wined3d: Emulate fractional viewports if GL doesn't support them.
[wine.git] / dlls / wined3d / state.c
blob5e41f681c75bbf5d69fa8f37847b38da945f8da4
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
31 #include <stdio.h>
32 #ifdef HAVE_FLOAT_H
33 # include <float.h>
34 #endif
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
40 ULONG CDECL wined3d_blend_state_incref(struct wined3d_blend_state *state)
42 ULONG refcount = InterlockedIncrement(&state->refcount);
44 TRACE("%p increasing refcount to %u.\n", state, refcount);
46 return refcount;
49 static void wined3d_blend_state_destroy_object(void *object)
51 TRACE("object %p.\n", object);
53 heap_free(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);
63 if (!refcount)
65 wined3d_mutex_lock();
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();
71 return refcount;
74 void * CDECL wined3d_blend_state_get_parent(const struct wined3d_blend_state *state)
76 TRACE("state %p.\n", state);
78 return state->parent;
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))))
96 return E_OUTOFMEMORY;
98 object->refcount = 1;
99 object->desc = *desc;
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);
111 *state = object;
113 return WINED3D_OK;
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);
122 return refcount;
125 static void wined3d_depth_stencil_state_destroy_object(void *object)
127 TRACE("object %p.\n", object);
129 heap_free(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);
139 if (!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();
147 return refcount;
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);
176 *state = object;
178 return WINED3D_OK;
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);
187 return refcount;
190 static void wined3d_rasterizer_state_destroy_object(void *object)
192 TRACE("object %p.\n", object);
194 heap_free(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);
204 if (!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();
212 return refcount;
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);
241 *state = object;
243 return WINED3D_OK;
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;
262 switch (mode)
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)");
267 break;
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)");
271 break;
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)");
275 break;
276 default:
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");
295 else
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. */
308 switch (mode)
310 case WINED3D_CULL_NONE:
311 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
312 checkGLcall("glDisable GL_CULL_FACE");
313 break;
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)");
319 break;
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)");
325 break;
326 default:
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)");
340 break;
341 case WINED3D_SHADE_GOURAUD:
342 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
343 * in D3D. */
344 case WINED3D_SHADE_PHONG:
345 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
346 checkGLcall("glShadeModel(GL_SMOOTH)");
347 break;
348 default:
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");
363 else
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)
372 switch (f)
374 case WINED3D_CMP_NEVER:
375 return GL_NEVER;
376 case WINED3D_CMP_LESS:
377 return GL_LESS;
378 case WINED3D_CMP_EQUAL:
379 return GL_EQUAL;
380 case WINED3D_CMP_LESSEQUAL:
381 return GL_LEQUAL;
382 case WINED3D_CMP_GREATER:
383 return GL_GREATER;
384 case WINED3D_CMP_NOTEQUAL:
385 return GL_NOTEQUAL;
386 case WINED3D_CMP_GREATEREQUAL:
387 return GL_GEQUAL;
388 case WINED3D_CMP_ALWAYS:
389 return GL_ALWAYS;
390 default:
391 if (!f)
392 WARN("Unrecognized compare function %#x.\n", f);
393 else
394 FIXME("Unrecognized compare function %#x.\n", f);
395 return GL_NONE;
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)
412 switch (op)
414 case WINED3D_BLEND_OP_ADD:
415 return GL_FUNC_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;
424 default:
425 if (!op)
426 WARN("Unhandled blend op %#x.\n", op);
427 else
428 FIXME("Unhandled blend op %#x.\n", op);
429 return GL_FUNC_ADD;
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");
442 return;
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");
449 return;
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");
461 else
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)
470 switch (factor)
472 case WINED3D_BLEND_ZERO:
473 return GL_ZERO;
474 case WINED3D_BLEND_ONE:
475 return GL_ONE;
476 case WINED3D_BLEND_SRCCOLOR:
477 return GL_SRC_COLOR;
478 case WINED3D_BLEND_INVSRCCOLOR:
479 return GL_ONE_MINUS_SRC_COLOR;
480 case WINED3D_BLEND_SRCALPHA:
481 return GL_SRC_ALPHA;
482 case WINED3D_BLEND_INVSRCALPHA:
483 return GL_ONE_MINUS_SRC_ALPHA;
484 case WINED3D_BLEND_DESTCOLOR:
485 return GL_DST_COLOR;
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;
512 default:
513 if (!factor)
514 WARN("Unhandled blend factor %#x.\n", factor);
515 else
516 FIXME("Unhandled blend factor %#x.\n", factor);
517 return GL_NONE;
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;
538 else
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])
566 return FALSE;
568 if (!b->desc.rt[index].enable)
569 return FALSE;
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))
576 return FALSE;
578 return TRUE;
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;
587 unsigned int mask;
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);
593 else
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");
613 return;
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");
633 return;
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");
641 else
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
649 * updating. */
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;
671 unsigned int i;
673 if (b && b->desc.alpha_to_coverage)
674 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
675 else
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);
689 return;
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");
711 continue;
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
727 * updating. */
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;
737 unsigned int i;
739 if (b && b->desc.alpha_to_coverage)
740 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
741 else
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);
755 return;
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");
769 continue;
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
789 * updating. */
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;
797 int glParm = 0;
798 float ref;
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))
811 enable_ckey = TRUE;
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");
823 else
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
828 * enable call
830 return;
833 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
835 glParm = GL_NOTEQUAL;
836 ref = 0.0f;
838 else
840 ref = wined3d_alpha_ref(state);
841 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
843 if (glParm)
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)
857 static BOOL warned;
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");
867 return;
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
893 * some extent.
