINED3DFMT_R16G16B16A16_SNORM:
4072 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
4073 break;
4074 case WINED3DFMT_R16G16B16A16_UNORM:
4075 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
4076 break;
4078 case WINED3DFMT_R10G10B10A2_UINT:
4079 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4080 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4081 break;
4082 case WINED3DFMT_R10G10B10A2_SNORM:
4083 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4084 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4085 break;
4087 case WINED3DFMT_R16G16_FLOAT:
4088 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4090 /* Not supported by GL_ARB_half_float_vertex. */
4091 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
4093 else
4095 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4096 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4097 GL_EXTCALL(glVertexAttrib2f(i, x, y));
4099 break;
4100 case WINED3DFMT_R16G16B16A16_FLOAT:
4101 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4103 /* Not supported by GL_ARB_half_float_vertex. */
4104 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
4106 else
4108 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4109 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4110 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
4111 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
4112 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
4114 break;
4116 default:
4117 ERR("Unexpected declaration in stride 0 attributes\n");
4118 break;
4123 checkGLcall("Loading numbered arrays");
4126 static void load_vertex_data(struct wined3d_context *context,
4127 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4129 const struct wined3d_gl_info *gl_info = context->gl_info;
4130 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4131 const struct wined3d_stream_info_element *e;
4133 TRACE("Using fast vertex array code\n");
4135 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4136 context->instance_count = 0;
4138 /* Blend Data ---------------------------------------------- */
4139 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4140 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4142 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4144 if (gl_info->supported[ARB_VERTEX_BLEND])
4146 TRACE("Blend %u %p %u\n", e->format->component_count,
4147 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4149 gl_info->gl_ops.gl.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4150 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4152 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4154 if (curVBO != e->data.buffer_object)
4156 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4157 checkGLcall("glBindBuffer");
4158 curVBO = e->data.buffer_object;
4161 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4162 e->format->gl_vtx_format,
4163 e->format->gl_vtx_type,
4164 e->stride,
4165 e->data.addr + state->load_base_vertex_index * e->stride);
4166 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4167 e->data.addr + state->load_base_vertex_index * e->stride));
4169 checkGLcall("glWeightPointerARB");
4171 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4173 static BOOL warned;
4174 if (!warned)
4176 FIXME("blendMatrixIndices support\n");
4177 warned = TRUE;
4180 } else {
4181 /* TODO: support blends in drawStridedSlow
4182 * No need to write a FIXME here, this is done after the general vertex decl decoding
4184 WARN("unsupported blending in openGl\n");
4187 else
4189 if (gl_info->supported[ARB_VERTEX_BLEND])
4191 static const GLbyte one = 1;
4192 GL_EXTCALL(glWeightbvARB(1, &one));
4193 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4197 /* Point Size ----------------------------------------------*/
4198 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4200 /* no such functionality in the fixed function GL pipeline */
4201 TRACE("Cannot change ptSize here in openGl\n");
4202 /* TODO: Implement this function in using shaders if they are available */
4205 /* Vertex Pointers -----------------------------------------*/
4206 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4208 e = &si->elements[WINED3D_FFP_POSITION];
4210 if (curVBO != e->data.buffer_object)
4212 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4213 checkGLcall("glBindBuffer");
4214 curVBO = e->data.buffer_object;
4217 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4218 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4219 e->data.addr + state->load_base_vertex_index * e->stride);
4220 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4221 e->data.addr + state->load_base_vertex_index * e->stride);
4222 checkGLcall("glVertexPointer(...)");
4223 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
4224 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4227 /* Normals -------------------------------------------------*/
4228 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4230 e = &si->elements[WINED3D_FFP_NORMAL];
4232 if (curVBO != e->data.buffer_object)
4234 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4235 checkGLcall("glBindBuffer");
4236 curVBO = e->data.buffer_object;
4239 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4240 e->data.addr + state->load_base_vertex_index * e->stride);
4241 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
4242 e->data.addr + state->load_base_vertex_index * e->stride);
4243 checkGLcall("glNormalPointer(...)");
4244 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
4245 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4248 else
4250 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
4251 checkGLcall("glNormal3f(0, 0, 0)");
