2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
40 ULONG CDECL
wined3d_blend_state_incref(struct wined3d_blend_state
*state
)
42 ULONG refcount
= InterlockedIncrement(&state
->refcount
);
44 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
49 static void wined3d_blend_state_destroy_object(void *object
)
51 TRACE("object %p.\n", object
);
56 ULONG CDECL
wined3d_blend_state_decref(struct wined3d_blend_state
*state
)
58 ULONG refcount
= InterlockedDecrement(&state
->refcount
);
59 struct wined3d_device
*device
= state
->device
;
61 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
66 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
67 wined3d_cs_destroy_object(device
->cs
, wined3d_blend_state_destroy_object
, state
);
68 wined3d_mutex_unlock();
74 void * CDECL
wined3d_blend_state_get_parent(const struct wined3d_blend_state
*state
)
76 TRACE("state %p.\n", state
);
81 static BOOL
is_dual_source(enum wined3d_blend state
)
83 return state
>= WINED3D_BLEND_SRC1COLOR
&& state
<= WINED3D_BLEND_INVSRC1ALPHA
;
86 HRESULT CDECL
wined3d_blend_state_create(struct wined3d_device
*device
,
87 const struct wined3d_blend_state_desc
*desc
, void *parent
,
88 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_blend_state
**state
)
90 struct wined3d_blend_state
*object
;
92 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
93 device
, desc
, parent
, parent_ops
, state
);
95 if (!(object
= heap_alloc_zero(sizeof(*object
))))
100 object
->parent
= parent
;
101 object
->parent_ops
= parent_ops
;
102 object
->device
= device
;
104 object
->dual_source
= desc
->rt
[0].enable
105 && (is_dual_source(desc
->rt
[0].src
)
106 || is_dual_source(desc
->rt
[0].dst
)
107 || is_dual_source(desc
->rt
[0].src_alpha
)
108 || is_dual_source(desc
->rt
[0].dst_alpha
));
110 TRACE("Created blend state %p.\n", object
);
116 ULONG CDECL
wined3d_depth_stencil_state_incref(struct wined3d_depth_stencil_state
*state
)
118 ULONG refcount
= InterlockedIncrement(&state
->refcount
);
120 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
125 static void wined3d_depth_stencil_state_destroy_object(void *object
)
127 TRACE("object %p.\n", object
);
132 ULONG CDECL
wined3d_depth_stencil_state_decref(struct wined3d_depth_stencil_state
*state
)
134 ULONG refcount
= InterlockedDecrement(&state
->refcount
);
135 struct wined3d_device
*device
= state
->device
;
137 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
141 wined3d_mutex_lock();
142 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
143 wined3d_cs_destroy_object(device
->cs
, wined3d_depth_stencil_state_destroy_object
, state
);
144 wined3d_mutex_unlock();
150 void * CDECL
wined3d_depth_stencil_state_get_parent(const struct wined3d_depth_stencil_state
*state
)
152 TRACE("state %p.\n", state
);
154 return state
->parent
;
157 HRESULT CDECL
wined3d_depth_stencil_state_create(struct wined3d_device
*device
,
158 const struct wined3d_depth_stencil_state_desc
*desc
, void *parent
,
159 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_depth_stencil_state
**state
)
161 struct wined3d_depth_stencil_state
*object
;
163 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
164 device
, desc
, parent
, parent_ops
, state
);
166 if (!(object
= heap_alloc_zero(sizeof(*object
))))
167 return E_OUTOFMEMORY
;
169 object
->refcount
= 1;
170 object
->desc
= *desc
;
171 object
->parent
= parent
;
172 object
->parent_ops
= parent_ops
;
173 object
->device
= device
;
175 TRACE("Created depth/stencil state %p.\n", object
);
181 ULONG CDECL
wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state
*state
)
183 ULONG refcount
= InterlockedIncrement(&state
->refcount
);
185 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
190 static void wined3d_rasterizer_state_destroy_object(void *object
)
192 TRACE("object %p.\n", object
);
197 ULONG CDECL
wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state
*state
)
199 ULONG refcount
= InterlockedDecrement(&state
->refcount
);
200 struct wined3d_device
*device
= state
->device
;
202 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
206 wined3d_mutex_lock();
207 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
208 wined3d_cs_destroy_object(device
->cs
, wined3d_rasterizer_state_destroy_object
, state
);
209 wined3d_mutex_unlock();
215 void * CDECL
wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state
*state
)
217 TRACE("rasterizer_state %p.\n", state
);
219 return state
->parent
;
222 HRESULT CDECL
wined3d_rasterizer_state_create(struct wined3d_device
*device
,
223 const struct wined3d_rasterizer_state_desc
*desc
, void *parent
,
224 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_rasterizer_state
**state
)
226 struct wined3d_rasterizer_state
*object
;
228 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
229 device
, desc
, parent
, parent_ops
, state
);
231 if (!(object
= heap_alloc_zero(sizeof(*object
))))
232 return E_OUTOFMEMORY
;
234 object
->refcount
= 1;
235 object
->desc
= *desc
;
236 object
->parent
= parent
;
237 object
->parent_ops
= parent_ops
;
238 object
->device
= device
;
240 TRACE("Created rasterizer state %p.\n", object
);
246 /* Context activation for state handler is done by the caller. */
248 static void state_undefined(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
250 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id
), state_id
);
253 void state_nop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
255 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id
));
258 static void fillmode(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
260 enum wined3d_fill_mode mode
= r
? r
->desc
.fill_mode
: WINED3D_FILL_SOLID
;
264 case WINED3D_FILL_POINT
:
265 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_POINT
);
266 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
268 case WINED3D_FILL_WIREFRAME
:
269 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_LINE
);
270 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
272 case WINED3D_FILL_SOLID
:
273 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
274 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
277 FIXME("Unrecognized fill mode %#x.\n", mode
);
281 static void state_lighting(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
283 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
285 /* Lighting is not enabled if transformed vertices are drawn, but lighting
286 * does not affect the stream sources, so it is not grouped for
287 * performance reasons. */
289 if (state
->render_states
[WINED3D_RS_LIGHTING
]
290 && !context
->stream_info
.position_transformed
)
292 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHTING
);
293 checkGLcall("glEnable GL_LIGHTING");
297 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
298 checkGLcall("glDisable GL_LIGHTING");
302 static void cullmode(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
304 enum wined3d_cull mode
= r
? r
->desc
.cull_mode
: WINED3D_CULL_BACK
;
306 /* glFrontFace() is set in context.c at context init and on an
307 * offscreen / onscreen rendering switch. */
310 case WINED3D_CULL_NONE
:
311 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
312 checkGLcall("glDisable GL_CULL_FACE");
314 case WINED3D_CULL_FRONT
:
315 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
316 checkGLcall("glEnable GL_CULL_FACE");
317 gl_info
->gl_ops
.gl
.p_glCullFace(GL_FRONT
);
318 checkGLcall("glCullFace(GL_FRONT)");
320 case WINED3D_CULL_BACK
:
321 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
322 checkGLcall("glEnable GL_CULL_FACE");
323 gl_info
->gl_ops
.gl
.p_glCullFace(GL_BACK
);
324 checkGLcall("glCullFace(GL_BACK)");
327 FIXME("Unrecognized cull mode %#x.\n", mode
);
331 void state_shademode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
333 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
335 switch (state
->render_states
[WINED3D_RS_SHADEMODE
])
337 case WINED3D_SHADE_FLAT
:
338 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_FLAT
);
339 checkGLcall("glShadeModel(GL_FLAT)");
341 case WINED3D_SHADE_GOURAUD
:
342 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
344 case WINED3D_SHADE_PHONG
:
345 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
346 checkGLcall("glShadeModel(GL_SMOOTH)");
349 FIXME("Unrecognized shade mode %#x.\n",
350 state
->render_states
[WINED3D_RS_SHADEMODE
]);
354 static void state_ditherenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
356 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
358 if (state
->render_states
[WINED3D_RS_DITHERENABLE
])
360 gl_info
->gl_ops
.gl
.p_glEnable(GL_DITHER
);
361 checkGLcall("glEnable GL_DITHER");
365 gl_info
->gl_ops
.gl
.p_glDisable(GL_DITHER
);
366 checkGLcall("glDisable GL_DITHER");
370 GLenum
wined3d_gl_compare_func(enum wined3d_cmp_func f
)
374 case WINED3D_CMP_NEVER
:
376 case WINED3D_CMP_LESS
:
378 case WINED3D_CMP_EQUAL
:
380 case WINED3D_CMP_LESSEQUAL
:
382 case WINED3D_CMP_GREATER
:
384 case WINED3D_CMP_NOTEQUAL
:
386 case WINED3D_CMP_GREATEREQUAL
:
388 case WINED3D_CMP_ALWAYS
:
392 WARN("Unrecognized compare function %#x.\n", f
);
394 FIXME("Unrecognized compare function %#x.\n", f
);
399 static void state_ambient(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
401 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
402 struct wined3d_color color
;
404 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
405 TRACE("Setting ambient to %s.\n", debug_color(&color
));
406 gl_info
->gl_ops
.gl
.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, &color
.r
);
407 checkGLcall("glLightModel for MODEL_AMBIENT");
410 static GLenum
gl_blend_op(const struct wined3d_gl_info
*gl_info
, enum wined3d_blend_op op
)
414 case WINED3D_BLEND_OP_ADD
:
416 case WINED3D_BLEND_OP_SUBTRACT
:
417 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_SUBTRACT
: GL_FUNC_ADD
;
418 case WINED3D_BLEND_OP_REVSUBTRACT
:
419 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_REVERSE_SUBTRACT
: GL_FUNC_ADD
;
420 case WINED3D_BLEND_OP_MIN
:
421 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MIN
: GL_FUNC_ADD
;
422 case WINED3D_BLEND_OP_MAX
:
423 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MAX
: GL_FUNC_ADD
;
426 WARN("Unhandled blend op %#x.\n", op
);
428 FIXME("Unhandled blend op %#x.\n", op
);
433 static void blendop(const struct wined3d_state
*state
, const struct wined3d_gl_info
*gl_info
)
435 const struct wined3d_blend_state
*b
= state
->blend_state
;
436 GLenum blend_equation_alpha
= GL_FUNC_ADD_EXT
;
437 GLenum blend_equation
= GL_FUNC_ADD_EXT
;
439 if (!gl_info
->supported
[WINED3D_GL_BLEND_EQUATION
])
441 WARN("Unsupported in local OpenGL implementation: glBlendEquation.\n");
445 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
446 if (b
->desc
.rt
[0].op_alpha
&& !gl_info
->supported
[EXT_BLEND_EQUATION_SEPARATE
])
448 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
452 blend_equation
= gl_blend_op(gl_info
, b
->desc
.rt
[0].op
);
453 blend_equation_alpha
= gl_blend_op(gl_info
, b
->desc
.rt
[0].op_alpha
);
454 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation
, blend_equation_alpha
);
456 if (b
->desc
.rt
[0].op
!= b
->desc
.rt
[0].op_alpha
)
458 GL_EXTCALL(glBlendEquationSeparate(blend_equation
, blend_equation_alpha
));
459 checkGLcall("glBlendEquationSeparate");
463 GL_EXTCALL(glBlendEquation(blend_equation
));
464 checkGLcall("glBlendEquation");
468 static GLenum
gl_blend_factor(enum wined3d_blend factor
, const struct wined3d_format
*dst_format
)
472 case WINED3D_BLEND_ZERO
:
474 case WINED3D_BLEND_ONE
:
476 case WINED3D_BLEND_SRCCOLOR
:
478 case WINED3D_BLEND_INVSRCCOLOR
:
479 return GL_ONE_MINUS_SRC_COLOR
;
480 case WINED3D_BLEND_SRCALPHA
:
482 case WINED3D_BLEND_INVSRCALPHA
:
483 return GL_ONE_MINUS_SRC_ALPHA
;
484 case WINED3D_BLEND_DESTCOLOR
:
486 case WINED3D_BLEND_INVDESTCOLOR
:
487 return GL_ONE_MINUS_DST_COLOR
;
488 /* To compensate for the lack of format switching with backbuffer
489 * offscreen rendering, and with onscreen rendering, we modify the
490 * alpha test parameters for (INV)DESTALPHA if the render target
491 * doesn't support alpha blending. A nonexistent alpha channel
492 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
493 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
494 case WINED3D_BLEND_DESTALPHA
:
495 return dst_format
->alpha_size
? GL_DST_ALPHA
: GL_ONE
;
496 case WINED3D_BLEND_INVDESTALPHA
:
497 return dst_format
->alpha_size
? GL_ONE_MINUS_DST_ALPHA
: GL_ZERO
;
498 case WINED3D_BLEND_SRCALPHASAT
:
499 return GL_SRC_ALPHA_SATURATE
;
500 case WINED3D_BLEND_BLENDFACTOR
:
501 return GL_CONSTANT_COLOR_EXT
;
502 case WINED3D_BLEND_INVBLENDFACTOR
:
503 return GL_ONE_MINUS_CONSTANT_COLOR_EXT
;
504 case WINED3D_BLEND_SRC1COLOR
:
505 return GL_SRC1_COLOR
;
506 case WINED3D_BLEND_INVSRC1COLOR
:
507 return GL_ONE_MINUS_SRC1_COLOR
;
508 case WINED3D_BLEND_SRC1ALPHA
:
509 return GL_SRC1_ALPHA
;
510 case WINED3D_BLEND_INVSRC1ALPHA
:
511 return GL_ONE_MINUS_SRC1_ALPHA
;
514 WARN("Unhandled blend factor %#x.\n", factor
);
516 FIXME("Unhandled blend factor %#x.\n", factor
);
521 static void gl_blend_from_d3d(GLenum
*src_blend
, GLenum
*dst_blend
,
522 enum wined3d_blend d3d_src_blend
, enum wined3d_blend d3d_dst_blend
,
523 const struct wined3d_format
*rt_format
)
525 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
526 * source blending values which are still valid up to d3d9. They should
527 * not occur as dest blend values. */
528 if (d3d_src_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
530 *src_blend
= GL_SRC_ALPHA
;
531 *dst_blend
= GL_ONE_MINUS_SRC_ALPHA
;
533 else if (d3d_src_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
535 *src_blend
= GL_ONE_MINUS_SRC_ALPHA
;
536 *dst_blend
= GL_SRC_ALPHA
;
540 *src_blend
= gl_blend_factor(d3d_src_blend
, rt_format
);
541 *dst_blend
= gl_blend_factor(d3d_dst_blend
, rt_format
);
545 static void state_blend_factor_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
547 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
550 static void state_blend_factor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
552 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
553 const struct wined3d_color
*factor
= &state
->blend_factor
;
555 TRACE("Setting blend factor to %s.\n", debug_color(factor
));
557 GL_EXTCALL(glBlendColor(factor
->r
, factor
->g
, factor
->b
, factor
->a
));
558 checkGLcall("glBlendColor");
561 static BOOL
is_blend_enabled(struct wined3d_context
*context
, const struct wined3d_state
*state
, UINT index
)
563 const struct wined3d_blend_state
*b
= state
->blend_state
;
565 if (!state
->fb
.render_targets
[index
])
568 if (!b
->desc
.rt
[index
].enable
)
571 /* Disable blending in all cases even without pixel shaders.
572 * With blending on we could face a big performance penalty.
