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[wine.git] / dlls / wined3d / state.c
blob36c4e71db5dae28a7a683fff5d8501ba6101ec08
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 static GLenum 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 = 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: glBlendEquationSeparateEXT\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(glBlendEquationSeparateEXT(blend_equation, blend_equation_alpha));
331 checkGLcall("glBlendEquationSeparateEXT");
333 else
335 GL_EXTCALL(glBlendEquationEXT(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_surface *target = state->fb->render_targets[0];
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
399 && !(target->resource.format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
401 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
402 checkGLcall("glDisable GL_BLEND");
403 return;
405 else
407 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
408 checkGLcall("glEnable GL_BLEND");
411 else
413 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
414 checkGLcall("glDisable GL_BLEND");
415 /* Nothing more to do - get out */
416 return;
419 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
420 * source blending values which are still valid up to d3d9. They should
421 * not occur as dest blend values. */
422 d3d_blend = state->render_states[WINED3D_RS_SRCBLEND];
423 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
425 srcBlend = GL_SRC_ALPHA;
426 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
428 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
430 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
431 dstBlend = GL_SRC_ALPHA;
433 else
435 srcBlend = gl_blend_factor(d3d_blend, target->resource.format);
436 dstBlend = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLEND],
437 target->resource.format);
440 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
441 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
443 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
444 checkGLcall("glEnable(GL_LINE_SMOOTH)");
445 if (srcBlend != GL_SRC_ALPHA)
446 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
447 if (dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE)
448 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
450 else
452 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
453 checkGLcall("glDisable(GL_LINE_SMOOTH)");
456 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
457 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
458 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
460 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
462 GLenum srcBlendAlpha, dstBlendAlpha;
464 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
465 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
467 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
468 return;
471 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
472 * source blending values which are still valid up to d3d9. They should
473 * not occur as dest blend values. */
474 d3d_blend = state->render_states[WINED3D_RS_SRCBLENDALPHA];
475 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
477 srcBlendAlpha = GL_SRC_ALPHA;
478 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
480 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
482 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
483 dstBlendAlpha = GL_SRC_ALPHA;
485 else
487 srcBlendAlpha = gl_blend_factor(d3d_blend, target->resource.format);
488 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLENDALPHA],
489 target->resource.format);
492 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
493 checkGLcall("glBlendFuncSeparateEXT");
495 else
497 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
498 gl_info->gl_ops.gl.p_glBlendFunc(srcBlend, dstBlend);
499 checkGLcall("glBlendFunc");
502 /* Colorkey fixup for stage 0 alphaop depends on
503 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
504 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
505 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
508 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
510 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
513 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
515 const struct wined3d_gl_info *gl_info = context->gl_info;
516 float col[4];
518 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
520 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_BLENDFACTOR], col);
521 GL_EXTCALL(glBlendColorEXT (col[0],col[1],col[2],col[3]));
522 checkGLcall("glBlendColor");
525 static void state_alpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
527 const struct wined3d_gl_info *gl_info = context->gl_info;
528 int glParm = 0;
529 float ref;
530 BOOL enable_ckey = FALSE;
532 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
534 /* Find out if the texture on the first stage has a ckey set. The alpha
535 * state func reads the texture settings, even though alpha and texture
536 * are not grouped together. This is to avoid making a huge alpha +
537 * texture + texture stage + ckey block due to the hardly used
538 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
539 * function will call alpha in case it finds some texture + colorkeyenable
540 * combination which needs extra care. */
541 if (state->textures[0] && (state->textures[0]->color_key_flags & WINEDDSD_CKSRCBLT))
542 enable_ckey = TRUE;
544 if (enable_ckey || context->last_was_ckey)
545 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
546 context->last_was_ckey = enable_ckey;
548 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
549 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
551 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
552 checkGLcall("glEnable GL_ALPHA_TEST");
554 else
556 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
557 checkGLcall("glDisable GL_ALPHA_TEST");
558 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
559 * enable call
561 return;
564 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
566 glParm = GL_NOTEQUAL;
567 ref = 0.0f;
569 else
571 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
572 glParm = gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
574 if (glParm)
576 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
577 checkGLcall("glAlphaFunc");
581 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
583 const struct wined3d_gl_info *gl_info = context->gl_info;
584 DWORD enable = 0xffffffff;
585 DWORD disable = 0x00000000;
587 if (use_vs(state) && !context->d3d_info->vs_clipping)
589 static BOOL warned;
591 /* The OpenGL spec says that clipping planes are disabled when using
592 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
593 * driver keeps clipping planes activated with shaders in some
594 * conditions I got sick of tracking down. The shader state handler
595 * disables all clip planes because of that - don't do anything here
596 * and keep them disabled. */
597 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
598 FIXME("Clipping not supported with vertex shaders\n");
599 return;
602 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
603 * The enabled / disabled planes are hardcoded into the shader. Update the
604 * shader to update the enabled clipplanes. In case of fixed function, we
605 * need to update the clipping field from ffp_vertex_settings. */
606 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
608 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
609 * of already set values
612 /* If enabling / disabling all
613 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
615 if (state->render_states[WINED3D_RS_CLIPPING])
617 enable = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
618 disable = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
620 else
622 disable = 0xffffffff;
623 enable = 0x00;
626 if (enable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE0);
627 if (enable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE1);
628 if (enable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE2);
629 if (enable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE3);
630 if (enable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE4);
631 if (enable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE5);
632 checkGLcall("clip plane enable");
634 if (disable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0);
635 if (disable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1);
636 if (disable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2);
637 if (disable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3);
638 if (disable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4);
639 if (disable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5);
640 checkGLcall("clip plane disable");
643 void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
645 const struct wined3d_gl_info *gl_info = context->gl_info;
646 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
647 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
648 * specular color. This is wrong:
649 * Separate specular color means the specular colour is maintained separately, whereas
650 * single color means it is merged in. However in both cases they are being used to
651 * some extent.
652 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
653 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
654 * running 1.4 yet!
657 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
658 * Instead, we need to setup the FinalCombiner properly.