4254 /* Diffuse Colour --------------------------------------------*/
4255 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4257 e = &si->elements[WINED3D_FFP_DIFFUSE];
4259 if (curVBO != e->data.buffer_object)
4261 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4262 checkGLcall("glBindBuffer");
4263 curVBO = e->data.buffer_object;
4266 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4267 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4268 e->data.addr + state->load_base_vertex_index * e->stride);
4269 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4270 e->data.addr + state->load_base_vertex_index * e->stride);
4271 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4272 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
4273 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4276 else
4278 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4279 checkGLcall("glColor4f(1, 1, 1, 1)");
4282 /* Specular Colour ------------------------------------------*/
4283 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4285 TRACE("setting specular colour\n");
4287 e = &si->elements[WINED3D_FFP_SPECULAR];
4289 if (gl_info->supported[EXT_SECONDARY_COLOR])
4291 GLenum type = e->format->gl_vtx_type;
4292 GLint format = e->format->gl_vtx_format;
4294 if (curVBO != e->data.buffer_object)
4296 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4297 checkGLcall("glBindBuffer");
4298 curVBO = e->data.buffer_object;
4301 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4303 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4304 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4305 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4306 * 4 component secondary colors use it
4308 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4309 e->data.addr + state->load_base_vertex_index * e->stride);
4310 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4311 e->data.addr + state->load_base_vertex_index * e->stride));
4312 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4314 else
4316 switch(type)
4318 case GL_UNSIGNED_BYTE:
4319 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4320 e->data.addr + state->load_base_vertex_index * e->stride);
4321 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4322 e->data.addr + state->load_base_vertex_index * e->stride));
4323 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4324 break;
4326 default:
4327 FIXME("Add 4 component specular color pointers for type %x\n", type);
4328 /* Make sure that the right color component is dropped */
4329 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4330 e->data.addr + state->load_base_vertex_index * e->stride);
4331 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4332 e->data.addr + state->load_base_vertex_index * e->stride));
4333 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4336 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4337 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4339 else
4341 WARN("Specular colour is not supported in this GL implementation.\n");
4344 else
4346 if (gl_info->supported[EXT_SECONDARY_COLOR])
4348 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4349 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4351 else
4353 WARN("Specular colour is not supported in this GL implementation.\n");
4357 /* Texture coords -------------------------------------------*/
4358 load_tex_coords(context, si, &curVBO, state);
4361 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4363 BOOL load_numbered = context->d3d_info->ffp_generic_attributes
4364 || (use_vs(state) && !context->use_immediate_mode_draw);
4365 BOOL load_named = !context->d3d_info->ffp_generic_attributes
4366 && !use_vs(state) && !context->use_immediate_mode_draw;
4368 if (isStateDirty(context, STATE_VDECL)) return;
4369 if (context->numberedArraysLoaded && !load_numbered)
4371 unload_numbered_arrays(context);
4372 context->numberedArraysLoaded = FALSE;
4373 context->numbered_array_mask = 0;
4375 else if (context->namedArraysLoaded)
4377 unload_vertex_data(context->gl_info);
4378 context->namedArraysLoaded = FALSE;
4381 if (load_numbered)
4383 TRACE("Loading numbered arrays\n");
4384 load_numbered_arrays(context, &context->stream_info, state);
4385 context->numberedArraysLoaded = TRUE;
4387 else if (load_named)
4389 TRACE("Loading vertex data\n");
4390 load_vertex_data(context, &context->stream_info, state);
4391 context->namedArraysLoaded = TRUE;
4395 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4397 if (isStateDirty(context, STATE_STREAMSRC))
4398 return;
4399 streamsrc(context, state, STATE_STREAMSRC);
4402 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4404 const struct wined3d_gl_info *gl_info = context->gl_info;
4405 BOOL useVertexShaderFunction = use_vs(state);
4406 BOOL updateFog = FALSE;
4407 BOOL transformed;
4408 BOOL wasrhw = context->last_was_rhw;
4409 unsigned int i;
4411 transformed = context->stream_info.position_transformed;
4412 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4413 updateFog = TRUE;
4415 context->last_was_rhw = transformed;
4417 /* Don't have to apply the matrices when vertex shaders are used. When
4418 * vshaders are turned off this function will be called again anyway to
4419 * make sure they're properly set. */
4420 if (!useVertexShaderFunction)
4422 /* TODO: Move this mainly to the viewport state and only apply when
4423 * the vp has changed or transformed / untransformed was switched. */
4424 if (wasrhw != context->last_was_rhw
4425 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4426 && !isStateDirty(context, STATE_VIEWPORT))
4427 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4428 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4429 * mode.