573 * The d3d9 visual test confirms the behavior. */
574 if (context
->render_offscreen
575 && !(state
->fb
.render_targets
[index
]->format_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
581 static void blend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
583 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
584 const struct wined3d_blend_state
*b
= state
->blend_state
;
585 const struct wined3d_format
*rt_format
;
586 GLenum src_blend
, dst_blend
;
589 if (gl_info
->supported
[ARB_MULTISAMPLE
])
591 if (b
&& b
->desc
.alpha_to_coverage
)
592 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
594 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
595 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
598 if (b
&& b
->desc
.independent
)
599 WARN("Independent blend is not supported by this GL implementation.\n");
601 mask
= b
? b
->desc
.rt
[0].writemask
: 0xf;
603 gl_info
->gl_ops
.gl
.p_glColorMask(mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
604 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
605 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
606 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
);
607 checkGLcall("glColorMask");
609 if (!b
|| !is_blend_enabled(context
, state
, 0))
611 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
612 checkGLcall("glDisable GL_BLEND");
616 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
617 checkGLcall("glEnable GL_BLEND");
619 rt_format
= state
->fb
.render_targets
[0]->format
;
621 gl_blend_from_d3d(&src_blend
, &dst_blend
, b
->desc
.rt
[0].src
, b
->desc
.rt
[0].dst
, rt_format
);
623 blendop(state
, gl_info
);
625 if (b
->desc
.rt
[0].src
!= b
->desc
.rt
[0].src_alpha
|| b
->desc
.rt
[0].dst
!= b
->desc
.rt
[0].dst_alpha
)
627 GLenum src_blend_alpha
, dst_blend_alpha
;
629 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
630 if (!gl_info
->supported
[EXT_BLEND_FUNC_SEPARATE
])
632 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
636 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
, b
->desc
.rt
[0].src_alpha
, b
->desc
.rt
[0].dst_alpha
, rt_format
);
638 GL_EXTCALL(glBlendFuncSeparate(src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
639 checkGLcall("glBlendFuncSeparate");
643 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend
, dst_blend
);
644 gl_info
->gl_ops
.gl
.p_glBlendFunc(src_blend
, dst_blend
);
645 checkGLcall("glBlendFunc");
648 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
650 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
651 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
654 static void set_color_mask(const struct wined3d_gl_info
*gl_info
, UINT index
, DWORD mask
)
656 GL_EXTCALL(glColorMaski(index
,
657 mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
658 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
659 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
660 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
));
661 checkGLcall("glColorMaski");
664 static void blend_db2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
666 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
667 GLenum src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
;
668 const struct wined3d_blend_state
*b
= state
->blend_state
;
669 const struct wined3d_format
*rt_format
;
670 BOOL dual_source
= b
&& b
->dual_source
;
673 if (b
&& b
->desc
.alpha_to_coverage
)
674 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
676 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
677 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
679 if (context
->last_was_dual_source_blend
!= dual_source
)
681 /* Dual source blending changes the location of the output varyings. */
682 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
683 context
->last_was_dual_source_blend
= dual_source
;
686 if (!b
|| !b
->desc
.independent
)
688 blend(context
, state
, state_id
);
692 rt_format
= state
->fb
.render_targets
[0]->format
;
693 gl_blend_from_d3d(&src_blend
, &dst_blend
, b
->desc
.rt
[0].src
, b
->desc
.rt
[0].dst
, rt_format
);
694 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
, b
->desc
.rt
[0].src_alpha
, b
->desc
.rt
[0].dst_alpha
, rt_format
);
696 GL_EXTCALL(glBlendFuncSeparate(src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
697 checkGLcall("glBlendFuncSeparate");
699 GL_EXTCALL(glBlendEquationSeparate(gl_blend_op(gl_info
, b
->desc
.rt
[0].op
),
700 gl_blend_op(gl_info
, b
->desc
.rt
[0].op_alpha
)));
701 checkGLcall("glBlendEquationSeparate");
703 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
705 set_color_mask(gl_info
, i
, b
->desc
.rt
[i
].writemask
);
707 if (!is_blend_enabled(context
, state
, i
))
709 GL_EXTCALL(glDisablei(GL_BLEND
, i
));
710 checkGLcall("glDisablei GL_BLEND");
714 GL_EXTCALL(glEnablei(GL_BLEND
, i
));
715 checkGLcall("glEnablei GL_BLEND");
717 if (b
->desc
.rt
[i
].src
!= b
->desc
.rt
[0].src
718 || b
->desc
.rt
[i
].dst
!= b
->desc
.rt
[0].dst
719 || b
->desc
.rt
[i
].op
!= b
->desc
.rt
[0].op
720 || b
->desc
.rt
[i
].src_alpha
!= b
->desc
.rt
[0].src_alpha
721 || b
->desc
.rt
[i
].dst_alpha
!= b
->desc
.rt
[0].dst_alpha
722 || b
->desc
.rt
[i
].op_alpha
!= b
->desc
.rt
[0].op_alpha
)
723 WARN("Independent blend equations and blend functions are not supported by this GL implementation.\n");
726 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
728 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
729 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
732 static void blend_dbb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
734 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
735 const struct wined3d_blend_state
*b
= state
->blend_state
;
736 BOOL dual_source
= b
&& b
->dual_source
;
739 if (b
&& b
->desc
.alpha_to_coverage
)
740 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
742 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
743 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
745 if (context
->last_was_dual_source_blend
!= dual_source
)
747 /* Dual source blending changes the location of the output varyings. */
748 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
749 context
->last_was_dual_source_blend
= dual_source
;
752 if (!b
|| !b
->desc
.independent
)
754 blend(context
, state
, state_id
);
758 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
760 GLenum src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
;
761 const struct wined3d_format
*rt_format
;
763 set_color_mask(gl_info
, i
, b
->desc
.rt
[i
].writemask
);
765 if (!is_blend_enabled(context
, state
, i
))
767 GL_EXTCALL(glDisablei(GL_BLEND
, i
));
768 checkGLcall("glDisablei GL_BLEND");
772 GL_EXTCALL(glEnablei(GL_BLEND
, i
));
773 checkGLcall("glEnablei GL_BLEND");
775 rt_format
= state
->fb
.render_targets
[i
]->format
;
776 gl_blend_from_d3d(&src_blend
, &dst_blend
, b
->desc
.rt
[i
].src
, b
->desc
.rt
[i
].dst
, rt_format
);
777 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
,
778 b
->desc
.rt
[i
].src_alpha
, b
->desc
.rt
[i
].dst_alpha
, rt_format
);
780 GL_EXTCALL(glBlendFuncSeparatei(i
, src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
781 checkGLcall("glBlendFuncSeparatei");
783 GL_EXTCALL(glBlendEquationSeparatei(i
, gl_blend_op(gl_info
, b
->desc
.rt
[i
].op
),
784 gl_blend_op(gl_info
, b
->desc
.rt
[i
].op_alpha
)));
785 checkGLcall("glBlendEquationSeparatei");
788 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
790 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
791 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
794 void state_alpha_test(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
796 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
799 BOOL enable_ckey
= FALSE
;
801 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
803 /* Find out if the texture on the first stage has a ckey set. The alpha
804 * state func reads the texture settings, even though alpha and texture
805 * are not grouped together. This is to avoid making a huge alpha +
806 * texture + texture stage + ckey block due to the hardly used
807 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
808 * function will call alpha in case it finds some texture + colorkeyenable
809 * combination which needs extra care. */
810 if (state
->textures
[0] && (state
->textures
[0]->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
813 if (enable_ckey
|| context
->last_was_ckey
)
814 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
815 context
->last_was_ckey
= enable_ckey
;
817 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
818 || (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
))
820 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
821 checkGLcall("glEnable GL_ALPHA_TEST");
825 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
826 checkGLcall("glDisable GL_ALPHA_TEST");
827 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
833 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
835 glParm
= GL_NOTEQUAL
;
840 ref
= wined3d_alpha_ref(state
);
841 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
845 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
846 checkGLcall("glAlphaFunc");
850 void state_clipping(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
852 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
853 uint32_t enable_mask
;
855 if (use_vs(state
) && !context
->d3d_info
->vs_clipping
)
859 /* The OpenGL spec says that clipping planes are disabled when using
860 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
861 * driver keeps clipping planes activated with shaders in some
862 * conditions I got sick of tracking down. The shader state handler
863 * disables all clip planes because of that - don't do anything here
864 * and keep them disabled. */
865 if (state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] && !warned
++)
866 FIXME("Clipping not supported with vertex shaders.\n");
870 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
871 * The enabled / disabled planes are hardcoded into the shader. Update the
872 * shader to update the enabled clipplanes. In case of fixed function, we
873 * need to update the clipping field from ffp_vertex_settings. */
874 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
876 /* If enabling / disabling all
877 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
879 enable_mask
= state
->render_states
[WINED3D_RS_CLIPPING
] ?
880 state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] : 0;
881 wined3d_context_gl_enable_clip_distances(context_gl
, enable_mask
);
884 static void state_specularenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
886 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
888 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
889 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
890 * specular color. This is wrong:
891 * Separate specular color means the specular colour is maintained separately, whereas
892 * single color means it is merged in. However in both cases they are being used to
894 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
895 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
899 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
900 * Instead, we need to setup the FinalCombiner properly.
902 * The default setup for the FinalCombiner is:
904 * <variable> <input> <mapping> <usage>
905 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
906 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
907 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
908 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
909 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
910 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
911 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
913 * That's pretty much fine as it is, except for variable B, which needs to take
914 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
915 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
918 TRACE("Setting specular enable state and materials\n");
919 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
921 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
922 checkGLcall("glMaterialfv");
924 if (state
->material
.power
> gl_info
->limits
.shininess
)
926 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
927 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
928 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
929 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
930 * them, it should be safe to do so without major visual distortions.
932 WARN("Material power = %.8e, limit %.8e\n", state
->material
.power
, gl_info
->limits
.shininess
);
933 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, gl_info
->limits
.shininess
);
937 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, state
->material
.power
);
939 checkGLcall("glMaterialf(GL_SHININESS)");
941 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
942 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_SUM_EXT
);
944 TRACE("Specular colors cannot be enabled in this version of opengl\n");
945 checkGLcall("glEnable(GL_COLOR_SUM)");
947 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
949 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_PLUS_SECONDARY_COLOR_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
950 checkGLcall("glFinalCombinerInputNV()");
953 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
955 /* for the case of enabled lighting: */
956 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
957 checkGLcall("glMaterialfv");
959 /* for the case of disabled lighting: */
960 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
961 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
963 TRACE("Specular colors cannot be disabled in this version of opengl\n");
964 checkGLcall("glDisable(GL_COLOR_SUM)");
966 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
968 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
969 checkGLcall("glFinalCombinerInputNV()");
973 TRACE("diffuse %s\n", debug_color(&state
->material
.diffuse
));
974 TRACE("ambient %s\n", debug_color(&state
->material
.ambient
));
975 TRACE("specular %s\n", debug_color(&state
->material
.specular
));
976 TRACE("emissive %s\n", debug_color(&state
->material
.emissive
));
978 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
979 checkGLcall("glMaterialfv(GL_AMBIENT)");
980 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
981 checkGLcall("glMaterialfv(GL_DIFFUSE)");
982 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
983 checkGLcall("glMaterialfv(GL_EMISSION)");
986 static void state_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
988 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
989 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
990 struct wined3d_color color
;
993 /* Note the texture color applies to all textures whereas
994 * GL_TEXTURE_ENV_COLOR applies to active only. */
995 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
997 /* And now the default texture color as well */
998 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
1000 /* Note the WINED3D_RS value applies to all textures, but GL has one
1001 * per texture, so apply it now ready to be used! */
1002 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
1004 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_COLOR
, &color
.r
);
1005 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
1009 static void renderstate_stencil_twosided(struct wined3d_context
*context
, GLint face
,
1010 GLint func
, GLint ref
, GLuint mask
, GLint stencilFail
, GLint depthFail
, GLint stencilPass
)
1012 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1014 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
1015 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1016 GL_EXTCALL(glActiveStencilFaceEXT(face
));
1017 checkGLcall("glActiveStencilFaceEXT(...)");
1018 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
1019 checkGLcall("glStencilFunc(...)");
1020 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
1021 checkGLcall("glStencilOp(...)");
1024 static GLenum
gl_stencil_op(enum wined3d_stencil_op op
)
1028 case WINED3D_STENCIL_OP_KEEP
:
1030 case WINED3D_STENCIL_OP_ZERO
:
1032 case WINED3D_STENCIL_OP_REPLACE
:
1034 case WINED3D_STENCIL_OP_INCR_SAT
:
1036 case WINED3D_STENCIL_OP_DECR_SAT
:
1038 case WINED3D_STENCIL_OP_INVERT
:
1040 case WINED3D_STENCIL_OP_INCR
:
1041 return GL_INCR_WRAP
;
1042 case WINED3D_STENCIL_OP_DECR
:
1043 return GL_DECR_WRAP
;
1046 WARN("Unrecognized stencil op %#x.\n", op
);
1048 FIXME("Unrecognized stencil op %#x.\n", op
);
1053 static void state_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
)
1055 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1056 const struct wined3d_depth_stencil_state
*d
= state
->depth_stencil_state
;
1062 GLint stencilFail_back
;
1064 GLint stencilPass_back
;
1066 GLint depthFail_back
;
1068 /* No stencil test without a stencil buffer. */
1069 if (!state
->fb
.depth_stencil
|| !d
|| !d
->desc
.stencil
)
1071 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
1072 checkGLcall("glDisable GL_STENCIL_TEST");
1076 if (!(func
= wined3d_gl_compare_func(d
->desc
.front
.func
)))
1078 if (!(func_back
= wined3d_gl_compare_func(d
->desc
.back
.func
)))
1079 func_back
= GL_ALWAYS
;
1080 mask
= d
->desc
.stencil_read_mask
;
1081 ref
= state
->stencil_ref
& wined3d_mask_from_size(state
->fb
.depth_stencil
->format
->stencil_size
);
1082 stencilFail
= gl_stencil_op(d
->desc
.front
.fail_op
);
1083 depthFail
= gl_stencil_op(d
->desc
.front
.depth_fail_op
);
1084 stencilPass
= gl_stencil_op(d
->desc
.front
.pass_op
);
1085 stencilFail_back
= gl_stencil_op(d
->desc
.back
.fail_op
);
1086 depthFail_back
= gl_stencil_op(d
->desc
.back
.depth_fail_op
);
1087 stencilPass_back
= gl_stencil_op(d
->desc
.back
.pass_op
);
1089 TRACE("(ref %x, mask %x, "
1090 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
1091 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
1093 func
, stencilFail
, depthFail
, stencilPass
,
1094 func_back
, stencilFail_back
, depthFail_back
, stencilPass_back
);
1096 if (memcmp(&d
->desc
.front
, &d
->desc
.back
, sizeof(d
->desc
.front
)))
1098 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
1099 checkGLcall("glEnable GL_STENCIL_TEST");
1101 if (gl_info
->supported
[WINED3D_GL_VERSION_2_0
])
1103 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT
, func
, ref
, mask
));
1104 GL_EXTCALL(glStencilOpSeparate(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
1105 GL_EXTCALL(glStencilFuncSeparate(GL_BACK
, func_back
, ref
, mask
));
1106 GL_EXTCALL(glStencilOpSeparate(GL_BACK
, stencilFail_back
, depthFail_back
, stencilPass_back
));
1107 checkGLcall("setting two sided stencil state");
1109 else if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
1111 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
1112 * which has an effect on the code below too. If we apply the front face
1113 * afterwards, we are sure that the active stencil face is set to front,
1114 * and other stencil functions which do not use two sided stencil do not have
1117 renderstate_stencil_twosided(context
, GL_BACK
,
1118 func_back
, ref
, mask
, stencilFail_back
, depthFail_back
, stencilPass_back
);
1119 renderstate_stencil_twosided(context
, GL_FRONT
,
1120 func
, ref
, mask
, stencilFail
, depthFail
, stencilPass
);
1122 else if (gl_info
->supported
[ATI_SEPARATE_STENCIL
])
1124 GL_EXTCALL(glStencilFuncSeparateATI(func
, func_back
, ref
, mask
));
1125 checkGLcall("glStencilFuncSeparateATI(...)");
1126 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
1127 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
1128 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK
, stencilFail_back
, depthFail_back
, stencilPass_back
));
1129 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
1133 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
1138 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
1140 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
1141 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1144 /* This code disables the ATI extension as well, since the standard stencil functions are equal
1145 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
1147 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
1148 checkGLcall("glEnable GL_STENCIL_TEST");
1149 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
1150 checkGLcall("glStencilFunc(...)");
1151 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
1152 checkGLcall("glStencilOp(...)");
1156 static void depth(struct wined3d_context
*context
, const struct wined3d_state
*state
)
1158 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1159 const struct wined3d_depth_stencil_state
*d
= state
->depth_stencil_state
;
1160 BOOL enable_depth
= d
? d
->desc
.depth
: TRUE
;
1161 GLenum depth_func
= GL_LESS
;
1163 if (!state
->fb
.depth_stencil
)
1165 TRACE("No depth/stencil buffer is attached; disabling depth test.\n");
1166 enable_depth
= FALSE
;
1171 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
1172 checkGLcall("glEnable GL_DEPTH_TEST");
1176 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
1177 checkGLcall("glDisable GL_DEPTH_TEST");
1180 if (!d
|| d
->desc
.depth_write
)
1182 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
1183 checkGLcall("glDepthMask(GL_TRUE)");
1187 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_FALSE
);
1188 checkGLcall("glDepthMask(GL_FALSE)");
1192 depth_func
= wined3d_gl_compare_func(d
->desc
.depth_func
);
1195 gl_info
->gl_ops
.gl
.p_glDepthFunc(depth_func
);
1196 checkGLcall("glDepthFunc");
1199 if (context
->last_was_rhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
1200 context_apply_state(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
1203 static void depth_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1205 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1206 const struct wined3d_depth_stencil_state
*d
= state
->depth_stencil_state
;
1207 GLuint stencil_write_mask
= 0;
1209 depth(context
, state
);
1210 state_stencil(context
, state
);
1212 if (state
->fb
.depth_stencil
)
1213 stencil_write_mask
= d
? d
->desc
.stencil_write_mask
: ~0u;
1215 gl_info
->gl_ops
.gl
.p_glStencilMask(stencil_write_mask
);
1216 checkGLcall("glStencilMask");
1219 static void depth_stencil_2s(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1221 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1222 const struct wined3d_depth_stencil_state
*d
= state
->depth_stencil_state
;
1223 GLuint stencil_write_mask
= 0;
1225 depth(context
, state
);
1226 state_stencil(context
, state
);
1228 if (state
->fb
.depth_stencil
)
1229 stencil_write_mask
= d
? d
->desc
.stencil_write_mask
: ~0u;
1231 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK
));
1232 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1233 gl_info
->gl_ops
.gl
.p_glStencilMask(stencil_write_mask
);
1234 checkGLcall("glStencilMask");
1235 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT
));
1236 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1237 gl_info
->gl_ops
.gl
.p_glStencilMask(stencil_write_mask
);
1240 static void state_fog_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1242 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1244 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1246 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1249 /* Table fog on: Never use fog coords, and use per-fragment fog */
1250 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
1252 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_NICEST
);
1253 if (context
->fog_coord
)
1255 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
1256 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1257 context
->fog_coord
= FALSE
;
1260 /* Range fog is only used with per-vertex fog in d3d */
1261 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1263 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1264 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1269 /* Otherwise use per-vertex fog in any case */
1270 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_FASTEST
);
1272 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
1274 /* No fog at all, or transformed vertices: Use fog coord */
1275 if (!context
->fog_coord
)
1277 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FOG_COORDINATE_EXT
);
1278 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1279 context
->fog_coord
= TRUE
;
1284 /* Otherwise, use the fragment depth */
1285 if (context
->fog_coord
)
1287 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
1288 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1289 context
->fog_coord
= FALSE
;
1292 if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
1294 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1296 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_RADIAL_NV
);
1297 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1301 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1304 else if (gl_info
->supported
[NV_FOG_DISTANCE
])
1306 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1307 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1312 void state_fogstartend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1314 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1315 float fogstart
, fogend
;
1317 get_fog_start_end(context
, state
, &fogstart
, &fogend
);
1319 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_START
, fogstart
);
1320 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1321 TRACE("Fog Start == %f\n", fogstart
);
1323 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_END
, fogend
);
1324 checkGLcall("glFogf(GL_FOG_END, fogend)");
1325 TRACE("Fog End == %f\n", fogend
);
1328 void state_fog_fragpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1330 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1331 enum fogsource new_source
;
1332 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
1333 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
1335 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1337 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1339 /* No fog? Disable it, and we're done :-) */
1340 gl_info
->p_glDisableWINE(GL_FOG
);
1341 checkGLcall("glDisable GL_FOG");
1347 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1348 * It can use the Z value of the vertex, or the alpha component of the specular color.