660 * The default setup for the FinalCombiner is:
662 * <variable> <input> <mapping> <usage>
663 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
664 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
665 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
666 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
667 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
668 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
669 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
671 * That's pretty much fine as it is, except for variable B, which needs to take
672 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
673 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
676 TRACE("Setting specular enable state and materials\n");
677 if (state->render_states[WINED3D_RS_SPECULARENABLE])
679 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
680 checkGLcall("glMaterialfv");
682 if (state->material.power > gl_info->limits.shininess)
684 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
685 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
686 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
687 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
688 * them, it should be safe to do so without major visual distortions.
690 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
691 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
693 else
695 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
697 checkGLcall("glMaterialf(GL_SHININESS)");
699 if (gl_info->supported[EXT_SECONDARY_COLOR])
700 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
701 else
702 TRACE("Specular colors cannot be enabled in this version of opengl\n");
703 checkGLcall("glEnable(GL_COLOR_SUM)");
705 if (gl_info->supported[NV_REGISTER_COMBINERS])
707 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
708 checkGLcall("glFinalCombinerInputNV()");
710 } else {
711 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
713 /* for the case of enabled lighting: */
714 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
715 checkGLcall("glMaterialfv");
717 /* for the case of disabled lighting: */
718 if (gl_info->supported[EXT_SECONDARY_COLOR])
719 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
720 else
721 TRACE("Specular colors cannot be disabled in this version of opengl\n");
722 checkGLcall("glDisable(GL_COLOR_SUM)");
724 if (gl_info->supported[NV_REGISTER_COMBINERS])
726 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
727 checkGLcall("glFinalCombinerInputNV()");
731 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
732 state->material.diffuse.r, state->material.diffuse.g,
733 state->material.diffuse.b, state->material.diffuse.a);
734 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
735 state->material.ambient.r, state->material.ambient.g,
736 state->material.ambient.b, state->material.ambient.a);
737 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
738 state->material.specular.r, state->material.specular.g,
739 state->material.specular.b, state->material.specular.a);
740 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
741 state->material.emissive.r, state->material.emissive.g,
742 state->material.emissive.b, state->material.emissive.a);
744 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
745 checkGLcall("glMaterialfv(GL_AMBIENT)");
746 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
747 checkGLcall("glMaterialfv(GL_DIFFUSE)");
748 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
749 checkGLcall("glMaterialfv(GL_EMISSION)");
752 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
754 const struct wined3d_gl_info *gl_info = context->gl_info;
755 unsigned int i;
757 /* Note the texture color applies to all textures whereas
758 * GL_TEXTURE_ENV_COLOR applies to active only. */
759 float col[4];
760 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
762 /* And now the default texture color as well */
763 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
765 /* Note the WINED3D_RS value applies to all textures, but GL has one
766 * per texture, so apply it now ready to be used! */
767 context_active_texture(context, gl_info, i);
769 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
770 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
774 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
775 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
777 const struct wined3d_gl_info *gl_info = context->gl_info;
779 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
780 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
781 GL_EXTCALL(glActiveStencilFaceEXT(face));
782 checkGLcall("glActiveStencilFaceEXT(...)");
783 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
784 checkGLcall("glStencilFunc(...)");
785 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
786 checkGLcall("glStencilOp(...)");
789 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
791 switch (op)
793 case WINED3D_STENCIL_OP_KEEP:
794 return GL_KEEP;
795 case WINED3D_STENCIL_OP_ZERO:
796 return GL_ZERO;
797 case WINED3D_STENCIL_OP_REPLACE:
798 return GL_REPLACE;
799 case WINED3D_STENCIL_OP_INCR_SAT:
800 return GL_INCR;
801 case WINED3D_STENCIL_OP_DECR_SAT:
802 return GL_DECR;
803 case WINED3D_STENCIL_OP_INVERT:
804 return GL_INVERT;
805 case WINED3D_STENCIL_OP_INCR:
806 return GL_INCR_WRAP_EXT;
807 case WINED3D_STENCIL_OP_DECR:
808 return GL_DECR_WRAP_EXT;
809 default:
810 FIXME("Unrecognized stencil op %#x.\n", op);
811 return GL_KEEP;
815 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
817 const struct wined3d_gl_info *gl_info = context->gl_info;
818 DWORD onesided_enable;
819 DWORD twosided_enable;
820 GLint func;
821 GLint func_ccw;
822 GLint ref;
823 GLuint mask;
824 GLint stencilFail;
825 GLint stencilFail_ccw;
826 GLint stencilPass;
827 GLint stencilPass_ccw;
828 GLint depthFail;
829 GLint depthFail_ccw;
831 /* No stencil test without a stencil buffer. */
832 if (!state->fb->depth_stencil)
834 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
835 checkGLcall("glDisable GL_STENCIL_TEST");
836 return;
839 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
840 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
841 if (!(func = gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
842 func = GL_ALWAYS;
843 if (!(func_ccw = gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
844 func_ccw = GL_ALWAYS;
845 ref = state->render_states[WINED3D_RS_STENCILREF];
846 mask = state->render_states[WINED3D_RS_STENCILMASK];
847 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
848 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
849 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
850 stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
851 depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
852 stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
854 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
855 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
856 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
857 onesided_enable, twosided_enable, ref, mask,
858 func, stencilFail, depthFail, stencilPass,
859 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
861 if (twosided_enable && onesided_enable)
863 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
864 checkGLcall("glEnable GL_STENCIL_TEST");
866 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
868 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
869 * which has an effect on the code below too. If we apply the front face
870 * afterwards, we are sure that the active stencil face is set to front,
871 * and other stencil functions which do not use two sided stencil do not have
872 * to set it back
874 renderstate_stencil_twosided(context, GL_BACK,
875 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
876 renderstate_stencil_twosided(context, GL_FRONT,
877 func, ref, mask, stencilFail, depthFail, stencilPass);
879 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
881 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
882 checkGLcall("glStencilFuncSeparateATI(...)");
883 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
884 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
885 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
886 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
887 } else {
888 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
891 else if(onesided_enable)
893 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
895 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
896 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
