winemac: When Cocoa brings a window forward, tell Wine even if it's disabled or no...
[wine.git] / dlls / wined3d / state.c
blobf33360346938b29fb4dc9c6180169e8795c77ad5
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
31 #include <stdio.h>
32 #ifdef HAVE_FLOAT_H
33 # include <float.h>
34 #endif
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
41 /* Context activation for state handler is done by the caller. */
43 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
45 ERR("Undefined state.\n");
48 static void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
50 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
53 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
55 enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
56 const struct wined3d_gl_info *gl_info = context->gl_info;
58 switch (mode)
60 case WINED3D_FILL_POINT:
61 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
63 break;
64 case WINED3D_FILL_WIREFRAME:
65 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
67 break;
68 case WINED3D_FILL_SOLID:
69 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
71 break;
72 default:
73 FIXME("Unrecognized fill mode %#x.\n", mode);
77 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
79 const struct wined3d_gl_info *gl_info = context->gl_info;
81 /* Lighting is not enabled if transformed vertices are drawn, but lighting
82 * does not affect the stream sources, so it is not grouped for
83 * performance reasons. This state reads the decoded vertex declaration,
84 * so if it is dirty don't do anything. The vertex declaration applying
85 * function calls this function for updating. */
86 if (isStateDirty(context, STATE_VDECL))
87 return;
89 if (state->render_states[WINED3D_RS_LIGHTING]
90 && !context->stream_info.position_transformed)
92 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
93 checkGLcall("glEnable GL_LIGHTING");
95 else
97 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
98 checkGLcall("glDisable GL_LIGHTING");
102 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
104 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
105 const struct wined3d_gl_info *gl_info = context->gl_info;
106 static UINT once;
108 /* No z test without depth stencil buffers */
109 if (!state->fb->depth_stencil)
111 TRACE("No Z buffer - disabling depth test\n");
112 zenable = WINED3D_ZB_FALSE;
115 switch (zenable)
117 case WINED3D_ZB_FALSE:
118 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
119 checkGLcall("glDisable GL_DEPTH_TEST");
120 break;
121 case WINED3D_ZB_TRUE:
122 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
123 checkGLcall("glEnable GL_DEPTH_TEST");
124 break;
125 case WINED3D_ZB_USEW:
126 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
127 checkGLcall("glEnable GL_DEPTH_TEST");
128 FIXME("W buffer is not well handled\n");
129 break;
130 default:
131 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
132 break;
135 if (context->gl_info->supported[ARB_DEPTH_CLAMP])
137 if (!zenable && context->stream_info.position_transformed)
139 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
140 checkGLcall("glEnable(GL_DEPTH_CLAMP)");
142 else
144 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
145 checkGLcall("glDisable(GL_DEPTH_CLAMP)");
148 else if (!zenable && !once++)
149 FIXME("Z buffer disabled, but ARB_depth_clamp isn't supported.\n");
152 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
154 const struct wined3d_gl_info *gl_info = context->gl_info;
156 /* glFrontFace() is set in context.c at context init and on an
157 * offscreen / onscreen rendering switch. */
158 switch (state->render_states[WINED3D_RS_CULLMODE])
160 case WINED3D_CULL_NONE:
161 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
162 checkGLcall("glDisable GL_CULL_FACE");
163 break;
164 case WINED3D_CULL_CW:
165 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
166 checkGLcall("glEnable GL_CULL_FACE");
167 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
168 checkGLcall("glCullFace(GL_FRONT)");
169 break;
170 case WINED3D_CULL_CCW:
171 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
172 checkGLcall("glEnable GL_CULL_FACE");
173 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
174 checkGLcall("glCullFace(GL_BACK)");
175 break;
176 default:
177 FIXME("Unrecognized cull mode %#x.\n",
178 state->render_states[WINED3D_RS_CULLMODE]);
182 static void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
184 const struct wined3d_gl_info *gl_info = context->gl_info;
186 switch (state->render_states[WINED3D_RS_SHADEMODE])
188 case WINED3D_SHADE_FLAT:
189 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
190 checkGLcall("glShadeModel(GL_FLAT)");
191 break;
192 case WINED3D_SHADE_GOURAUD:
193 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
194 checkGLcall("glShadeModel(GL_SMOOTH)");
195 break;
196 case WINED3D_SHADE_PHONG:
197 FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
198 break;
199 default:
200 FIXME("Unrecognized shade mode %#x.\n",
201 state->render_states[WINED3D_RS_SHADEMODE]);
205 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
207 const struct wined3d_gl_info *gl_info = context->gl_info;
209 if (state->render_states[WINED3D_RS_DITHERENABLE])
211 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
212 checkGLcall("glEnable GL_DITHER");
214 else
216 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
217 checkGLcall("glDisable GL_DITHER");
221 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
223 const struct wined3d_gl_info *gl_info = context->gl_info;
225 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
227 gl_info->gl_ops.gl.p_glDepthMask(1);
228 checkGLcall("glDepthMask(1)");
230 else
232 gl_info->gl_ops.gl.p_glDepthMask(0);
233 checkGLcall("glDepthMask(0)");
237 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
239 switch (f)
241 case WINED3D_CMP_NEVER:
242 return GL_NEVER;
243 case WINED3D_CMP_LESS:
244 return GL_LESS;
245 case WINED3D_CMP_EQUAL:
246 return GL_EQUAL;
247 case WINED3D_CMP_LESSEQUAL:
248 return GL_LEQUAL;
249 case WINED3D_CMP_GREATER:
250 return GL_GREATER;
251 case WINED3D_CMP_NOTEQUAL:
252 return GL_NOTEQUAL;
253 case WINED3D_CMP_GREATEREQUAL:
254 return GL_GEQUAL;
255 case WINED3D_CMP_ALWAYS:
256 return GL_ALWAYS;
257 default:
258 FIXME("Unrecognized compare function %#x.\n", f);
259 return GL_NONE;
263 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
265 GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
266 const struct wined3d_gl_info *gl_info = context->gl_info;
268 if (!depth_func) return;
270 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
271 checkGLcall("glDepthFunc");
274 void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
276 const struct wined3d_gl_info *gl_info = context->gl_info;
277 float col[4];
279 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col);
280 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
281 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
282 checkGLcall("glLightModel for MODEL_AMBIENT");
285 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
287 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
290 static GLenum gl_blend_op(enum wined3d_blend_op op)
292 switch (op)
294 case WINED3D_BLEND_OP_ADD:
295 return GL_FUNC_ADD_EXT;
296 case WINED3D_BLEND_OP_SUBTRACT:
297 return GL_FUNC_SUBTRACT_EXT;
298 case WINED3D_BLEND_OP_REVSUBTRACT:
299 return GL_FUNC_REVERSE_SUBTRACT_EXT;
300 case WINED3D_BLEND_OP_MIN:
301 return GL_MIN_EXT;
302 case WINED3D_BLEND_OP_MAX:
303 return GL_MAX_EXT;
304 default:
305 FIXME("Unhandled blend op %#x.\n", op);
306 return GL_NONE;
310 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
312 const struct wined3d_gl_info *gl_info = context->gl_info;
313 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
314 GLenum blend_equation = GL_FUNC_ADD_EXT;
316 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
317 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
318 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
320 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
321 return;
324 blend_equation = gl_blend_op(state->render_states[WINED3D_RS_BLENDOP]);
325 blend_equation_alpha = gl_blend_op(state->render_states[WINED3D_RS_BLENDOPALPHA]);
326 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
328 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
330 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
331 checkGLcall("glBlendEquationSeparate");
333 else
335 GL_EXTCALL(glBlendEquation(blend_equation));
336 checkGLcall("glBlendEquation");
340 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
342 switch (factor)
344 case WINED3D_BLEND_ZERO:
345 return GL_ZERO;
346 case WINED3D_BLEND_ONE:
347 return GL_ONE;
348 case WINED3D_BLEND_SRCCOLOR:
349 return GL_SRC_COLOR;
350 case WINED3D_BLEND_INVSRCCOLOR:
351 return GL_ONE_MINUS_SRC_COLOR;
352 case WINED3D_BLEND_SRCALPHA:
353 return GL_SRC_ALPHA;
354 case WINED3D_BLEND_INVSRCALPHA:
355 return GL_ONE_MINUS_SRC_ALPHA;
356 case WINED3D_BLEND_DESTCOLOR:
357 return GL_DST_COLOR;
358 case WINED3D_BLEND_INVDESTCOLOR:
359 return GL_ONE_MINUS_DST_COLOR;
360 /* To compensate for the lack of format switching with backbuffer
361 * offscreen rendering, and with onscreen rendering, we modify the
362 * alpha test parameters for (INV)DESTALPHA if the render target
363 * doesn't support alpha blending. A nonexistent alpha channel
364 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
365 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
366 case WINED3D_BLEND_DESTALPHA:
367 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
368 case WINED3D_BLEND_INVDESTALPHA:
369 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
370 case WINED3D_BLEND_SRCALPHASAT:
371 return GL_SRC_ALPHA_SATURATE;
372 case WINED3D_BLEND_BLENDFACTOR:
373 return GL_CONSTANT_COLOR_EXT;
374 case WINED3D_BLEND_INVBLENDFACTOR:
375 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
376 default:
377 FIXME("Unhandled blend factor %#x.\n", factor);
378 return GL_NONE;
382 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
384 const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
385 const struct wined3d_gl_info *gl_info = context->gl_info;
386 GLenum srcBlend, dstBlend;
387 enum wined3d_blend d3d_blend;
389 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
390 * blending parameters to work. */
391 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]
392 || state->render_states[WINED3D_RS_EDGEANTIALIAS]
393 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
395 /* Disable blending in all cases even without pixelshaders.
396 * With blending on we could face a big performance penalty.
397 * The d3d9 visual test confirms the behavior. */
398 if (context->render_offscreen && !(rt_format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
400 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
401 checkGLcall("glDisable GL_BLEND");
402 return;
404 else
406 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
407 checkGLcall("glEnable GL_BLEND");
410 else
412 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
413 checkGLcall("glDisable GL_BLEND");
414 /* Nothing more to do - get out */
415 return;
418 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
419 * source blending values which are still valid up to d3d9. They should
420 * not occur as dest blend values. */
421 d3d_blend = state->render_states[WINED3D_RS_SRCBLEND];
422 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
424 srcBlend = GL_SRC_ALPHA;
425 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
427 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
429 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
430 dstBlend = GL_SRC_ALPHA;
432 else
434 srcBlend = gl_blend_factor(d3d_blend, rt_format);
435 dstBlend = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLEND], rt_format);
438 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
439 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
441 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
442 checkGLcall("glEnable(GL_LINE_SMOOTH)");
443 if (srcBlend != GL_SRC_ALPHA)
444 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
445 if (dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE)
446 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
448 else
450 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
451 checkGLcall("glDisable(GL_LINE_SMOOTH)");
454 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
455 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
456 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
458 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
460 GLenum srcBlendAlpha, dstBlendAlpha;
462 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
463 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
465 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
466 return;
469 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
470 * source blending values which are still valid up to d3d9. They should
471 * not occur as dest blend values. */
472 d3d_blend = state->render_states[WINED3D_RS_SRCBLENDALPHA];
473 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
475 srcBlendAlpha = GL_SRC_ALPHA;
476 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
478 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
480 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
481 dstBlendAlpha = GL_SRC_ALPHA;
483 else
485 srcBlendAlpha = gl_blend_factor(d3d_blend, rt_format);
486 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLENDALPHA], rt_format);
489 GL_EXTCALL(glBlendFuncSeparate(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
490 checkGLcall("glBlendFuncSeparate");
492 else
494 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
495 gl_info->gl_ops.gl.p_glBlendFunc(srcBlend, dstBlend);
496 checkGLcall("glBlendFunc");
499 /* Colorkey fixup for stage 0 alphaop depends on
500 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
501 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
502 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
505 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
507 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
510 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
512 const struct wined3d_gl_info *gl_info = context->gl_info;
513 float col[4];
515 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
517 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_BLENDFACTOR], col);
518 GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3]));
519 checkGLcall("glBlendColor");
522 static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
524 const struct wined3d_gl_info *gl_info = context->gl_info;
525 int glParm = 0;
526 float ref;
527 BOOL enable_ckey = FALSE;
529 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
531 /* Find out if the texture on the first stage has a ckey set. The alpha
532 * state func reads the texture settings, even though alpha and texture
533 * are not grouped together. This is to avoid making a huge alpha +
534 * texture + texture stage + ckey block due to the hardly used
535 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
536 * function will call alpha in case it finds some texture + colorkeyenable
537 * combination which needs extra care. */
538 if (state->textures[0] && (state->textures[0]->color_key_flags & WINED3D_CKEY_SRC_BLT))
539 enable_ckey = TRUE;
541 if (enable_ckey || context->last_was_ckey)
542 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
543 context->last_was_ckey = enable_ckey;
545 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
546 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
548 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
549 checkGLcall("glEnable GL_ALPHA_TEST");
551 else
553 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
554 checkGLcall("glDisable GL_ALPHA_TEST");
555 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
556 * enable call
558 return;
561 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
563 glParm = GL_NOTEQUAL;
564 ref = 0.0f;
566 else
568 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
569 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
571 if (glParm)
573 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
574 checkGLcall("glAlphaFunc");
578 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
580 const struct wined3d_gl_info *gl_info = context->gl_info;
581 DWORD enable = 0xffffffff;
582 DWORD disable = 0x00000000;
584 if (use_vs(state) && !context->d3d_info->vs_clipping)
586 static BOOL warned;
588 /* The OpenGL spec says that clipping planes are disabled when using
589 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
590 * driver keeps clipping planes activated with shaders in some
591 * conditions I got sick of tracking down. The shader state handler
592 * disables all clip planes because of that - don't do anything here
593 * and keep them disabled. */
594 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
595 FIXME("Clipping not supported with vertex shaders\n");
596 return;
599 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
600 * The enabled / disabled planes are hardcoded into the shader. Update the
601 * shader to update the enabled clipplanes. In case of fixed function, we
602 * need to update the clipping field from ffp_vertex_settings. */
603 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
605 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
606 * of already set values
609 /* If enabling / disabling all
610 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
612 if (state->render_states[WINED3D_RS_CLIPPING])
614 enable = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
615 disable = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
617 else
619 disable = 0xffffffff;
620 enable = 0x00;
623 if (enable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE0);
624 if (enable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE1);
625 if (enable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE2);
626 if (enable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE3);
627 if (enable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE4);
628 if (enable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE5);
629 checkGLcall("clip plane enable");
631 if (disable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0);
632 if (disable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1);
633 if (disable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2);
634 if (disable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3);
635 if (disable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4);
636 if (disable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5);
637 checkGLcall("clip plane disable");
640 void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
642 const struct wined3d_gl_info *gl_info = context->gl_info;
643 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
644 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
645 * specular color. This is wrong:
646 * Separate specular color means the specular colour is maintained separately, whereas
647 * single color means it is merged in. However in both cases they are being used to
648 * some extent.