1349 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1350 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1351 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1353 * FOGTABLEMODE != NONE:
1354 * The Z value is used, with the equation specified, no matter what vertex type.
1356 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1357 * Per vertex fog is calculated using the specified fog equation and the parameters
1359 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1360 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1361 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1364 * Rules for vertex fog with shaders:
1366 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1367 * the fog computation to happen during transformation while openGL expects it to happen
1368 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1369 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1370 * To solve this problem, WineD3D does:
1371 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1373 * and 2) disables the fog computation (in either the fixed function or programmable
1374 * rasterizer) if using a vertex program.
1376 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1377 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1378 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1379 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1380 * There are some GL differences between specular fog coords and vertex shaders though.
1382 * With table fog the vertex shader fog coordinate is ignored.
1384 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1388 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1389 * the system will apply only pixel(=table) fog effects."
1391 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
1395 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1396 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1397 new_source
= FOGSOURCE_VS
;
1401 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
1403 /* If processed vertices are used, fall through to the NONE case */
1404 case WINED3D_FOG_EXP
:
1405 if (!context
->last_was_rhw
)
1407 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1408 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1409 new_source
= FOGSOURCE_FFP
;
1414 case WINED3D_FOG_EXP2
:
1415 if (!context
->last_was_rhw
)
1417 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1418 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1419 new_source
= FOGSOURCE_FFP
;
1424 case WINED3D_FOG_LINEAR
:
1425 if (!context
->last_was_rhw
)
1427 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1428 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1429 new_source
= FOGSOURCE_FFP
;
1434 case WINED3D_FOG_NONE
:
1435 /* Both are none? According to msdn the alpha channel of
1436 * the specular colour contains a fog factor. Set it in
1437 * draw_primitive_immediate_mode(). Same happens with
1438 * vertex fog on transformed vertices. */
1439 new_source
= FOGSOURCE_COORD
;
1440 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1441 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1445 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1446 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1447 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
1451 new_source
= FOGSOURCE_FFP
;
1453 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
1455 case WINED3D_FOG_EXP
:
1456 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1457 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1460 case WINED3D_FOG_EXP2
:
1461 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1462 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1465 case WINED3D_FOG_LINEAR
:
1466 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1467 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1470 case WINED3D_FOG_NONE
: /* Won't happen */
1472 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1473 state
->render_states
[WINED3D_RS_FOGTABLEMODE
]);
1477 gl_info
->p_glEnableWINE(GL_FOG
);
1478 checkGLcall("glEnable GL_FOG");
1479 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
1481 context
->fog_source
= new_source
;
1482 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
1486 void state_fogcolor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1488 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1489 struct wined3d_color color
;
1491 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1492 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_COLOR
, &color
.r
);
1493 checkGLcall("glFog GL_FOG_COLOR");
1496 void state_fogdensity(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1498 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1504 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1505 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_DENSITY
, &tmpvalue
.f
);
1506 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1509 static void state_colormat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1511 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1512 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1515 context_gl
->untracked_material_count
= 0;
1516 if ((context_gl
->c
.stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
))
1517 && state
->render_states
[WINED3D_RS_COLORVERTEX
])
1519 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1520 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
],
1521 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
],
1522 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
],
1523 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
]);
1525 if (state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1527 if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1528 Parm
= GL_AMBIENT_AND_DIFFUSE
;
1531 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1532 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_EMISSION
;
1533 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1534 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1536 else if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1539 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1540 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_EMISSION
;
1541 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1542 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1544 else if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1547 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1548 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1550 else if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1556 /* Nothing changed, return. */
1557 if (Parm
== context_gl
->tracking_parm
)
1562 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1563 checkGLcall("glDisable GL_COLOR_MATERIAL");
1567 gl_info
->gl_ops
.gl
.p_glColorMaterial(GL_FRONT_AND_BACK
, Parm
);
1568 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1569 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_MATERIAL
);
1570 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1573 /* Apparently calls to glMaterialfv are ignored for properties we're
1574 * tracking with glColorMaterial, so apply those here. */
1575 switch (context_gl
->tracking_parm
)
1577 case GL_AMBIENT_AND_DIFFUSE
:
1578 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1579 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1580 checkGLcall("glMaterialfv");
1584 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1585 checkGLcall("glMaterialfv");
1589 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1590 checkGLcall("glMaterialfv");
1594 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1595 checkGLcall("glMaterialfv");
1599 /* Only change material color if specular is enabled, otherwise it is set to black */
1600 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1602 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
1603 checkGLcall("glMaterialfv");
1607 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1608 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
1609 checkGLcall("glMaterialfv");
1614 context_gl
->tracking_parm
= Parm
;
1617 static void state_linepattern(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1619 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1623 struct wined3d_line_pattern lp
;
1625 tmppattern
.d
= state
->render_states
[WINED3D_RS_LINEPATTERN
];
1627 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1629 if (tmppattern
.lp
.repeat_factor
)
1631 gl_info
->gl_ops
.gl
.p_glLineStipple(tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1632 checkGLcall("glLineStipple(repeat, linepattern)");
1633 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_STIPPLE
);
1634 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1638 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_STIPPLE
);
1639 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1643 static void state_linepattern_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1645 static unsigned int once
;
1648 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1651 static void state_normalize(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1653 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1655 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1656 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1657 * by zero and is not properly defined in opengl, so avoid it
1659 if (state
->render_states
[WINED3D_RS_NORMALIZENORMALS
]
1660 && (context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
)))
1662 gl_info
->gl_ops
.gl
.p_glEnable(GL_NORMALIZE
);
1663 checkGLcall("glEnable(GL_NORMALIZE);");
1667 gl_info
->gl_ops
.gl
.p_glDisable(GL_NORMALIZE
);
1668 checkGLcall("glDisable(GL_NORMALIZE);");
1672 static void state_psizemin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1676 get_pointsize_minmax(context
, state
, &min
, &max
);
1679 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min
);
1681 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max
);
1684 static void state_psizemin_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1686 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1689 get_pointsize_minmax(context
, state
, &min
, &max
);
1691 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MIN_EXT
, min
);
1692 checkGLcall("glPointParameterfEXT(...)");
1693 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MAX_EXT
, max
);
1694 checkGLcall("glPointParameterfEXT(...)");
1697 static void state_psizemin_arb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1699 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1702 get_pointsize_minmax(context
, state
, &min
, &max
);
1704 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MIN_ARB
, min
);
1705 checkGLcall("glPointParameterfARB(...)");
1706 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MAX_ARB
, max
);
1707 checkGLcall("glPointParameterfARB(...)");
1710 static void state_pscale(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1712 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1716 get_pointsize(context
, state
, &pointsize
, att
);
1718 if (gl_info
->supported
[ARB_POINT_PARAMETERS
])
1720 GL_EXTCALL(glPointParameterfvARB
)(GL_POINT_DISTANCE_ATTENUATION_ARB
, att
);
1721 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1723 else if (gl_info
->supported
[EXT_POINT_PARAMETERS
])
1725 GL_EXTCALL(glPointParameterfvEXT
)(GL_DISTANCE_ATTENUATION_EXT
, att
);
1726 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1728 else if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1730 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1733 gl_info
->gl_ops
.gl
.p_glPointSize(max(pointsize
, FLT_MIN
));
1734 checkGLcall("glPointSize(...);");
1737 static void state_debug_monitor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1739 WARN("token: %#x.\n", state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
]);
1742 static void state_localviewer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1744 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1746 if (state
->render_states
[WINED3D_RS_LOCALVIEWER
])
1748 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 1);
1749 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1753 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 0);
1754 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1758 static void state_lastpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1760 if (state
->render_states
[WINED3D_RS_LASTPIXEL
])
1762 TRACE("Last Pixel Drawing Enabled\n");
1768 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1771 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1776 void state_pointsprite_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1780 /* TODO: NV_POINT_SPRITE */
1781 if (!warned
&& state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1783 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1784 FIXME("Point sprites not supported\n");
1789 void state_pointsprite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1791 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1793 if (state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1795 gl_info
->gl_ops
.gl
.p_glEnable(GL_POINT_SPRITE_ARB
);
1796 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1800 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1801 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1805 static void state_wrap(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1807 static unsigned int once
;
1809 if ((state
->render_states
[WINED3D_RS_WRAP0
]
1810 || state
->render_states
[WINED3D_RS_WRAP1
]
1811 || state
->render_states
[WINED3D_RS_WRAP2
]
1812 || state
->render_states
[WINED3D_RS_WRAP3
]
1813 || state
->render_states
[WINED3D_RS_WRAP4
]
1814 || state
->render_states
[WINED3D_RS_WRAP5
]
1815 || state
->render_states
[WINED3D_RS_WRAP6
]
1816 || state
->render_states
[WINED3D_RS_WRAP7
]
1817 || state
->render_states
[WINED3D_RS_WRAP8
]
1818 || state
->render_states
[WINED3D_RS_WRAP9
]
1819 || state
->render_states
[WINED3D_RS_WRAP10
]
1820 || state
->render_states
[WINED3D_RS_WRAP11
]
1821 || state
->render_states
[WINED3D_RS_WRAP12
]
1822 || state
->render_states
[WINED3D_RS_WRAP13
]
1823 || state
->render_states
[WINED3D_RS_WRAP14
]
1824 || state
->render_states
[WINED3D_RS_WRAP15
])
1826 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1829 static void state_msaa_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1831 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1832 WARN("Multisample antialiasing not supported by GL.\n");
1835 static void state_msaa(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1837 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1839 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1841 gl_info
->gl_ops
.gl
.p_glEnable(GL_MULTISAMPLE_ARB
);
1842 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1846 gl_info
->gl_ops
.gl
.p_glDisable(GL_MULTISAMPLE_ARB
);
1847 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1851 static void line_antialias(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
1853 if (r
&& r
->desc
.line_antialias
)
1855 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_SMOOTH
);
1856 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1860 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_SMOOTH
);
1861 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1865 static void scissor(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
1867 if (r
&& r
->desc
.scissor
)
1869 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
1870 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1874 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1875 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1879 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1880 * OpenGL the bias is specified in units of "the smallest value that is
1881 * guaranteed to produce a resolvable offset for a given implementation". To
1882 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1883 * We try to detect the value from GL with test draws. On most drivers (r300g,
1884 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1885 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1886 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1887 * not depend on the depth buffer precision on any driver.
1889 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1890 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1892 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1893 * doesn't need to be scaled to account for GL vs D3D differences. */
1894 static void depthbias(struct wined3d_context
*context
, const struct wined3d_state
*state
)
1896 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1897 const struct wined3d_rasterizer_state
*r
= state
->rasterizer_state
;
1898 float scale_bias
= r
? r
->desc
.scale_bias
: 0.0f
;
1905 const_bias
.f
= r
? r
->desc
.depth_bias
: 0.0f
;
1907 if (scale_bias
|| const_bias
.f
)
1909 const struct wined3d_rendertarget_view
*depth
= state
->fb
.depth_stencil
;
1910 float factor
, units
, scale
, clamp
;
1912 clamp
= r
? r
->desc
.depth_bias_clamp
: 0.0f
;
1914 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_DEPTH_BIAS
)
1916 factor
= units
= -(float)const_bias
.d
;
1922 scale
= depth
->format
->depth_bias_scale
;
1924 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1925 debug_d3dformat(depth
->format
->id
), scale
);
1929 /* The context manager will reapply this state on a depth stencil change */
1930 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1934 factor
= scale_bias
;
1935 units
= const_bias
.f
* scale
;
1938 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
1939 if (gl_info
->supported
[ARB_POLYGON_OFFSET_CLAMP
])
1941 gl_info
->gl_ops
.ext
.p_glPolygonOffsetClamp(factor
, units
, clamp
);
1946 WARN("Ignoring depth bias clamp %.8e.\n", clamp
);
1947 gl_info
->gl_ops
.gl
.p_glPolygonOffset(factor
, units
);
1952 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
1955 checkGLcall("depth bias");
1958 static void state_zvisible(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1960 if (state
->render_states
[WINED3D_RS_ZVISIBLE
])
1961 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1964 static void state_stippledalpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1966 if (state
->render_states
[WINED3D_RS_STIPPLEDALPHA
])
1967 FIXME("Stippled Alpha not supported yet.\n");
1970 static void state_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1972 if (state
->render_states
[WINED3D_RS_ANTIALIAS
])
1973 FIXME("Antialias not supported yet.\n");
1976 static void state_sample_mask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1978 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1979 unsigned int sample_mask
= state
->sample_mask
;
1981 TRACE("Setting sample mask to %#x.\n", sample_mask
);
1982 if (sample_mask
!= 0xffffffff)
1984 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_MASK
);
1985 checkGLcall("glEnable GL_SAMPLE_MASK");
1986 GL_EXTCALL(glSampleMaski(0, sample_mask
));
1987 checkGLcall("glSampleMaski");
1991 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_MASK
);
1992 checkGLcall("glDisable GL_SAMPLE_MASK");
1996 static void state_sample_mask_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1998 WARN("Unsupported in local OpenGL implementation: glSampleMaski.\n");
2001 static void state_patchedgestyle(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2003 if (state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] != WINED3D_PATCH_EDGE_DISCRETE
)
2004 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
2005 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
]);
2008 static void state_patchsegments(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2016 if (state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] != tmpvalue
.d
)
2018 static BOOL displayed
= FALSE
;
2020 tmpvalue
.d
= state
->render_states
[WINED3D_RS_PATCHSEGMENTS
];
2022 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
2028 static void state_positiondegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2030 if (state
->render_states
[WINED3D_RS_POSITIONDEGREE
] != WINED3D_DEGREE_CUBIC
)
2031 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
2032 state
->render_states
[WINED3D_RS_POSITIONDEGREE
]);
2035 static void state_normaldegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2037 if (state
->render_states
[WINED3D_RS_NORMALDEGREE
] != WINED3D_DEGREE_LINEAR
)
2038 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
2039 state
->render_states
[WINED3D_RS_NORMALDEGREE
]);
2042 static void state_tessellation(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2044 if (state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
])
2045 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
2046 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
]);
2049 static void state_nvdb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2051 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
2058 if (state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] == WINED3DFMT_NVDB
)
2060 zmin
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
];
2061 zmax
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
];
2063 /* If zmin is larger than zmax INVALID_VALUE error is generated.