899 /* This code disables the ATI extension as well, since the standard stencil functions are equal
900 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
902 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
903 checkGLcall("glEnable GL_STENCIL_TEST");
904 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
905 checkGLcall("glStencilFunc(...)");
906 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
907 checkGLcall("glStencilOp(...)");
909 else
911 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
912 checkGLcall("glDisable GL_STENCIL_TEST");
916 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
918 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
919 const struct wined3d_gl_info *gl_info = context->gl_info;
921 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
922 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
923 gl_info->gl_ops.gl.p_glStencilMask(mask);
924 checkGLcall("glStencilMask");
925 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
926 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
927 gl_info->gl_ops.gl.p_glStencilMask(mask);
930 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
932 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
933 const struct wined3d_gl_info *gl_info = context->gl_info;
935 gl_info->gl_ops.gl.p_glStencilMask(mask);
936 checkGLcall("glStencilMask");
939 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
941 const struct wined3d_gl_info *gl_info = context->gl_info;
943 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
945 if (!state->render_states[WINED3D_RS_FOGENABLE])
946 return;
948 /* Table fog on: Never use fog coords, and use per-fragment fog */
949 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
951 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
952 if (context->fog_coord)
954 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
955 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
956 context->fog_coord = FALSE;
959 /* Range fog is only used with per-vertex fog in d3d */
960 if (gl_info->supported[NV_FOG_DISTANCE])
962 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
963 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
965 return;
968 /* Otherwise use per-vertex fog in any case */
969 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
971 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
973 /* No fog at all, or transformed vertices: Use fog coord */
974 if (!context->fog_coord)
976 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
977 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
978 context->fog_coord = TRUE;
981 else
983 /* Otherwise, use the fragment depth */
984 if (context->fog_coord)
986 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
987 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
988 context->fog_coord = FALSE;
991 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
993 if (gl_info->supported[NV_FOG_DISTANCE])
995 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
996 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
998 else
1000 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1003 else if (gl_info->supported[NV_FOG_DISTANCE])
1005 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1006 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1011 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1013 const struct wined3d_gl_info *gl_info = context->gl_info;
1014 float fogstart, fogend;
1015 union {
1016 DWORD d;
1017 float f;
1018 } tmpvalue;
1020 switch(context->fog_source) {
1021 case FOGSOURCE_VS:
1022 fogstart = 1.0f;
1023 fogend = 0.0f;
1024 break;
1026 case FOGSOURCE_COORD:
1027 fogstart = 255.0f;
1028 fogend = 0.0f;
1029 break;
1031 case FOGSOURCE_FFP:
1032 tmpvalue.d = state->render_states[WINED3D_RS_FOGSTART];
1033 fogstart = tmpvalue.f;
1034 tmpvalue.d = state->render_states[WINED3D_RS_FOGEND];
1035 fogend = tmpvalue.f;
1036 /* Special handling for fogstart == fogend. In d3d with vertex
1037 * fog, everything is fogged. With table fog, everything with
1038 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
1039 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
1040 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE
1041 && fogstart == fogend)
1043 fogstart = -INFINITY;
1044 fogend = 0.0f;
1046 break;
1048 default:
1049 /* This should not happen.context->fog_source is set in wined3d, not the app.
1050 * Still this is needed to make the compiler happy
1052 ERR("Unexpected fog coordinate source\n");
1053 fogstart = 0.0f;
1054 fogend = 0.0f;
1057 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1058 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1059 TRACE("Fog Start == %f\n", fogstart);
1061 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1062 checkGLcall("glFogf(GL_FOG_END, fogend)");
1063 TRACE("Fog End == %f\n", fogend);
1066 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1068 const struct wined3d_gl_info *gl_info = context->gl_info;
1069 enum fogsource new_source;
1070 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1071 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1073 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1075 if (!state->render_states[WINED3D_RS_FOGENABLE])
1077 /* No fog? Disable it, and we're done :-) */
1078 glDisableWINE(GL_FOG);
1079 checkGLcall("glDisable GL_FOG");
1080 return;
1083 /* Fog Rules:
1085 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1086 * It can use the Z value of the vertex, or the alpha component of the specular color.
1087 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1088 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1089 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1091 * FOGTABLEMODE != NONE:
1092 * The Z value is used, with the equation specified, no matter what vertex type.
1094 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1095 * Per vertex fog is calculated using the specified fog equation and the parameters
1097 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1098 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1099 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1102 * Rules for vertex fog with shaders:
1104 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1105 * the fog computation to happen during transformation while openGL expects it to happen
1106 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1107 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1108 * To solve this problem, WineD3D does:
1109 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1110 * shader,
1111 * and 2) disables the fog computation (in either the fixed function or programmable
1112 * rasterizer) if using a vertex program.
1114 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1115 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1116 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1117 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1118 * There are some GL differences between specular fog coords and vertex shaders though.
1120 * With table fog the vertex shader fog coordinate is ignored.
1122 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1123 * without shaders).
1126 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1127 * the system will apply only pixel(=table) fog effects."
1129 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1131 if (use_vs(state))
1133 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1134 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1135 new_source = FOGSOURCE_VS;
1137 else
1139 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1141 /* If processed vertices are used, fall through to the NONE case */
1142 case WINED3D_FOG_EXP:
1143 if (!context->last_was_rhw)
1145 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1146 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1147 new_source = FOGSOURCE_FFP;
1148 break;
1150 /* drop through */
1152 case WINED3D_FOG_EXP2:
1153 if (!context->last_was_rhw)
1155 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1156 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1157 new_source = FOGSOURCE_FFP;
1158 break;
1160 /* drop through */
1162 case WINED3D_FOG_LINEAR:
1163 if (!context->last_was_rhw)
1165 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1166 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1167 new_source = FOGSOURCE_FFP;
1168 break;
1170 /* drop through */
1172 case WINED3D_FOG_NONE:
1173 /* Both are none? According to msdn the alpha channel of the specular
1174 * color contains a fog factor. Set it in drawStridedSlow.