4431 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4432 * this check will fail and the matrix not applied again. This is OK because a simple
4433 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4434 * needs of the vertex declaration.
4436 * World and view matrix go into the same gl matrix, so only apply them when neither is
4437 * dirty
4439 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4440 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4441 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4442 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4443 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4444 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4445 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4447 if (context->last_was_vshader)
4449 updateFog = TRUE;
4451 if (!context->d3d_info->vs_clipping
4452 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4454 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4457 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4459 clipplane(context, state, STATE_CLIPPLANE(i));
4462 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4463 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4465 else
4467 if(!context->last_was_vshader) {
4468 static BOOL warned = FALSE;
4469 if (!context->d3d_info->vs_clipping)
4471 /* Disable all clip planes to get defined results on all drivers. See comment in the
4472 * state_clipping state handler
4474 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4476 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0 + i);
4477 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4480 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4482 FIXME("Clipping not supported with vertex shaders\n");
4483 warned = TRUE;
4486 if (wasrhw)
4488 /* Apply the transform matrices when switching from rhw
4489 * drawing to vertex shaders. Vertex shaders themselves do
4490 * not need it, but the matrices are not reapplied
4491 * automatically when switching back from vertex shaders to
4492 * fixed function processing. So make sure we leave the fixed
4493 * function vertex processing states back in a sane state
4494 * before switching to shaders. */
4495 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4496 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4497 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4498 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4500 updateFog = TRUE;
4502 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4503 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4504 * device->vs_clipping is false.
4506 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4508 clipplane(context, state, STATE_CLIPPLANE(i));
4513 context->last_was_vshader = useVertexShaderFunction;
4514 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
4516 if (updateFog)
4517 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4519 if (!useVertexShaderFunction)
4521 unsigned int i;
4523 for (i = 0; i < MAX_TEXTURES; ++i)
4525 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4526 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4529 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4530 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4531 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
4535 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4537 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4538 const struct wined3d_gl_info *gl_info = context->gl_info;
4539 struct wined3d_viewport vp = state->viewport;
4541 if (vp.width > target->width)
4542 vp.width = target->width;
4543 if (vp.height > target->height)
4544 vp.height = target->height;
4546 gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
4547 checkGLcall("glDepthRange");
4548 /* Note: GL requires lower left, DirectX supplies upper left. This is
4549 * reversed when using offscreen rendering. */
4550 if (context->render_offscreen)
4552 gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
4554 else
4556 UINT width, height;
4558 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
4559 gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)),
4560 vp.width, vp.height);
4562 checkGLcall("glViewport");
4565 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4567 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4568 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4569 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4570 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4571 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4572 /* Update the position fixup. */
4573 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
4576 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4578 const struct wined3d_gl_info *gl_info = context->gl_info;
4579 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4580 const struct wined3d_light_info *lightInfo = state->lights[Index];
4582 if (!lightInfo)
4584 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4585 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4587 else
4589 float quad_att;
4590 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4592 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4593 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4594 gl_info->gl_ops.gl.p_glPushMatrix();
4595 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4597 /* Diffuse: */
4598 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4599 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4600 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4601 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4602 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4603 checkGLcall("glLightfv");
4605 /* Specular */
4606 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4607 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4608 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4609 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4610 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4611 checkGLcall("glLightfv");
4613 /* Ambient */
4614 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4615 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4616 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4617 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4618 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4619 checkGLcall("glLightfv");
4621 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4622 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4623 else
4624 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4626 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4627 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4628 * Attenuation0 to NaN and crashes in the gl lib
4631 switch (lightInfo->OriginalParms.type)
4633 case WINED3D_LIGHT_POINT:
4634 /* Position */
4635 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4636 checkGLcall("glLightfv");
4637 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4638 checkGLcall("glLightf");
4639 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4640 lightInfo->OriginalParms.attenuation0);
4641 checkGLcall("glLightf");
4642 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4643 lightInfo->OriginalParms.attenuation1);
4644 checkGLcall("glLightf");
4645 if (quad_att < lightInfo->OriginalParms.attenuation2)
4646 quad_att = lightInfo->OriginalParms.attenuation2;
4647 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4648 checkGLcall("glLightf");
4649 /* FIXME: Range */
4650 break;
4652 case WINED3D_LIGHT_SPOT:
4653 /* Position */
4654 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4655 checkGLcall("glLightfv");
4656 /* Direction */
4657 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4658 checkGLcall("glLightfv");
4659 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4660 checkGLcall("glLightf");