649 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
650 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
651 * running 1.4 yet!
654 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
655 * Instead, we need to setup the FinalCombiner properly.
657 * The default setup for the FinalCombiner is:
659 * <variable> <input> <mapping> <usage>
660 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
661 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
662 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
663 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
664 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
665 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
666 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
668 * That's pretty much fine as it is, except for variable B, which needs to take
669 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
670 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
673 TRACE("Setting specular enable state and materials\n");
674 if (state->render_states[WINED3D_RS_SPECULARENABLE])
676 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
677 checkGLcall("glMaterialfv");
679 if (state->material.power > gl_info->limits.shininess)
681 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
682 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
683 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
684 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
685 * them, it should be safe to do so without major visual distortions.
687 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
688 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
690 else
692 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
694 checkGLcall("glMaterialf(GL_SHININESS)");
696 if (gl_info->supported[EXT_SECONDARY_COLOR])
697 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
698 else
699 TRACE("Specular colors cannot be enabled in this version of opengl\n");
700 checkGLcall("glEnable(GL_COLOR_SUM)");
702 if (gl_info->supported[NV_REGISTER_COMBINERS])
704 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
705 checkGLcall("glFinalCombinerInputNV()");
707 } else {
708 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
710 /* for the case of enabled lighting: */
711 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
712 checkGLcall("glMaterialfv");
714 /* for the case of disabled lighting: */
715 if (gl_info->supported[EXT_SECONDARY_COLOR])
716 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
717 else
718 TRACE("Specular colors cannot be disabled in this version of opengl\n");
719 checkGLcall("glDisable(GL_COLOR_SUM)");
721 if (gl_info->supported[NV_REGISTER_COMBINERS])
723 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
724 checkGLcall("glFinalCombinerInputNV()");
728 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
729 state->material.diffuse.r, state->material.diffuse.g,
730 state->material.diffuse.b, state->material.diffuse.a);
731 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
732 state->material.ambient.r, state->material.ambient.g,
733 state->material.ambient.b, state->material.ambient.a);
734 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
735 state->material.specular.r, state->material.specular.g,
736 state->material.specular.b, state->material.specular.a);
737 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
738 state->material.emissive.r, state->material.emissive.g,
739 state->material.emissive.b, state->material.emissive.a);
741 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
742 checkGLcall("glMaterialfv(GL_AMBIENT)");
743 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
744 checkGLcall("glMaterialfv(GL_DIFFUSE)");
745 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
746 checkGLcall("glMaterialfv(GL_EMISSION)");
749 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
751 const struct wined3d_gl_info *gl_info = context->gl_info;
752 unsigned int i;
754 /* Note the texture color applies to all textures whereas
755 * GL_TEXTURE_ENV_COLOR applies to active only. */
756 float col[4];
757 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
759 /* And now the default texture color as well */
760 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
762 /* Note the WINED3D_RS value applies to all textures, but GL has one
763 * per texture, so apply it now ready to be used! */
764 context_active_texture(context, gl_info, i);
766 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
767 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
771 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
772 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
774 const struct wined3d_gl_info *gl_info = context->gl_info;
776 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
777 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
778 GL_EXTCALL(glActiveStencilFaceEXT(face));
779 checkGLcall("glActiveStencilFaceEXT(...)");
780 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
781 checkGLcall("glStencilFunc(...)");
782 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
783 checkGLcall("glStencilOp(...)");
786 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
788 switch (op)
790 case WINED3D_STENCIL_OP_KEEP:
791 return GL_KEEP;
792 case WINED3D_STENCIL_OP_ZERO:
793 return GL_ZERO;
794 case WINED3D_STENCIL_OP_REPLACE:
795 return GL_REPLACE;
796 case WINED3D_STENCIL_OP_INCR_SAT:
797 return GL_INCR;
798 case WINED3D_STENCIL_OP_DECR_SAT:
799 return GL_DECR;
800 case WINED3D_STENCIL_OP_INVERT:
801 return GL_INVERT;
802 case WINED3D_STENCIL_OP_INCR:
803 return GL_INCR_WRAP_EXT;
804 case WINED3D_STENCIL_OP_DECR:
805 return GL_DECR_WRAP_EXT;
806 default:
807 FIXME("Unrecognized stencil op %#x.\n", op);
808 return GL_KEEP;
812 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
814 const struct wined3d_gl_info *gl_info = context->gl_info;
815 DWORD onesided_enable;
816 DWORD twosided_enable;
817 GLint func;
818 GLint func_ccw;
819 GLint ref;
820 GLuint mask;
821 GLint stencilFail;
822 GLint stencilFail_ccw;
823 GLint stencilPass;
824 GLint stencilPass_ccw;
825 GLint depthFail;
826 GLint depthFail_ccw;
828 /* No stencil test without a stencil buffer. */
829 if (!state->fb->depth_stencil)
831 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
832 checkGLcall("glDisable GL_STENCIL_TEST");
833 return;
836 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
837 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
838 if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
839 func = GL_ALWAYS;
840 if (!(func_ccw = wined3d_gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
841 func_ccw = GL_ALWAYS;
842 ref = state->render_states[WINED3D_RS_STENCILREF];
843 mask = state->render_states[WINED3D_RS_STENCILMASK];
844 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
845 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
846 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
847 stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
848 depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
849 stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
851 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
852 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
853 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
854 onesided_enable, twosided_enable, ref, mask,
855 func, stencilFail, depthFail, stencilPass,
856 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
858 if (twosided_enable && onesided_enable)
860 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
861 checkGLcall("glEnable GL_STENCIL_TEST");
863 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
865 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
866 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
867 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_ccw, ref, mask));
868 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
869 checkGLcall("setting two sided stencil state");
871 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
873 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
874 * which has an effect on the code below too. If we apply the front face
875 * afterwards, we are sure that the active stencil face is set to front,
876 * and other stencil functions which do not use two sided stencil do not have
877 * to set it back
879 renderstate_stencil_twosided(context, GL_BACK,
880 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
881 renderstate_stencil_twosided(context, GL_FRONT,
882 func, ref, mask, stencilFail, depthFail, stencilPass);
884 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
886 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
887 checkGLcall("glStencilFuncSeparateATI(...)");
888 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
889 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
890 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
891 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
893 else
895 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
898 else if(onesided_enable)
900 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
902 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
903 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
906 /* This code disables the ATI extension as well, since the standard stencil functions are equal
907 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
909 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
910 checkGLcall("glEnable GL_STENCIL_TEST");
911 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
912 checkGLcall("glStencilFunc(...)");
913 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
914 checkGLcall("glStencilOp(...)");
916 else
918 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
919 checkGLcall("glDisable GL_STENCIL_TEST");
923 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
925 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
926 const struct wined3d_gl_info *gl_info = context->gl_info;
928 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
929 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
930 gl_info->gl_ops.gl.p_glStencilMask(mask);
931 checkGLcall("glStencilMask");
932 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
933 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
934 gl_info->gl_ops.gl.p_glStencilMask(mask);
937 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
939 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
940 const struct wined3d_gl_info *gl_info = context->gl_info;
942 gl_info->gl_ops.gl.p_glStencilMask(mask);
943 checkGLcall("glStencilMask");
946 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
948 const struct wined3d_gl_info *gl_info = context->gl_info;
950 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
952 if (!state->render_states[WINED3D_RS_FOGENABLE])
953 return;
955 /* Table fog on: Never use fog coords, and use per-fragment fog */
956 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
958 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
959 if (context->fog_coord)
961 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
962 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
963 context->fog_coord = FALSE;
966 /* Range fog is only used with per-vertex fog in d3d */
967 if (gl_info->supported[NV_FOG_DISTANCE])
969 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
970 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
972 return;
975 /* Otherwise use per-vertex fog in any case */
976 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
978 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
980 /* No fog at all, or transformed vertices: Use fog coord */
981 if (!context->fog_coord)
983 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
984 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
985 context->fog_coord = TRUE;
988 else
990 /* Otherwise, use the fragment depth */
991 if (context->fog_coord)
993 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
994 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
995 context->fog_coord = FALSE;
998 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
1000 if (gl_info->supported[NV_FOG_DISTANCE])
1002 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1003 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1005 else
1007 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1010 else if (gl_info->supported[NV_FOG_DISTANCE])
1012 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1013 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1018 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1020 const struct wined3d_gl_info *gl_info = context->gl_info;
1021 float fogstart, fogend;
1022 union {
1023 DWORD d;
1024 float f;
1025 } tmpvalue;
1027 switch(context->fog_source) {
1028 case FOGSOURCE_VS:
1029 fogstart = 1.0f;
1030 fogend = 0.0f;
1031 break;
1033 case FOGSOURCE_COORD:
1034 fogstart = 255.0f;
1035 fogend = 0.0f;
1036 break;
1038 case FOGSOURCE_FFP:
1039 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
1040 fogstart = tmpvalue.f;
1041 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
1042 fogend = tmpvalue.f;
1043 /* Special handling for fogstart == fogend. In d3d with vertex
1044 * fog, everything is fogged. With table fog, everything with
1045 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
1046 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
1047 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE
1048 && fogstart == fogend)
1050 fogstart = -INFINITY;
1051 fogend = 0.0f;
1053 break;
1055 default:
1056 /* This should not happen.context->fog_source is set in wined3d, not the app.
1057 * Still this is needed to make the compiler happy
1059 ERR("Unexpected fog coordinate source\n");
1060 fogstart = 0.0f;
1061 fogend = 0.0f;
1064 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1065 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1066 TRACE("Fog Start == %f\n", fogstart);
1068 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1069 checkGLcall("glFogf(GL_FOG_END, fogend)");
1070 TRACE("Fog End == %f\n", fogend);
1073 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1075 const struct wined3d_gl_info *gl_info = context->gl_info;
1076 enum fogsource new_source;
1077 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1078 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1080 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1082 if (!state->render_states[WINED3D_RS_FOGENABLE])
1084 /* No fog? Disable it, and we're done :-) */
1085 glDisableWINE(GL_FOG);
1086 checkGLcall("glDisable GL_FOG");
1087 return;
1090 /* Fog Rules:
1092 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1093 * It can use the Z value of the vertex, or the alpha component of the specular color.
1094 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1095 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1096 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1098 * FOGTABLEMODE != NONE:
1099 * The Z value is used, with the equation specified, no matter what vertex type.
1101 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1102 * Per vertex fog is calculated using the specified fog equation and the parameters
1104 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1105 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1106 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1109 * Rules for vertex fog with shaders:
1111 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1112 * the fog computation to happen during transformation while openGL expects it to happen
1113 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1114 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1115 * To solve this problem, WineD3D does:
1116 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1117 * shader,
1118 * and 2) disables the fog computation (in either the fixed function or programmable
1119 * rasterizer) if using a vertex program.
1121 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1122 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1123 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1124 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1125 * There are some GL differences between specular fog coords and vertex shaders though.
1127 * With table fog the vertex shader fog coordinate is ignored.
1129 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1130 * without shaders).
1133 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1134 * the system will apply only pixel(=table) fog effects."
1136 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1138 if (use_vs(state))
1140 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1141 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1142 new_source = FOGSOURCE_VS;
1144 else
1146 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1148 /* If processed vertices are used, fall through to the NONE case */
1149 case WINED3D_FOG_EXP:
1150 if (!context->last_was_rhw)
1152 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1153 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1154 new_source = FOGSOURCE_FFP;
1155 break;
1157 /* drop through */
1159 case WINED3D_FOG_EXP2:
1160 if (!context->last_was_rhw)
1162 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1163 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1164 new_source = FOGSOURCE_FFP;
1165 break;
1167 /* drop through */
1169 case WINED3D_FOG_LINEAR:
1170 if (!context->last_was_rhw)
1172 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1173 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1174 new_source = FOGSOURCE_FFP;
1175 break;
1177 /* drop through */
1179 case WINED3D_FOG_NONE:
1180 /* Both are none? According to msdn the alpha channel of the specular
1181 * color contains a fog factor. Set it in drawStridedSlow.
1182 * Same happens with Vertexfog on transformed vertices
1184 new_source = FOGSOURCE_COORD;
1185 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1186 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1187 break;
1189 default:
1190 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1191 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1192 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1195 } else {
1196 new_source = FOGSOURCE_FFP;
1198 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1200 case WINED3D_FOG_EXP:
1201 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1202 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1203 break;
1205 case WINED3D_FOG_EXP2:
1206 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1207 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1208 break;
1210 case WINED3D_FOG_LINEAR:
1211 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1212 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1213 break;
1215 case WINED3D_FOG_NONE: /* Won't happen */
1216 default:
1217 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1218 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1222 glEnableWINE(GL_FOG);
1223 checkGLcall("glEnable GL_FOG");
1224 if (new_source != context->fog_source || fogstart == fogend)
1226 context->fog_source = new_source;
1227 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1231 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1233 const struct wined3d_gl_info *gl_info = context->gl_info;
1234 float col[4];
1236 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
1237 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &col[0]);
1238 checkGLcall("glFog GL_FOG_COLOR");
1241 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1243 const struct wined3d_gl_info *gl_info = context->gl_info;
1244 union {
1245 DWORD d;
1246 float f;
1247 } tmpvalue;
1249 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1250 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1251 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1254 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1256 const struct wined3d_gl_info *gl_info = context->gl_info;
1257 GLenum Parm = 0;
1259 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1260 * The vertex declaration will call this function if the fixed function pipeline is used.