2064 * In d3d9 test is not performed in this case*/
2065 if (zmin
.f
<= zmax
.f
)
2067 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT
);
2068 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
2069 GL_EXTCALL(glDepthBoundsEXT(zmin
.f
, zmax
.f
));
2070 checkGLcall("glDepthBoundsEXT(...)");
2074 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
2075 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
2080 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
2081 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
2084 state_tessellation(context
, state
, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
));
2087 static void state_wrapu(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2089 if (state
->render_states
[WINED3D_RS_WRAPU
])
2090 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
2093 static void state_wrapv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2095 if (state
->render_states
[WINED3D_RS_WRAPV
])
2096 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
2099 static void state_monoenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2101 if (state
->render_states
[WINED3D_RS_MONOENABLE
])
2102 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
2105 static void state_rop2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2107 if (state
->render_states
[WINED3D_RS_ROP2
])
2108 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
2111 static void state_planemask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2113 if (state
->render_states
[WINED3D_RS_PLANEMASK
])
2114 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
2117 static void state_subpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2119 if (state
->render_states
[WINED3D_RS_SUBPIXEL
])
2120 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
2123 static void state_subpixelx(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2125 if (state
->render_states
[WINED3D_RS_SUBPIXELX
])
2126 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
2129 static void state_stippleenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2131 if (state
->render_states
[WINED3D_RS_STIPPLEENABLE
])
2132 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
2135 static void state_mipmaplodbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2137 if (state
->render_states
[WINED3D_RS_MIPMAPLODBIAS
])
2138 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
2141 static void state_anisotropy(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2143 if (state
->render_states
[WINED3D_RS_ANISOTROPY
])
2144 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2147 static void state_flushbatch(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2149 if (state
->render_states
[WINED3D_RS_FLUSHBATCH
])
2150 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2153 static void state_translucentsi(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2155 if (state
->render_states
[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
])
2156 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2159 static void state_extents(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2161 if (state
->render_states
[WINED3D_RS_EXTENTS
])
2162 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2165 static void state_ckeyblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2167 if (state
->render_states
[WINED3D_RS_COLORKEYBLENDENABLE
])
2168 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2171 static void state_swvp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2174 if (state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
])
2177 FIXME("Software vertex processing not implemented.\n");
2181 static void get_src_and_opr(DWORD arg
, BOOL is_alpha
, GLenum
* source
, GLenum
* operand
) {
2182 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2183 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2184 * flag specifies the complement of the input should be used. */
2185 BOOL from_alpha
= is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
;
2186 BOOL complement
= arg
& WINED3DTA_COMPLEMENT
;
2188 /* Calculate the operand */
2190 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
2191 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
2193 if (from_alpha
) *operand
= GL_SRC_ALPHA
;
2194 else *operand
= GL_SRC_COLOR
;
2197 /* Calculate the source */
2198 switch (arg
& WINED3DTA_SELECTMASK
) {
2199 case WINED3DTA_CURRENT
: *source
= GL_PREVIOUS_EXT
; break;
2200 case WINED3DTA_DIFFUSE
: *source
= GL_PRIMARY_COLOR_EXT
; break;
2201 case WINED3DTA_TEXTURE
: *source
= GL_TEXTURE
; break;
2202 case WINED3DTA_TFACTOR
: *source
= GL_CONSTANT_EXT
; break;
2203 case WINED3DTA_SPECULAR
:
2205 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2206 * 'Secondary color' and isn't supported until base GL supports it
2207 * There is no concept of temp registers as far as I can tell
2209 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2210 *source
= GL_TEXTURE
;
2213 FIXME("Unrecognized texture arg %#x\n", arg
);
2214 *source
= GL_TEXTURE
;
2219 /* Setup the texture operations texture stage states */
2220 static void set_tex_op(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
2221 BOOL isAlpha
, int Stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
2223 GLenum src1
, src2
, src3
;
2224 GLenum opr1
, opr2
, opr3
;
2226 GLenum src0_target
, src1_target
, src2_target
;
2227 GLenum opr0_target
, opr1_target
, opr2_target
;
2229 GLenum opr
=0, invopr
, src3_target
, opr3_target
;
2230 BOOL Handled
= FALSE
;
2232 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha
, Stage
, debug_d3dtop(op
), arg1
, arg2
, arg3
);
2234 /* Operations usually involve two args, src0 and src1 and are operations
2235 * of the form (a1 <operation> a2). However, some of the more complex
2236 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2237 * Microsoft added in a third parameter called a0. Therefore these are
2238 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2239 * parameter goes to the front.
2241 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2242 * actual functions below, expect their syntax to differ slightly to those
2243 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2244 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2248 comb_target
= GL_COMBINE_ALPHA
;
2249 src0_target
= GL_SOURCE0_ALPHA
;
2250 src1_target
= GL_SOURCE1_ALPHA
;
2251 src2_target
= GL_SOURCE2_ALPHA
;
2252 opr0_target
= GL_OPERAND0_ALPHA
;
2253 opr1_target
= GL_OPERAND1_ALPHA
;
2254 opr2_target
= GL_OPERAND2_ALPHA
;
2255 scal_target
= GL_ALPHA_SCALE
;
2259 comb_target
= GL_COMBINE_RGB
;
2260 src0_target
= GL_SOURCE0_RGB
;
2261 src1_target
= GL_SOURCE1_RGB
;
2262 src2_target
= GL_SOURCE2_RGB
;
2263 opr0_target
= GL_OPERAND0_RGB
;
2264 opr1_target
= GL_OPERAND1_RGB
;
2265 opr2_target
= GL_OPERAND2_RGB
;
2266 scal_target
= GL_RGB_SCALE
;
2269 /* If a texture stage references an invalid texture unit the stage just
2270 * passes through the result from the previous stage */
2271 if (is_invalid_op(state
, Stage
, op
, arg1
, arg2
, arg3
))
2273 arg1
= WINED3DTA_CURRENT
;
2274 op
= WINED3D_TOP_SELECT_ARG1
;
2277 if (isAlpha
&& !state
->textures
[Stage
] && arg1
== WINED3DTA_TEXTURE
)
2279 get_src_and_opr(WINED3DTA_DIFFUSE
, isAlpha
, &src1
, &opr1
);
2281 get_src_and_opr(arg1
, isAlpha
, &src1
, &opr1
);
2283 get_src_and_opr(arg2
, isAlpha
, &src2
, &opr2
);
2284 get_src_and_opr(arg3
, isAlpha
, &src3
, &opr3
);
2286 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target
, src1
, opr1
, src2
, opr2
, src3
, opr3
);
2288 Handled
= TRUE
; /* Assume will be handled */
2290 /* Other texture operations require special extensions: */
2291 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2295 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2296 src3_target
= GL_SOURCE3_ALPHA_NV
;
2297 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2300 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2301 src3_target
= GL_SOURCE3_RGB_NV
;
2302 opr3_target
= GL_OPERAND3_RGB_NV
;
2306 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2307 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2308 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2309 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2310 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2311 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2312 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2313 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2314 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2315 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2316 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2317 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2318 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2319 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2320 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2321 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2322 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2323 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2324 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2327 case WINED3D_TOP_SELECT_ARG1
: /* = a1 * 1 + 0 * 0 */
2328 case WINED3D_TOP_SELECT_ARG2
: /* = a2 * 1 + 0 * 0 */
2329 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2330 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2331 if (op
== WINED3D_TOP_SELECT_ARG1
)
2333 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2334 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2335 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2336 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2340 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2341 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2342 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2343 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2345 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2346 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2347 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2348 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2349 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2350 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2351 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2352 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2353 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2354 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2355 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2356 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2359 case WINED3D_TOP_MODULATE
:
2360 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2361 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2362 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2363 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2364 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2365 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2366 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2367 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2368 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2369 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2370 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2371 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2372 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2373 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2374 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2375 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2376 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2377 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2378 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2379 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2381 case WINED3D_TOP_MODULATE_2X
:
2382 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2383 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2384 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2385 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2386 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2387 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2388 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2389 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2390 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2391 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2392 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2393 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2394 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2395 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2396 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2397 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2398 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2399 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2400 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2401 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2403 case WINED3D_TOP_MODULATE_4X
:
2404 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2405 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2406 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2407 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2408 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2409 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2410 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2411 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2412 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2413 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2414 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2415 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2416 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2417 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2418 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2419 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2420 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2421 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2422 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2423 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2426 case WINED3D_TOP_ADD
:
2427 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2428 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2429 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2430 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2431 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2432 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2433 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2434 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2435 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2436 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2437 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2438 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2439 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2440 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2441 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2442 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2443 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2444 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2445 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2446 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2449 case WINED3D_TOP_ADD_SIGNED
:
2450 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2451 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2452 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2453 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2454 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2455 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2456 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2457 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2458 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2459 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2460 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2461 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2462 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2463 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2464 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2465 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2466 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2467 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2468 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2469 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2472 case WINED3D_TOP_ADD_SIGNED_2X
:
2473 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2474 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2475 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2476 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2477 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2478 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2479 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2480 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2481 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2482 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2483 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2484 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2485 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2486 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2487 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2488 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2489 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2490 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2491 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2492 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2495 case WINED3D_TOP_ADD_SMOOTH
:
2496 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2497 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2498 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2499 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2500 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2501 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2502 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2503 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2504 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2505 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2506 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2507 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2508 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2509 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2510 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2511 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2513 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2514 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2515 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2516 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2518 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2519 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2520 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2521 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2524 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2525 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2526 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2527 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2528 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2529 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2530 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2531 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_PRIMARY_COLOR
);
2532 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2533 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2534 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2535 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2536 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2537 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2538 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2539 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_PRIMARY_COLOR
);
2540 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2541 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2542 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2543 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2544 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2546 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2547 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2548 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2549 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2550 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2551 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2552 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2553 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_TEXTURE
);
2554 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2555 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2556 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2557 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2558 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2559 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2560 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2561 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2562 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2563 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2564 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2565 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2566 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2568 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2569 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2570 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2571 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2572 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2573 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2574 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2575 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_CONSTANT
);
2576 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2577 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2578 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2579 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2580 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2581 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2582 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2583 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_CONSTANT
);
2584 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2585 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2586 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2587 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2588 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2590 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2591 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2592 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2593 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2594 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2595 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2596 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2597 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2598 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2599 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2600 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2601 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2602 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2603 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2604 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2605 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2606 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2607 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2608 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2609 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2610 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2612 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2613 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2614 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2615 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
); /* a0 = src1/opr1 */
2616 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2617 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2618 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2619 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2620 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2621 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2622 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2623 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
); /* a2 = arg2 */
2624 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2625 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2626 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2627 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2628 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2630 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2631 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2633 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2634 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2635 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2636 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2638 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2639 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2640 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
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
, src1
);
2650 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2652 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2653 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2655 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2656 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2657 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2658 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2659 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2660 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2661 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2662 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2664 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2665 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2666 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2667 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2668 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2669 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2670 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2671 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2672 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2673 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2674 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2675 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2676 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2677 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2678 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2679 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2680 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2682 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2683 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2684 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2685 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2687 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2688 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2689 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2690 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2692 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2693 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2694 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2695 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2696 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2698 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2699 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2700 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2701 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2703 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2704 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2705 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2706 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2707 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2708 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2709 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2710 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2712 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2713 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2715 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2716 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2717 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2718 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2719 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2720 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2721 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2722 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2724 case WINED3D_TOP_MULTIPLY_ADD
:
2725 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2726 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2727 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src3
);
2728 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2729 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr3
);
2730 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2731 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2732 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2733 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2734 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2735 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2736 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2737 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr1
);
2738 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2739 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src2
);
2740 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2741 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr2
);
2742 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2743 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2744 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2747 case WINED3D_TOP_BUMPENVMAP
:
2748 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2749 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2758 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE4_NV
);
2759 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2763 } /* GL_NV_texture_env_combine4 */
2765 Handled
= TRUE
; /* Again, assume handled */
2767 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2768 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2769 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2770 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2771 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2772 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2773 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2774 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2775 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2777 case WINED3D_TOP_SELECT_ARG1
:
2778 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2779 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2780 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2781 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2782 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2783 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2784 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2785 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2787 case WINED3D_TOP_SELECT_ARG2
:
2788 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2789 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2790 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2791 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2792 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2793 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2794 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2795 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2797 case WINED3D_TOP_MODULATE
:
2798 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2799 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2800 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2801 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2802 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2803 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2804 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2805 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2806 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2807 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2808 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2809 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2811 case WINED3D_TOP_MODULATE_2X
:
2812 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2813 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2814 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2815 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2816 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2817 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2818 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2819 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2820 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2821 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2822 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2823 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2825 case WINED3D_TOP_MODULATE_4X
:
2826 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2827 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2828 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2829 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2830 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2831 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2832 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2833 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2834 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2835 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2836 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2837 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2839 case WINED3D_TOP_ADD
:
2840 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2841 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2842 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2843 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2844 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2845 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2846 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2847 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2848 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2849 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2850 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2851 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2853 case WINED3D_TOP_ADD_SIGNED
:
2854 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2855 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2856 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2857 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2858 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2859 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2860 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2861 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2862 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2863 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2864 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2865 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2867 case WINED3D_TOP_ADD_SIGNED_2X
:
2868 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2869 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2870 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2871 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2872 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2873 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2874 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2875 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2876 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2877 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2878 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2879 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2881 case WINED3D_TOP_SUBTRACT
:
2882 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
])
2884 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_SUBTRACT
);
2885 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2886 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2887 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2888 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2889 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2890 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2891 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2892 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2893 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2894 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2895 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2897 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2901 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2902 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2903 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2904 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2905 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2906 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2907 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2908 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2909 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2910 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2911 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2912 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PRIMARY_COLOR
);
2913 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2914 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2915 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2916 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2917 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2919 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2920 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2921 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2922 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2923 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2924 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2925 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2926 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2927 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2928 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2929 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2930 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_TEXTURE
);
2931 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2932 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2933 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2934 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2935 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2937 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2938 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2939 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2940 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2941 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2942 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2943 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2944 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2945 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2946 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2947 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2948 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_CONSTANT
);
2949 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2950 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2951 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2952 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2953 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2955 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
2956 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2957 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2958 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2959 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2960 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2961 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2962 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2963 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2964 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2965 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2966 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PREVIOUS
);
2967 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2968 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2969 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2970 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2971 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2973 case WINED3D_TOP_DOTPRODUCT3
:
2974 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
2976 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_ARB
);
2977 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2979 else if (gl_info
->supported
[EXT_TEXTURE_ENV_DOT3
])
2981 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_EXT
);
2982 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2984 FIXME("This version of opengl does not support GL_DOT3\n");
2986 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2987 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2988 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2989 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2990 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2991 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2992 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2993 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2994 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2995 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2997 case WINED3D_TOP_LERP
:
2998 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2999 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
3000 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3001 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3002 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
3003 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3004 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
3005 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
3006 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
3007 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
3008 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src3
);
3009 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
3010 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr3
);
3011 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
3012 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3013 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3015 case WINED3D_TOP_ADD_SMOOTH
:
3016 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3018 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3019 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3020 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3021 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3023 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
3024 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
3025 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3026 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3028 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3029 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3030 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3031 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3032 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
3033 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3034 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3035 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3036 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3037 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3038 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3039 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3043 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
3044 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3046 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3047 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3048 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_TEXTURE
);
3049 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
3050 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_ONE_MINUS_SRC_ALPHA
);
3051 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
3052 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3053 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3054 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
3055 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3056 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3057 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3058 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3059 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3060 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3061 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3065 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
3066 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3068 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3069 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3070 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3071 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3073 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3074 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3075 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3076 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3078 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3079 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3080 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3081 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3082 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
3083 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3084 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3085 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3086 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3087 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3088 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3089 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3093 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
3094 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3096 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3097 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3098 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3099 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3100 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
3101 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3102 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3103 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3105 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3106 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3107 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3108 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3110 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
3111 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3112 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3113 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3114 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3115 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3116 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3117 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3121 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
3122 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3124 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3125 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3126 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3127 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3129 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3130 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3131 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3132 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3134 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3135 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3136 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3137 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3138 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
3139 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3140 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3141 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3142 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3143 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3144 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3145 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3149 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3150 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3152 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3153 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3154 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3155 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3157 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
3158 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
3159 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3160 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3162 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3163 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3164 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3165 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3167 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3168 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3169 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3170 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3172 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
3173 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3174 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3175 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3176 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3177 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3178 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3179 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3183 case WINED3D_TOP_MULTIPLY_ADD
:
3184 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3186 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3187 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3188 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3189 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3190 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
3191 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3192 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src3
);
3193 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3194 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr3
);
3195 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3196 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3197 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3198 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3199 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3200 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3201 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3205 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
3206 case WINED3D_TOP_BUMPENVMAP
:
3207 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
3209 /* Technically texture shader support without register combiners is possible, but not expected to occur
3210 * on real world cards, so for now a fixme should be enough
3212 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3222 BOOL combineOK
= TRUE
;
3223 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
3228 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
3230 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
3232 /* Note: If COMBINE4 in effect can't go back to combine! */
3235 case WINED3D_TOP_ADD_SMOOTH
:
3236 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
3237 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
3238 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
3239 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
3240 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3241 case WINED3D_TOP_MULTIPLY_ADD
:
3242 /* Ignore those implemented in both cases */
3245 case WINED3D_TOP_SELECT_ARG1
:
3246 case WINED3D_TOP_SELECT_ARG2
:
3251 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
3259 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE
);
3260 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3266 /* After all the extensions, if still unhandled, report fixme */
3267 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op
));
3271 static void tex_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3273 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3274 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3275 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3276 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3277 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3279 TRACE("Setting color op for stage %d\n", stage
);
3281 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3282 if (use_ps(state
)) return;
3284 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
3286 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3288 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3290 FIXME("Attempt to enable unsupported stage!\n");
3293 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3296 if (stage
>= context
->lowest_disabled_stage
)
3298 TRACE("Stage disabled\n");
3299 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3301 /* Disable everything here */
3302 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3303 checkGLcall("glDisable(GL_TEXTURE_2D)");
3304 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3305 checkGLcall("glDisable(GL_TEXTURE_3D)");
3306 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3308 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3309 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3311 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3313 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3314 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3321 /* The sampler will also activate the correct texture dimensions, so no
3322 * need to do it here if the sampler for this stage is dirty. */
3323 if (!isStateDirty(context
, STATE_SAMPLER(stage
)) && tex_used
)
3324 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
3326 set_tex_op(gl_info
, state
, FALSE
, stage
,
3327 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
3328 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
3329 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
3330 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
]);
3333 void tex_alphaop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3335 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3336 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3337 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3338 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3339 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3340 DWORD op
, arg1
, arg2
, arg0
;
3342 TRACE("Setting alpha op for stage %d\n", stage
);
3343 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3344 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3346 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3348 FIXME("Attempt to enable unsupported stage!\n");
3351 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3354 op
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_OP
];
3355 arg1
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG1
];
3356 arg2
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG2
];
3357 arg0
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG0
];
3359 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !stage
&& state
->textures
[0])
3361 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(state
->textures
[0]);
3362 GLenum texture_dimensions
= texture_gl
->target
;
3364 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3366 if (texture_gl
->t
.async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
3367 && !texture_gl
->t
.resource
.format
->alpha_size
)
3369 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3370 * properly. On the other hand applications can still use texture combiners apparently. This code
3371 * takes care that apps cannot remove the texture's alpha channel entirely.