4661 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4662 checkGLcall("glLightf");
4663 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4664 lightInfo->OriginalParms.attenuation0);
4665 checkGLcall("glLightf");
4666 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4667 lightInfo->OriginalParms.attenuation1);
4668 checkGLcall("glLightf");
4669 if (quad_att < lightInfo->OriginalParms.attenuation2)
4670 quad_att = lightInfo->OriginalParms.attenuation2;
4671 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4672 checkGLcall("glLightf");
4673 /* FIXME: Range */
4674 break;
4676 case WINED3D_LIGHT_DIRECTIONAL:
4677 /* Direction */
4678 /* Note GL uses w position of 0 for direction! */
4679 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4680 checkGLcall("glLightfv");
4681 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4682 checkGLcall("glLightf");
4683 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4684 checkGLcall("glLightf");
4685 break;
4687 default:
4688 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4691 /* Restore the modelview matrix */
4692 gl_info->gl_ops.gl.p_glPopMatrix();
4694 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4695 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4699 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4701 const struct wined3d_gl_info *gl_info = context->gl_info;
4702 const RECT *r = &state->scissor_rect;
4704 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4705 * so our viewport correction does not apply. Warning2: Even in windowed
4706 * mode the coords are relative to the window, not the screen. */
4707 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4709 if (context->render_offscreen)
4711 gl_info->gl_ops.gl.p_glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4713 else
4715 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4716 UINT height;
4717 UINT width;
4719 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
4720 gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4722 checkGLcall("glScissor");
4725 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4727 const struct wined3d_stream_info *stream_info = &context->stream_info;
4728 const struct wined3d_gl_info *gl_info = context->gl_info;
4730 if (!state->index_buffer || !stream_info->all_vbo)
4732 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4734 else
4736 struct wined3d_buffer *ib = state->index_buffer;
4737 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
4741 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4743 const struct wined3d_gl_info *gl_info = context->gl_info;
4745 if (context->render_offscreen)
4747 gl_info->gl_ops.gl.p_glFrontFace(GL_CCW);
4748 checkGLcall("glFrontFace(GL_CCW)");
4750 else
4752 gl_info->gl_ops.gl.p_glFrontFace(GL_CW);
4753 checkGLcall("glFrontFace(GL_CW)");
4757 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4759 static BOOL warned;
4761 if (!warned)
4763 WARN("Point sprite coordinate origin switching not supported.\n");
4764 warned = TRUE;
4768 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4770 const struct wined3d_gl_info *gl_info = context->gl_info;
4771 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4773 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4774 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4777 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4779 unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
4780 const struct wined3d_gl_info *gl_info = context->gl_info;
4782 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4784 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE] && rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE)
4785 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4786 else
4787 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4790 static void state_cb(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
4791 enum wined3d_shader_type type, unsigned int base, unsigned int count)
4793 struct wined3d_buffer *buffer;
4794 unsigned int i;
4796 for (i = 0; i < count; ++i)
4798 buffer = state->cb[type][i];
4799 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
4801 checkGLcall("glBindBufferBase");
4804 static void state_cb_vs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4806 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
4808 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4810 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_VERTEX, 0, limits->vertex_uniform_blocks);
4813 static void state_cb_gs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4815 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
4817 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4819 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_GEOMETRY,
4820 limits->vertex_uniform_blocks, limits->geometry_uniform_blocks);
4823 static void state_cb_ps(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4825 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
4827 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4829 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_PIXEL,
4830 limits->vertex_uniform_blocks + limits->geometry_uniform_blocks, limits->fragment_uniform_blocks);
4833 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4835 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4837 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4840 static void state_shader_resource_binding(struct wined3d_context *context,
4841 const struct wined3d_state *state, DWORD state_id)
4843 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4845 context->update_shader_resource_bindings = 1;
4848 const struct StateEntryTemplate misc_state_template[] =
4850 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_vs, }, ARB_UNIFORM_BUFFER_OBJECT },
4851 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4852 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_gs, }, ARB_UNIFORM_BUFFER_OBJECT },
4853 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
4854 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_ps, }, ARB_UNIFORM_BUFFER_OBJECT },
4855 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4856 { STATE_SHADER_RESOURCE_BINDING, { STATE_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
4857 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4858 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4859 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4860 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4861 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4862 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4863 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4864 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4865 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4866 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4867 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4868 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4869 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4870 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4871 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4872 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4874 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4875 * vshader loadings are untied from each other
4877 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4878 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4879 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4880 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4881 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4882 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4883 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4884 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4885 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4886 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4926 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4927 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4928 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4929 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4930 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE },
4931 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4932 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4933 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4934 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4935 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4936 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4937 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4961 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
4997 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4999 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5003 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, WINED3D_GL_BLEND_EQUATION },
5005 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5009 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5011 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5013 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5015 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5018 /* Samplers */
5019 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5020 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5021 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5022 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5023 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5024 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5025 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5026 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5027 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5028 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5029 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5030 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5031 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5032 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5033 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5034 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5035 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5036 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5037 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5038 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5039 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5040 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5041 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5042 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
5043 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_geometry_shader}, WINED3D_GL_EXT_NONE },
5044 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5047 static const struct StateEntryTemplate vp_ffp_states[] =
5049 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5050 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5051 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5052 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5053 /* Clip planes */
5054 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5055 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5056 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5057 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5058 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5059 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5060 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5061 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5062 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5063 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5064 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5065 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5066 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5067 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5068 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5069 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5070 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5071 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5072 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5073 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5074 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5075 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5076 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5077 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5078 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5079 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5080 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5081 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5082 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5083 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5084 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5085 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5086 /* Lights */
5087 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
5088 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5089 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5090 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5091 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5092 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5093 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5094 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5095 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5096 /* Viewport */
5097 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5098 /* Transform states follow */
5099 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5100 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5101 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5104 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5105 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5106 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5107 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5366 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5367 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5368 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5369 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5370 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5371 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5372 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5373 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5381 /* Fog */
5382 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5383 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5384 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5385 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5386 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5387 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5388 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5389 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5390 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5391 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5392 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5393 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5394 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5395 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5396 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5397 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5398 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5399 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5400 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5401 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5402 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5403 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5404 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5405 