1263 if(isStateDirty(context, STATE_VDECL)) {
1264 return;
1267 context->num_untracked_materials = 0;
1268 if ((context->stream_info.use_map & (1 << WINED3D_FFP_DIFFUSE))
1269 && state->render_states[WINED3D_RS_COLORVERTEX])
1271 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1272 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1273 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1274 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1275 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1277 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1279 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1280 Parm = GL_AMBIENT_AND_DIFFUSE;
1281 else
1282 Parm = GL_DIFFUSE;
1283 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1285 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1286 context->num_untracked_materials++;
1288 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1290 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1291 context->num_untracked_materials++;
1294 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1296 Parm = GL_AMBIENT;
1297 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1299 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1300 context->num_untracked_materials++;
1302 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1304 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1305 context->num_untracked_materials++;
1308 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1310 Parm = GL_EMISSION;
1311 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1313 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1314 context->num_untracked_materials++;
1317 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1319 Parm = GL_SPECULAR;
1323 /* Nothing changed, return. */
1324 if (Parm == context->tracking_parm) return;
1326 if (!Parm)
1328 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1329 checkGLcall("glDisable GL_COLOR_MATERIAL");
1331 else
1333 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1334 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1335 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1336 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1339 /* Apparently calls to glMaterialfv are ignored for properties we're
1340 * tracking with glColorMaterial, so apply those here. */
1341 switch (context->tracking_parm)
1343 case GL_AMBIENT_AND_DIFFUSE:
1344 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1345 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1346 checkGLcall("glMaterialfv");
1347 break;
1349 case GL_DIFFUSE:
1350 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1351 checkGLcall("glMaterialfv");
1352 break;
1354 case GL_AMBIENT:
1355 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1356 checkGLcall("glMaterialfv");
1357 break;
1359 case GL_EMISSION:
1360 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1361 checkGLcall("glMaterialfv");
1362 break;
1364 case GL_SPECULAR:
1365 /* Only change material color if specular is enabled, otherwise it is set to black */
1366 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1368 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1369 checkGLcall("glMaterialfv");
1371 else
1373 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1374 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1375 checkGLcall("glMaterialfv");
1377 break;
1380 context->tracking_parm = Parm;
1383 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1385 const struct wined3d_gl_info *gl_info = context->gl_info;
1386 union
1388 DWORD d;
1389 struct wined3d_line_pattern lp;
1390 } tmppattern;
1391 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1393 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1395 if (tmppattern.lp.repeat_factor)
1397 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1398 checkGLcall("glLineStipple(repeat, linepattern)");
1399 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1400 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1402 else
1404 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1405 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1409 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1411 const struct wined3d_gl_info *gl_info = context->gl_info;
1413 if (isStateDirty(context, STATE_VDECL))
1414 return;
1416 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1417 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1418 * by zero and is not properly defined in opengl, so avoid it
1420 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1421 && (context->stream_info.use_map & (1 << WINED3D_FFP_NORMAL)))
1423 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1424 checkGLcall("glEnable(GL_NORMALIZE);");
1426 else
1428 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1429 checkGLcall("glDisable(GL_NORMALIZE);");
1433 void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1435 union {
1436 DWORD d;
1437 float f;
1438 } tmpvalue;
1440 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1441 if (tmpvalue.f != 1.0f)
1443 FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1445 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1446 if (tmpvalue.f != 64.0f)
1448 FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1453 void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1455 const struct wined3d_gl_info *gl_info = context->gl_info;
1456 union
1458 DWORD d;
1459 float f;
1460 } min, max;
1462 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1463 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1465 /* Max point size trumps min point size */
1466 if(min.f > max.f) {
1467 min.f = max.f;
1470 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1471 checkGLcall("glPointParameterfEXT(...)");
1472 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1473 checkGLcall("glPointParameterfEXT(...)");
1476 void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1478 const struct wined3d_gl_info *gl_info = context->gl_info;
1479 union
1481 DWORD d;
1482 float f;
1483 } min, max;
1485 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1486 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1488 /* Max point size trumps min point size */
1489 if(min.f > max.f) {
1490 min.f = max.f;
1493 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1494 checkGLcall("glPointParameterfARB(...)");
1495 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1496 checkGLcall("glPointParameterfARB(...)");
1499 void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1501 const struct wined3d_gl_info *gl_info = context->gl_info;
1502 /* TODO: Group this with the viewport */
1504 * POINTSCALEENABLE controls how point size value is treated. If set to
1505 * true, the point size is scaled with respect to height of viewport.
1506 * When set to false point size is in pixels.
1509 /* Default values */
1510 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1511 union {
1512 DWORD d;
1513 float f;
1514 } pointSize, A, B, C;
1516 pointSize.d = state->render_states[WINED3D_RS_POINTSIZE];
1517 A.d = state->render_states[WINED3D_RS_POINTSCALE_A];
1518 B.d = state->render_states[WINED3D_RS_POINTSCALE_B];
1519 C.d = state->render_states[WINED3D_RS_POINTSCALE_C];
1521 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1523 DWORD h = state->viewport.height;
1524 GLfloat scaleFactor;
1526 if (pointSize.f < gl_info->limits.pointsize_min)
1528 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1529 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1530 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1531 * are less than 1.0f. scale_factor = 1.0f / point_size.
1533 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1534 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1535 * is 1.0, but then accepts points below that and draws too small points
1537 pointSize.f = gl_info->limits.pointsize_min;
1539 else if(pointSize.f > gl_info->limits.pointsize_max)
1541 /* gl already scales the input to glPointSize,
1542 * d3d scales the result after the point size scale.
1543 * If the point size is bigger than the max size, use the
1544 * scaling to scale it bigger, and set the gl point size to max
1546 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1547 TRACE("scale: %f\n", scaleFactor);
1548 pointSize.f = gl_info->limits.pointsize_max;
1549 } else {
1550 scaleFactor = 1.0f;
1552 scaleFactor = powf(h * scaleFactor, 2);
1554 att[0] = A.f / scaleFactor;
1555 att[1] = B.f / scaleFactor;
1556 att[2] = C.f / scaleFactor;
1559 if (gl_info->supported[ARB_POINT_PARAMETERS])
1561 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1562 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1564 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1566 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1567 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1569 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1571 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1574 gl_info->gl_ops.gl.p_glPointSize(pointSize.f);
1575 checkGLcall("glPointSize(...);");
1578 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1580 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1583 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1585 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1586 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1587 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1588 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1589 const struct wined3d_gl_info *gl_info = context->gl_info;
1591 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1592 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1593 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1594 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1595 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1596 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1597 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1598 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1599 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1600 checkGLcall("glColorMask(...)");
1602 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1603 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1605 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1606 mask0, mask1, mask2, mask3);
1607 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1611 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1613 GL_EXTCALL(glColorMaski(index,
1614 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1615 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1616 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1617 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1618 checkGLcall("glColorMaski");
1621 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1623 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1626 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1628 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1631 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1633 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1636 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1638 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1641 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1643 const struct wined3d_gl_info *gl_info = context->gl_info;
1645 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1647 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1648 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1650 else
1652 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1653 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1657 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1659 if (state->render_states[WINED3D_RS_LASTPIXEL])
1661 TRACE("Last Pixel Drawing Enabled\n");
1663 else
1665 static BOOL warned;
1666 if (!warned) {
1667 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1668 warned = TRUE;
1669 } else {
1670 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1675 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1677 static BOOL warned;
1679 /* TODO: NV_POINT_SPRITE */
1680 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1682 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1683 FIXME("Point sprites not supported\n");
1684 warned = TRUE;
1688 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1690 const struct wined3d_gl_info *gl_info = context->gl_info;
1692 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1694 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1695 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1697 else
1699 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1700 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1704 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1706 if (state->render_states[WINED3D_RS_WRAP0]
1707 || state->render_states[WINED3D_RS_WRAP1]
1708 || state->render_states[WINED3D_RS_WRAP2]
1709 || state->render_states[WINED3D_RS_WRAP3]
1710 || state->render_states[WINED3D_RS_WRAP4]
1711 || state->render_states[WINED3D_RS_WRAP5]
1712 || state->render_states[WINED3D_RS_WRAP6]
1713 || state->render_states[WINED3D_RS_WRAP7]
1714 || state->render_states[WINED3D_RS_WRAP8]
1715 || state->render_states[WINED3D_RS_WRAP9]
1716 || state->render_states[WINED3D_RS_WRAP10]
1717 || state->render_states[WINED3D_RS_WRAP11]
1718 || state->render_states[WINED3D_RS_WRAP12]
1719 || state->render_states[WINED3D_RS_WRAP13]
1720 || state->render_states[WINED3D_RS_WRAP14]
1721 || state->render_states[WINED3D_RS_WRAP15])
1722 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1725 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1727 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1728 WARN("Multisample antialiasing not supported by GL.\n");
1731 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1733 const struct wined3d_gl_info *gl_info = context->gl_info;
1735 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1737 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1738 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1740 else
1742 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1743 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1747 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1749 const struct wined3d_gl_info *gl_info = context->gl_info;
1751 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1753 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1754 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1756 else
1758 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1759 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1763 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1764 * OpenGL the bias is specified in units of "the smallest value that is
1765 * guaranteed to produce a resolvable offset for a given implementation". To
1766 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1767 * There's no practical way to retrieve that value from a given GL
1768 * implementation, but the D3D application has essentially the same problem,
1769 * which makes a guess of the depth buffer format's highest possible value a
1770 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1771 * depth slope, and doesn't need to be scaled. */
1772 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1774 const struct wined3d_gl_info *gl_info = context->gl_info;
1776 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1777 || state->render_states[WINED3D_RS_DEPTHBIAS])
1779 const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil;
1780 float scale;
1782 union
1784 DWORD d;
1785 float f;
1786 } scale_bias, const_bias;
1788 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1789 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1791 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1792 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1794 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1796 float bias = -(float)const_bias.d;
1797 gl_info->gl_ops.gl.p_glPolygonOffset(bias, bias);
1798 checkGLcall("glPolygonOffset");
1800 else
1802 if (depth)
1804 const struct wined3d_format *fmt = depth->format;
1805 scale = powf(2, fmt->depth_size) - 1;
1806 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1807 debug_d3dformat(fmt->id), scale);
1809 else
1811 /* The context manager will reapply this state on a depth stencil change */
1812 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1813 scale = 0.0f;
1816 gl_info->gl_ops.gl.p_glPolygonOffset(scale_bias.f, const_bias.f * scale);
1817 checkGLcall("glPolygonOffset(...)");
1820 else
1822 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1823 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1827 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1829 if (state->render_states[WINED3D_RS_ZVISIBLE])
1830 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1833 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1835 const struct wined3d_gl_info *gl_info = context->gl_info;
1837 if (state->render_states[WINED3D_RS_TEXTUREPERSPECTIVE])
1839 gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1840 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1842 else
1844 gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1845 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1849 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1851 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1852 FIXME("Stippled Alpha not supported yet.\n");
1855 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1857 if (state->render_states[WINED3D_RS_ANTIALIAS])
1858 FIXME("Antialias not supported yet.\n");
1861 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1863 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1864 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1865 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1868 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1870 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1871 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1872 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1875 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1877 union {
1878 DWORD d;
1879 float f;
1880 } tmpvalue;
1881 tmpvalue.f = 1.0f;
1883 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1885 static BOOL displayed = FALSE;
1887 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1888 if(!displayed)
1889 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1891 displayed = TRUE;
1895 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1897 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1898 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1899 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1902 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1904 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1905 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1906 state->render_states[WINED3D_RS_NORMALDEGREE]);
1909 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1911 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1912 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1913 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1916 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1918 union {
1919 DWORD d;
1920 float f;
1921 } zmin, zmax;
1923 const struct wined3d_gl_info *gl_info = context->gl_info;
1925 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1927 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1928 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1930 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1931 * In d3d9 test is not performed in this case*/
1932 if (zmin.f <= zmax.f)
1934 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1935 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1936 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1937 checkGLcall("glDepthBoundsEXT(...)");
1939 else
1941 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1942 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1945 else
1947 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1948 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1951 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1954 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1956 if (state->render_states[WINED3D_RS_WRAPU])
1957 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1960 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1962 if (state->render_states[WINED3D_RS_WRAPV])
1963 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1966 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1968 if (state->render_states[WINED3D_RS_MONOENABLE])
1969 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1972 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1974 if (state->render_states[WINED3D_RS_ROP2])
1975 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1978 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1980 if (state->render_states[WINED3D_RS_PLANEMASK])
1981 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1984 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1986 if (state->render_states[WINED3D_RS_SUBPIXEL])
1987 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1990 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1992 if (state->render_states[WINED3D_RS_SUBPIXELX])
1993 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1996 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1998 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1999 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
2002 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2004 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
2005 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
2008 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2010 if (state->render_states[WINED3D_RS_ANISOTROPY])
2011 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2014 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2016 if (state->render_states[WINED3D_RS_FLUSHBATCH])
2017 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2020 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2022 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
2023 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2026 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2028 if (state->render_states[WINED3D_RS_EXTENTS])
2029 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2032 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2034 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2035 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2038 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2040 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2041 FIXME("Software vertex processing not implemented.\n");
2044 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2045 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2046 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2047 * flag specifies the complement of the input should be used. */
2048 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2049 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2051 /* Calculate the operand */
2052 if (complement) {
2053 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2054 else *operand = GL_ONE_MINUS_SRC_COLOR;
2055 } else {
2056 if (from_alpha) *operand = GL_SRC_ALPHA;
2057 else *operand = GL_SRC_COLOR;
2060 /* Calculate the source */
2061 switch (arg & WINED3DTA_SELECTMASK) {
2062 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2063 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2064 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2065 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2066 case WINED3DTA_SPECULAR:
2068 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2069 * 'Secondary color' and isn't supported until base GL supports it
2070 * There is no concept of temp registers as far as I can tell
2072 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2073 *source = GL_TEXTURE;
2074 break;
2075 default:
2076 FIXME("Unrecognized texture arg %#x\n", arg);
2077 *source = GL_TEXTURE;
2078 break;
2082 /* Setup the texture operations texture stage states */
2083 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2084 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2086 GLenum src1, src2, src3;
2087 GLenum opr1, opr2, opr3;
2088 GLenum comb_target;
2089 GLenum src0_target, src1_target, src2_target;
2090 GLenum opr0_target, opr1_target, opr2_target;
2091 GLenum scal_target;
2092 GLenum opr=0, invopr, src3_target, opr3_target;
2093 BOOL Handled = FALSE;
2095 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2097 /* Operations usually involve two args, src0 and src1 and are operations
2098 * of the form (a1 <operation> a2). However, some of the more complex
2099 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2100 * Microsoft added in a third parameter called a0. Therefore these are
2101 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2102 * parameter goes to the front.