3373 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3374 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3375 * and alpha component of diffuse color to draw things like translucent text and perform other
3378 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3379 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3380 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3381 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3382 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3383 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3384 * fail alpha test). To get around this, blend state is checked: if the app enables alpha blending,
3385 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with
3386 * texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
3388 * What to do with multitexturing? So far no app has been found that uses color keying with
3390 if (op
== WINED3D_TOP_DISABLE
)
3392 arg1
= WINED3DTA_TEXTURE
;
3393 op
= WINED3D_TOP_SELECT_ARG1
;
3395 else if (op
== WINED3D_TOP_SELECT_ARG1
&& arg1
!= WINED3DTA_TEXTURE
)
3397 if (state
->blend_state
&& state
->blend_state
->desc
.rt
[0].enable
)
3399 arg2
= WINED3DTA_TEXTURE
;
3400 op
= WINED3D_TOP_MODULATE
;
3402 else arg1
= WINED3DTA_TEXTURE
;
3404 else if (op
== WINED3D_TOP_SELECT_ARG2
&& arg2
!= WINED3DTA_TEXTURE
)
3406 if (state
->blend_state
&& state
->blend_state
->desc
.rt
[0].enable
)
3408 arg1
= WINED3DTA_TEXTURE
;
3409 op
= WINED3D_TOP_MODULATE
;
3411 else arg2
= WINED3DTA_TEXTURE
;
3417 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3418 * this if block here, and the other code(color keying, texture unit selection) are the same
3420 TRACE("Setting alpha op for stage %d\n", stage
);
3421 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3423 set_tex_op_nvrc(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
,
3424 mapped_stage
, state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
3428 set_tex_op(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
);
3432 static void transform_texture(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3434 unsigned int tex
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3435 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3436 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3437 unsigned int mapped_stage
= context_gl
->tex_unit_map
[tex
];
3438 struct wined3d_matrix mat
;
3442 TRACE("Using a vertex shader, skipping.\n");
3446 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) return;
3447 if (mapped_stage
>= gl_info
->limits
.textures
) return;
3449 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3450 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3451 checkGLcall("glMatrixMode(GL_TEXTURE)");
3453 get_texture_matrix(context
, state
, mapped_stage
, &mat
);
3455 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&mat
._11
);
3456 checkGLcall("glLoadMatrixf");
3459 static void tex_coordindex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3461 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3462 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3463 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3464 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3466 static const GLfloat s_plane
[] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
};
3467 static const GLfloat t_plane
[] = { 0.0f
, 1.0f
, 0.0f
, 0.0f
};
3468 static const GLfloat r_plane
[] = { 0.0f
, 0.0f
, 1.0f
, 0.0f
};
3469 static const GLfloat q_plane
[] = { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
3471 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3473 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage
);
3477 if (mapped_stage
>= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], WINED3D_MAX_FRAGMENT_SAMPLERS
))
3479 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage
, mapped_stage
);
3482 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3484 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3486 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3487 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3488 * means use the vertex position (camera-space) as the input texture coordinates
3489 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3490 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3491 * to the TEXCOORDINDEX value
3493 switch (state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
3495 case WINED3DTSS_TCI_PASSTHRU
:
3496 /* Use the specified texture coordinates contained within the
3497 * vertex format. This value resolves to zero. */
3498 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3499 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3500 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3501 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3502 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3505 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
3506 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3507 * as the input texture coordinates for this stage's texture transformation. This
3508 * equates roughly to EYE_LINEAR */
3510 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3511 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3512 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3513 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3514 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3515 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3516 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3517 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3518 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3520 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3521 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3522 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3523 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3525 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3526 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3527 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3528 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3532 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
3533 /* Note that NV_TEXGEN_REFLECTION support is implied when
3534 * ARB_TEXTURE_CUBE_MAP is supported */
3535 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3537 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3541 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3542 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3543 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3544 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3545 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3546 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3547 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3548 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3549 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3551 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3552 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3553 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3554 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3556 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3557 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3558 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3559 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3563 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
3564 /* Note that NV_TEXGEN_REFLECTION support is implied when
3565 * ARB_TEXTURE_CUBE_MAP is supported */
3566 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3568 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3572 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3573 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3574 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3575 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3576 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3577 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3578 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3579 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3580 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3582 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3583 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3584 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3585 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3587 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3588 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3589 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3590 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3594 case WINED3DTSS_TCI_SPHEREMAP
:
3595 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3596 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3597 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3599 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3600 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3601 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3602 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3607 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3608 state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
]);
3609 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3610 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3611 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3612 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3613 checkGLcall("Disable texgen.");
3618 /* Update the texture matrix. */
3619 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ stage
)))
3620 transform_texture(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3622 if (!isStateDirty(context
, STATE_VDECL
) && context
->namedArraysLoaded
)
3624 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3625 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3626 * and do all the things linked to it
3627 * TODO: Tidy that up to reload only the arrays of the changed unit
3629 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3631 wined3d_context_gl_unload_tex_coords(context_gl
);
3632 wined3d_context_gl_load_tex_coords(context_gl
, &context
->stream_info
, &curVBO
, state
);
3636 static void sampler_texmatrix(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3638 const DWORD sampler
= state_id
- STATE_SAMPLER(0);
3639 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
3641 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
3646 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3647 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3648 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3650 if (sampler
< WINED3D_MAX_TEXTURES
)
3652 const BOOL tex_is_pow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3654 if (tex_is_pow2
|| (context
->lastWasPow2Texture
& (1u << sampler
)))
3657 context
->lastWasPow2Texture
|= 1u << sampler
;
3659 context
->lastWasPow2Texture
&= ~(1u << sampler
);
3661 transform_texture(context
, state
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3666 static enum wined3d_texture_address
wined3d_texture_gl_address_mode(const struct wined3d_texture_gl
*texture_gl
,
3667 enum wined3d_texture_address t
)
3669 if (t
< WINED3D_TADDRESS_WRAP
|| t
> WINED3D_TADDRESS_MIRROR_ONCE
)
3671 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t
);
3672 return WINED3D_TADDRESS_WRAP
;
3675 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3676 if (texture_gl
->target
== GL_TEXTURE_CUBE_MAP_ARB
|| ((texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
)
3677 && t
== WINED3D_TADDRESS_WRAP
))
3678 return WINED3D_TADDRESS_CLAMP
;
3683 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc
*desc
,
3684 const struct wined3d_context_gl
*context_gl
, const DWORD
*sampler_states
,
3685 const struct wined3d_texture_gl
*texture_gl
)
3693 desc
->address_u
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_U
]);
3694 desc
->address_v
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_V
]);
3695 desc
->address_w
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_W
]);
3696 wined3d_color_from_d3dcolor((struct wined3d_color
*)desc
->border_color
,
3697 sampler_states
[WINED3D_SAMP_BORDER_COLOR
]);
3698 if (sampler_states
[WINED3D_SAMP_MAG_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3699 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3700 sampler_states
[WINED3D_SAMP_MAG_FILTER
]);
3701 desc
->mag_filter
= min(max(sampler_states
[WINED3D_SAMP_MAG_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3702 if (sampler_states
[WINED3D_SAMP_MIN_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3703 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3704 sampler_states
[WINED3D_SAMP_MIN_FILTER
]);
3705 desc
->min_filter
= min(max(sampler_states
[WINED3D_SAMP_MIN_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3706 if (sampler_states
[WINED3D_SAMP_MIP_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3707 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3708 sampler_states
[WINED3D_SAMP_MIP_FILTER
]);
3709 desc
->mip_filter
= min(max(sampler_states
[WINED3D_SAMP_MIP_FILTER
], WINED3D_TEXF_NONE
), WINED3D_TEXF_LINEAR
);
3710 lod_bias
.d
= sampler_states
[WINED3D_SAMP_MIPMAP_LOD_BIAS
];
3711 desc
->lod_bias
= lod_bias
.f
;
3712 desc
->min_lod
= -1000.0f
;
3713 desc
->max_lod
= 1000.0f
;
3714 desc
->mip_base_level
= sampler_states
[WINED3D_SAMP_MAX_MIP_LEVEL
];
3715 desc
->max_anisotropy
= sampler_states
[WINED3D_SAMP_MAX_ANISOTROPY
];
3716 if ((sampler_states
[WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3717 && sampler_states
[WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3718 && sampler_states
[WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_ANISOTROPIC
)
3719 || (texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
))
3720 desc
->max_anisotropy
= 1;
3721 desc
->compare
= texture_gl
->t
.resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
;
3722 desc
->comparison_func
= WINED3D_CMP_LESSEQUAL
;
3723 desc
->srgb_decode
= is_srgb_enabled(sampler_states
);
3725 if (!(texture_gl
->t
.resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
))
3727 desc
->mag_filter
= WINED3D_TEXF_POINT
;
3728 desc
->min_filter
= WINED3D_TEXF_POINT
;
3729 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3732 if (texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
)
3734 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3735 if (context_gl
->gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3736 desc
->min_filter
= WINED3D_TEXF_POINT
;
3740 /* Enabling and disabling texture dimensions is done by texture stage state /
3741 * pixel shader setup, this function only has to bind textures and set the per
3742 * texture states. */
3743 static void sampler(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3745 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3746 unsigned int sampler_idx
= state_id
- STATE_SAMPLER(0);
3747 unsigned int mapped_stage
= context_gl
->tex_unit_map
[sampler_idx
];
3748 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3750 TRACE("Sampler %u.\n", sampler_idx
);
3752 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3754 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx
);
3758 if (mapped_stage
>= gl_info
->limits
.graphics_samplers
)
3760 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3762 if (state
->textures
[sampler_idx
])
3764 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(state
->textures
[sampler_idx
]);
3765 const DWORD
*sampler_states
= state
->sampler_states
[sampler_idx
];
3766 struct wined3d_device
*device
= context
->device
;
3767 BOOL srgb
= is_srgb_enabled(sampler_states
);
3768 struct wined3d_sampler_desc desc
;
3769 struct wined3d_sampler
*sampler
;
3770 struct wine_rb_entry
*entry
;
3772 wined3d_sampler_desc_from_sampler_states(&desc
, context_gl
, sampler_states
, texture_gl
);
3774 wined3d_texture_gl_bind(texture_gl
, context_gl
, srgb
);
3776 if ((entry
= wine_rb_get(&device
->samplers
, &desc
)))
3778 sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
3782 if (FAILED(wined3d_sampler_create(device
, &desc
, NULL
, &wined3d_null_parent_ops
, &sampler
)))
3784 ERR("Failed to create sampler.\n");
3787 if (wine_rb_put(&device
->samplers
, &desc
, &sampler
->entry
) == -1)
3789 ERR("Failed to insert sampler.\n");
3790 wined3d_sampler_decref(sampler
);
3795 wined3d_sampler_gl_bind(wined3d_sampler_gl(sampler
), mapped_stage
, texture_gl
, context_gl
);
3797 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3798 if (!(texture_gl
->t
.flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3799 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
3803 wined3d_context_gl_bind_texture(context_gl
, GL_NONE
, 0);
3804 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3806 GL_EXTCALL(glBindSampler(mapped_stage
, 0));
3807 checkGLcall("glBindSampler");
3812 void apply_pixelshader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3818 if (!context
->last_was_pshader
)
3820 /* Former draw without a pixel shader, some samplers may be
3821 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3822 * make sure to enable them. */
3823 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
3825 if (!isStateDirty(context
, STATE_SAMPLER(i
)))
3826 sampler(context
, state
, STATE_SAMPLER(i
));
3828 context
->last_was_pshader
= TRUE
;
3832 /* Otherwise all samplers were activated by the code above in
3833 * earlier draws, or by sampler() if a different texture was
3834 * bound. I don't have to do anything. */
3839 /* Disabled the pixel shader - color ops weren't applied while it was
3840 * enabled, so re-apply them. */
3841 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
3843 if (!isStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
)))
3844 context_apply_state(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3846 context
->last_was_pshader
= FALSE
;
3849 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
3852 static void state_compute_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3854 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
3857 static void state_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3859 enum wined3d_shader_type shader_type
= state_id
- STATE_SHADER(0);
3860 context
->shader_update_mask
|= 1u << shader_type
;
3863 static void shader_bumpenv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3865 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
3868 static void transform_world(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3870 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3871 struct wined3d_matrix mat
;
3873 /* This function is called by transform_view below if the view matrix was changed too
3875 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3876 * does not always update the world matrix, only on a switch between transformed
3877 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3878 * draw, but that should be rather rare and cheaper in total.
3880 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3881 checkGLcall("glMatrixMode");
3883 get_modelview_matrix(context
, state
, 0, &mat
);
3885 gl_info
->gl_ops
.gl
.p_glLoadMatrixf((GLfloat
*)&mat
);
3886 checkGLcall("glLoadMatrixf");
3889 void clipplane(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3891 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3892 UINT index
= state_id
- STATE_CLIPPLANE(0);
3895 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.user_clip_distances
)
3898 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3899 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3901 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3903 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3905 /* With vertex shaders, clip planes are not transformed in Direct3D,
3906 * while in OpenGL they are still transformed by the model view matrix. */
3907 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3909 plane
[0] = state
->clip_planes
[index
].x
;
3910 plane
[1] = state
->clip_planes
[index
].y
;
3911 plane
[2] = state
->clip_planes
[index
].z
;
3912 plane
[3] = state
->clip_planes
[index
].w
;
3914 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3915 plane
[0], plane
[1], plane
[2], plane
[3]);
3916 gl_info
->gl_ops
.gl
.p_glClipPlane(GL_CLIP_PLANE0
+ index
, plane
);
3917 checkGLcall("glClipPlane");
3919 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3922 static void transform_worldex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3924 unsigned int matrix
= state_id
- STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3926 WARN("Unsupported world matrix %u set.\n", matrix
);
3929 static void state_vertexblend_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3931 enum wined3d_vertex_blend_flags f
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3932 static unsigned int once
;
3934 if (f
== WINED3D_VBF_DISABLE
)
3937 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", f
);
3938 else WARN("Vertex blend flags %#x not supported.\n", f
);
3941 static void transform_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3943 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3944 const struct wined3d_light_info
*light
= NULL
;
3947 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3948 * NOTE: We have to reset the positions even if the light/plane is not currently
3949 * enabled, since the call to enable it will not reset the position.