1175 * Same happens with Vertexfog on transformed vertices
1177 new_source = FOGSOURCE_COORD;
1178 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1179 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1180 break;
1182 default:
1183 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1184 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1185 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1188 } else {
1189 new_source = FOGSOURCE_FFP;
1191 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1193 case WINED3D_FOG_EXP:
1194 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1195 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1196 break;
1198 case WINED3D_FOG_EXP2:
1199 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1200 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1201 break;
1203 case WINED3D_FOG_LINEAR:
1204 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1205 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1206 break;
1208 case WINED3D_FOG_NONE: /* Won't happen */
1209 default:
1210 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1211 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1215 glEnableWINE(GL_FOG);
1216 checkGLcall("glEnable GL_FOG");
1217 if (new_source != context->fog_source || fogstart == fogend)
1219 context->fog_source = new_source;
1220 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1224 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1226 const struct wined3d_gl_info *gl_info = context->gl_info;
1227 float col[4];
1229 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
1230 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &col[0]);
1231 checkGLcall("glFog GL_FOG_COLOR");
1234 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1236 const struct wined3d_gl_info *gl_info = context->gl_info;
1237 union {
1238 DWORD d;
1239 float f;
1240 } tmpvalue;
1242 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1243 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1244 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1247 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1249 const struct wined3d_gl_info *gl_info = context->gl_info;
1250 GLenum Parm = 0;
1252 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1253 * The vertex declaration will call this function if the fixed function pipeline is used.
1256 if(isStateDirty(context, STATE_VDECL)) {
1257 return;
1260 context->num_untracked_materials = 0;
1261 if ((context->stream_info.use_map & (1 << WINED3D_FFP_DIFFUSE))
1262 && state->render_states[WINED3D_RS_COLORVERTEX])
1264 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1265 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1266 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1267 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1268 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1270 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1272 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1273 Parm = GL_AMBIENT_AND_DIFFUSE;
1274 else
1275 Parm = GL_DIFFUSE;
1276 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1278 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1279 context->num_untracked_materials++;
1281 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1283 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1284 context->num_untracked_materials++;
1287 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1289 Parm = GL_AMBIENT;
1290 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1292 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1293 context->num_untracked_materials++;
1295 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1297 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1298 context->num_untracked_materials++;
1301 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1303 Parm = GL_EMISSION;
1304 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1306 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1307 context->num_untracked_materials++;
1310 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1312 Parm = GL_SPECULAR;
1316 /* Nothing changed, return. */
1317 if (Parm == context->tracking_parm) return;
1319 if (!Parm)
1321 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1322 checkGLcall("glDisable GL_COLOR_MATERIAL");
1324 else
1326 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1327 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1328 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1329 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1332 /* Apparently calls to glMaterialfv are ignored for properties we're
1333 * tracking with glColorMaterial, so apply those here. */
1334 switch (context->tracking_parm)
1336 case GL_AMBIENT_AND_DIFFUSE:
1337 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1338 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1339 checkGLcall("glMaterialfv");
1340 break;
1342 case GL_DIFFUSE:
1343 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1344 checkGLcall("glMaterialfv");
1345 break;
1347 case GL_AMBIENT:
1348 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1349 checkGLcall("glMaterialfv");
1350 break;
1352 case GL_EMISSION:
1353 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1354 checkGLcall("glMaterialfv");
1355 break;
1357 case GL_SPECULAR:
1358 /* Only change material color if specular is enabled, otherwise it is set to black */
1359 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1361 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1362 checkGLcall("glMaterialfv");
1364 else
1366 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1367 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1368 checkGLcall("glMaterialfv");
1370 break;
1373 context->tracking_parm = Parm;
1376 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1378 const struct wined3d_gl_info *gl_info = context->gl_info;
1379 union
1381 DWORD d;
1382 struct wined3d_line_pattern lp;
1383 } tmppattern;
1384 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1386 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1388 if (tmppattern.lp.repeat_factor)
1390 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1391 checkGLcall("glLineStipple(repeat, linepattern)");
1392 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1393 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1395 else
1397 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1398 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1402 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1404 const struct wined3d_gl_info *gl_info = context->gl_info;
1406 if (isStateDirty(context, STATE_VDECL))
1407 return;
1409 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1410 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1411 * by zero and is not properly defined in opengl, so avoid it
1413 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1414 && (context->stream_info.use_map & (1 << WINED3D_FFP_NORMAL)))
1416 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1417 checkGLcall("glEnable(GL_NORMALIZE);");
1419 else
1421 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1422 checkGLcall("glDisable(GL_NORMALIZE);");
1426 void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1428 union {
1429 DWORD d;
1430 float f;
1431 } tmpvalue;
1433 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1434 if (tmpvalue.f != 1.0f)
1436 FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue.f);
1438 tmpvalue.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1439 if (tmpvalue.f != 64.0f)
1441 FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue.f);
1446 void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1448 const struct wined3d_gl_info *gl_info = context->gl_info;
1449 union
1451 DWORD d;
1452 float f;
1453 } min, max;
1455 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1456 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1458 /* Max point size trumps min point size */
1459 if(min.f > max.f) {
1460 min.f = max.f;
1463 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min.f);
1464 checkGLcall("glPointParameterfEXT(...)");
1465 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max.f);
1466 checkGLcall("glPointParameterfEXT(...)");
1469 void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1471 const struct wined3d_gl_info *gl_info = context->gl_info;
1472 union
1474 DWORD d;
1475 float f;
1476 } min, max;
1478 min.d = state->render_states[WINED3D_RS_POINTSIZE_MIN];
1479 max.d = state->render_states[WINED3D_RS_POINTSIZE_MAX];
1481 /* Max point size trumps min point size */
1482 if(min.f > max.f) {
1483 min.f = max.f;
1486 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min.f);
1487 checkGLcall("glPointParameterfARB(...)");
1488 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max.f);
1489 checkGLcall("glPointParameterfARB(...)");
1492 void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1494 const struct wined3d_gl_info *gl_info = context->gl_info;
1495 /* TODO: Group this with the viewport */
1497 * POINTSCALEENABLE controls how point size value is treated. If set to
1498 * true, the point size is scaled with respect to height of viewport.
1499 * When set to false point size is in pixels.
1502 /* Default values */
1503 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
1504 union {
1505 DWORD d;
1506 float f;
1507 } pointSize, A, B, C;
1509 pointSize.d = state->render_states[WINED3D_RS_POINTSIZE];
1510 A.d = state->render_states[WINED3D_RS_POINTSCALE_A];
1511 B.d = state->render_states[WINED3D_RS_POINTSCALE_B];
1512 C.d = state->render_states[WINED3D_RS_POINTSCALE_C];
1514 if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1516 DWORD h = state->viewport.height;
1517 GLfloat scaleFactor;
1519 if (pointSize.f < gl_info->limits.pointsize_min)
1521 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1522 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1523 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1524 * are less than 1.0f. scale_factor = 1.0f / point_size.