2104 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2105 * actual functions below, expect their syntax to differ slightly to those
2106 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2107 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2109 if (isAlpha)
2111 comb_target = GL_COMBINE_ALPHA;
2112 src0_target = GL_SOURCE0_ALPHA;
2113 src1_target = GL_SOURCE1_ALPHA;
2114 src2_target = GL_SOURCE2_ALPHA;
2115 opr0_target = GL_OPERAND0_ALPHA;
2116 opr1_target = GL_OPERAND1_ALPHA;
2117 opr2_target = GL_OPERAND2_ALPHA;
2118 scal_target = GL_ALPHA_SCALE;
2120 else
2122 comb_target = GL_COMBINE_RGB;
2123 src0_target = GL_SOURCE0_RGB;
2124 src1_target = GL_SOURCE1_RGB;
2125 src2_target = GL_SOURCE2_RGB;
2126 opr0_target = GL_OPERAND0_RGB;
2127 opr1_target = GL_OPERAND1_RGB;
2128 opr2_target = GL_OPERAND2_RGB;
2129 scal_target = GL_RGB_SCALE;
2132 /* If a texture stage references an invalid texture unit the stage just
2133 * passes through the result from the previous stage */
2134 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2136 arg1 = WINED3DTA_CURRENT;
2137 op = WINED3D_TOP_SELECT_ARG1;
2140 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2142 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2143 } else {
2144 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2146 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2147 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2149 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2151 Handled = TRUE; /* Assume will be handled */
2153 /* Other texture operations require special extensions: */
2154 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2156 if (isAlpha) {
2157 opr = GL_SRC_ALPHA;
2158 invopr = GL_ONE_MINUS_SRC_ALPHA;
2159 src3_target = GL_SOURCE3_ALPHA_NV;
2160 opr3_target = GL_OPERAND3_ALPHA_NV;
2161 } else {
2162 opr = GL_SRC_COLOR;
2163 invopr = GL_ONE_MINUS_SRC_COLOR;
2164 src3_target = GL_SOURCE3_RGB_NV;
2165 opr3_target = GL_OPERAND3_RGB_NV;
2167 switch (op)
2169 case WINED3D_TOP_DISABLE: /* Only for alpha */
2170 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2171 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2172 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2173 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2174 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2175 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2176 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2177 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2178 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2179 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2180 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2181 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2182 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2183 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2184 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2185 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2186 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2187 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2188 break;
2190 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2191 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2192 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2193 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2194 if (op == WINED3D_TOP_SELECT_ARG1)
2196 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2197 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2198 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2199 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2201 else
2203 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2204 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2205 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2206 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2208 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2209 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2210 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2211 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2212 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2213 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2214 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2215 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2216 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2217 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2218 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2219 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2220 break;
2222 case WINED3D_TOP_MODULATE:
2223 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2224 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2225 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2226 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2227 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2228 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2229 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2230 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2231 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2232 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2233 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2234 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2235 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2236 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2237 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2238 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2239 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2240 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2241 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2242 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2243 break;
2244 case WINED3D_TOP_MODULATE_2X:
2245 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2246 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2247 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2248 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2249 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2250 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2251 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2252 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2253 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2254 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2255 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2256 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2257 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2258 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2259 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2260 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2261 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2262 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2263 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2264 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2265 break;
2266 case WINED3D_TOP_MODULATE_4X:
2267 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2268 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2269 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2270 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2271 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2272 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2273 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2274 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2275 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2276 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2277 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2278 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2279 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2280 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2281 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2282 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2283 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2284 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2285 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2286 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2287 break;
2289 case WINED3D_TOP_ADD:
2290 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2291 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2292 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2293 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2294 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2295 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2296 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2297 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2298 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2299 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2300 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2301 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2302 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2303 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2304 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2305 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2306 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2307 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2308 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2309 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2310 break;
2312 case WINED3D_TOP_ADD_SIGNED:
2313 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2314 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2315 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2316 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2317 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2318 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2319 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2320 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2321 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2322 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2323 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2324 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2325 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2326 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2327 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2328 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2329 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2330 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2331 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2332 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2333 break;
2335 case WINED3D_TOP_ADD_SIGNED_2X:
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2337 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2338 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2339 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2340 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2341 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2342 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2343 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2344 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2345 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2346 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2347 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2348 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2349 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2350 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2351 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2352 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2353 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2354 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2355 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2356 break;
2358 case WINED3D_TOP_ADD_SMOOTH:
2359 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2360 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2361 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2362 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2363 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2364 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2365 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2366 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2367 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2368 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2369 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2370 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2371 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2372 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2373 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2374 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2375 switch (opr1) {
2376 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2377 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2378 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2379 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2381 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2382 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2383 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2384 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2385 break;
2387 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2389 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2391 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2393 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2394 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2395 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2397 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2398 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2399 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2400 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2401 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2402 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2403 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2404 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2405 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2406 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2407 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2408 break;
2409 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2410 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2411 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2412 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2413 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2414 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2415 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2416 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2417 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2418 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2419 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2420 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2421 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2422 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2423 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2424 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2425 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2426 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2427 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2428 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2429 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2430 break;
2431 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2432 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2433 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2434 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2435 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2436 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2437 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2438 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2439 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2440 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2441 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2442 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2443 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2444 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2445 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2446 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2447 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2448 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2449 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2451 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2452 break;
2453 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2454 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2455 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2456 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2457 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2458 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2459 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2460 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2461 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2462 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2463 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2464 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2465 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2466 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2467 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2468 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2469 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2470 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2471 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2472 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2473 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2474 break;
2475 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2476 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2477 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2478 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2479 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2480 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2481 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2482 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2483 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2484 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2485 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2486 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2487 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2488 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2489 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2490 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2491 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2492 switch (opr) {
2493 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2494 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2496 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2497 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2498 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2499 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2500 break;
2501 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2502 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2503 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2504 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2505 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2506 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2507 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2508 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2509 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2510 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2511 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2512 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2513 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2514 switch (opr1) {
2515 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2516 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2518 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2519 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2520 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2521 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2522 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2523 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2524 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2525 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2526 break;
2527 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2528 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2529 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2530 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2531 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2532 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2533 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2534 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2535 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2536 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2537 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2538 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2539 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2540 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2541 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2542 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2543 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2544 switch (opr1) {
2545 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2546 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2547 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2548 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2550 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2551 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2552 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2553 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2554 break;
2555 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2556 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2557 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2558 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2559 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2560 switch (opr1) {
2561 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2562 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2563 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2564 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2566 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2567 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2568 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2569 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2570 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2571 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2572 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2573 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2574 switch (opr1) {
2575 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2576 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2578 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2579 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2580 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2581 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2582 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2583 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2584 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2585 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2586 break;
2587 case WINED3D_TOP_MULTIPLY_ADD:
2588 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2589 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2590 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2591 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2592 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2593 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2594 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2595 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2596 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2597 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2598 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2599 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2600 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2601 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2602 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2603 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2604 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2605 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2606 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2607 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2608 break;
2610 case WINED3D_TOP_BUMPENVMAP:
2611 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2612 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2613 Handled = FALSE;
2614 break;
2616 default:
2617 Handled = FALSE;
2619 if (Handled)
2621 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2622 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2624 return;
2626 } /* GL_NV_texture_env_combine4 */
2628 Handled = TRUE; /* Again, assume handled */
2629 switch (op) {
2630 case WINED3D_TOP_DISABLE: /* Only for alpha */
2631 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2632 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2633 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2634 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2635 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2636 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2637 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2638 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2639 break;
2640 case WINED3D_TOP_SELECT_ARG1:
2641 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2642 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2643 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2644 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2645 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2646 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2648 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2649 break;
2650 case WINED3D_TOP_SELECT_ARG2:
2651 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2652 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2653 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2654 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2655 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2656 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2657 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2658 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2659 break;
2660 case WINED3D_TOP_MODULATE:
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2662 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2663 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2664 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2665 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2666 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2667 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2668 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2669 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2670 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2671 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2672 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2673 break;
2674 case WINED3D_TOP_MODULATE_2X:
2675 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2676 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2677 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2678 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2679 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2680 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2681 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2682 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2683 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2684 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2685 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2686 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2687 break;
2688 case WINED3D_TOP_MODULATE_4X:
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2690 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2691 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2692 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2693 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2694 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2695 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2696 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2697 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2698 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2699 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2700 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2701 break;
2702 case WINED3D_TOP_ADD:
2703 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2704 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2705 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2706 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2707 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2708 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2710 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2711 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2712 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2713 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2714 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2715 break;
2716 case WINED3D_TOP_ADD_SIGNED:
2717 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2718 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2719 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2720 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2721 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2722 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2723 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2724 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2725 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2726 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2727 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2728 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2729 break;
2730 case WINED3D_TOP_ADD_SIGNED_2X:
2731 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2732 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2733 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2734 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2735 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2736 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2737 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2738 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2739 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2740 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2741 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2742 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2743 break;
2744 case WINED3D_TOP_SUBTRACT:
2745 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2747 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2748 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2749 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2750 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2751 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2752 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2753 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2754 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2755 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2756 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2757 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2758 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2759 } else {
2760 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2762 break;
2764 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2765 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2766 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2767 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2768 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2769 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2770 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2771 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2772 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2773 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2774 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2775 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2776 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2777 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2778 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2779 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2780 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2781 break;
2782 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2783 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2784 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2785 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2786 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2787 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2788 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2789 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2790 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2791 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2792 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2793 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2794 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2795 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2796 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2797 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2798 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2799 break;
2800 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2801 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2802 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2803 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2804 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2805 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2806 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2807 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2808 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2809 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2810 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2811 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2812 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2813 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2814 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2815 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2816 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2817 break;
2818 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2819 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2820 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2821 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2822 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2823 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2824 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2825 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2826 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2827 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2828 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2829 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2830 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2831 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2832 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2833 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2834 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2835 break;
2836 case WINED3D_TOP_DOTPRODUCT3:
2837 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2839 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2840 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2842 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2844 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2845 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2846 } else {
2847 FIXME("This version of opengl does not support GL_DOT3\n");
2849 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2850 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2851 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2852 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2853 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2854 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2855 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2856 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2857 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2858 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2859 break;
2860 case WINED3D_TOP_LERP:
2861 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2862 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2863 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2864 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2865 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2866 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2867 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2868 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2869 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2870 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2871 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2872 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2873 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2874 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2875 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2876 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2877 break;
2878 case WINED3D_TOP_ADD_SMOOTH:
2879 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2881 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2882 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2883 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2884 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2885 switch (opr1) {
2886 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2887 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2888 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2889 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2891 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2892 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2893 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2894 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2895 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2896 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2897 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2898 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2899 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2900 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2901 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2902 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2903 } else
2904 Handled = FALSE;
2905 break;
2906 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2907 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2909 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2910 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2911 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2912 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2913 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2914 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2915 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2916 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2917 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2918 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2919 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2920 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2921 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2922 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2923 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2924 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2925 } else
2926 Handled = FALSE;
2927 break;
2928 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2929 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2931 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2932 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2933 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2934 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2935 switch (opr1) {
2936 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2937 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2938 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2939 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2941 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2942 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2943 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2944 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2945 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2946 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2947 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2948 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2949 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2950 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2951 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2952 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2953 } else
2954 Handled = FALSE;
2955 break;
2956 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2957 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2959 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2960 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2961 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2962 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2963 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2964 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2965 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2966 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2967 switch (opr1) {
2968 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2969 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2970 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2971 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2973 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2974 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2975 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2976 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2977 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2978 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2979 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2980 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2981 } else
2982 Handled = FALSE;
2983 break;
2984 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2985 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2987 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2988 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2989 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2990 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2991 switch (opr1) {
2992 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2993 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2994 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2995 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2997 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2998 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2999 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3000 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3001 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
3002 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3003 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3004 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3005 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3006 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3007 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3008 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3009 } else
3010 Handled = FALSE;
3011 break;
3012 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3013 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3015 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3016 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3017 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3018 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3019 switch (opr1) {
3020 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3021 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3022 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3023 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3025 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3026 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3027 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3028 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3029 switch (opr1) {
3030 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3031 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3032 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3033 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3035 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3036 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3037 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3038 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3039 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3040 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3041 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3042 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3043 } else
3044 Handled = FALSE;
3045 break;
3046 case WINED3D_TOP_MULTIPLY_ADD:
3047 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3049 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3050 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3051 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3052 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3053 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3054 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3055 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3056 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3057 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3058 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3059 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3060 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3061 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3062 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3063 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3064 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3065 } else
3066 Handled = FALSE;
3067 break;
3068 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3069 case WINED3D_TOP_BUMPENVMAP:
3070 if (gl_info->supported[NV_TEXTURE_SHADER2])
3072 /* Technically texture shader support without register combiners is possible, but not expected to occur
3073 * on real world cards, so for now a fixme should be enough
3075 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3077 Handled = FALSE;
3078 break;
3080 default:
3081 Handled = FALSE;
3084 if (Handled) {
3085 BOOL combineOK = TRUE;
3086 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3088 DWORD op2;
3090 if (isAlpha)
3091 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3092 else
3093 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3095 /* Note: If COMBINE4 in effect can't go back to combine! */
3096 switch (op2)
3098 case WINED3D_TOP_ADD_SMOOTH:
3099 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3100 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3101 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3102 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3103 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3104 case WINED3D_TOP_MULTIPLY_ADD:
3105 /* Ignore those implemented in both cases */
3106 switch (op)
3108 case WINED3D_TOP_SELECT_ARG1:
3109 case WINED3D_TOP_SELECT_ARG2:
3110 combineOK = FALSE;
3111 Handled = FALSE;
3112 break;
3113 default:
3114 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3115 return;
3120 if (combineOK)
3122 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3123 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3125 return;
3129 /* After all the extensions, if still unhandled, report fixme */
3130 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3134 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3136 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3137 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3138 DWORD mapped_stage = context->tex_unit_map[stage];
3139 const struct wined3d_gl_info *gl_info = context->gl_info;
3141 TRACE("Setting color op for stage %d\n", stage);
3143 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3144 if (use_ps(state)) return;
3146 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3148 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3150 if (tex_used && mapped_stage >= gl_info->limits.textures)
3152 FIXME("Attempt to enable unsupported stage!\n");
3153 return;
3155 context_active_texture(context, gl_info, mapped_stage);
3158 if (stage >= context->lowest_disabled_stage)
3160 TRACE("Stage disabled\n");
3161 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3163 /* Disable everything here */
3164 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3165 checkGLcall("glDisable(GL_TEXTURE_2D)");
3166 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3167 checkGLcall("glDisable(GL_TEXTURE_3D)");
3168 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3170 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3171 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3173 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3175 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3176 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3179 /* All done */
3180 return;
3183 /* The sampler will also activate the correct texture dimensions, so no
3184 * need to do it here if the sampler for this stage is dirty. */
3185 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3186 texture_activate_dimensions(state->textures[stage], gl_info);
3188 set_tex_op(gl_info, state, FALSE, stage,
3189 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3190 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3191 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3192 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3195 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3197 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3198 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3199 DWORD mapped_stage = context->tex_unit_map[stage];
3200 const struct wined3d_gl_info *gl_info = context->gl_info;
3201 DWORD op, arg1, arg2, arg0;
3203 TRACE("Setting alpha op for stage %d\n", stage);
3204 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3205 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3207 if (tex_used && mapped_stage >= gl_info->limits.textures)
3209 FIXME("Attempt to enable unsupported stage!\n");
3210 return;
3212 context_active_texture(context, gl_info, mapped_stage);
3215 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3216 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3217 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3218 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3220 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3222 struct wined3d_texture *texture = state->textures[0];
3223 GLenum texture_dimensions = texture->target;
3225 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3227 if (texture->color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3229 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3230 * properly. On the other hand applications can still use texture combiners apparently. This code
3231 * takes care that apps cannot remove the texture's alpha channel entirely.
3233 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3234 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3235 * and alpha component of diffuse color to draw things like translucent text and perform other
3236 * blending effects.
3238 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3239 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3240 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3241 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3242 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3243 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3244 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3245 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3246 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3247 * alpha.