3950 * NOTE2: Apparently texture transforms do NOT need reapplying
3953 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3954 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3955 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3956 checkGLcall("glLoadMatrixf(...)");
3958 /* Reset lights. TODO: Call light apply func */
3959 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
3961 if (!(light
= state
->light_state
.lights
[k
]))
3963 if (light
->OriginalParms
.type
== WINED3D_LIGHT_DIRECTIONAL
)
3964 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->direction
.x
);
3966 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->position
.x
);
3967 checkGLcall("glLightfv posn");
3968 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, &light
->direction
.x
);
3969 checkGLcall("glLightfv dirn");
3972 /* Reset Clipping Planes */
3973 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
3975 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
3976 clipplane(context
, state
, STATE_CLIPPLANE(k
));
3979 if (context
->last_was_rhw
)
3981 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3982 checkGLcall("glLoadIdentity()");
3983 /* No need to update the world matrix, the identity is fine */
3987 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3988 * No need to do it here if the state is scheduled for update. */
3989 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3990 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3993 static void transform_projection(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3995 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3996 struct wined3d_matrix projection
;
3998 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3999 checkGLcall("glMatrixMode(GL_PROJECTION)");
4001 get_projection_matrix(context
, state
, &projection
);
4002 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&projection
._11
);
4003 checkGLcall("glLoadMatrixf");
4006 static void streamsrc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4008 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context
), state
);
4011 static void vdecl_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4013 if (isStateDirty(context
, STATE_STREAMSRC
))
4015 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context
), state
);
4018 static void vertexdeclaration(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4020 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
4021 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4022 BOOL useVertexShaderFunction
= use_vs(state
);
4023 BOOL updateFog
= FALSE
;
4025 BOOL wasrhw
= context
->last_was_rhw
;
4028 transformed
= context
->stream_info
.position_transformed
;
4029 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
4032 context
->last_was_rhw
= transformed
;
4034 if (context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
4035 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
4037 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
4039 /* Don't have to apply the matrices when vertex shaders are used. When
4040 * vshaders are turned off this function will be called again anyway to
4041 * make sure they're properly set. */
4042 if (!useVertexShaderFunction
)
4044 /* TODO: Move this mainly to the viewport state and only apply when
4045 * the vp has changed or transformed / untransformed was switched. */
4046 if (wasrhw
!= context
->last_was_rhw
4047 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
))
4048 && !isStateDirty(context
, STATE_VIEWPORT
))
4049 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4050 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4053 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4054 * this check will fail and the matrix not applied again. This is OK because a simple
4055 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4056 * needs of the vertex declaration.
4058 * World and view matrix go into the same gl matrix, so only apply them when neither is
4061 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4062 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
4063 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4064 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_COLORVERTEX
)))
4065 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_COLORVERTEX
));
4066 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_LIGHTING
)))
4067 state_lighting(context
, state
, STATE_RENDER(WINED3D_RS_LIGHTING
));
4069 if (context
->last_was_vshader
)
4073 if (!context
->d3d_info
->vs_clipping
4074 && !isStateDirty(context
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
)))
4076 state_clipping(context
, state
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
));
4079 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
4081 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4084 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
4085 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
4089 if (!context
->last_was_vshader
)
4091 static BOOL warned
= FALSE
;
4092 if (!context
->d3d_info
->vs_clipping
)
4094 /* Disable all clip planes to get defined results on all drivers. See comment in the
4095 * state_clipping state handler
4097 wined3d_context_gl_enable_clip_distances(context_gl
, 0);
4099 if (!warned
&& state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4101 FIXME("Clipping not supported with vertex shaders.\n");
4107 /* Apply the transform matrices when switching from rhw
4108 * drawing to vertex shaders. Vertex shaders themselves do
4109 * not need it, but the matrices are not reapplied
4110 * automatically when switching back from vertex shaders to
4111 * fixed function processing. So make sure we leave the fixed
4112 * function vertex processing states back in a sane state
4113 * before switching to shaders. */
4114 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4115 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4116 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4117 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4121 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4122 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4123 * device->vs_clipping is false.
4125 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
4127 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4132 context
->last_was_vshader
= useVertexShaderFunction
;
4133 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
4136 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
4138 if (!useVertexShaderFunction
)
4142 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
4144 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ i
)))
4145 transform_texture(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
4148 if (use_ps(state
) && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
4149 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
4150 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
4154 static void get_viewports(struct wined3d_context
*context
, const struct wined3d_state
*state
,
4155 unsigned int viewport_count
, struct wined3d_viewport
*viewports
)
4157 const struct wined3d_rendertarget_view
*depth_stencil
= state
->fb
.depth_stencil
;
4158 const struct wined3d_rendertarget_view
*target
= state
->fb
.render_targets
[0];
4159 unsigned int width
, height
, i
;
4161 for (i
= 0; i
< viewport_count
; ++i
)
4162 viewports
[i
] = state
->viewports
[i
];
4164 /* Note: GL uses a lower left origin while DirectX uses upper left. This
4165 * is reversed when using offscreen rendering. */
4166 if (context
->render_offscreen
)
4171 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
4173 else if (depth_stencil
)
4175 height
= depth_stencil
->height
;
4179 FIXME("Could not get the height of render targets.\n");
4183 for (i
= 0; i
< viewport_count
; ++i
)
4184 viewports
[i
].y
= height
- (viewports
[i
].y
+ viewports
[i
].height
);
4187 static void viewport_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4189 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4190 struct wined3d_viewport vp
[WINED3D_MAX_VIEWPORTS
];
4193 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
4195 GLdouble depth_ranges
[2 * WINED3D_MAX_VIEWPORTS
];
4196 GLfloat viewports
[4 * WINED3D_MAX_VIEWPORTS
];
4198 unsigned int i
, reset_count
= 0;
4200 get_viewports(context
, state
, state
->viewport_count
, vp
);
4201 for (i
= 0; i
< state
->viewport_count
; ++i
)
4203 wined3d_viewport_get_z_range(&vp
[i
], &min_z
, &max_z
);
4204 depth_ranges
[i
* 2] = min_z
;
4205 depth_ranges
[i
* 2 + 1] = max_z
;
4207 viewports
[i
* 4] = vp
[i
].x
;
4208 viewports
[i
* 4 + 1] = vp
[i
].y
;
4209 viewports
[i
* 4 + 2] = vp
[i
].width
;
4210 viewports
[i
* 4 + 3] = vp
[i
].height
;
4212 /* Don't pass fractionals to GL if we earlier decided not to use
4213 * this functionality for two reasons: First, GL might offer us
4214 * fewer than 8 bits, and still make use of the fractional, in
4215 * addition to the emulation we apply in shader_get_position_fixup.
4216 * Second, even if GL tells us it has no subpixel precision (Mac OS!)
4217 * it might still do something with the fractional amount, e.g.
4218 * round it upwards. I can't find any info on rounding in
4219 * GL_ARB_viewport_array. */
4220 if (!context
->d3d_info
->subpixel_viewport
)
4222 viewports
[i
* 4] = floor(viewports
[i
* 4]);
4223 viewports
[i
* 4 + 1] = floor(viewports
[i
* 4 + 1]);
4224 viewports
[i
* 4 + 2] = floor(viewports
[i
* 4 + 2]);
4225 viewports
[i
* 4 + 3] = floor(viewports
[i
* 4 + 3]);
4229 if (context
->viewport_count
> state
->viewport_count
)
4230 reset_count
= context
->viewport_count
- state
->viewport_count
;
4234 memset(&depth_ranges
[state
->viewport_count
* 2], 0, reset_count
* 2 * sizeof(*depth_ranges
));
4235 memset(&viewports
[state
->viewport_count
* 4], 0, reset_count
* 4 * sizeof(*viewports
));
4238 GL_EXTCALL(glDepthRangeArrayv(0, state
->viewport_count
+ reset_count
, depth_ranges
));
4239 GL_EXTCALL(glViewportArrayv(0, state
->viewport_count
+ reset_count
, viewports
));
4240 context
->viewport_count
= state
->viewport_count
;
4244 get_viewports(context
, state
, 1, vp
);
4245 wined3d_viewport_get_z_range(&vp
[0], &min_z
, &max_z
);
4246 gl_info
->gl_ops
.gl
.p_glDepthRange(min_z
, max_z
);
4247 gl_info
->gl_ops
.gl
.p_glViewport(vp
[0].x
, vp
[0].y
, vp
[0].width
, vp
[0].height
);
4249 checkGLcall("setting clip space and viewport");
4252 static void viewport_miscpart_cc(struct wined3d_context
*context
,
4253 const struct wined3d_state
*state
, DWORD state_id
)
4255 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4256 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4257 float pixel_center_offset
= context
->d3d_info
->wined3d_creation_flags
4258 & WINED3D_PIXEL_CENTER_INTEGER
? 0.5f
: 0.0f
;
4259 struct wined3d_viewport vp
[WINED3D_MAX_VIEWPORTS
];
4260 GLdouble depth_ranges
[2 * WINED3D_MAX_VIEWPORTS
];
4261 GLfloat viewports
[4 * WINED3D_MAX_VIEWPORTS
];
4262 unsigned int i
, reset_count
= 0;
4265 pixel_center_offset
+= context
->d3d_info
->filling_convention_offset
/ 2.0f
;
4266 get_viewports(context
, state
, state
->viewport_count
, vp
);
4268 GL_EXTCALL(glClipControl(context
->render_offscreen
? GL_UPPER_LEFT
: GL_LOWER_LEFT
, GL_ZERO_TO_ONE
));
4270 for (i
= 0; i
< state
->viewport_count
; ++i
)
4272 wined3d_viewport_get_z_range(&vp
[i
], &min_z
, &max_z
);
4273 depth_ranges
[i
* 2] = min_z
;
4274 depth_ranges
[i
* 2 + 1] = max_z
;
4276 viewports
[i
* 4] = vp
[i
].x
+ pixel_center_offset
;
4277 viewports
[i
* 4 + 1] = vp
[i
].y
+ pixel_center_offset
;
4278 viewports
[i
* 4 + 2] = vp
[i
].width
;
4279 viewports
[i
* 4 + 3] = vp
[i
].height
;
4282 if (context
->viewport_count
> state
->viewport_count
)
4283 reset_count
= context
->viewport_count
- state
->viewport_count
;
4287 memset(&depth_ranges
[state
->viewport_count
* 2], 0, reset_count
* 2 * sizeof(*depth_ranges
));
4288 memset(&viewports
[state
->viewport_count
* 4], 0, reset_count
* 4 * sizeof(*viewports
));
4291 GL_EXTCALL(glDepthRangeArrayv(0, state
->viewport_count
+ reset_count
, depth_ranges
));
4292 GL_EXTCALL(glViewportArrayv(0, state
->viewport_count
+ reset_count
, viewports
));
4293 context
->viewport_count
= state
->viewport_count
;
4295 checkGLcall("setting clip space and viewport");
4298 static void viewport_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4300 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4301 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4302 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
4303 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4304 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
4305 /* Update the position fixup. */
4306 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
4309 static void light(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4311 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4312 UINT Index
= state_id
- STATE_ACTIVELIGHT(0);
4313 const struct wined3d_light_info
*lightInfo
= state
->light_state
.lights
[Index
];
4317 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4318 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4324 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4325 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
4326 gl_info
->gl_ops
.gl
.p_glPushMatrix();
4327 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
4329 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_DIFFUSE
, &lightInfo
->OriginalParms
.diffuse
.r
);
4330 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPECULAR
, &lightInfo
->OriginalParms
.specular
.r
);
4331 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_AMBIENT
, &lightInfo
->OriginalParms
.ambient
.r
);
4332 checkGLcall("glLightfv");
4334 if ((lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
) >= FLT_MIN
)
4335 quad_att
= 1.4f
/ (lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
);
4337 quad_att
= 0.0f
; /* 0 or MAX? (0 seems to be ok) */
4339 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4340 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4341 * Attenuation0 to NaN and crashes in the gl lib
4344 switch (lightInfo
->OriginalParms
.type
)
4346 case WINED3D_LIGHT_POINT
:
4348 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4349 checkGLcall("glLightfv");
4350 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4351 checkGLcall("glLightf");
4352 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4353 lightInfo
->OriginalParms
.attenuation0
);
4354 checkGLcall("glLightf");
4355 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4356 lightInfo
->OriginalParms
.attenuation1
);
4357 checkGLcall("glLightf");
4358 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4359 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4360 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4361 checkGLcall("glLightf");
4365 case WINED3D_LIGHT_SPOT
:
4367 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4368 checkGLcall("glLightfv");
4370 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPOT_DIRECTION
, &lightInfo
->direction
.x
);
4371 checkGLcall("glLightfv");
4372 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, lightInfo
->exponent
);
4373 checkGLcall("glLightf");
4374 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4375 checkGLcall("glLightf");
4376 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4377 lightInfo
->OriginalParms
.attenuation0
);
4378 checkGLcall("glLightf");
4379 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4380 lightInfo
->OriginalParms
.attenuation1
);
4381 checkGLcall("glLightf");
4382 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4383 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4384 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4385 checkGLcall("glLightf");
4389 case WINED3D_LIGHT_DIRECTIONAL
:
4391 /* Note GL uses w position of 0 for direction! */
4392 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->direction
.x
);
4393 checkGLcall("glLightfv");
4394 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4395 checkGLcall("glLightf");
4396 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, 0.0f
);
4397 checkGLcall("glLightf");
4401 FIXME("Unrecognized light type %#x.\n", lightInfo
->OriginalParms
.type
);
4404 /* Restore the modelview matrix */
4405 gl_info
->gl_ops
.gl
.p_glPopMatrix();
4407 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHT0
+ Index
);
4408 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4412 static void scissorrect(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4414 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4415 unsigned int height
= 0;
4418 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4419 * so our viewport correction does not apply. Warning2: Even in windowed
4420 * mode the coords are relative to the window, not the screen. */
4422 if (!context
->render_offscreen
)
4424 const struct wined3d_rendertarget_view
*target
= state
->fb
.render_targets
[0];
4427 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
4430 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
4432 GLint sr
[4 * WINED3D_MAX_VIEWPORTS
];
4433 unsigned int i
, reset_count
= 0;
4435 for (i
= 0; i
< state
->scissor_rect_count
; ++i
)
4437 r
= &state
->scissor_rects
[i
];
4439 sr
[i
* 4] = r
->left
;
4440 sr
[i
* 4 + 1] = height
? height
- r
->top
: r
->top
;
4441 sr
[i
* 4 + 2] = r
->right
- r
->left
;
4442 sr
[i
* 4 + 3] = r
->bottom
- r
->top
;
4445 if (context
->scissor_rect_count
> state
->scissor_rect_count
)
4446 reset_count
= context
->scissor_rect_count
- state
->scissor_rect_count
;
4449 memset(&sr
[state
->scissor_rect_count
* 4], 0, reset_count
* 4 * sizeof(GLint
));
4451 GL_EXTCALL(glScissorArrayv(0, state
->scissor_rect_count
+ reset_count
, sr
));
4452 checkGLcall("glScissorArrayv");
4453 context
->scissor_rect_count
= state
->scissor_rect_count
;
4457 r
= &state
->scissor_rects
[0];
4458 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, height
? height
- r
->top
: r
->top
,
4459 r
->right
- r
->left
, r
->bottom
- r
->top
);
4460 checkGLcall("glScissor");
4464 static void indexbuffer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4466 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4467 const struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
4468 struct wined3d_buffer_gl
*buffer_gl
;
4470 if (!state
->index_buffer
|| !stream_info
->all_vbo
)
4472 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, 0));
4476 buffer_gl
= wined3d_buffer_gl(state
->index_buffer
);
4477 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, buffer_gl
->bo
.id
));
4478 buffer_gl
->b
.bo_user
.valid
= true;
4481 static void depth_clip(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
4483 if (!gl_info
->supported
[ARB_DEPTH_CLAMP
])
4485 if (r
&& !r
->desc
.depth_clip
)
4486 FIXME("Depth clamp not supported by this GL implementation.\n");
4490 if (r
&& !r
->desc
.depth_clip
)
4491 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_CLAMP
);
4493 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_CLAMP
);
4494 checkGLcall("depth clip");
4497 static void rasterizer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4499 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4500 const struct wined3d_rasterizer_state
*r
= state
->rasterizer_state
;
4503 mode
= r
&& r
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4504 if (context
->render_offscreen
)
4505 mode
= (mode
== GL_CW
) ? GL_CCW
: GL_CW
;
4507 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4508 checkGLcall("glFrontFace");
4509 depthbias(context
, state
);
4510 fillmode(r
, gl_info
);
4511 cullmode(r
, gl_info
);
4512 depth_clip(r
, gl_info
);
4513 scissor(r
, gl_info
);
4514 line_antialias(r
, gl_info
);
4517 static void rasterizer_cc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4519 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4520 const struct wined3d_rasterizer_state
*r
= state
->rasterizer_state
;
4523 mode
= r
&& r
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4525 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4526 checkGLcall("glFrontFace");
4527 depthbias(context
, state
);
4528 fillmode(r
, gl_info
);
4529 cullmode(r
, gl_info
);
4530 depth_clip(r
, gl_info
);
4531 scissor(r
, gl_info
);
4532 line_antialias(r
, gl_info
);
4535 static void psorigin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4541 WARN("Point sprite coordinate origin switching not supported.\n");
4546 static void psorigin(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4548 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4549 GLint origin
= context
->render_offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
;
4551 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, origin
));
4552 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4555 void state_srgbwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4557 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4559 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4561 if (needs_srgb_write(context
->d3d_info
, state
, &state
->fb
))
4562 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
4564 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
4567 static void state_cb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4569 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4570 enum wined3d_shader_type shader_type
;
4571 struct wined3d_buffer_gl
*buffer_gl
;
4572 unsigned int i
, base
, count
;
4574 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4576 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id
))
4577 shader_type
= state_id
- STATE_GRAPHICS_CONSTANT_BUFFER(0);
4579 shader_type
= WINED3D_SHADER_TYPE_COMPUTE
;
4581 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, shader_type
, &base
, &count
);
4582 for (i
= 0; i
< count
; ++i
)
4584 const struct wined3d_constant_buffer_state
*buffer_state
= &state
->cb
[shader_type
][i
];
4586 if (!buffer_state
->buffer
)
4588 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER
, base
+ i
, 0));
4592 buffer_gl
= wined3d_buffer_gl(buffer_state
->buffer
);
4593 GL_EXTCALL(glBindBufferRange(GL_UNIFORM_BUFFER
, base
+ i
, buffer_gl
->bo
.id
,
4594 buffer_state
->offset
, buffer_state
->size
));
4595 buffer_gl
->b
.bo_user
.valid
= true;
4597 checkGLcall("bind constant buffers");
4600 static void state_cb_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4602 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4604 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id
));
4607 static void state_shader_resource_binding(struct wined3d_context
*context
,
4608 const struct wined3d_state
*state
, DWORD state_id
)
4610 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4612 context
->update_shader_resource_bindings
= 1;
4615 static void state_cs_resource_binding(struct wined3d_context
*context
,
4616 const struct wined3d_state
*state
, DWORD state_id
)
4618 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4619 context
->update_compute_shader_resource_bindings
= 1;
4622 static void state_uav_binding(struct wined3d_context
*context
,
4623 const struct wined3d_state
*state
, DWORD state_id
)
4625 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4626 context
->update_unordered_access_view_bindings
= 1;
4629 static void state_cs_uav_binding(struct wined3d_context
*context
,
4630 const struct wined3d_state
*state
, DWORD state_id
)
4632 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4633 context
->update_compute_unordered_access_view_bindings
= 1;
4636 static void state_uav_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4638 WARN("ARB_image_load_store is not supported by OpenGL implementation.\n");
4641 static void state_so(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4643 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
4644 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4645 struct wined3d_buffer_gl
*buffer_gl
;
4646 unsigned int offset
, size
, i
;
4648 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4650 wined3d_context_gl_end_transform_feedback(context_gl
);
4652 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
4654 if (!state
->stream_output
[i
].buffer
)
4656 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER
, i
, 0));
4660 buffer_gl
= wined3d_buffer_gl(state
->stream_output
[i
].buffer
);
4661 offset
= state
->stream_output
[i
].offset
;
4664 FIXME("Appending to stream output buffers not implemented.\n");
4667 size
= buffer_gl
->b
.resource
.size
- offset
;
4668 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER
, i
, buffer_gl
->bo
.id
, offset
, size
));
4669 buffer_gl
->b
.bo_user
.valid
= true;
4671 checkGLcall("bind transform feedback buffers");
4674 static void state_so_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4676 WARN("Transform feedback not supported.\n");
4679 const struct wined3d_state_entry_template misc_state_template_gl
[] =
4681 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4682 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4683 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4684 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4685 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4686 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4687 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4688 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4689 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4690 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4691 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4692 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4693 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING
, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING
, state_shader_resource_binding
}, WINED3D_GL_EXT_NONE
},
4694 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_binding
}, ARB_SHADER_IMAGE_LOAD_STORE
},
4695 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_warn
}, WINED3D_GL_EXT_NONE
},
4696 { STATE_COMPUTE_SHADER_RESOURCE_BINDING
, { STATE_COMPUTE_SHADER_RESOURCE_BINDING
, state_cs_resource_binding
}, WINED3D_GL_EXT_NONE
},
4697 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, state_cs_uav_binding
}, ARB_SHADER_IMAGE_LOAD_STORE
},
4698 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_warn
}, WINED3D_GL_EXT_NONE
},
4699 { STATE_STREAM_OUTPUT
, { STATE_STREAM_OUTPUT
, state_so
, }, WINED3D_GL_VERSION_3_2
},
4700 { STATE_STREAM_OUTPUT
, { STATE_STREAM_OUTPUT
, state_so_warn
, }, WINED3D_GL_EXT_NONE
},
4701 { STATE_BLEND
, { STATE_BLEND
, blend_dbb
}, ARB_DRAW_BUFFERS_BLEND
},
4702 { STATE_BLEND
, { STATE_BLEND
, blend_db2
}, EXT_DRAW_BUFFERS2
},
4703 { STATE_BLEND
, { STATE_BLEND
, blend
}, WINED3D_GL_EXT_NONE
},
4704 { STATE_BLEND_FACTOR
, { STATE_BLEND_FACTOR
, state_blend_factor
}, EXT_BLEND_COLOR
},
4705 { STATE_BLEND_FACTOR
, { STATE_BLEND_FACTOR
, state_blend_factor_w