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
896 * running 1.4 yet!
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);
935 else
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);
943 else
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()");
952 } else {
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);
962 else
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;
991 unsigned int i;
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)
1026 switch (op)
1028 case WINED3D_STENCIL_OP_KEEP:
1029 return GL_KEEP;
1030 case WINED3D_STENCIL_OP_ZERO:
1031 return GL_ZERO;
1032 case WINED3D_STENCIL_OP_REPLACE:
1033 return GL_REPLACE;
1034 case WINED3D_STENCIL_OP_INCR_SAT:
1035 return GL_INCR;
1036 case WINED3D_STENCIL_OP_DECR_SAT:
1037 return GL_DECR;
1038 case WINED3D_STENCIL_OP_INVERT:
1039 return GL_INVERT;
1040 case WINED3D_STENCIL_OP_INCR:
1041 return GL_INCR_WRAP;
1042 case WINED3D_STENCIL_OP_DECR:
1043 return GL_DECR_WRAP;
1044 default:
1045 if (!op)
1046 WARN("Unrecognized stencil op %#x.\n", op);
1047 else
1048 FIXME("Unrecognized stencil op %#x.\n", op);
1049 return GL_KEEP;
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;
1057 GLint func;
1058 GLint func_back;
1059 GLint ref;
1060 GLuint mask;
1061 GLint stencilFail;
1062 GLint stencilFail_back;
1063 GLint stencilPass;
1064 GLint stencilPass_back;
1065 GLint depthFail;
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");
1073 return;
1076 if (!(func = wined3d_gl_compare_func(d->desc.front.func)))
1077 func = GL_ALWAYS;
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",
1092 ref, mask,
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
1115 * to set it back
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, ...)");
1131 else
1133 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
1136 else
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;
1169 if (enable_depth)
1171 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
1172 checkGLcall("glEnable GL_DEPTH_TEST");
1174 else
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)");
1185 else
1187 gl_info->gl_ops.gl.p_glDepthMask(GL_FALSE);
1188 checkGLcall("glDepthMask(GL_FALSE)");
1191 if (d)
1192 depth_func = wined3d_gl_compare_func(d->desc.depth_func);
1193 if (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])
1247 return;
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)");
1266 return;
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;
1282 else
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)");
1299 else
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");
1342 return;
1345 /* Fog Rules:
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
1372 * shader,
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
1385 * without shaders).