3249 * What to do with multitexturing? So far no app has been found that uses color keying with
3250 * multitexturing */
3251 if (op == WINED3D_TOP_DISABLE)
3253 arg1 = WINED3DTA_TEXTURE;
3254 op = WINED3D_TOP_SELECT_ARG1;
3256 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3258 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3260 arg2 = WINED3DTA_TEXTURE;
3261 op = WINED3D_TOP_MODULATE;
3263 else arg1 = WINED3DTA_TEXTURE;
3265 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3267 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3269 arg1 = WINED3DTA_TEXTURE;
3270 op = WINED3D_TOP_MODULATE;
3272 else arg2 = WINED3DTA_TEXTURE;
3278 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3279 * this if block here, and the other code(color keying, texture unit selection) are the same
3281 TRACE("Setting alpha op for stage %d\n", stage);
3282 if (gl_info->supported[NV_REGISTER_COMBINERS])
3284 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3285 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3287 else
3289 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3293 void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3295 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3296 const struct wined3d_device *device = context->swapchain->device;
3297 const struct wined3d_gl_info *gl_info = context->gl_info;
3298 DWORD mapped_stage = context->tex_unit_map[texUnit];
3299 BOOL generated;
3300 int coordIdx;
3302 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3303 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3305 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3306 return;
3309 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3310 if (mapped_stage >= gl_info->limits.textures) return;
3312 context_active_texture(context, gl_info, mapped_stage);
3313 generated = (state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3314 coordIdx = min(state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff], MAX_TEXTURES - 1);
3316 set_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + texUnit].u.m[0][0],
3317 state->texture_states[texUnit][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
3318 generated, context->last_was_rhw,
3319 context->stream_info.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3320 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3321 : WINED3DFMT_UNKNOWN,
3322 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv));
3324 /* The sampler applying function calls us if this changes */
3325 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3327 if(generated) {
3328 FIXME("Non-power2 texture being used with generated texture coords\n");
3330 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3331 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3332 if (!use_ps(state))
3334 TRACE("Non power two matrix multiply fixup\n");
3335 gl_info->gl_ops.gl.p_glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3340 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3342 unsigned int texture_idx;
3344 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3346 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3347 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3351 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3352 GLuint *curVBO, const struct wined3d_state *state)
3354 const struct wined3d_gl_info *gl_info = context->gl_info;
3355 unsigned int mapped_stage = 0;
3356 unsigned int textureNo = 0;
3358 for (textureNo = 0; textureNo < context->d3d_info->limits.ffp_blend_stages; ++textureNo)
3360 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
3362 mapped_stage = context->tex_unit_map[textureNo];
3363 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3365 if (mapped_stage >= gl_info->limits.texture_coords)
3367 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3368 continue;
3371 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3373 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3375 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3376 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3378 if (*curVBO != e->data.buffer_object)
3380 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
3381 checkGLcall("glBindBuffer");
3382 *curVBO = e->data.buffer_object;
3385 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3386 checkGLcall("glClientActiveTextureARB");
3388 /* The coords to supply depend completely on the fvf / vertex shader */
3389 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3390 e->data.addr + state->load_base_vertex_index * e->stride);
3391 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3393 else
3395 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3398 if (gl_info->supported[NV_REGISTER_COMBINERS])
3400 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3401 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3403 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3407 checkGLcall("loadTexCoords");
3410 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3412 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3413 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3414 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3415 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3416 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3417 const struct wined3d_gl_info *gl_info = context->gl_info;
3418 DWORD mapped_stage = context->tex_unit_map[stage];
3420 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3422 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3423 return;
3426 if (mapped_stage >= gl_info->limits.fragment_samplers)
3428 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3429 return;
3431 context_active_texture(context, gl_info, mapped_stage);
3433 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3435 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3436 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3437 * means use the vertex position (camera-space) as the input texture coordinates
3438 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3439 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3440 * to the TEXCOORDINDEX value
3442 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3444 case WINED3DTSS_TCI_PASSTHRU:
3445 /* Use the specified texture coordinates contained within the
3446 * vertex format. This value resolves to zero. */
3447 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3448 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3449 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3450 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3451 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3452 break;
3454 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3455 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3456 * as the input texture coordinates for this stage's texture transformation. This
3457 * equates roughly to EYE_LINEAR */
3459 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3460 gl_info->gl_ops.gl.p_glPushMatrix();
3461 gl_info->gl_ops.gl.p_glLoadIdentity();
3462 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3463 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3464 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3465 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3466 gl_info->gl_ops.gl.p_glPopMatrix();
3467 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3469 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3470 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3471 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3472 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3474 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3475 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3476 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3477 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3479 break;
3481 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3482 /* Note that NV_TEXGEN_REFLECTION support is implied when
3483 * ARB_TEXTURE_CUBE_MAP is supported */
3484 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3486 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3487 break;
3490 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3491 gl_info->gl_ops.gl.p_glPushMatrix();
3492 gl_info->gl_ops.gl.p_glLoadIdentity();
3493 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3494 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3495 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3496 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3497 gl_info->gl_ops.gl.p_glPopMatrix();
3498 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3500 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3501 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3502 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3503 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3505 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3506 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3507 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3508 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3510 break;
3512 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3513 /* Note that NV_TEXGEN_REFLECTION support is implied when
3514 * ARB_TEXTURE_CUBE_MAP is supported */
3515 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3517 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3518 break;
3521 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3522 gl_info->gl_ops.gl.p_glPushMatrix();
3523 gl_info->gl_ops.gl.p_glLoadIdentity();
3524 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3525 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3526 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3527 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3528 gl_info->gl_ops.gl.p_glPopMatrix();
3529 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3531 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3532 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3533 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3534 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3536 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3537 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3538 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3539 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3541 break;
3543 case WINED3DTSS_TCI_SPHEREMAP:
3544 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3545 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3546 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3548 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3549 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3550 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3551 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3553 break;
3555 default:
3556 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3557 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3558 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3559 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3560 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3561 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3562 checkGLcall("Disable texgen.");
3564 break;
3567 /* Update the texture matrix. */
3568 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3569 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3571 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3573 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3574 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3575 * and do all the things linked to it
3576 * TODO: Tidy that up to reload only the arrays of the changed unit
3578 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3580 unload_tex_coords(gl_info);
3581 load_tex_coords(context, &context->stream_info, &curVBO, state);
3585 void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3587 const DWORD sampler = state_id - STATE_SAMPLER(0);
3588 const struct wined3d_texture *texture = state->textures[sampler];
3590 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3592 if(!texture) return;
3593 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3594 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3595 * scaling is reapplied or removed, the texture matrix has to be reapplied
3597 * The mapped stage is already active because the sampler() function below, which is part of the
3598 * misc pipeline
3600 if (sampler < MAX_TEXTURES)
3602 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3604 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3606 if (texIsPow2)
3607 context->lastWasPow2Texture |= 1 << sampler;
3608 else
3609 context->lastWasPow2Texture &= ~(1 << sampler);
3611 transform_texture(context, state,
3612 STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3617 static enum wined3d_texture_address wined3d_texture_address_mode(const struct wined3d_texture *texture,
3618 enum wined3d_texture_address t)
3620 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3622 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3623 return WINED3D_TADDRESS_WRAP;
3626 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3627 if (texture->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture->flags & WINED3D_TEXTURE_COND_NP2)
3628 && t == WINED3D_TADDRESS_WRAP))
3629 return WINED3D_TADDRESS_CLAMP;
3631 return t;
3634 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3635 const struct wined3d_gl_info *gl_info, const DWORD *sampler_states, const struct wined3d_texture *texture)
3637 union
3639 float f;
3640 DWORD d;
3641 } lod_bias;
3643 desc->address_u = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3644 desc->address_v = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3645 desc->address_w = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3646 D3DCOLORTOGLFLOAT4(sampler_states[WINED3D_SAMP_BORDER_COLOR], desc->border_color);
3647 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3648 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3649 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3650 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3651 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3652 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3653 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3654 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3655 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3656 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3657 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3658 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3659 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3660 desc->lod_bias = lod_bias.f;
3661 desc->min_lod = -1000.0f;
3662 desc->max_lod = 1000.0f;
3663 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3664 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3665 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3666 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3667 || (texture->flags & WINED3D_TEXTURE_COND_NP2))
3668 desc->max_anisotropy = 1;
3669 desc->compare = texture->resource.format->flags & WINED3DFMT_FLAG_SHADOW;
3670 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3671 desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
3673 if (!(texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING))
3675 desc->mag_filter = WINED3D_TEXF_POINT;
3676 desc->min_filter = WINED3D_TEXF_POINT;
3677 desc->mip_filter = WINED3D_TEXF_NONE;
3680 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3682 desc->mip_filter = WINED3D_TEXF_NONE;
3683 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3684 desc->min_filter = WINED3D_TEXF_POINT;
3688 /* Enabling and disabling texture dimensions is done by texture stage state /
3689 * pixel shader setup, this function only has to bind textures and set the per
3690 * texture states. */
3691 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3693 DWORD sampler_idx = state_id - STATE_SAMPLER(0);
3694 DWORD mapped_stage = context->tex_unit_map[sampler_idx];
3695 const struct wined3d_gl_info *gl_info = context->gl_info;
3697 TRACE("Sampler %u.\n", sampler_idx);
3700 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3702 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3703 return;
3706 if (mapped_stage >= gl_info->limits.combined_samplers)
3708 return;
3710 context_active_texture(context, gl_info, mapped_stage);
3712 if (state->textures[sampler_idx])
3714 struct wined3d_texture *texture = state->textures[sampler_idx];
3715 BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE];
3716 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3717 struct wined3d_sampler_desc desc;
3718 struct gl_texture *gl_tex;
3719 unsigned int base_level;
3721 wined3d_sampler_desc_from_sampler_states(&desc, gl_info, sampler_states, texture);
3723 wined3d_texture_bind(texture, context, srgb);
3724 if (!gl_info->supported[ARB_SAMPLER_OBJECTS])
3726 wined3d_texture_apply_sampler_desc(texture, &desc, gl_info);
3728 else
3730 struct wined3d_device *device = context->swapchain->device;
3731 struct wined3d_sampler *sampler;
3732 struct wine_rb_entry *entry;
3734 if ((entry = wine_rb_get(&device->samplers, &desc)))
3736 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3738 else
3740 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &sampler)))
3742 ERR("Failed to create sampler.\n");
3743 sampler = NULL;
3745 else
3747 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3748 ERR("Failed to insert sampler.\n");
3752 if (sampler)
3754 GL_EXTCALL(glBindSampler(sampler_idx, sampler->name));
3755 checkGLcall("glBindSampler");
3759 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3760 base_level = 0;
3761 else if (desc.mip_filter == WINED3D_TEXF_NONE)
3762 base_level = texture->lod;
3763 else
3764 base_level = min(max(sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL],
3765 texture->lod), texture->level_count - 1);
3767 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
3768 if (base_level != gl_tex->base_level)
3770 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
3771 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
3772 * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
3773 * corresponds to GL_TEXTURE_BASE_LEVEL. */
3774 gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
3775 gl_tex->base_level = base_level;
3778 if (!use_ps(state) && sampler_idx < context->lowest_disabled_stage)
3780 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler_idx)
3782 /* If color keying is enabled update the alpha test, it
3783 * depends on the existence of a color key in stage 0. */
3784 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3788 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3789 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3790 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3792 else
3794 if (sampler_idx < context->lowest_disabled_stage)
3796 /* TODO: What should I do with pixel shaders here ??? */
3797 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler_idx)
3799 /* If color keying is enabled update the alpha test, it
3800 * depends on the existence of a color key in stage 0. */
3801 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3803 } /* Otherwise tex_colorop disables the stage */
3804 context_bind_texture(context, GL_NONE, 0);
3808 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3810 unsigned int i;
3812 if (use_ps(state))
3814 if (!context->last_was_pshader)
3816 /* Former draw without a pixel shader, some samplers may be
3817 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3818 * make sure to enable them. */
3819 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3821 if (!isStateDirty(context, STATE_SAMPLER(i)))
3822 sampler(context, state, STATE_SAMPLER(i));
3824 context->last_was_pshader = TRUE;
3826 else
3828 /* Otherwise all samplers were activated by the code above in
3829 * earlier draws, or by sampler() if a different texture was
3830 * bound. I don't have to do anything. */
3833 else
3835 /* Disabled the pixel shader - color ops weren't applied while it was
3836 * enabled, so re-apply them. */
3837 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3839 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3840 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3842 context->last_was_pshader = FALSE;
3845 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
3848 static void state_geometry_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3850 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_GEOMETRY;
3853 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3855 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3858 void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3860 const struct wined3d_gl_info *gl_info = context->gl_info;
3862 /* This function is called by transform_view below if the view matrix was changed too
3864 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3865 * does not always update the world matrix, only on a switch between transformed
3866 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3867 * draw, but that should be rather rare and cheaper in total.