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5406 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5407 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5408 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5409 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5410 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5411 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5412 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5413 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5415 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5416 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5417 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5419 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5420 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5421 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5422 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5423 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5424 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5425 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5426 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5427 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5428 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5429 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5430 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5431 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5432 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5433 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5434 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5435 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5436 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5437 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5438 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5439 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5440 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5441 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5442 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5443 { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5444 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5447 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5448 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5449 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5450 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5451 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5452 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5453 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5454 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5455 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5456 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5529 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5532 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5534 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5535 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5536 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5537 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5538 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5539 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5540 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5541 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5542 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5543 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5544 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5545 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5546 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5547 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5548 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5549 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5550 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5551 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5554 /* Context activation is done by the caller. */
5555 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5557 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5559 return shader_priv;
5562 static void ffp_free(struct wined3d_device *device) {}
5564 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5566 caps->xyzrhw = FALSE;
5567 caps->ffp_generic_attributes = FALSE;
5568 caps->max_active_lights = gl_info->limits.lights;
5569 caps->max_vertex_blend_matrices = gl_info->limits.blends;
5570 caps->max_vertex_blend_matrix_index = 0;
5571 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5572 | WINED3DVTXPCAPS_MATERIALSOURCE7
5573 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5574 | WINED3DVTXPCAPS_LOCALVIEWER
5575 | WINED3DVTXPCAPS_VERTEXFOG
5576 | WINED3DVTXPCAPS_TEXGEN
5577 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5578 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5579 caps->max_user_clip_planes = gl_info->limits.clipplanes;
5580 caps->raster_caps = 0;
5581 if (gl_info->supported[NV_FOG_DISTANCE])
5582 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5585 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5587 ffp_enable,
5588 vp_ffp_get_caps,
5589 ffp_alloc,
5590 ffp_free,
5591 vp_ffp_states,
5594 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5596 caps->wined3d_caps = 0;
5597 caps->PrimitiveMiscCaps = 0;
5598 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5599 | WINED3DTEXOPCAPS_ADDSIGNED
5600 | WINED3DTEXOPCAPS_ADDSIGNED2X
5601 | WINED3DTEXOPCAPS_MODULATE
5602 | WINED3DTEXOPCAPS_MODULATE2X
5603 | WINED3DTEXOPCAPS_MODULATE4X
5604 | WINED3DTEXOPCAPS_SELECTARG1
5605 | WINED3DTEXOPCAPS_SELECTARG2
5606 | WINED3DTEXOPCAPS_DISABLE;
5608 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5609 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5610 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5612 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5613 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5614 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5615 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5616 | WINED3DTEXOPCAPS_LERP
5617 | WINED3DTEXOPCAPS_SUBTRACT;
5619 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5620 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5622 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5623 | WINED3DTEXOPCAPS_MULTIPLYADD
5624 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5625 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5626 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5628 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5629 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5631 caps->MaxTextureBlendStages = gl_info->limits.textures;
5632 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5635 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5637 if (TRACE_ON(d3d))
5639 TRACE("Checking support for fixup:\n");
5640 dump_color_fixup_desc(fixup);
5643 /* We only support identity conversions. */
5644 if (is_identity_fixup(fixup))
5646 TRACE("[OK]\n");
5647 return TRUE;
5650 TRACE("[FAILED]\n");
5651 return FALSE;
5654 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5656 return TRUE;
5659 static void ffp_none_context_free(struct wined3d_context *context)
5663 const struct fragment_pipeline ffp_fragment_pipeline = {
5664 ffp_enable,
5665 ffp_fragment_get_caps,
5666 ffp_alloc,
5667 ffp_free,
5668 ffp_none_context_alloc,
5669 ffp_none_context_free,
5670 ffp_color_fixup_supported,
5671 ffp_fragmentstate_template,
5674 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5676 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5678 return shader_priv;
5681 static void none_free(struct wined3d_device *device) {}
5683 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5685 memset(caps, 0, sizeof(*caps));
5688 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5690 none_enable,