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)
1393 if (use_vs(state))
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;
1399 else
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;
1410 break;
1412 /* drop through */
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;
1420 break;
1422 /* drop through */
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;
1430 break;
1432 /* drop through */
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)");
1442 break;
1444 default:
1445 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1446 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1447 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1450 } else {
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)");
1458 break;
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)");
1463 break;
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)");
1468 break;
1470 case WINED3D_FOG_NONE: /* Won't happen */
1471 default:
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;
1499 union {
1500 DWORD d;
1501 float f;
1502 } tmpvalue;
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;
1513 GLenum Parm = 0;
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;
1529 else
1530 Parm = GL_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)
1538 Parm = GL_AMBIENT;
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)
1546 Parm = GL_EMISSION;
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)
1552 Parm = GL_SPECULAR;
1556 /* Nothing changed, return. */
1557 if (Parm == context_gl->tracking_parm)
1558 return;
1560 if (!Parm)
1562 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1563 checkGLcall("glDisable GL_COLOR_MATERIAL");
1565 else
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");
1581 break;
1583 case GL_DIFFUSE:
1584 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1585 checkGLcall("glMaterialfv");
1586 break;
1588 case GL_AMBIENT:
1589 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1590 checkGLcall("glMaterialfv");
1591 break;
1593 case GL_EMISSION:
1594 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1595 checkGLcall("glMaterialfv");
1596 break;
1598 case GL_SPECULAR:
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");
1605 else
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");
1611 break;
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;
1620 union
1622 DWORD d;
1623 struct wined3d_line_pattern lp;
1624 } tmppattern;
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);");
1636 else
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;
1647 if (!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);");
1665 else
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)
1674 float min, max;
1676 get_pointsize_minmax(context, state, &min, &max);
1678 if (min != 1.0f)
1679 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1680 if (max != 64.0f)
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;
1687 float min, max;
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;
1700 float min, max;
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;
1713 float att[3];
1714 float pointsize;
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)");
1751 else
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");
1764 else
1766 static BOOL warned;
1767 if (!warned) {
1768 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1769 warned = TRUE;
1770 } else {
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)
1778 static BOOL warned;
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");
1785 warned = TRUE;
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)");
1798 else
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])
1825 && !once++)
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)");
1844 else
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)");
1858 else
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)");
1872 else
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;
1899 union
1901 DWORD d;
1902 float f;
1903 } const_bias;
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;
1918 else
1920 if (depth)
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);
1927 else
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");
1931 scale = 0.0f;
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);
1943 else
1945 if (clamp != 0.0f)
1946 WARN("Ignoring depth bias clamp %.8e.\n", clamp);
1947 gl_info->gl_ops.gl.p_glPolygonOffset(factor, units);
1950 else
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");
1989 else
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)
2010 union {
2011 DWORD d;
2012 float f;
2013 } tmpvalue;
2014 tmpvalue.f = 1.0f;
2016 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
2018 static BOOL displayed = FALSE;
2020 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
2021 if(!displayed)
2022 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
2024 displayed = TRUE;
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;
2052 union
2054 uint32_t d;
2055 float f;
2056 } zmin, zmax;
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(...)");
2072 else
2074 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
2075 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
2078 else
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)
2173 static int once;
2174 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2176 if (!once++)
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 */
2189 if (complement) {
2190 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2191 else *operand = GL_ONE_MINUS_SRC_COLOR;
2192 } else {
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;
2211 break;
2212 default:
2213 FIXME("Unrecognized texture arg %#x\n", arg);
2214 *source = GL_TEXTURE;
2215 break;
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;
2225 GLenum comb_target;
2226 GLenum src0_target, src1_target, src2_target;
2227 GLenum opr0_target, opr1_target, opr2_target;
2228 GLenum scal_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. */
2246 if (isAlpha)
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;
2257 else
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);
2280 } else {
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])
2293 if (isAlpha) {
2294 opr = GL_SRC_ALPHA;
2295 invopr = GL_ONE_MINUS_SRC_ALPHA;
2296 src3_target = GL_SOURCE3_ALPHA_NV;
2297 opr3_target = GL_OPERAND3_ALPHA_NV;
2298 } else {
2299 opr = GL_SRC_COLOR;
2300 invopr = GL_ONE_MINUS_SRC_COLOR;
2301 src3_target = GL_SOURCE3_RGB_NV;
2302 opr3_target = GL_OPERAND3_RGB_NV;
2304 switch (op)
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");
2325 break;
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");
2338 else
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");
2357 break;
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");
2380 break;
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");
2402 break;
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");
2424 break;
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");
2447 break;
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");
2470 break;
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");
2493 break;
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");
2512 switch (opr1) {
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");
2522 break;
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");
2545 break;
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");
2567 break;
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");
2589 break;
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");
2611 break;
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");
2629 switch (opr) {
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");
2637 break;
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");