3869 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3870 checkGLcall("glMatrixMode");
3872 if (context->last_was_rhw)
3874 gl_info->gl_ops.gl.p_glLoadIdentity();
3875 checkGLcall("glLoadIdentity()");
3877 else
3879 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3880 checkGLcall("glLoadMatrixf");
3881 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(0)].u.m[0][0]);
3882 checkGLcall("glMultMatrixf");
3886 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3888 const struct wined3d_gl_info *gl_info = context->gl_info;
3889 UINT index = state_id - STATE_CLIPPLANE(0);
3890 GLdouble plane[4];
3892 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.clipplanes)
3893 return;
3895 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3896 gl_info->gl_ops.gl.p_glPushMatrix();
3898 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3899 if (!use_vs(state))
3900 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3901 else
3902 /* With vertex shaders, clip planes are not transformed in Direct3D,
3903 * while in OpenGL they are still transformed by the model view matix. */
3904 gl_info->gl_ops.gl.p_glLoadIdentity();
3906 plane[0] = state->clip_planes[index].x;
3907 plane[1] = state->clip_planes[index].y;
3908 plane[2] = state->clip_planes[index].z;
3909 plane[3] = state->clip_planes[index].w;
3911 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3912 plane[0], plane[1], plane[2], plane[3]);
3913 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3914 checkGLcall("glClipPlane");
3916 gl_info->gl_ops.gl.p_glPopMatrix();
3919 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3921 UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3922 const struct wined3d_gl_info *gl_info = context->gl_info;
3923 GLenum glMat;
3925 TRACE("Setting world matrix %d\n", matrix);
3927 if (matrix >= gl_info->limits.blends)
3929 WARN("Unsupported blend matrix set\n");
3930 return;
3933 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3934 return;
3936 /* GL_MODELVIEW0_ARB: 0x1700
3937 * GL_MODELVIEW1_ARB: 0x850a
3938 * GL_MODELVIEW2_ARB: 0x8722
3939 * GL_MODELVIEW3_ARB: 0x8723
3940 * etc
3941 * GL_MODELVIEW31_ARB: 0x873f
3943 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3944 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3946 gl_info->gl_ops.gl.p_glMatrixMode(glMat);
3947 checkGLcall("glMatrixMode(glMat)");
3949 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3950 * matrices while gl uses only 2. To avoid weighting the view matrix
3951 * incorrectly it has to be multiplied into every GL modelview matrix. */
3952 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3953 checkGLcall("glLoadMatrixf");
3954 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)].u.m[0][0]);
3955 checkGLcall("glMultMatrixf");
3958 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3960 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3961 static unsigned int once;
3963 if (f == WINED3D_VBF_DISABLE)
3964 return;
3966 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3967 else WARN("Vertex blend flags %#x not supported.\n", f);
3970 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3972 enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
3973 struct wined3d_device *device = context->swapchain->device;
3974 const struct wined3d_gl_info *gl_info = context->gl_info;
3975 static unsigned int once;
3977 switch (val)
3979 case WINED3D_VBF_1WEIGHTS:
3980 case WINED3D_VBF_2WEIGHTS:
3981 case WINED3D_VBF_3WEIGHTS:
3982 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_BLEND_ARB);
3983 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3985 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3986 * This is enabled at context creation with enabling
3987 * GL_WEIGHT_SUM_UNITY_ARB. */
3988 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
3990 if (!device->vertexBlendUsed)
3992 unsigned int i;
3993 for (i = 1; i < gl_info->limits.blends; ++i)
3995 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))))
3996 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)));
3998 device->vertexBlendUsed = TRUE;
4000 break;
4002 case WINED3D_VBF_TWEENING:
4003 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
4004 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
4005 else WARN("Vertex blend flags %#x not supported.\n", val);
4006 /* Fall through. */
4007 case WINED3D_VBF_DISABLE:
4008 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_BLEND_ARB);
4009 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
4010 break;
4014 void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4016 const struct wined3d_gl_info *gl_info = context->gl_info;
4017 const struct wined3d_light_info *light = NULL;
4018 unsigned int k;
4020 /* If we are changing the View matrix, reset the light and clipping planes to the new view
4021 * NOTE: We have to reset the positions even if the light/plane is not currently
4022 * enabled, since the call to enable it will not reset the position.
4023 * NOTE2: Apparently texture transforms do NOT need reapplying
4026 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4027 checkGLcall("glMatrixMode(GL_MODELVIEW)");
4028 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
4029 checkGLcall("glLoadMatrixf(...)");
4031 /* Reset lights. TODO: Call light apply func */
4032 for (k = 0; k < gl_info->limits.lights; ++k)
4034 if (!(light = state->lights[k]))
4035 continue;
4036 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
4037 checkGLcall("glLightfv posn");
4038 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
4039 checkGLcall("glLightfv dirn");
4042 /* Reset Clipping Planes */
4043 for (k = 0; k < gl_info->limits.clipplanes; ++k)
4045 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
4046 clipplane(context, state, STATE_CLIPPLANE(k));
4049 if (context->last_was_rhw)
4051 gl_info->gl_ops.gl.p_glLoadIdentity();
4052 checkGLcall("glLoadIdentity()");
4053 /* No need to update the world matrix, the identity is fine */
4054 return;
4057 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
4058 * No need to do it here if the state is scheduled for update. */
4059 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4060 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4062 /* Avoid looping over a number of matrices if the app never used the functionality */
4063 if (context->swapchain->device->vertexBlendUsed)
4065 for (k = 1; k < gl_info->limits.blends; ++k)
4067 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))))
4068 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)));
4073 void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4075 const struct wined3d_gl_info *gl_info = context->gl_info;
4077 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
4078 checkGLcall("glMatrixMode(GL_PROJECTION)");
4080 /* There are a couple of additional things we have to take into account
4081 * here besides the projection transformation itself:
4082 * - We need to flip along the y-axis in case of offscreen rendering.
4083 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
4084 * - D3D coordinates refer to pixel centers while GL coordinates refer
4085 * to pixel corners.
4086 * - D3D has a top-left filling convention. We need to maintain this
4087 * even after the y-flip mentioned above.
4088 * In order to handle the last two points, we translate by
4089 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
4090 * translating slightly less than half a pixel. We want the difference to
4091 * be large enough that it doesn't get lost due to rounding inside the
4092 * driver, but small enough to prevent it from interfering with any
4093 * anti-aliasing. */
4095 if (context->last_was_rhw)
4097 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
4098 double x = state->viewport.x;
4099 double y = state->viewport.y;
4100 double w = state->viewport.width;
4101 double h = state->viewport.height;
4102 double x_scale = 2.0 / w;
4103 double x_offset = ((63.0 / 64.0) - (2.0 * x) - w) / w;
4104 double y_scale = context->render_offscreen ? 2.0 / h : 2.0 / -h;
4105 double y_offset = context->render_offscreen
4106 ? ((63.0 / 64.0) - (2.0 * y) - h) / h
4107 : ((63.0 / 64.0) - (2.0 * y) - h) / -h;
4108 const GLdouble projection[] =
4110 x_scale, 0.0, 0.0, 0.0,
4111 0.0, y_scale, 0.0, 0.0,
4112 0.0, 0.0, 2.0, 0.0,
4113 x_offset, y_offset, -1.0, 1.0,
4116 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
4117 checkGLcall("glLoadMatrixd");
4119 else
4121 double y_scale = context->render_offscreen ? -1.0 : 1.0;
4122 double x_offset = (63.0 / 64.0) / state->viewport.width;
4123 double y_offset = context->render_offscreen
4124 ? (63.0 / 64.0) / state->viewport.height
4125 : -(63.0 / 64.0) / state->viewport.height;
4126 const GLdouble projection[] =
4128 1.0, 0.0, 0.0, 0.0,
4129 0.0, y_scale, 0.0, 0.0,
4130 0.0, 0.0, 2.0, 0.0,
4131 x_offset, y_offset, -1.0, 1.0,
4134 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
4135 checkGLcall("glLoadMatrixd");
4137 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_PROJECTION].u.m[0][0]);
4138 checkGLcall("glLoadMatrixf");
4142 /* This should match any arrays loaded in load_vertex_data.
4143 * TODO: Only load / unload arrays if we have to. */
4144 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
4146 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
4147 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
4148 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
4149 if (gl_info->supported[EXT_SECONDARY_COLOR])
4150 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4151 if (gl_info->supported[ARB_VERTEX_BLEND])
4152 gl_info->gl_ops.gl.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4153 unload_tex_coords(gl_info);
4156 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4158 const struct wined3d_gl_info *gl_info = context->gl_info;
4160 GL_EXTCALL(glDisableVertexAttribArray(i));
4161 checkGLcall("glDisableVertexAttribArray");
4162 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4163 GL_EXTCALL(glVertexAttribDivisor(i, 0));
4165 context->numbered_array_mask &= ~(1 << i);
4168 /* This should match any arrays loaded in loadNumberedArrays
4169 * TODO: Only load / unload arrays if we have to. */
4170 static void unload_numbered_arrays(struct wined3d_context *context)
4172 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4173 int i;
4175 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
4176 unload_numbered_array(context, i);
4180 static void load_numbered_arrays(struct wined3d_context *context,
4181 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4183 const struct wined3d_gl_info *gl_info = context->gl_info;
4184 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4185 int i;
4187 /* Default to no instancing */
4188 context->instance_count = 0;
4190 for (i = 0; i < MAX_ATTRIBS; i++)
4192 const struct wined3d_stream_state *stream;
4194 if (!(stream_info->use_map & (1 << i)))
4196 if (context->numbered_array_mask & (1 << i))
4197 unload_numbered_array(context, i);
4198 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.input_registers & (1 << i))
4199 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
4200 continue;
4203 stream = &state->streams[stream_info->elements[i].stream_idx];
4205 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4207 if (!context->instance_count)
4208 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
4210 if (!gl_info->supported[ARB_INSTANCED_ARRAYS])
4212 /* Unload instanced arrays, they will be loaded using
4213 * immediate mode instead. */
4214 if (context->numbered_array_mask & (1 << i))
4215 unload_numbered_array(context, i);
4216 continue;
4219 GL_EXTCALL(glVertexAttribDivisor(i, 1));
4221 else if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4223 GL_EXTCALL(glVertexAttribDivisor(i, 0));
4226 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4228 if (stream_info->elements[i].stride)
4230 if (curVBO != stream_info->elements[i].data.buffer_object)
4232 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, stream_info->elements[i].data.buffer_object));
4233 checkGLcall("glBindBuffer");
4234 curVBO = stream_info->elements[i].data.buffer_object;
4236 /* Use the VBO to find out if a vertex buffer exists, not the vb
4237 * pointer. vb can point to a user pointer data blob. In that case
4238 * curVBO will be 0. If there is a vertex buffer but no vbo we
4239 * won't be load converted attributes anyway. */
4240 GL_EXTCALL(glVertexAttribPointer(i, stream_info->elements[i].format->gl_vtx_format,
4241 stream_info->elements[i].format->gl_vtx_type,
4242 stream_info->elements[i].format->gl_normalized,
4243 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4244 + state->load_base_vertex_index * stream_info->elements[i].stride));
4246 if (!(context->numbered_array_mask & (1 << i)))
4248 GL_EXTCALL(glEnableVertexAttribArray(i));
4249 context->numbered_array_mask |= (1 << i);
4252 else
4254 /* Stride = 0 means always the same values.
4255 * glVertexAttribPointer doesn't do that. Instead disable the
4256 * pointer and set up the attribute statically. But we have to
4257 * figure out the system memory address. */
4258 const BYTE *ptr = stream_info->elements[i].data.addr;
4259 if (stream_info->elements[i].data.buffer_object)
4261 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, context);
4264 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4266 switch (stream_info->elements[i].format->id)
4268 case WINED3DFMT_R32_FLOAT:
4269 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
4270 break;
4271 case WINED3DFMT_R32G32_FLOAT:
4272 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
4273 break;
4274 case WINED3DFMT_R32G32B32_FLOAT:
4275 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
4276 break;
4277 case WINED3DFMT_R32G32B32A32_FLOAT:
4278 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
4279 break;
4281 case WINED3DFMT_R8G8B8A8_UINT:
4282 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
4283 break;
4284 case WINED3DFMT_B8G8R8A8_UNORM:
4285 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4287 const DWORD *src = (const DWORD *)ptr;
4288 DWORD c = *src & 0xff00ff00;
4289 c |= (*src & 0xff0000) >> 16;
4290 c |= (*src & 0xff) << 16;
4291 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
4292 break;
4294 /* else fallthrough */
4295 case WINED3DFMT_R8G8B8A8_UNORM:
4296 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
4297 break;
4299 case WINED3DFMT_R16G16_SINT:
4300 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
4301 break;
4302 case WINED3DFMT_R16G16B16A16_SINT:
4303 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
4304 break;
4306 case WINED3DFMT_R16G16_SNORM:
4308 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4309 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
4310 break;
4312 case WINED3DFMT_R16G16_UNORM:
4314 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4315 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
4316 break;
4318 case WINED3DFMT_R16G16B16A16_SNORM:
4319 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
4320 break;
4321 case WINED3DFMT_R16G16B16A16_UNORM:
4322 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
4323 break;
4325 case WINED3DFMT_R10G10B10A2_UINT:
4326 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4327 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4328 break;
4329 case WINED3DFMT_R10G10B10A2_SNORM:
4330 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4331 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4332 break;
4334 case WINED3DFMT_R16G16_FLOAT:
4335 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4337 /* Not supported by GL_ARB_half_float_vertex. */
4338 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
4340 else
4342 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4343 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4344 GL_EXTCALL(glVertexAttrib2f(i, x, y));
4346 break;
4347 case WINED3DFMT_R16G16B16A16_FLOAT:
4348 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4350 /* Not supported by GL_ARB_half_float_vertex. */
4351 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
4353 else
4355 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4356 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4357 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
4358 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
4359 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
4361 break;
4363 default:
4364 ERR("Unexpected declaration in stride 0 attributes\n");
4365 break;
4370 checkGLcall("Loading numbered arrays");
4373 static void load_vertex_data(struct wined3d_context *context,
4374 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4376 const struct wined3d_gl_info *gl_info = context->gl_info;
4377 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4378 const struct wined3d_stream_info_element *e;
4380 TRACE("Using fast vertex array code\n");
4382 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4383 context->instance_count = 0;
4385 /* Blend Data ---------------------------------------------- */
4386 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4387 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4389 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4391 if (gl_info->supported[ARB_VERTEX_BLEND])
4393 TRACE("Blend %u %p %u\n", e->format->component_count,
4394 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4396 gl_info->gl_ops.gl.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4397 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4399 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4401 if (curVBO != e->data.buffer_object)
4403 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4404 checkGLcall("glBindBuffer");
4405 curVBO = e->data.buffer_object;
4408 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4409 e->format->gl_vtx_format,
4410 e->format->gl_vtx_type,
4411 e->stride,
4412 e->data.addr + state->load_base_vertex_index * e->stride);
4413 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4414 e->data.addr + state->load_base_vertex_index * e->stride));
4416 checkGLcall("glWeightPointerARB");
4418 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4420 static BOOL warned;
4421 if (!warned)
4423 FIXME("blendMatrixIndices support\n");
4424 warned = TRUE;
4427 } else {
4428 /* TODO: support blends in drawStridedSlow
4429 * No need to write a FIXME here, this is done after the general vertex decl decoding
4431 WARN("unsupported blending in openGl\n");
4434 else
4436 if (gl_info->supported[ARB_VERTEX_BLEND])
4438 static const GLbyte one = 1;
4439 GL_EXTCALL(glWeightbvARB(1, &one));
4440 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4444 /* Point Size ----------------------------------------------*/
4445 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4447 /* no such functionality in the fixed function GL pipeline */
4448 TRACE("Cannot change ptSize here in openGl\n");
4449 /* TODO: Implement this function in using shaders if they are available */
4452 /* Vertex Pointers -----------------------------------------*/
4453 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4455 e = &si->elements[WINED3D_FFP_POSITION];
4457 if (curVBO != e->data.buffer_object)
4459 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4460 checkGLcall("glBindBuffer");
4461 curVBO = e->data.buffer_object;
4464 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4465 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4466 e->data.addr + state->load_base_vertex_index * e->stride);
4467 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4468 e->data.addr + state->load_base_vertex_index * e->stride);
4469 checkGLcall("glVertexPointer(...)");
4470 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
4471 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4474 /* Normals -------------------------------------------------*/
4475 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4477 e = &si->elements[WINED3D_FFP_NORMAL];
4479 if (curVBO != e->data.buffer_object)
4481 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4482 checkGLcall("glBindBuffer");
4483 curVBO = e->data.buffer_object;
4486 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4487 e->data.addr + state->load_base_vertex_index * e->stride);
4488 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
4489 e->data.addr + state->load_base_vertex_index * e->stride);
4490 checkGLcall("glNormalPointer(...)");
4491 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
4492 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4495 else
4497 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
4498 checkGLcall("glNormal3f(0, 0, 0)");
4501 /* Diffuse Colour --------------------------------------------*/
4502 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4504 e = &si->elements[WINED3D_FFP_DIFFUSE];
4506 if (curVBO != e->data.buffer_object)
4508 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4509 checkGLcall("glBindBuffer");
4510 curVBO = e->data.buffer_object;
4513 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4514 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4515 e->data.addr + state->load_base_vertex_index * e->stride);
4516 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4517 e->data.addr + state->load_base_vertex_index * e->stride);
4518 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4519 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
4520 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4523 else
4525 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4526 checkGLcall("glColor4f(1, 1, 1, 1)");
4529 /* Specular Colour ------------------------------------------*/
4530 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4532 TRACE("setting specular colour\n");
4534 e = &si->elements[WINED3D_FFP_SPECULAR];
4536 if (gl_info->supported[EXT_SECONDARY_COLOR])
4538 GLenum type = e->format->gl_vtx_type;
4539 GLint format = e->format->gl_vtx_format;
4541 if (curVBO != e->data.buffer_object)
4543 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4544 checkGLcall("glBindBuffer");
4545 curVBO = e->data.buffer_object;
4548 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4550 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4551 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4552 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4553 * 4 component secondary colors use it
4555 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4556 e->data.addr + state->load_base_vertex_index * e->stride);
4557 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4558 e->data.addr + state->load_base_vertex_index * e->stride));
4559 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4561 else
4563 switch(type)
4565 case GL_UNSIGNED_BYTE:
4566 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4567 e->data.addr + state->load_base_vertex_index * e->stride);
4568 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4569 e->data.addr + state->load_base_vertex_index * e->stride));
4570 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4571 break;
4573 default:
4574 FIXME("Add 4 component specular color pointers for type %x\n", type);
4575 /* Make sure that the right color component is dropped */
4576 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4577 e->data.addr + state->load_base_vertex_index * e->stride);
4578 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4579 e->data.addr + state->load_base_vertex_index * e->stride));
4580 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4583 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4584 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4586 else
4588 WARN("Specular colour is not supported in this GL implementation.\n");
4591 else
4593 if (gl_info->supported[EXT_SECONDARY_COLOR])
4595 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4596 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4598 else
4600 WARN("Specular colour is not supported in this GL implementation.\n");
4604 /* Texture coords -------------------------------------------*/
4605 load_tex_coords(context, si, &curVBO, state);
4608 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4610 BOOL load_numbered = use_vs(state) && !context->use_immediate_mode_draw;
4611 BOOL load_named = !use_vs(state) && !context->use_immediate_mode_draw;
4613 if (isStateDirty(context, STATE_VDECL)) return;
4614 if (context->numberedArraysLoaded && !load_numbered)
4616 unload_numbered_arrays(context);
4617 context->numberedArraysLoaded = FALSE;
4618 context->numbered_array_mask = 0;
4620 else if (context->namedArraysLoaded)
4622 unload_vertex_data(context->gl_info);
4623 context->namedArraysLoaded = FALSE;
4626 if (load_numbered)
4628 TRACE("Loading numbered arrays\n");
4629 load_numbered_arrays(context, &context->stream_info, state);
4630 context->numberedArraysLoaded = TRUE;
4632 else if (load_named)
4634 TRACE("Loading vertex data\n");
4635 load_vertex_data(context, &context->stream_info, state);
4636 context->namedArraysLoaded = TRUE;
4640 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4642 if (isStateDirty(context, STATE_STREAMSRC))
4643 return;
4644 streamsrc(context, state, STATE_STREAMSRC);
4647 void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4649 const struct wined3d_gl_info *gl_info = context->gl_info;
4650 BOOL useVertexShaderFunction = use_vs(state);
4651 BOOL updateFog = FALSE;
4652 BOOL transformed;
4653 BOOL wasrhw = context->last_was_rhw;
4654 unsigned int i;
4656 transformed = context->stream_info.position_transformed;
4657 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4658 updateFog = TRUE;
4660 context->last_was_rhw = transformed;
4662 /* Don't have to apply the matrices when vertex shaders are used. When
4663 * vshaders are turned off this function will be called again anyway to
4664 * make sure they're properly set. */
4665 if (!useVertexShaderFunction)
4667 /* TODO: Move this mainly to the viewport state and only apply when
4668 * the vp has changed or transformed / untransformed was switched. */
4669 if (wasrhw != context->last_was_rhw
4670 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4671 && !isStateDirty(context, STATE_VIEWPORT))
4672 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4673 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4674 * mode.
4676 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4677 * this check will fail and the matrix not applied again. This is OK because a simple
4678 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4679 * needs of the vertex declaration.
4681 * World and view matrix go into the same gl matrix, so only apply them when neither is
4682 * dirty
4684 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4685 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4686 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4687 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4688 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4689 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4690 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4692 if (context->last_was_vshader)
4694 updateFog = TRUE;
4696 if (!context->d3d_info->vs_clipping
4697 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4699 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4702 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4704 clipplane(context, state, STATE_CLIPPLANE(i));
4707 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4708 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4710 else
4712 if(!context->last_was_vshader) {
4713 static BOOL warned = FALSE;
4714 if (!context->d3d_info->vs_clipping)
4716 /* Disable all clip planes to get defined results on all drivers. See comment in the
4717 * state_clipping state handler
4719 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4721 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0 + i);
4722 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4725 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4727 FIXME("Clipping not supported with vertex shaders\n");
4728 warned = TRUE;
4731 if (wasrhw)
4733 /* Apply the transform matrices when switching from rhw
4734 * drawing to vertex shaders. Vertex shaders themselves do
4735 * not need it, but the matrices are not reapplied
4736 * automatically when switching back from vertex shaders to
4737 * fixed function processing. So make sure we leave the fixed
4738 * function vertex processing states back in a sane state
4739 * before switching to shaders. */
4740 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4741 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4742 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4743 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4745 updateFog = TRUE;
4747 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4748 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4749 * device->vs_clipping is false.
4751 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4753 clipplane(context, state, STATE_CLIPPLANE(i));
4758 context->last_was_vshader = useVertexShaderFunction;
4759 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
4761 if (updateFog)
4762 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4764 if (!useVertexShaderFunction)
4766 unsigned int i;