1526 scaleFactor = pointSize.f / gl_info->limits.pointsize_min;
1527 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1528 * is 1.0, but then accepts points below that and draws too small points
1530 pointSize.f = gl_info->limits.pointsize_min;
1532 else if(pointSize.f > gl_info->limits.pointsize_max)
1534 /* gl already scales the input to glPointSize,
1535 * d3d scales the result after the point size scale.
1536 * If the point size is bigger than the max size, use the
1537 * scaling to scale it bigger, and set the gl point size to max
1539 scaleFactor = pointSize.f / gl_info->limits.pointsize_max;
1540 TRACE("scale: %f\n", scaleFactor);
1541 pointSize.f = gl_info->limits.pointsize_max;
1542 } else {
1543 scaleFactor = 1.0f;
1545 scaleFactor = powf(h * scaleFactor, 2);
1547 att[0] = A.f / scaleFactor;
1548 att[1] = B.f / scaleFactor;
1549 att[2] = C.f / scaleFactor;
1552 if (gl_info->supported[ARB_POINT_PARAMETERS])
1554 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1555 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1557 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1559 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1560 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1562 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1564 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1567 gl_info->gl_ops.gl.p_glPointSize(pointSize.f);
1568 checkGLcall("glPointSize(...);");
1571 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1573 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1576 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1578 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1579 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1580 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1581 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1582 const struct wined3d_gl_info *gl_info = context->gl_info;
1584 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1585 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1586 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1587 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1588 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1589 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1590 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1591 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1592 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1593 checkGLcall("glColorMask(...)");
1595 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1596 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1598 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1599 mask0, mask1, mask2, mask3);
1600 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1604 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1606 GL_EXTCALL(glColorMaskIndexedEXT(index,
1607 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1608 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1609 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1610 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1613 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1615 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1618 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1620 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1623 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1625 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1628 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1630 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1633 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1635 const struct wined3d_gl_info *gl_info = context->gl_info;
1637 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1639 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1640 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1642 else
1644 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1645 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1649 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1651 if (state->render_states[WINED3D_RS_LASTPIXEL])
1653 TRACE("Last Pixel Drawing Enabled\n");
1655 else
1657 static BOOL warned;
1658 if (!warned) {
1659 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1660 warned = TRUE;
1661 } else {
1662 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1667 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1669 static BOOL warned;
1671 /* TODO: NV_POINT_SPRITE */
1672 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1674 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1675 FIXME("Point sprites not supported\n");
1676 warned = TRUE;
1680 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1682 const struct wined3d_gl_info *gl_info = context->gl_info;
1684 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1686 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1687 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1689 else
1691 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1692 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1696 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1698 if (state->render_states[WINED3D_RS_WRAP0]
1699 || state->render_states[WINED3D_RS_WRAP1]
1700 || state->render_states[WINED3D_RS_WRAP2]
1701 || state->render_states[WINED3D_RS_WRAP3]
1702 || state->render_states[WINED3D_RS_WRAP4]
1703 || state->render_states[WINED3D_RS_WRAP5]
1704 || state->render_states[WINED3D_RS_WRAP6]
1705 || state->render_states[WINED3D_RS_WRAP7]
1706 || state->render_states[WINED3D_RS_WRAP8]
1707 || state->render_states[WINED3D_RS_WRAP9]
1708 || state->render_states[WINED3D_RS_WRAP10]
1709 || state->render_states[WINED3D_RS_WRAP11]
1710 || state->render_states[WINED3D_RS_WRAP12]
1711 || state->render_states[WINED3D_RS_WRAP13]
1712 || state->render_states[WINED3D_RS_WRAP14]
1713 || state->render_states[WINED3D_RS_WRAP15])
1714 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1717 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1719 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1720 WARN("Multisample antialiasing not supported by GL.\n");
1723 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1725 const struct wined3d_gl_info *gl_info = context->gl_info;
1727 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1729 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1730 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1732 else
1734 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1735 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1739 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1741 const struct wined3d_gl_info *gl_info = context->gl_info;
1743 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1745 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1746 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1748 else
1750 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1751 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1755 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1756 * OpenGL the bias is specified in units of "the smallest value that is
1757 * guaranteed to produce a resolvable offset for a given implementation". To
1758 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1759 * There's no practical way to retrieve that value from a given GL
1760 * implementation, but the D3D application has essentially the same problem,
1761 * which makes a guess of the depth buffer format's highest possible value a
1762 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1763 * depth slope, and doesn't need to be scaled. */
1764 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1766 const struct wined3d_gl_info *gl_info = context->gl_info;
1768 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1769 || state->render_states[WINED3D_RS_DEPTHBIAS])
1771 const struct wined3d_surface *depth = state->fb->depth_stencil;
1772 float scale;
1774 union
1776 DWORD d;
1777 float f;
1778 } scale_bias, const_bias;
1780 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1781 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1783 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1784 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1786 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1788 float bias = -(float)const_bias.d;
1789 gl_info->gl_ops.gl.p_glPolygonOffset(bias, bias);
1790 checkGLcall("glPolygonOffset");
1792 else
1794 if (depth)
1796 const struct wined3d_format *fmt = depth->resource.format;
1797 scale = powf(2, fmt->depth_size) - 1;
1798 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1799 debug_d3dformat(fmt->id), scale);
1801 else
1803 /* The context manager will reapply this state on a depth stencil change */
1804 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1805 scale = 0.0f;
1808 gl_info->gl_ops.gl.p_glPolygonOffset(scale_bias.f, const_bias.f * scale);
1809 checkGLcall("glPolygonOffset(...)");
1812 else
1814 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1815 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1819 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1821 if (state->render_states[WINED3D_RS_ZVISIBLE])
1822 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1825 static void state_perspective(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1827 const struct wined3d_gl_info *gl_info = context->gl_info;
1829 if (state->render_states[WINED3D_RS_TEXTUREPERSPECTIVE])
1831 gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
1832 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1834 else
1836 gl_info->gl_ops.gl.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1837 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1841 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1843 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1844 FIXME("Stippled Alpha not supported yet.\n");
1847 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1849 if (state->render_states[WINED3D_RS_ANTIALIAS])
1850 FIXME("Antialias not supported yet.\n");
1853 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1855 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1856 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1857 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1860 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1862 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1863 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1864 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1867 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1869 union {
1870 DWORD d;
1871 float f;
1872 } tmpvalue;
1873 tmpvalue.f = 1.0f;
1875 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1877 static BOOL displayed = FALSE;
1879 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1880 if(!displayed)
1881 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1883 displayed = TRUE;
1887 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1889 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1890 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1891 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1894 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1896 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1897 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1898 state->render_states[WINED3D_RS_NORMALDEGREE]);
1901 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1903 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1904 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1905 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1908 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1910 union {
1911 DWORD d;
1912 float f;
1913 } zmin, zmax;
1915 const struct wined3d_gl_info *gl_info = context->gl_info;
1917 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1919 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1920 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1922 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1923 * In d3d9 test is not performed in this case*/
1924 if (zmin.f <= zmax.f)
1926 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1927 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1928 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1929 checkGLcall("glDepthBoundsEXT(...)");
1931 else
1933 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1934 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1937 else
1939 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1940 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1943 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1946 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1948 if (state->render_states[WINED3D_RS_WRAPU])
1949 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1952 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1954 if (state->render_states[WINED3D_RS_WRAPV])
1955 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1958 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1960 if (state->render_states[WINED3D_RS_MONOENABLE])
1961 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1964 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1966 if (state->render_states[WINED3D_RS_ROP2])
1967 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1970 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1972 if (state->render_states[WINED3D_RS_PLANEMASK])
1973 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1976 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1978 if (state->render_states[WINED3D_RS_SUBPIXEL])
1979 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1982 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1984 if (state->render_states[WINED3D_RS_SUBPIXELX])
1985 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1988 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1990 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1991 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1994 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1996 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1997 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
2000 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2002 if (state->render_states[WINED3D_RS_ANISOTROPY])
2003 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2006 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2008 if (state->render_states[WINED3D_RS_FLUSHBATCH])
2009 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2012 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2014 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
2015 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2018 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2020 if (state->render_states[WINED3D_RS_EXTENTS])
2021 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2024 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2026 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2027 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2030 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2032 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2033 FIXME("Software vertex processing not implemented.\n");
2036 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2037 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2038 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2039 * flag specifies the complement of the input should be used. */
2040 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2041 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2043 /* Calculate the operand */
2044 if (complement) {
2045 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2046 else *operand = GL_ONE_MINUS_SRC_COLOR;
2047 } else {
2048 if (from_alpha) *operand = GL_SRC_ALPHA;
2049 else *operand = GL_SRC_COLOR;
2052 /* Calculate the source */
2053 switch (arg & WINED3DTA_SELECTMASK) {
2054 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2055 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2056 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2057 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2058 case WINED3DTA_SPECULAR:
2060 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2061 * 'Secondary color' and isn't supported until base GL supports it
2062 * There is no concept of temp registers as far as I can tell
2064 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2065 *source = GL_TEXTURE;
2066 break;
2067 default:
2068 FIXME("Unrecognized texture arg %#x\n", arg);
2069 *source = GL_TEXTURE;
2070 break;
2074 /* Setup the texture operations texture stage states */
2075 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2076 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2078 GLenum src1, src2, src3;
2079 GLenum opr1, opr2, opr3;