2651 switch (opr1) {
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");
2663 break;
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");
2681 switch (opr1) {
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");
2691 break;
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");
2697 switch (opr1) {
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");
2711 switch (opr1) {
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");
2723 break;
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");
2745 break;
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");
2750 Handled = FALSE;
2751 break;
2753 default:
2754 Handled = FALSE;
2756 if (Handled)
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");
2761 return;
2763 } /* GL_NV_texture_env_combine4 */
2765 Handled = TRUE; /* Again, assume handled */
2766 switch (op) {
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");
2776 break;
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");
2786 break;
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");
2796 break;
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");
2810 break;
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");
2824 break;
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");
2838 break;
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");
2852 break;
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");
2866 break;
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");
2880 break;
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");
2896 } else {
2897 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2899 break;
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");
2918 break;
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");
2936 break;
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");
2954 break;
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");
2972 break;
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");
2983 } else {
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");
2996 break;
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");
3014 break;
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");
3022 switch (opr1) {
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");
3040 } else
3041 Handled = FALSE;
3042 break;
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");
3062 } else
3063 Handled = FALSE;
3064 break;
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");
3072 switch (opr1) {
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");
3090 } else
3091 Handled = FALSE;
3092 break;
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");
3104 switch (opr1) {
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");
3118 } else
3119 Handled = FALSE;
3120 break;
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");
3128 switch (opr1) {
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");
3146 } else
3147 Handled = FALSE;
3148 break;
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");
3156 switch (opr1) {
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");
3166 switch (opr1) {
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");
3180 } else
3181 Handled = FALSE;
3182 break;
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");
3202 } else
3203 Handled = FALSE;
3204 break;
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");
3214 Handled = FALSE;
3215 break;
3217 default:
3218 Handled = FALSE;
3221 if (Handled) {
3222 BOOL combineOK = TRUE;
3223 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3225 DWORD op2;
3227 if (isAlpha)
3228 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3229 else
3230 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3232 /* Note: If COMBINE4 in effect can't go back to combine! */
3233 switch (op2)
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 */
3243 switch (op)
3245 case WINED3D_TOP_SELECT_ARG1:
3246 case WINED3D_TOP_SELECT_ARG2:
3247 combineOK = FALSE;
3248 Handled = FALSE;
3249 break;
3250 default:
3251 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3252 return;
3257 if (combineOK)
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");
3262 return;
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");
3291 return;
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)");
3317 /* All done */
3318 return;
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");
3349 return;
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
3376 * blending effects.
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
3389 * multitexturing */
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]);
3426 else
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;
3440 if (use_vs(state))
3442 TRACE("Using a vertex shader, skipping.\n");
3443 return;
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);
3474 return;
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);
3480 return;
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.");
3503 break;
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.");
3530 break;
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");
3538 break;
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.");
3561 break;
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");
3569 break;
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.");
3592 break;
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.");
3604 break;
3606 default:
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.");
3615 break;
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);
3643 if (!texture)
3644 return;
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)))
3656 if (tex_is_pow2)
3657 context->lastWasPow2Texture |= 1u << sampler;
3658 else
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;
3680 return t;
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)
3687 union
3689 float f;
3690 DWORD d;
3691 } lod_bias;
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);
3755 return;
3758 if (mapped_stage >= gl_info->limits.graphics_samplers)
3759 return;
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);
3780 else
3782 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &sampler)))
3784 ERR("Failed to create sampler.\n");
3785 return;
3787 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3789 ERR("Failed to insert sampler.\n");
3790 wined3d_sampler_decref(sampler);
3791 return;
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;
3801 else
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)
3814 unsigned int i;
3816 if (use_ps(state))
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;
3830 else
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. */
3837 else
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);
3893 GLdouble plane[4];
3895 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.user_clip_distances)
3896 return;
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 */
3902 if (!use_vs(state))
3903 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3904 else
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)
3935 return;
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;
3945 unsigned int k;
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]))
3962 continue;
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);
3965 else
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 */
3984 return;
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))
4014 return;
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;
4024 BOOL transformed;
4025 BOOL wasrhw = context->last_was_rhw;
4026 unsigned int i;
4028 transformed = context->stream_info.position_transformed;
4029 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4030 updateFog = TRUE;
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
4051 * mode.