4768 for (i = 0; i < MAX_TEXTURES; ++i)
4770 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4771 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4774 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4775 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4776 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
4779 if (transformed != wasrhw && !isStateDirty(context, STATE_RENDER(WINED3D_RS_ZENABLE)))
4780 state_zenable(context, state, STATE_RENDER(WINED3D_RS_ZENABLE));
4783 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4785 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4786 const struct wined3d_gl_info *gl_info = context->gl_info;
4787 struct wined3d_viewport vp = state->viewport;
4789 if (vp.width > target->width)
4790 vp.width = target->width;
4791 if (vp.height > target->height)
4792 vp.height = target->height;
4794 gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
4795 checkGLcall("glDepthRange");
4796 /* Note: GL requires lower left, DirectX supplies upper left. This is
4797 * reversed when using offscreen rendering. */
4798 if (context->render_offscreen)
4800 gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
4802 else
4804 UINT width, height;
4806 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
4807 gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)),
4808 vp.width, vp.height);
4810 checkGLcall("glViewport");
4813 void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4815 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4816 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4817 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4818 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4819 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4820 /* Update the position fixup. */
4821 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
4824 void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4826 const struct wined3d_gl_info *gl_info = context->gl_info;
4827 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4828 const struct wined3d_light_info *lightInfo = state->lights[Index];
4830 if (!lightInfo)
4832 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4833 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4835 else
4837 float quad_att;
4838 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4840 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4841 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4842 gl_info->gl_ops.gl.p_glPushMatrix();
4843 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
4845 /* Diffuse: */
4846 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4847 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4848 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4849 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4850 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4851 checkGLcall("glLightfv");
4853 /* Specular */
4854 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4855 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4856 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4857 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4858 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4859 checkGLcall("glLightfv");
4861 /* Ambient */
4862 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4863 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4864 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4865 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4866 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4867 checkGLcall("glLightfv");
4869 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4870 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4871 else
4872 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4874 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4875 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4876 * Attenuation0 to NaN and crashes in the gl lib
4879 switch (lightInfo->OriginalParms.type)
4881 case WINED3D_LIGHT_POINT:
4882 /* Position */
4883 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4884 checkGLcall("glLightfv");
4885 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4886 checkGLcall("glLightf");
4887 /* Attenuation - Are these right? guessing... */
4888 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4889 lightInfo->OriginalParms.attenuation0);
4890 checkGLcall("glLightf");
4891 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4892 lightInfo->OriginalParms.attenuation1);
4893 checkGLcall("glLightf");
4894 if (quad_att < lightInfo->OriginalParms.attenuation2)
4895 quad_att = lightInfo->OriginalParms.attenuation2;
4896 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4897 checkGLcall("glLightf");
4898 /* FIXME: Range */
4899 break;
4901 case WINED3D_LIGHT_SPOT:
4902 /* Position */
4903 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4904 checkGLcall("glLightfv");
4905 /* Direction */
4906 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4907 checkGLcall("glLightfv");
4908 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4909 checkGLcall("glLightf");
4910 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4911 checkGLcall("glLightf");
4912 /* Attenuation - Are these right? guessing... */
4913 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4914 lightInfo->OriginalParms.attenuation0);
4915 checkGLcall("glLightf");
4916 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4917 lightInfo->OriginalParms.attenuation1);
4918 checkGLcall("glLightf");
4919 if (quad_att < lightInfo->OriginalParms.attenuation2)
4920 quad_att = lightInfo->OriginalParms.attenuation2;
4921 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4922 checkGLcall("glLightf");
4923 /* FIXME: Range */
4924 break;
4926 case WINED3D_LIGHT_DIRECTIONAL:
4927 /* Direction */
4928 /* Note GL uses w position of 0 for direction! */
4929 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4930 checkGLcall("glLightfv");
4931 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4932 checkGLcall("glLightf");
4933 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4934 checkGLcall("glLightf");
4935 break;
4937 default:
4938 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4941 /* Restore the modelview matrix */
4942 gl_info->gl_ops.gl.p_glPopMatrix();
4944 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4945 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4949 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4951 const struct wined3d_gl_info *gl_info = context->gl_info;
4952 const RECT *r = &state->scissor_rect;
4954 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4955 * so our viewport correction does not apply. Warning2: Even in windowed
4956 * mode the coords are relative to the window, not the screen. */
4957 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4959 if (context->render_offscreen)
4961 gl_info->gl_ops.gl.p_glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4963 else
4965 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4966 UINT height;
4967 UINT width;
4969 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
4970 gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4972 checkGLcall("glScissor");
4975 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4977 const struct wined3d_stream_info *stream_info = &context->stream_info;
4978 const struct wined3d_gl_info *gl_info = context->gl_info;
4980 if (!state->index_buffer || !stream_info->all_vbo)
4982 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4984 else
4986 struct wined3d_buffer *ib = state->index_buffer;
4987 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
4991 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4993 const struct wined3d_gl_info *gl_info = context->gl_info;
4995 if (context->render_offscreen)
4997 gl_info->gl_ops.gl.p_glFrontFace(GL_CCW);
4998 checkGLcall("glFrontFace(GL_CCW)");
5000 else
5002 gl_info->gl_ops.gl.p_glFrontFace(GL_CW);
5003 checkGLcall("glFrontFace(GL_CW)");
5007 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5009 static BOOL warned;
5011 if (!warned)
5013 WARN("Point sprite coordinate origin switching not supported.\n");
5014 warned = TRUE;
5018 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5020 const struct wined3d_gl_info *gl_info = context->gl_info;
5021 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
5023 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
5024 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
5027 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5029 const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
5030 const struct wined3d_gl_info *gl_info = context->gl_info;
5032 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5034 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
5035 && rt_format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
5036 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
5037 else
5038 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
5041 static void state_cb(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
5042 enum wined3d_shader_type type, unsigned int base, unsigned int count)
5044 struct wined3d_buffer *buffer;
5045 unsigned int i;
5047 for (i = 0; i < count; ++i)
5049 buffer = state->cb[type][i];
5050 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
5052 checkGLcall("glBindBufferBase");
5055 static void state_cb_vs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5057 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
5059 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5061 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_VERTEX, 0, limits->vertex_uniform_blocks);
5064 static void state_cb_gs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5066 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
5068 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5070 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_GEOMETRY,
5071 limits->vertex_uniform_blocks, limits->geometry_uniform_blocks);
5074 static void state_cb_ps(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5076 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
5078 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5080 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_PIXEL,
5081 limits->vertex_uniform_blocks + limits->geometry_uniform_blocks, limits->fragment_uniform_blocks);
5084 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5086 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5088 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
5091 static void state_shader_resource_binding(struct wined3d_context *context,
5092 const struct wined3d_state *state, DWORD state_id)
5094 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
5096 context->update_shader_resource_bindings = 1;
5099 const struct StateEntryTemplate misc_state_template[] =
5101 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_vs, }, ARB_UNIFORM_BUFFER_OBJECT },
5102 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
5103 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_gs, }, ARB_UNIFORM_BUFFER_OBJECT },
5104 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
5105 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_ps, }, ARB_UNIFORM_BUFFER_OBJECT },
5106 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
5107 { STATE_SHADER_RESOURCE_BINDING, { STATE_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
5108 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5109 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5110 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
5111 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5112 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5113 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5114 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5115 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5116 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5117 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5118 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
5119 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
5120 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
5121 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
5122 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
5123 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
5125 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
5126 * vshader loadings are untied from each other
5128 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5129 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5130 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5131 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5132 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5133 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5134 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5135 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5136 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5137 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5138 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5139 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5140 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5141 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5142 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5143 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5144 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5145 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5146 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5147 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5148 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5149 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5150 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5151 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5152 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5153 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5154 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5155 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5156 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5157 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5158 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5159 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5160 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5161 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5162 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5163 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5164 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5165 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5166 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5167 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5168 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5169 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5170 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5171 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5172 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5173 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5174 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5175 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5177 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
5178 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
5179 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
5180 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
5181 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
5182 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
5183 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
5184 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
5185 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
5186 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5187 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
5188 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
5189 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
5190 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
5191 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
5192 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
5193 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5194 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5195 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5196 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
5197 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
5198 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
5199 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
5200 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
5201 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5202 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5203 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5204 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5205 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5206 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5207 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
5208 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5209 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5210 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5211 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5212 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5213 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5214 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5215 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5216 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5217 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5218 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5219 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5220 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5221 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5222 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5223 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5224 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5225 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5226 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5227 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5228 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5229 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5230 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5231 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5232 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5233 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5234 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5235 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5236 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5237 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5238 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5239 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5240 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5241 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5242 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5243 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5244 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5245 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5246 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5247 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5248 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5249 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5250 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5251 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5252 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
5253 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5254 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5255 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5256 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5257 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5258 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5259 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5260 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5261 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5262 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5263 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5264 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5265 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5266 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5267 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5268 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5269 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5270 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5271 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5272 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5273 /* Samplers */
5274 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5275 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5276 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5277 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5278 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5279 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5280 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5281 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5282 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5283 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5284 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5285 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5286 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5287 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5288 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5289 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5290 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5291 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5292 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5293 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5294 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5295 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5296 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5297 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
5298 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_geometry_shader}, WINED3D_GL_EXT_NONE },
5299 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5302 static const struct StateEntryTemplate vp_ffp_states[] =
5304 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5305 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5306 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5307 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5308 /* Clip planes */
5309 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5310 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5311 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5312 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5313 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5314 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5315 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5316 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5317 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5318 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5319 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5320 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5321 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5322 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5323 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5324 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5325 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5326 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5327 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5328 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5329 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5330 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5331 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5332 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5333 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5334 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5335 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5336 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5337 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5338 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5339 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5340 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5341 /* Lights */
5342 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
5343 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5344 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5345 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5346 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5347 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5348 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5349 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5350 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5351 /* Viewport */
5352 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5353 /* Transform states follow */