2080 GLenum comb_target;
2081 GLenum src0_target, src1_target, src2_target;
2082 GLenum opr0_target, opr1_target, opr2_target;
2083 GLenum scal_target;
2084 GLenum opr=0, invopr, src3_target, opr3_target;
2085 BOOL Handled = FALSE;
2087 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2089 /* Operations usually involve two args, src0 and src1 and are operations
2090 * of the form (a1 <operation> a2). However, some of the more complex
2091 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2092 * Microsoft added in a third parameter called a0. Therefore these are
2093 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2094 * parameter goes to the front.
2096 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2097 * actual functions below, expect their syntax to differ slightly to those
2098 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2099 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2101 if (isAlpha)
2103 comb_target = GL_COMBINE_ALPHA;
2104 src0_target = GL_SOURCE0_ALPHA;
2105 src1_target = GL_SOURCE1_ALPHA;
2106 src2_target = GL_SOURCE2_ALPHA;
2107 opr0_target = GL_OPERAND0_ALPHA;
2108 opr1_target = GL_OPERAND1_ALPHA;
2109 opr2_target = GL_OPERAND2_ALPHA;
2110 scal_target = GL_ALPHA_SCALE;
2112 else
2114 comb_target = GL_COMBINE_RGB;
2115 src0_target = GL_SOURCE0_RGB;
2116 src1_target = GL_SOURCE1_RGB;
2117 src2_target = GL_SOURCE2_RGB;
2118 opr0_target = GL_OPERAND0_RGB;
2119 opr1_target = GL_OPERAND1_RGB;
2120 opr2_target = GL_OPERAND2_RGB;
2121 scal_target = GL_RGB_SCALE;
2124 /* If a texture stage references an invalid texture unit the stage just
2125 * passes through the result from the previous stage */
2126 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2128 arg1 = WINED3DTA_CURRENT;
2129 op = WINED3D_TOP_SELECT_ARG1;
2132 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2134 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2135 } else {
2136 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2138 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2139 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2141 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2143 Handled = TRUE; /* Assume will be handled */
2145 /* Other texture operations require special extensions: */
2146 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2148 if (isAlpha) {
2149 opr = GL_SRC_ALPHA;
2150 invopr = GL_ONE_MINUS_SRC_ALPHA;
2151 src3_target = GL_SOURCE3_ALPHA_NV;
2152 opr3_target = GL_OPERAND3_ALPHA_NV;
2153 } else {
2154 opr = GL_SRC_COLOR;
2155 invopr = GL_ONE_MINUS_SRC_COLOR;
2156 src3_target = GL_SOURCE3_RGB_NV;
2157 opr3_target = GL_OPERAND3_RGB_NV;
2159 switch (op)
2161 case WINED3D_TOP_DISABLE: /* Only for alpha */
2162 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2163 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2164 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2165 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2166 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2167 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2168 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2169 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2170 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2171 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2172 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2173 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2174 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2175 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2176 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2177 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2178 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2179 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2180 break;
2182 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2183 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2184 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2185 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2186 if (op == WINED3D_TOP_SELECT_ARG1)
2188 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2189 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2190 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2191 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2193 else
2195 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2196 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2197 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2198 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2200 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2201 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2202 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2203 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2204 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2205 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2206 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2207 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2208 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2209 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2210 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2211 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2212 break;
2214 case WINED3D_TOP_MODULATE:
2215 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2216 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2217 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2218 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2219 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2220 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2221 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2222 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2223 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2224 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2225 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2226 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2227 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2228 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2229 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2230 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2231 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2232 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2233 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2234 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2235 break;
2236 case WINED3D_TOP_MODULATE_2X:
2237 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2238 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2239 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2240 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2241 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2242 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2243 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2244 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2245 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2246 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2247 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2248 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2249 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2250 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2251 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2252 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2253 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2254 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2255 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2256 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2257 break;
2258 case WINED3D_TOP_MODULATE_4X:
2259 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2260 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2261 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2262 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2263 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2264 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2265 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2266 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2267 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2268 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2269 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2270 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2271 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2272 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2273 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2274 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2275 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2276 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2277 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2278 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2279 break;
2281 case WINED3D_TOP_ADD:
2282 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2283 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2284 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2285 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2286 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2287 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2288 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2289 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2290 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2291 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2292 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2293 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2294 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2295 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2296 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2297 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2298 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2299 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2300 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2301 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2302 break;
2304 case WINED3D_TOP_ADD_SIGNED:
2305 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2306 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2307 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2308 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2309 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2310 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2311 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2312 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2313 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2314 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2315 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2316 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2317 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2318 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2319 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2320 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2321 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2322 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2323 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2324 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2325 break;
2327 case WINED3D_TOP_ADD_SIGNED_2X:
2328 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2329 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2330 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2331 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2332 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2333 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2334 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2335 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2337 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2338 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2339 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2340 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2341 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2342 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2343 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2344 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2345 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2346 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2347 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2348 break;
2350 case WINED3D_TOP_ADD_SMOOTH:
2351 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2352 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2353 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2354 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2355 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2356 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2357 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2358 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2359 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2360 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2361 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2362 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2363 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2364 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2365 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2366 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2367 switch (opr1) {
2368 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2369 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2370 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2371 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2373 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2374 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2375 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2376 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2377 break;
2379 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2380 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2381 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2382 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2383 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2385 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2386 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2387 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2389 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2391 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2393 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2394 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2395 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2397 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2398 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2399 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2400 break;
2401 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2402 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2403 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2404 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2405 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2406 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2407 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2408 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2409 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2410 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2411 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2412 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2413 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2414 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2415 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2416 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2417 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2418 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2419 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2420 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2421 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2422 break;
2423 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2424 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2425 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2426 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2427 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2428 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2429 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2430 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2431 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2432 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2433 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2434 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2435 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2436 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2437 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2438 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2439 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2440 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2441 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2442 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2443 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2444 break;