}, WINED3D_GL_EXT_NONE
},
4706 { STATE_SAMPLE_MASK
, { STATE_SAMPLE_MASK
, state_sample_mask
}, ARB_TEXTURE_MULTISAMPLE
},
4707 { STATE_SAMPLE_MASK
, { STATE_SAMPLE_MASK
, state_sample_mask_w
}, WINED3D_GL_EXT_NONE
},
4708 { STATE_DEPTH_STENCIL
, { STATE_DEPTH_STENCIL
, depth_stencil_2s
}, EXT_STENCIL_TWO_SIDE
},
4709 { STATE_DEPTH_STENCIL
, { STATE_DEPTH_STENCIL
, depth_stencil
}, WINED3D_GL_EXT_NONE
},
4710 { STATE_STENCIL_REF
, { STATE_DEPTH_STENCIL
, NULL
}, WINED3D_GL_EXT_NONE
},
4711 { STATE_STREAMSRC
, { STATE_STREAMSRC
, streamsrc
}, WINED3D_GL_EXT_NONE
},
4712 { STATE_VDECL
, { STATE_VDECL
, vdecl_miscpart
}, WINED3D_GL_EXT_NONE
},
4713 { STATE_RASTERIZER
, { STATE_RASTERIZER
, rasterizer_cc
}, ARB_CLIP_CONTROL
},
4714 { STATE_RASTERIZER
, { STATE_RASTERIZER
, rasterizer
}, WINED3D_GL_EXT_NONE
},
4715 { STATE_SCISSORRECT
, { STATE_SCISSORRECT
, scissorrect
}, WINED3D_GL_EXT_NONE
},
4716 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, state_nop
}, ARB_CLIP_CONTROL
},
4717 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin
}, WINED3D_GL_VERSION_2_0
},
4718 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin_w
}, WINED3D_GL_EXT_NONE
},
4720 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4721 * vshader loadings are untied from each other
4723 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4724 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4725 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4726 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4727 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4728 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4729 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4730 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4731 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4732 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4733 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4734 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4735 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4736 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4737 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4738 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4739 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4740 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4741 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4742 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4743 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4744 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4745 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4746 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4747 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4748 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4749 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4750 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4751 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4752 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4753 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4754 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4755 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4756 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4757 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4758 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4759 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4760 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4761 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4762 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4763 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4764 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4765 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4766 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4767 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4768 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4769 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4770 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4772 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart_cc
}, ARB_CLIP_CONTROL
},
4773 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart
}, WINED3D_GL_EXT_NONE
},
4774 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, indexbuffer
}, ARB_VERTEX_BUFFER_OBJECT
},
4775 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, state_nop
}, WINED3D_GL_EXT_NONE
},
4776 { STATE_RENDER(WINED3D_RS_ANTIALIAS
), { STATE_RENDER(WINED3D_RS_ANTIALIAS
), state_antialias
}, WINED3D_GL_EXT_NONE
},
4777 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), state_nop
}, WINED3D_GL_EXT_NONE
},
4778 { STATE_RENDER(WINED3D_RS_WRAPU
), { STATE_RENDER(WINED3D_RS_WRAPU
), state_wrapu
}, WINED3D_GL_EXT_NONE
},
4779 { STATE_RENDER(WINED3D_RS_WRAPV
), { STATE_RENDER(WINED3D_RS_WRAPV
), state_wrapv
}, WINED3D_GL_EXT_NONE
},
4780 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern
}, WINED3D_GL_LEGACY_CONTEXT
},
4781 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern_w
}, WINED3D_GL_EXT_NONE
},
4782 { STATE_RENDER(WINED3D_RS_MONOENABLE
), { STATE_RENDER(WINED3D_RS_MONOENABLE
), state_monoenable
}, WINED3D_GL_EXT_NONE
},
4783 { STATE_RENDER(WINED3D_RS_ROP2
), { STATE_RENDER(WINED3D_RS_ROP2
), state_rop2
}, WINED3D_GL_EXT_NONE
},
4784 { STATE_RENDER(WINED3D_RS_PLANEMASK
), { STATE_RENDER(WINED3D_RS_PLANEMASK
), state_planemask
}, WINED3D_GL_EXT_NONE
},
4785 { STATE_RENDER(WINED3D_RS_LASTPIXEL
), { STATE_RENDER(WINED3D_RS_LASTPIXEL
), state_lastpixel
}, WINED3D_GL_EXT_NONE
},
4786 { STATE_RENDER(WINED3D_RS_DITHERENABLE
), { STATE_RENDER(WINED3D_RS_DITHERENABLE
), state_ditherenable
}, WINED3D_GL_EXT_NONE
},
4787 { STATE_RENDER(WINED3D_RS_SUBPIXEL
), { STATE_RENDER(WINED3D_RS_SUBPIXEL
), state_subpixel
}, WINED3D_GL_EXT_NONE
},
4788 { STATE_RENDER(WINED3D_RS_SUBPIXELX
), { STATE_RENDER(WINED3D_RS_SUBPIXELX
), state_subpixelx
}, WINED3D_GL_EXT_NONE
},
4789 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), state_stippledalpha
}, WINED3D_GL_EXT_NONE
},
4790 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), state_stippleenable
}, WINED3D_GL_EXT_NONE
},
4791 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), state_mipmaplodbias
}, WINED3D_GL_EXT_NONE
},
4792 { STATE_RENDER(WINED3D_RS_ANISOTROPY
), { STATE_RENDER(WINED3D_RS_ANISOTROPY
), state_anisotropy
}, WINED3D_GL_EXT_NONE
},
4793 { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), state_flushbatch
}, WINED3D_GL_EXT_NONE
},
4794 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),state_translucentsi
}, WINED3D_GL_EXT_NONE
},
4795 { STATE_RENDER(WINED3D_RS_WRAP0
), { STATE_RENDER(WINED3D_RS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
4796 { STATE_RENDER(WINED3D_RS_WRAP1
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4797 { STATE_RENDER(WINED3D_RS_WRAP2
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4798 { STATE_RENDER(WINED3D_RS_WRAP3
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4799 { STATE_RENDER(WINED3D_RS_WRAP4
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4800 { STATE_RENDER(WINED3D_RS_WRAP5
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4801 { STATE_RENDER(WINED3D_RS_WRAP6
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4802 { STATE_RENDER(WINED3D_RS_WRAP7
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4803 { STATE_RENDER(WINED3D_RS_WRAP8
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4804 { STATE_RENDER(WINED3D_RS_WRAP9
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4805 { STATE_RENDER(WINED3D_RS_WRAP10
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4806 { STATE_RENDER(WINED3D_RS_WRAP11
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4807 { STATE_RENDER(WINED3D_RS_WRAP12
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4808 { STATE_RENDER(WINED3D_RS_WRAP13
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4809 { STATE_RENDER(WINED3D_RS_WRAP14
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4810 { STATE_RENDER(WINED3D_RS_WRAP15
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4811 { STATE_RENDER(WINED3D_RS_EXTENTS
), { STATE_RENDER(WINED3D_RS_EXTENTS
), state_extents
}, WINED3D_GL_EXT_NONE
},
4812 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), state_ckeyblend
}, WINED3D_GL_EXT_NONE
},
4813 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), state_swvp
}, WINED3D_GL_EXT_NONE
},
4814 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), state_patchedgestyle
}, WINED3D_GL_EXT_NONE
},
4815 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), state_patchsegments
}, WINED3D_GL_EXT_NONE
},
4816 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), state_positiondegree
}, WINED3D_GL_EXT_NONE
},
4817 { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), state_normaldegree
}, WINED3D_GL_EXT_NONE
},
4818 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4819 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4820 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4821 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4822 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4823 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4824 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_nvdb
}, EXT_DEPTH_BOUNDS_TEST
},
4825 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_tessellation
}, WINED3D_GL_EXT_NONE
},
4826 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa
}, ARB_MULTISAMPLE
},
4827 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa_w
}, WINED3D_GL_EXT_NONE
},
4828 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), state_debug_monitor
}, WINED3D_GL_EXT_NONE
},
4829 { STATE_RENDER(WINED3D_RS_ZVISIBLE
), { STATE_RENDER(WINED3D_RS_ZVISIBLE
), state_zvisible
}, WINED3D_GL_EXT_NONE
},
4831 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler
}, WINED3D_GL_EXT_NONE
},
4832 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler
}, WINED3D_GL_EXT_NONE
},
4833 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler
}, WINED3D_GL_EXT_NONE
},
4834 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler
}, WINED3D_GL_EXT_NONE
},
4835 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler
}, WINED3D_GL_EXT_NONE
},
4836 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler
}, WINED3D_GL_EXT_NONE
},
4837 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler
}, WINED3D_GL_EXT_NONE
},
4838 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler
}, WINED3D_GL_EXT_NONE
},
4839 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler
}, WINED3D_GL_EXT_NONE
},
4840 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler
}, WINED3D_GL_EXT_NONE
},
4841 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler
}, WINED3D_GL_EXT_NONE
},
4842 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler
}, WINED3D_GL_EXT_NONE
},
4843 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler
}, WINED3D_GL_EXT_NONE
},
4844 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler
}, WINED3D_GL_EXT_NONE
},
4845 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler
}, WINED3D_GL_EXT_NONE
},
4846 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler
}, WINED3D_GL_EXT_NONE
},
4847 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler
}, WINED3D_GL_EXT_NONE
},
4848 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler
}, WINED3D_GL_EXT_NONE
},
4849 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler
}, WINED3D_GL_EXT_NONE
},
4850 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler
}, WINED3D_GL_EXT_NONE
},
4851 { STATE_BASEVERTEXINDEX
, { STATE_BASEVERTEXINDEX
, state_nop
, }, ARB_DRAW_ELEMENTS_BASE_VERTEX
},
4852 { STATE_BASEVERTEXINDEX
, { STATE_STREAMSRC
, NULL
, }, WINED3D_GL_EXT_NONE
},
4853 { STATE_FRAMEBUFFER
, { STATE_FRAMEBUFFER
, context_state_fb
}, WINED3D_GL_EXT_NONE
},
4854 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), context_state_drawbuf
},WINED3D_GL_EXT_NONE
},
4855 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), state_shader
}, WINED3D_GL_EXT_NONE
},
4856 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
), state_shader
}, WINED3D_GL_EXT_NONE
},
4857 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), state_shader
}, WINED3D_GL_EXT_NONE
},
4858 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
), state_compute_shader
}, WINED3D_GL_EXT_NONE
},
4859 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
4862 static const struct wined3d_state_entry_template vp_ffp_states
[] =
4864 { STATE_VDECL
, { STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
4865 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
4866 { STATE_MATERIAL
, { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4867 { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
4869 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
4870 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
4871 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
4872 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
4873 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
4874 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
4875 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
4876 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
4878 { STATE_LIGHT_TYPE
, { STATE_LIGHT_TYPE
, state_nop
}, WINED3D_GL_EXT_NONE
},
4879 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
4880 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
4881 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
4882 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
4883 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
4884 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
4885 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
4886 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
4888 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
4889 /* Transform states follow */
4890 { STATE_TRANSFORM(WINED3D_TS_VIEW
), { STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
4891 { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
4892 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4893 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4894 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4895 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4896 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4897 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4898 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4899 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4900 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world
}, WINED3D_GL_EXT_NONE
},
4901 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4902 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4903 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4904 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4905 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4906 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4907 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4908 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4909 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4910 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4911 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4912 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4913 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4914 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4915 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4916 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4917 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4918 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4919 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4920 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4921 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4922 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4923 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4924 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4925 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4926 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4927 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4928 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4929 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4930 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4931 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4932 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4933 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4934 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4935 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4936 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4937 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4938 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4939 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4940 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4941 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4942 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4943 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4944 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4945 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4946 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4947 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4948 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4949 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4950 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4951 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4952 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4953 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4954 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4955 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4956 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4957 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4958 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4959 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4960 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4961 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4962 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4963 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4964 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4965 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4966 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4967 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4968 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4969 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4970 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4971 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4972 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4973 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4974 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4975 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4976 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4977 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4978 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4979 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4980 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4981 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4982 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4983 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4984 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4985 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4986 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4987 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4988 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4989 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4990 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4991 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4992 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4993 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4994 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4995 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4996 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4997 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4998 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4999 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5000 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5001 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5002 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5003 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5004 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5005 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5006 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5007 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5008 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5009 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5010 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5011 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5012 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5013 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5014 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5015 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5016 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5017 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5018 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5019 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5020 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5021 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5022 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5023 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5024 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5025 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5026 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5027 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5028 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5029 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5030 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5031 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5032 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5033 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5034 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5035 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5036 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5037 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5038 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5039 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5040 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5041 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5042 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5043 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5044 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5045 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5046 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5047 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5048 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5049 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5050 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5051 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5052 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5053 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5054 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5055 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5056 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5057 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5058 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5059 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5060 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5061 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5062 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5063 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5064 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5065 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5066 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5067 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5068 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5069 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5070 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5071 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5072 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5073 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5074 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5075 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5076 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5077 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5078 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5079 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5080 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5081 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5082 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5083 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5084 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5085 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5086 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5087 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5088 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5089 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5090 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5091 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5092 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5093 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5094 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5095 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5096 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5097 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5098 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5099 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5100 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5101 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5102 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5103 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5104 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5105 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5106 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5107 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5108 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5109 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5110 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5111 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5112 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5113 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5114 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5115 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5116 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5117 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5118 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5119 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5120 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5121 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5122 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5123 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5124 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5125 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5126 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5127 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5128 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5129 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5130 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5131 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5132 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5133 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5134 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5135 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5136 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5137 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5138 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5139 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5140 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5141 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5142 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5143 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5144 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5145 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5146 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5147 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5148 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5149 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5150 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5151 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5152 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5153 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5154 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5155 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5156 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5157 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5158 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5159 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5160 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5161 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5162 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5163 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5164 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5165 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5166 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5167 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5168 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5169 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5170 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5171 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5173 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