5691 vp_none_get_caps,
5692 none_alloc,
5693 none_free,
5694 NULL,
5697 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5699 memset(caps, 0, sizeof(*caps));
5702 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5704 return is_identity_fixup(fixup);
5707 const struct fragment_pipeline none_fragment_pipe =
5709 none_enable,
5710 fp_none_get_caps,
5711 none_alloc,
5712 none_free,
5713 ffp_none_context_alloc,
5714 ffp_none_context_free,
5715 fp_none_color_fixup_supported,
5716 NULL,
5719 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5721 unsigned int i;
5722 for(i = 0; funcs[i]; i++);
5723 return i;
5726 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5728 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5729 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5732 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5734 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5735 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5736 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5739 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5740 const struct wined3d_d3d_info *d3d_info)
5742 unsigned int start, last, i;
5744 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5745 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5746 for (i = start; i <= last; ++i)
5748 state_table[i].representative = 0;
5749 state_table[i].apply = state_undefined;
5752 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5753 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5754 for (i = start; i <= last; ++i)
5756 state_table[i].representative = 0;
5757 state_table[i].apply = state_undefined;
5760 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
5761 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5762 for (i = start; i <= last; ++i)
5764 state_table[i].representative = 0;
5765 state_table[i].apply = state_undefined;
5769 static void validate_state_table(struct StateEntry *state_table)
5771 static const struct
5773 DWORD first;
5774 DWORD last;
5776 rs_holes[] =
5778 { 1, 1},
5779 { 3, 3},
5780 { 17, 18},
5781 { 21, 21},
5782 { 42, 45},
5783 { 47, 47},
5784 { 61, 127},
5785 {149, 150},
5786 {169, 169},
5787 {177, 177},
5788 {196, 197},
5789 { 0, 0},
5791 static const DWORD simple_states[] =
5793 STATE_MATERIAL,
5794 STATE_VDECL,
5795 STATE_STREAMSRC,
5796 STATE_INDEXBUFFER,
5797 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5798 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5799 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5800 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
5801 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
5802 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
5803 STATE_SHADER_RESOURCE_BINDING,
5804 STATE_VIEWPORT,
5805 STATE_LIGHT_TYPE,
5806 STATE_SCISSORRECT,
5807 STATE_FRONTFACE,
5808 STATE_POINTSPRITECOORDORIGIN,
5809 STATE_BASEVERTEXINDEX,
5810 STATE_FRAMEBUFFER,
5811 STATE_POINT_ENABLE,
5812 STATE_COLOR_KEY,
5814 unsigned int i, current;
5816 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5818 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5820 if (!state_table[i].representative)
5821 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5823 else if (state_table[i].representative)
5824 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5826 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5829 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5831 if (!state_table[simple_states[i]].representative)
5832 ERR("State %s (%#x) should have a representative.\n",
5833 debug_d3dstate(simple_states[i]), simple_states[i]);
5836 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5838 DWORD rep = state_table[i].representative;
5839 if (rep)
5841 if (state_table[rep].representative != rep)
5843 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5844 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5845 state_table[i].representative = 0;
5848 if (rep != i)
5850 if (state_table[i].apply)
5851 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5853 else if (!state_table[i].apply)
5855 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5861 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5862 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
5863 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
5864 const struct StateEntryTemplate *misc)
5866 unsigned int i, type, handlers;
5867 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5868 const struct StateEntryTemplate *cur;
5869 BOOL set[STATE_HIGHEST + 1];
5871 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5873 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5874 StateTable[i].representative = 0;
5875 StateTable[i].apply = state_undefined;
5878 for(type = 0; type < 3; type++) {
5879 /* This switch decides the order in which the states are applied */
5880 switch(type) {
5881 case 0: cur = misc; break;
5882 case 1: cur = fragment->states; break;
5883 case 2: cur = vertex->vp_states; break;
5884 default: cur = NULL; /* Stupid compiler */
5886 if(!cur) continue;
5888 /* GL extension filtering should not prevent multiple handlers being applied from different
5889 * pipeline parts
5891 memset(set, 0, sizeof(set));
5893 for(i = 0; cur[i].state; i++) {
5894 APPLYSTATEFUNC *funcs_array;
5896 /* Only use the first matching state with the available extension from one template.
5897 * e.g.
5898 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5899 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5901 * if GL_XYZ_fancy is supported, ignore the 2nd line
5903 if(set[cur[i].state]) continue;
5904 /* Skip state lines depending on unsupported extensions */
5905 if (!gl_info->supported[cur[i].extension]) continue;
5906 set[cur[i].state] = TRUE;
5907 /* In some cases having an extension means that nothing has to be
5908 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5909 * supported, the texture coordinate fixup can be ignored. If the
5910 * apply function is used, mark the state set(done above) to prevent
5911 * applying later lines, but do not record anything in the state
5912 * table
5914 if (!cur[i].content.representative) continue;
5916 handlers = num_handlers(multistate_funcs[cur[i].state]);
5917 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5918 switch(handlers) {
5919 case 0:
5920 StateTable[cur[i].state].apply = cur[i].content.apply;
5921 break;
5922 case 1:
5923 StateTable[cur[i].state].apply = multistate_apply_2;
5924 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5926 sizeof(**dev_multistate_funcs) * 2);
5927 if (!dev_multistate_funcs[cur[i].state]) {
5928 goto out_of_mem;
5931 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5932 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5933 break;
5934 case 2:
5935 StateTable[cur[i].state].apply = multistate_apply_3;
5936 funcs_array = HeapReAlloc(GetProcessHeap(),
5938 dev_multistate_funcs[cur[i].state],
5939 sizeof(**dev_multistate_funcs) * 3);
5940 if (!funcs_array) {
5941 goto out_of_mem;
5944 dev_multistate_funcs[cur[i].state] = funcs_array;
5945 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5946 break;
5947 default:
5948 ERR("Unexpected amount of state handlers for state %u: %u\n",
5949 cur[i].state, handlers + 1);
5952 if (StateTable[cur[i].state].representative
5953 && StateTable[cur[i].state].representative != cur[i].content.representative)
5955 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5956 debug_d3dstate(cur[i].state), cur[i].state);
5958 StateTable[cur[i].state].representative = cur[i].content.representative;
5962 prune_invalid_states(StateTable, gl_info, d3d_info);
5963 validate_state_table(StateTable);
5965 return WINED3D_OK;
5967 out_of_mem:
5968 for (i = 0; i <= STATE_HIGHEST; ++i) {
5969 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5972 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5974 return E_OUTOFMEMORY;