2445 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2446 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2447 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2448 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2449 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2451 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2453 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2454 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2455 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2456 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2457 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2458 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2459 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2460 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2461 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2462 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2463 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2464 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2465 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2466 break;
2467 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2468 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2469 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2470 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2471 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2472 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2473 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2474 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2475 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2476 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2477 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2478 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2479 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2480 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2481 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2482 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2483 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2484 switch (opr) {
2485 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2486 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2488 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2489 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2490 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2491 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2492 break;
2493 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2494 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2495 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2496 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2497 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2498 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2499 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2500 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2501 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2502 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2503 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2504 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2505 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2506 switch (opr1) {
2507 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2508 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2510 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2511 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2512 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2513 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2515 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2516 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2517 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2518 break;
2519 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2520 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2521 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2522 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2523 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2524 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2525 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2526 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2527 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2528 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2529 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2530 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2531 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2532 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2533 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2534 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2535 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2536 switch (opr1) {
2537 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2538 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2539 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2540 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2542 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2543 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2544 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2545 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2546 break;
2547 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2548 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2549 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2550 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2551 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2552 switch (opr1) {
2553 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2554 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2555 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2556 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2558 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2559 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2560 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2561 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2562 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2563 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2564 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2565 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2566 switch (opr1) {
2567 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2568 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2570 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2571 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2572 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2573 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2574 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2575 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2576 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2577 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2578 break;
2579 case WINED3D_TOP_MULTIPLY_ADD:
2580 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2581 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2582 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2583 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2584 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2585 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2586 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2587 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2588 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2589 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2590 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2591 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2592 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2593 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2594 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2595 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2596 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2597 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2598 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2599 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2600 break;
2602 case WINED3D_TOP_BUMPENVMAP:
2603 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2604 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2605 Handled = FALSE;
2606 break;
2608 default:
2609 Handled = FALSE;
2611 if (Handled)
2613 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2614 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2616 return;
2618 } /* GL_NV_texture_env_combine4 */
2620 Handled = TRUE; /* Again, assume handled */
2621 switch (op) {
2622 case WINED3D_TOP_DISABLE: /* Only for alpha */
2623 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2624 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2625 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2626 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2627 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2628 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2629 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2630 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2631 break;
2632 case WINED3D_TOP_SELECT_ARG1:
2633 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2634 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2635 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2636 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2637 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2638 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2639 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2640 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2641 break;
2642 case WINED3D_TOP_SELECT_ARG2:
2643 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2644 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2645 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2646 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2648 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2649 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2650 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2651 break;
2652 case WINED3D_TOP_MODULATE:
2653 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2654 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2655 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2656 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2657 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2658 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2659 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2660 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2662 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2663 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2664 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2665 break;
2666 case WINED3D_TOP_MODULATE_2X:
2667 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2668 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2669 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2670 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2671 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2672 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2673 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2674 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2675 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2676 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2677 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2678 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2679 break;
2680 case WINED3D_TOP_MODULATE_4X:
2681 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2682 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2683 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2684 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2685 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2686 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2687 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2688 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2690 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2691 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2692 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2693 break;
2694 case WINED3D_TOP_ADD:
2695 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2696 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2697 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2698 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2699 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2700 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2701 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2702 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2703 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2704 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2705 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2706 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2707 break;
2708 case WINED3D_TOP_ADD_SIGNED:
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2710 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2711 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2712 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2713 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2714 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2715 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2716 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2717 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2718 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2719 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2720 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2721 break;
2722 case WINED3D_TOP_ADD_SIGNED_2X:
2723 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2724 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2725 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2726 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2727 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2728 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2729 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2730 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2731 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2732 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2733 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2734 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2735 break;
2736 case WINED3D_TOP_SUBTRACT:
2737 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2739 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2740 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2741 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2742 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2743 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2744 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2745 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2746 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2747 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2748 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2749 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2750 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2751 } else {
2752 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2754 break;
2756 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2757 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2758 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2759 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2760 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2761 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2762 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2763 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2764 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2765 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2766 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2767 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2768 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2769 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2770 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2771 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2772 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2773 break;