5174 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5175 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5176 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5177 { STATE_RENDER(WINED3D_RS_CLIPPING
), { STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
5178 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), { STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
5179 { STATE_RENDER(WINED3D_RS_LIGHTING
), { STATE_RENDER(WINED3D_RS_LIGHTING
), state_lighting
}, WINED3D_GL_EXT_NONE
},
5180 { STATE_RENDER(WINED3D_RS_AMBIENT
), { STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
5181 { STATE_RENDER(WINED3D_RS_COLORVERTEX
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5182 { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), state_localviewer
}, WINED3D_GL_EXT_NONE
},
5183 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), state_normalize
}, WINED3D_GL_EXT_NONE
},
5184 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5185 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5186 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5187 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5188 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend_w
}, WINED3D_GL_EXT_NONE
},
5189 { STATE_RENDER(WINED3D_RS_POINTSIZE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5190 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
5191 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
5192 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
5193 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
5194 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
5195 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5196 { STATE_RENDER(WINED3D_RS_POINTSCALE_A
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5197 { STATE_RENDER(WINED3D_RS_POINTSCALE_B
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5198 { STATE_RENDER(WINED3D_RS_POINTSCALE_C
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5199 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
5200 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
5201 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
5202 { STATE_RENDER(WINED3D_RS_TWEENFACTOR
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5203 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5205 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5206 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5207 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5209 { STATE_SAMPLER(0), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5210 { STATE_SAMPLER(0), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5211 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5212 { STATE_SAMPLER(1), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5213 { STATE_SAMPLER(1), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5214 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5215 { STATE_SAMPLER(2), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5216 { STATE_SAMPLER(2), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5217 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5218 { STATE_SAMPLER(3), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5219 { STATE_SAMPLER(3), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5220 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5221 { STATE_SAMPLER(4), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5222 { STATE_SAMPLER(4), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5223 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5224 { STATE_SAMPLER(5), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5225 { STATE_SAMPLER(5), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5226 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5227 { STATE_SAMPLER(6), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5228 { STATE_SAMPLER(6), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5229 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5230 { STATE_SAMPLER(7), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5231 { STATE_SAMPLER(7), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5232 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5233 { STATE_POINT_ENABLE
, { STATE_POINT_ENABLE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5234 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5237 static const struct wined3d_state_entry_template ffp_fragmentstate_template
[] = {
5238 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5239 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5240 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5241 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5242 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5243 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5244 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5245 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5246 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5247 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5248 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5249 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5250 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5251 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5252 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5253 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5254 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5255 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5256 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5257 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5258 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5259 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5260 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5261 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5262 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5263 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5264 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5265 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5266 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5267 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5268 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5269 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5270 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5271 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5272 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5273 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5274 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5275 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5276 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5277 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5278 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5279 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5280 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5281 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5282 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5283 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5284 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5285 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5286 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5287 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5288 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5289 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5290 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5291 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5292 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5293 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5294 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5295 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5296 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5297 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5298 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5299 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5300 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5301 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5302 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5303 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5304 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5305 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5306 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5307 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5308 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5309 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5310 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5311 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5312 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5313 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5314 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5315 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5316 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5317 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5318 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
5319 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5320 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5321 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
5322 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5323 { STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
5324 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
5325 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor
}, WINED3D_GL_EXT_NONE
},
5326 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
5327 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
5328 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5329 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5330 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5331 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
5332 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
5333 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
5334 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5335 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5336 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5337 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5338 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5339 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5340 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5341 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5342 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5345 /* Context activation is done by the caller. */
5346 static void ffp_pipe_enable(const struct wined3d_context
*context
, BOOL enable
) {}
5348 static void *ffp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5353 static void ffp_free(struct wined3d_device
*device
, struct wined3d_context
*context
) {}
5355 static void vp_ffp_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
5357 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
5359 caps
->xyzrhw
= FALSE
;
5360 caps
->ffp_generic_attributes
= FALSE
;
5361 caps
->max_active_lights
= gl_info
->limits
.lights
;
5362 caps
->max_vertex_blend_matrices
= 1;
5363 caps
->max_vertex_blend_matrix_index
= 0;
5364 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5365 | WINED3DVTXPCAPS_MATERIALSOURCE7
5366 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5367 | WINED3DVTXPCAPS_LOCALVIEWER
5368 | WINED3DVTXPCAPS_VERTEXFOG
5369 | WINED3DVTXPCAPS_TEXGEN
5370 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
5371 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
5372 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
5373 caps
->raster_caps
= 0;
5374 if (gl_info
->supported
[NV_FOG_DISTANCE
])
5375 caps
->raster_caps
|= WINED3DPRASTERCAPS_FOGRANGE
;
5378 static DWORD
vp_ffp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5380 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5383 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe
=
5387 vp_ffp_get_emul_mask
,
5393 static void ffp_fragment_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
5395 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
5397 caps
->wined3d_caps
= 0;
5398 caps
->PrimitiveMiscCaps
= 0;
5399 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
5400 | WINED3DTEXOPCAPS_ADDSIGNED
5401 | WINED3DTEXOPCAPS_ADDSIGNED2X
5402 | WINED3DTEXOPCAPS_MODULATE
5403 | WINED3DTEXOPCAPS_MODULATE2X
5404 | WINED3DTEXOPCAPS_MODULATE4X
5405 | WINED3DTEXOPCAPS_SELECTARG1
5406 | WINED3DTEXOPCAPS_SELECTARG2
5407 | WINED3DTEXOPCAPS_DISABLE
;
5409 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
]
5410 || gl_info
->supported
[EXT_TEXTURE_ENV_COMBINE
]
5411 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5413 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5414 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5415 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5416 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5417 | WINED3DTEXOPCAPS_LERP
5418 | WINED3DTEXOPCAPS_SUBTRACT
;
5420 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
]
5421 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5423 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
5424 | WINED3DTEXOPCAPS_MULTIPLYADD
5425 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5426 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5427 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
5429 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
5430 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
5432 caps
->MaxTextureBlendStages
= gl_info
->limits
.textures
;
5433 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
5436 static DWORD
ffp_fragment_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5438 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5441 static BOOL
ffp_color_fixup_supported(struct color_fixup_desc fixup
)
5443 /* We only support identity conversions. */
5444 return is_identity_fixup(fixup
);
5447 static BOOL
ffp_none_context_alloc(struct wined3d_context
*context
)
5452 static void ffp_none_context_free(struct wined3d_context
*context
)
5456 const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline
=
5459 ffp_fragment_get_caps
,
5460 ffp_fragment_get_emul_mask
,
5463 ffp_none_context_alloc
,
5464 ffp_none_context_free
,
5465 ffp_color_fixup_supported
,
5466 ffp_fragmentstate_template
,
5469 static void none_pipe_enable(const struct wined3d_context
*context
, BOOL enable
) {}
5471 static void *none_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5476 static void none_free(struct wined3d_device
*device
, struct wined3d_context
*context
) {}
5478 static void vp_none_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
5480 memset(caps
, 0, sizeof(*caps
));
5483 static DWORD
vp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5488 const struct wined3d_vertex_pipe_ops none_vertex_pipe
=
5492 vp_none_get_emul_mask
,
5498 static void fp_none_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
5500 memset(caps
, 0, sizeof(*caps
));
5503 static DWORD
fp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5508 static BOOL
fp_none_color_fixup_supported(struct color_fixup_desc fixup
)
5510 return is_identity_fixup(fixup
);
5513 const struct wined3d_fragment_pipe_ops none_fragment_pipe
=
5517 fp_none_get_emul_mask
,
5520 ffp_none_context_alloc
,
5521 ffp_none_context_free
,
5522 fp_none_color_fixup_supported
,
5526 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5529 for(i
= 0; funcs
[i
]; i
++);
5533 static void multistate_apply_2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5535 context
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5536 context
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5539 static void multistate_apply_3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5541 context
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5542 context
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5543 context
->device
->multistate_funcs
[state_id
][2](context
, state
, state_id
);
5546 static void prune_invalid_states(struct wined3d_state_entry
*state_table
, const struct wined3d_d3d_info
*d3d_info
)
5548 unsigned int start
, last
, i
;
5550 start
= STATE_TEXTURESTAGE(d3d_info
->limits
.ffp_blend_stages
, 0);
5551 last
= STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES
- 1, WINED3D_HIGHEST_TEXTURE_STATE
);
5552 for (i
= start
; i
<= last
; ++i
)
5554 state_table
[i
].representative
= 0;
5555 state_table
[i
].apply
= state_undefined
;
5558 start
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ d3d_info
->limits
.ffp_blend_stages
);
5559 last
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ WINED3D_MAX_TEXTURES
- 1);
5560 for (i
= start
; i
<= last
; ++i
)
5562 state_table
[i
].representative
= 0;
5563 state_table
[i
].apply
= state_undefined
;
5566 start
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info
->limits
.ffp_vertex_blend_matrices
));
5567 last
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5568 for (i
= start
; i
<= last
; ++i
)
5570 state_table
[i
].representative
= 0;
5571 state_table
[i
].apply
= state_undefined
;
5575 static void validate_state_table(struct wined3d_state_entry
*state_table
)
5605 static const DWORD simple_states
[] =
5611 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
),
5612 STATE_SHADER(WINED3D_SHADER_TYPE_HULL
),
5613 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
),
5614 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
),
5615 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
),
5616 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
),
5617 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
),
5618 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
),
5619 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
),
5620 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),
5621 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
),
5622 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
),
5623 STATE_COMPUTE_SHADER_RESOURCE_BINDING
,
5624 STATE_GRAPHICS_SHADER_RESOURCE_BINDING
,
5625 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
,
5626 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
,
5631 STATE_POINTSPRITECOORDORIGIN
,
5632 STATE_BASEVERTEXINDEX
,
5638 STATE_DEPTH_STENCIL
,
5641 unsigned int i
, current
;
5643 for (i
= STATE_RENDER(1), current
= 0; i
<= STATE_RENDER(WINEHIGHEST_RENDER_STATE
); ++i
)
5645 if (!rs_holes
[current
].first
|| i
< STATE_RENDER(rs_holes
[current
].first
))
5647 if (!state_table
[i
].representative
)
5648 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i
), i
);
5650 else if (state_table
[i
].representative
)
5651 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i
), i
);
5653 if (i
== STATE_RENDER(rs_holes
[current
].last
)) ++current
;
5656 for (i
= 0; i
< ARRAY_SIZE(simple_states
); ++i
)
5658 if (!state_table
[simple_states
[i
]].representative
)
5659 ERR("State %s (%#x) should have a representative.\n",
5660 debug_d3dstate(simple_states
[i
]), simple_states
[i
]);
5663 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5665 DWORD rep
= state_table
[i
].representative
;
5668 if (state_table
[rep
].representative
!= rep
)
5670 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5671 debug_d3dstate(i
), i
, debug_d3dstate(rep
), rep
);
5672 state_table
[i
].representative
= 0;
5677 if (state_table
[i
].apply
)
5678 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i
), i
);
5680 else if (!state_table
[i
].apply
)
5682 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i
), i
);
5688 HRESULT
compile_state_table(struct wined3d_state_entry
*state_table
, APPLYSTATEFUNC
**dev_multistate_funcs
,
5689 const struct wined3d_d3d_info
*d3d_info
, const BOOL
*supported_extensions
,
5690 const struct wined3d_vertex_pipe_ops
*vertex
, const struct wined3d_fragment_pipe_ops
*fragment
,
5691 const struct wined3d_state_entry_template
*misc
)
5693 APPLYSTATEFUNC multistate_funcs
[STATE_HIGHEST
+ 1][3];
5694 const struct wined3d_state_entry_template
*cur
;
5695 unsigned int i
, type
, handlers
;
5696 BOOL set
[STATE_HIGHEST
+ 1];
5698 memset(multistate_funcs
, 0, sizeof(multistate_funcs
));
5700 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5702 state_table
[i
].representative
= 0;
5703 state_table
[i
].apply
= state_undefined
;
5706 for (type
= 0; type
< 3; ++type
)
5708 /* This switch decides the order in which the states are applied */
5711 case 0: cur
= misc
; break;
5712 case 1: cur
= fragment
->states
; break;
5713 case 2: cur
= vertex
->vp_states
; break;
5714 default: cur
= NULL
; /* Stupid compiler */
5718 /* GL extension filtering should not prevent multiple handlers being applied from different
5721 memset(set
, 0, sizeof(set
));
5723 for (i
= 0; cur
[i
].state
; ++i
)
5725 APPLYSTATEFUNC
*funcs_array
;
5727 /* Only use the first matching state with the available extension from one template.
5729 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5730 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5732 * if GL_XYZ_fancy is supported, ignore the 2nd line
5734 if (set
[cur
[i
].state
]) continue;
5735 /* Skip state lines depending on unsupported extensions */
5736 if (!supported_extensions
[cur
[i
].extension
]) continue;
5737 set
[cur
[i
].state
] = TRUE
;
5738 /* In some cases having an extension means that nothing has to be
5739 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5740 * supported, the texture coordinate fixup can be ignored. If the
5741 * apply function is used, mark the state set(done above) to prevent
5742 * applying later lines, but do not record anything in the state
5745 if (!cur
[i
].content
.representative
) continue;
5747 handlers
= num_handlers(multistate_funcs
[cur
[i
].state
]);
5748 multistate_funcs
[cur
[i
].state
][handlers
] = cur
[i
].content
.apply
;
5752 state_table
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
5755 state_table
[cur
[i
].state
].apply
= multistate_apply_2
;
5756 if (!(dev_multistate_funcs
[cur
[i
].state
] = heap_calloc(2, sizeof(**dev_multistate_funcs
))))
5759 dev_multistate_funcs
[cur
[i
].state
][0] = multistate_funcs
[cur
[i
].state
][0];
5760 dev_multistate_funcs
[cur
[i
].state
][1] = multistate_funcs
[cur
[i
].state
][1];
5763 state_table
[cur
[i
].state
].apply
= multistate_apply_3
;
5764 if (!(funcs_array
= heap_realloc(dev_multistate_funcs
[cur
[i
].state
],
5765 sizeof(**dev_multistate_funcs
) * 3)))
5768 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
5769 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
5772 ERR("Unexpected amount of state handlers for state %u: %u.\n",
5773 cur
[i
].state
, handlers
+ 1);
5776 if (state_table
[cur
[i
].state
].representative
5777 && state_table
[cur
[i
].state
].representative
!= cur
[i
].content
.representative
)
5779 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5780 debug_d3dstate(cur
[i
].state
), cur
[i
].state
);
5782 state_table
[cur
[i
].state
].representative
= cur
[i
].content
.representative
;
5786 prune_invalid_states(state_table
, d3d_info
);
5787 validate_state_table(state_table
);
5792 for (i
= 0; i
<= STATE_HIGHEST
; ++i
)
5794 heap_free(dev_multistate_funcs
[i
]);
5797 memset(dev_multistate_funcs
, 0, (STATE_HIGHEST
+ 1) * sizeof(*dev_multistate_funcs
));
5799 return E_OUTOFMEMORY
;