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
4059 * dirty
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)
4071 updateFog = TRUE;
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));
4087 else
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");
4102 warned = TRUE;
4105 if (wasrhw)
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)));
4119 updateFog = TRUE;
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;
4135 if (updateFog)
4136 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4138 if (!useVertexShaderFunction)
4140 unsigned int i;
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)
4167 return;
4169 if (target)
4171 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4173 else if (depth_stencil)
4175 height = depth_stencil->height;
4177 else
4179 FIXME("Could not get the height of render targets.\n");
4180 return;
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];
4191 float min_z, max_z;
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;
4232 if (reset_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;
4242 else
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;
4263 float min_z, max_z;
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;
4285 if (reset_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];
4315 if (!lightInfo)
4317 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4318 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4320 else
4322 float quad_att;
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);
4336 else
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:
4347 /* Position */
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");
4362 /* FIXME: Range */
4363 break;
4365 case WINED3D_LIGHT_SPOT:
4366 /* Position */
4367 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4368 checkGLcall("glLightfv");
4369 /* Direction */
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");
4386 /* FIXME: Range */
4387 break;
4389 case WINED3D_LIGHT_DIRECTIONAL:
4390 /* Direction */
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");
4398 break;
4400 default:
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;
4416 const RECT *r;
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];
4425 unsigned int width;
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;
4448 if (reset_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;
4455 else
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));
4473 return;
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");
4487 return;
4490 if (r && !r->desc.depth_clip)
4491 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
4492 else
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;
4501 GLenum mode;
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;
4521 GLenum mode;
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)
4537 static BOOL warned;
4539 if (!warned)
4541 WARN("Point sprite coordinate origin switching not supported.\n");
4542 warned = TRUE;
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);
4563 else
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);
4578 else
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));
4589 continue;
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));
4657 continue;
4660 buffer_gl = wined3d_buffer_gl(state->stream_output[i].buffer);
4661 offset = state->stream_output[i].offset;
4662 if (offset == ~0u)
4664 FIXME("Appending to stream output buffers not implemented.\n");
4665 offset = 0;
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 },
4830 /* Samplers */
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 },
4868 /* Clip planes */
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 },
4877 /* Lights */
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 },
4887 /* Viewport */
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 },
5172 /* Fog */
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)
5350 return 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 =
5385 ffp_pipe_enable,
5386 vp_ffp_get_caps,
5387 vp_ffp_get_emul_mask,
5388 ffp_alloc,
5389 ffp_free,
5390 vp_ffp_states,
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)
5449 return TRUE;
5452 static void ffp_none_context_free(struct wined3d_context *context)
5456 const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline =
5458 ffp_pipe_enable,
5459 ffp_fragment_get_caps,
5460 ffp_fragment_get_emul_mask,
5461 ffp_alloc,
5462 ffp_free,
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)
5473 return 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)
5485 return 0;
5488 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5490 none_pipe_enable,
5491 vp_none_get_caps,
5492 vp_none_get_emul_mask,
5493 none_alloc,
5494 none_free,
5495 NULL,
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)
5505 return 0;
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 =
5515 none_pipe_enable,
5516 fp_none_get_caps,
5517 fp_none_get_emul_mask,
5518 none_alloc,
5519 none_free,
5520 ffp_none_context_alloc,
5521 ffp_none_context_free,
5522 fp_none_color_fixup_supported,
5523 NULL,
5526 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5528 unsigned int i;
5529 for(i = 0; funcs[i]; i++);
5530 return 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)
5577 static const struct
5579 DWORD first;
5580 DWORD last;
5582 rs_holes[] =
5584 { 1, 1},
5585 { 3, 3},
5586 { 7, 8},
5587 { 14, 14},
5588 { 17, 23},
5589 { 27, 27},
5590 { 40, 40},
5591 { 42, 45},
5592 { 47, 47},
5593 { 52, 59},
5594 { 61, 127},
5595 {149, 150},
5596 {162, 162},
5597 {168, 169},
5598 {171, 171},
5599 {174, 177},
5600 {185, 193},
5601 {195, 197},
5602 {206, 209},
5603 { 0, 0},
5605 static const DWORD simple_states[] =
5607 STATE_MATERIAL,
5608 STATE_VDECL,
5609 STATE_STREAMSRC,
5610 STATE_INDEXBUFFER,
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,
5627 STATE_VIEWPORT,
5628 STATE_LIGHT_TYPE,
5629 STATE_SCISSORRECT,
5630 STATE_RASTERIZER,
5631 STATE_POINTSPRITECOORDORIGIN,
5632 STATE_BASEVERTEXINDEX,
5633 STATE_FRAMEBUFFER,
5634 STATE_POINT_ENABLE,
5635 STATE_COLOR_KEY,
5636 STATE_BLEND,
5637 STATE_BLEND_FACTOR,
5638 STATE_DEPTH_STENCIL,
5639 STATE_STENCIL_REF,
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;
5666 if (rep)
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;
5675 if (rep != i)
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 */
5709 switch (type)
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 */
5716 if (!cur) continue;
5718 /* GL extension filtering should not prevent multiple handlers being applied from different
5719 * pipeline parts
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.
5728 * e.g.
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
5743 * table
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;
5749 switch (handlers)
5751 case 0:
5752 state_table[cur[i].state].apply = cur[i].content.apply;
5753 break;
5754 case 1:
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))))
5757 goto out_of_mem;
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];
5761 break;
5762 case 2:
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)))
5766 goto out_of_mem;
5768 dev_multistate_funcs[cur[i].state] = funcs_array;
5769 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5770 break;
5771 default:
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);
5789 return WINED3D_OK;
5791 out_of_mem:
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;