5354 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5420 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5424 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5425 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5426 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5427 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5428 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5429 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5430 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5431 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5432 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5433 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5434 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5435 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5436 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5437 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5438 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5439 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5440 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5441 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5442 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5443 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5444 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5445 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5446 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5447 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5448 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5449 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5450 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5451 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5452 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5453 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5454 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5455 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5456 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5457 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5458 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5459 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5460 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5461 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5462 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5463 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5464 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5465 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5466 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5467 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5468 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5469 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5470 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5471 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5472 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5473 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5474 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5475 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5476 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5477 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5478 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5479 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5480 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5481 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5482 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5483 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5484 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5485 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5486 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5487 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5488 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5489 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5490 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5491 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5492 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5493 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5494 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5495 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5496 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5497 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5498 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5499 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5500 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5501 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5502 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5503 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5504 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5505 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5506 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5507 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5508 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5509 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5510 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5511 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5512 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5513 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5514 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5515 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5516 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5517 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5518 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5519 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5520 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5521 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5522 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5523 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5524 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5525 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5526 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5527 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5528 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5529 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5530 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5531 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5532 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5533 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5534 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5535 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5536 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5537 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5538 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5539 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5540 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5541 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5542 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5543 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5544 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5545 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5546 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5547 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5548 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5549 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5550 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5551 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5552 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5553 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5554 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5555 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5556 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5557 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5558 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5559 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5560 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5561 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5562 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5563 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5564 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5565 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5566 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5567 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5568 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5569 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5570 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5571 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5572 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5573 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5574 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5575 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5576 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5577 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5578 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5579 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5580 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5581 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5582 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5583 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5584 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5585 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5586 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5587 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5588 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5589 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5590 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5591 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5592 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5593 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5594 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5595 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5596 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5597 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5598 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5599 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5600 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5601 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5602 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5603 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5604 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5605 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5606 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5607 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5608 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5609 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5610 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5611 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5612 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5613 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5614 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5615 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5616 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5617 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5618 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5619 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5620 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5621 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5622 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5623 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5624 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5625 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5626 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5627 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5628 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5629 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5630 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5631 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5632 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5633 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5634 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5635 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5636 /* Fog */
5637 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5638 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5639 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5640 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5641 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5642 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5643 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5644 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5645 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5646 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5647 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5648 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5649 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5650 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5651 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5652 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5653 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5654 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5655 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5656 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5657 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5658 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5659 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5660 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5661 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5662 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5663 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5664 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5665 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5666 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5667 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5668 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5670 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5671 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5672 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5674 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5675 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5676 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5677 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5678 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5679 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5680 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5681 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5682 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5683 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5684 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5685 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5686 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5687 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5688 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5689 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5690 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5691 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5692 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5693 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5694 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5695 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5696 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5697 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5698 { STATE_POINT_SIZE_ENABLE, { STATE_POINT_SIZE_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5699 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5702 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5703 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5704 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5705 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5706 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5707 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5708 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5709 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5710 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5711 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5712 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5713 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5714 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5715 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5716 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5717 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5718 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5719 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5720 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5721 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5722 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5723 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5724 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5725 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5726 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5727 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5728 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5729 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5730 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5731 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5732 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5733 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5734 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5735 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5736 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5737 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5738 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5739 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5740 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5741 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5742 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5743 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5744 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5745 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5746 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5747 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5748 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5749 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5750 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5751 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5752 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5753 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5754 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5755 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5756 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5757 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5758 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5759 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5760 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5761 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5762 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5763 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5764 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5765 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5766 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5767 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5768 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5769 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5770 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5771 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5772 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5773 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5774 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5775 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5776 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5777 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5778 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5779 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5780 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5781 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5782 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5783 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5784 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5785 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5786 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5787 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5788 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5789 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5790 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5791 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5792 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5793 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5794 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5795 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5796 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5797 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5798 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5799 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5800 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5801 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5804 /* Context activation is done by the caller. */
5805 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5807 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5809 return shader_priv;
5812 static void ffp_free(struct wined3d_device *device) {}
5814 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5816 caps->xyzrhw = FALSE;
5817 caps->max_active_lights = gl_info->limits.lights;
5818 caps->max_vertex_blend_matrices = gl_info->limits.blends;
5819 caps->max_vertex_blend_matrix_index = 0;
5820 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5821 | WINED3DVTXPCAPS_MATERIALSOURCE7
5822 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5823 | WINED3DVTXPCAPS_LOCALVIEWER
5824 | WINED3DVTXPCAPS_VERTEXFOG
5825 | WINED3DVTXPCAPS_TEXGEN
5826 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5827 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5828 caps->max_user_clip_planes = gl_info->limits.clipplanes;
5829 caps->raster_caps = 0;
5830 if (gl_info->supported[NV_FOG_DISTANCE])
5831 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5834 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5836 ffp_enable,
5837 vp_ffp_get_caps,
5838 ffp_alloc,
5839 ffp_free,
5840 vp_ffp_states,
5843 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5845 caps->wined3d_caps = 0;
5846 caps->PrimitiveMiscCaps = 0;
5847 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5848 | WINED3DTEXOPCAPS_ADDSIGNED
5849 | WINED3DTEXOPCAPS_ADDSIGNED2X
5850 | WINED3DTEXOPCAPS_MODULATE
5851 | WINED3DTEXOPCAPS_MODULATE2X
5852 | WINED3DTEXOPCAPS_MODULATE4X
5853 | WINED3DTEXOPCAPS_SELECTARG1
5854 | WINED3DTEXOPCAPS_SELECTARG2
5855 | WINED3DTEXOPCAPS_DISABLE;
5857 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5858 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5859 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5861 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5862 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5863 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5864 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5865 | WINED3DTEXOPCAPS_LERP
5866 | WINED3DTEXOPCAPS_SUBTRACT;
5868 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5869 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5871 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5872 | WINED3DTEXOPCAPS_MULTIPLYADD
5873 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5874 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5875 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5877 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5878 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5880 caps->MaxTextureBlendStages = gl_info->limits.textures;
5881 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5884 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5886 if (TRACE_ON(d3d))
5888 TRACE("Checking support for fixup:\n");
5889 dump_color_fixup_desc(fixup);
5892 /* We only support identity conversions. */
5893 if (is_identity_fixup(fixup))
5895 TRACE("[OK]\n");
5896 return TRUE;
5899 TRACE("[FAILED]\n");
5900 return FALSE;
5903 const struct fragment_pipeline ffp_fragment_pipeline = {
5904 ffp_enable,
5905 ffp_fragment_get_caps,
5906 ffp_alloc,
5907 ffp_free,
5908 ffp_color_fixup_supported,
5909 ffp_fragmentstate_template,
5912 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5914 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5916 return shader_priv;
5919 static void none_free(struct wined3d_device *device) {}
5921 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5923 memset(caps, 0, sizeof(*caps));
5926 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5928 none_enable,
5929 vp_none_get_caps,
5930 none_alloc,
5931 none_free,
5932 NULL,
5935 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5937 memset(caps, 0, sizeof(*caps));
5940 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5942 return is_identity_fixup(fixup);
5945 const struct fragment_pipeline none_fragment_pipe =
5947 none_enable,
5948 fp_none_get_caps,
5949 none_alloc,
5950 none_free,
5951 fp_none_color_fixup_supported,
5952 NULL,
5955 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5957 unsigned int i;
5958 for(i = 0; funcs[i]; i++);
5959 return i;
5962 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5964 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5965 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5968 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5970 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5971 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5972 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5975 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5976 const struct wined3d_d3d_info *d3d_info)
5978 unsigned int start, last, i;
5980 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5981 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5982 for (i = start; i <= last; ++i)
5984 state_table[i].representative = 0;
5985 state_table[i].apply = state_undefined;
5988 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5989 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5990 for (i = start; i <= last; ++i)
5992 state_table[i].representative = 0;
5993 state_table[i].apply = state_undefined;
5996 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(gl_info->limits.blends));
5997 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5998 for (i = start; i <= last; ++i)
6000 state_table[i].representative = 0;
6001 state_table[i].apply = state_undefined;
6005 static void validate_state_table(struct StateEntry *state_table)
6007 static const struct
6009 DWORD first;
6010 DWORD last;
6012 rs_holes[] =
6014 { 1, 1},
6015 { 3, 3},
6016 { 17, 18},
6017 { 21, 21},
6018 { 42, 45},
6019 { 47, 47},
6020 { 61, 127},
6021 {149, 150},
6022 {169, 169},
6023 {177, 177},
6024 {196, 197},
6025 { 0, 0},
6027 static const DWORD simple_states[] =
6029 STATE_MATERIAL,
6030 STATE_VDECL,
6031 STATE_STREAMSRC,
6032 STATE_INDEXBUFFER,
6033 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
6034 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
6035 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
6036 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
6037 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
6038 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
6039 STATE_SHADER_RESOURCE_BINDING,
6040 STATE_VIEWPORT,
6041 STATE_LIGHT_TYPE,
6042 STATE_SCISSORRECT,
6043 STATE_FRONTFACE,
6044 STATE_POINTSPRITECOORDORIGIN,
6045 STATE_BASEVERTEXINDEX,
6046 STATE_FRAMEBUFFER,
6047 STATE_POINT_SIZE_ENABLE,
6049 unsigned int i, current;
6051 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
6053 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
6055 if (!state_table[i].representative)
6056 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
6058 else if (state_table[i].representative)
6059 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
6061 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
6064 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
6066 if (!state_table[simple_states[i]].representative)
6067 ERR("State %s (%#x) should have a representative.\n",
6068 debug_d3dstate(simple_states[i]), simple_states[i]);
6071 for (i = 0; i < STATE_HIGHEST + 1; ++i)
6073 DWORD rep = state_table[i].representative;
6074 if (rep)
6076 if (state_table[rep].representative != rep)
6078 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
6079 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
6080 state_table[i].representative = 0;
6083 if (rep != i)
6085 if (state_table[i].apply)
6086 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
6088 else if (!state_table[i].apply)
6090 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
6096 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
6097 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
6098 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
6099 const struct StateEntryTemplate *misc)
6101 unsigned int i, type, handlers;
6102 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
6103 const struct StateEntryTemplate *cur;
6104 BOOL set[STATE_HIGHEST + 1];
6106 memset(multistate_funcs, 0, sizeof(multistate_funcs));
6108 for(i = 0; i < STATE_HIGHEST + 1; i++) {
6109 StateTable[i].representative = 0;
6110 StateTable[i].apply = state_undefined;
6113 for(type = 0; type < 3; type++) {
6114 /* This switch decides the order in which the states are applied */
6115 switch(type) {
6116 case 0: cur = misc; break;
6117 case 1: cur = fragment->states; break;
6118 case 2: cur = vertex->vp_states; break;
6119 default: cur = NULL; /* Stupid compiler */
6121 if(!cur) continue;
6123 /* GL extension filtering should not prevent multiple handlers being applied from different
6124 * pipeline parts
6126 memset(set, 0, sizeof(set));
6128 for(i = 0; cur[i].state; i++) {
6129 APPLYSTATEFUNC *funcs_array;
6131 /* Only use the first matching state with the available extension from one template.
6132 * e.g.
6133 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
6134 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
6136 * if GL_XYZ_fancy is supported, ignore the 2nd line
6138 if(set[cur[i].state]) continue;
6139 /* Skip state lines depending on unsupported extensions */
6140 if (!gl_info->supported[cur[i].extension]) continue;
6141 set[cur[i].state] = TRUE;
6142 /* In some cases having an extension means that nothing has to be
6143 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
6144 * supported, the texture coordinate fixup can be ignored. If the
6145 * apply function is used, mark the state set(done above) to prevent
6146 * applying later lines, but do not record anything in the state
6147 * table
6149 if (!cur[i].content.representative) continue;
6151 handlers = num_handlers(multistate_funcs[cur[i].state]);
6152 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
6153 switch(handlers) {
6154 case 0:
6155 StateTable[cur[i].state].apply = cur[i].content.apply;
6156 break;
6157 case 1:
6158 StateTable[cur[i].state].apply = multistate_apply_2;
6159 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
6161 sizeof(**dev_multistate_funcs) * 2);
6162 if (!dev_multistate_funcs[cur[i].state]) {
6163 goto out_of_mem;
6166 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
6167 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
6168 break;
6169 case 2:
6170 StateTable[cur[i].state].apply = multistate_apply_3;
6171 funcs_array = HeapReAlloc(GetProcessHeap(),
6173 dev_multistate_funcs[cur[i].state],
6174 sizeof(**dev_multistate_funcs) * 3);
6175 if (!funcs_array) {
6176 goto out_of_mem;
6179 dev_multistate_funcs[cur[i].state] = funcs_array;
6180 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
6181 break;
6182 default:
6183 ERR("Unexpected amount of state handlers for state %u: %u\n",
6184 cur[i].state, handlers + 1);
6187 if (StateTable[cur[i].state].representative
6188 && StateTable[cur[i].state].representative != cur[i].content.representative)
6190 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
6191 debug_d3dstate(cur[i].state), cur[i].state);
6193 StateTable[cur[i].state].representative = cur[i].content.representative;
6197 prune_invalid_states(StateTable, gl_info, d3d_info);
6198 validate_state_table(StateTable);
6200 return WINED3D_OK;
6202 out_of_mem:
6203 for (i = 0; i <= STATE_HIGHEST; ++i) {
6204 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
6207 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
6209 return E_OUTOFMEMORY;