2774 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2775 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2776 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2777 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2778 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2779 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2780 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2781 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2782 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2783 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2784 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2785 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2786 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2787 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2788 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2789 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2790 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2791 break;
2792 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2793 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2794 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2795 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2796 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2797 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2798 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2799 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2800 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2801 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2802 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2803 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2804 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2805 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2806 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2807 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2808 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2809 break;
2810 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2811 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2812 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2813 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2814 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2815 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2816 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2817 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2818 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2819 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2820 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2821 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2822 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2823 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2824 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2825 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2826 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2827 break;
2828 case WINED3D_TOP_DOTPRODUCT3:
2829 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2831 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2832 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2834 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2836 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2837 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2838 } else {
2839 FIXME("This version of opengl does not support GL_DOT3\n");
2841 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2842 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2843 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2844 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2845 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2846 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2847 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2848 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2849 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2850 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2851 break;
2852 case WINED3D_TOP_LERP:
2853 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2854 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2855 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2856 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2857 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2858 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2859 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2860 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2861 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2862 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2863 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2864 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2865 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2866 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2867 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2868 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2869 break;
2870 case WINED3D_TOP_ADD_SMOOTH:
2871 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2873 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2874 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2875 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2876 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2877 switch (opr1) {
2878 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2879 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2880 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2881 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2883 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2884 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2885 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2886 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2887 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2888 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2889 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2890 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2891 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2892 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2893 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2894 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2895 } else
2896 Handled = FALSE;
2897 break;
2898 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2899 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2901 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2902 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2903 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2904 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2905 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2906 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2907 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2908 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2909 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2910 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2911 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2912 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2913 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2914 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2915 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2916 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2917 } else
2918 Handled = FALSE;
2919 break;
2920 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2921 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2923 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2924 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2925 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2926 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2927 switch (opr1) {
2928 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2929 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2930 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2931 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2933 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2934 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2935 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2936 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2937 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2938 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2939 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2940 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2941 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2942 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2943 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2944 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2945 } else
2946 Handled = FALSE;
2947 break;
2948 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2949 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2951 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2952 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2953 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2954 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2955 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2956 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2957 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2958 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2959 switch (opr1) {
2960 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2961 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2962 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2963 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2965 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2966 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2967 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2968 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2969 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2970 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2971 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2972 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2973 } else
2974 Handled = FALSE;
2975 break;
2976 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2977 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2979 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2980 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2981 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2982 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2983 switch (opr1) {
2984 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2985 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2986 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2987 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2989 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2990 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2991 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2992 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2993 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2994 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2995 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2996 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2997 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2998 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2999 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3000 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3001 } else
3002 Handled = FALSE;
3003 break;
3004 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3005 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3007 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3008 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3009 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3010 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3011 switch (opr1) {
3012 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3013 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3014 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3015 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3017 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3018 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3019 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3020 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3021 switch (opr1) {
3022 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3023 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3024 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3025 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3027 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3028 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3029 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3030 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3031 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3032 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3033 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3034 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3035 } else
3036 Handled = FALSE;
3037 break;
3038 case WINED3D_TOP_MULTIPLY_ADD:
3039 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3041 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3042 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3043 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3044 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3045 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3046 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3047 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3048 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3049 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3050 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3051 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3052 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3053 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3054 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3055 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3056 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3057 } else
3058 Handled = FALSE;
3059 break;
3060 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3061 case WINED3D_TOP_BUMPENVMAP:
3062 if (gl_info->supported[NV_TEXTURE_SHADER2])
3064 /* Technically texture shader support without register combiners is possible, but not expected to occur
3065 * on real world cards, so for now a fixme should be enough
3067 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3069 Handled = FALSE;
3070 break;
3072 default:
3073 Handled = FALSE;
3076 if (Handled) {
3077 BOOL combineOK = TRUE;
3078 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3080 DWORD op2;
3082 if (isAlpha)
3083 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3084 else
3085 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3087 /* Note: If COMBINE4 in effect can't go back to combine! */
3088 switch (op2)
3090 case WINED3D_TOP_ADD_SMOOTH:
3091 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3092 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3093 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3094 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3095 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3096 case WINED3D_TOP_MULTIPLY_ADD:
3097 /* Ignore those implemented in both cases */
3098 switch (op)
3100 case WINED3D_TOP_SELECT_ARG1:
3101 case WINED3D_TOP_SELECT_ARG2:
3102 combineOK = FALSE;
3103 Handled = FALSE;
3104 break;
3105 default:
3106 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3107 return;
3112 if (combineOK)
3114 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3115 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3117 return;
3121 /* After all the extensions, if still unhandled, report fixme */
3122 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3126 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3128 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3129 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3130 DWORD mapped_stage = context->tex_unit_map[stage];
3131 const struct wined3d_gl_info *gl_info = context->gl_info;
3133 TRACE("Setting color op for stage %d\n", stage);
3135 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3136 if (use_ps(state)) return;
3138 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3140 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3142 if (tex_used && mapped_stage >= gl_info->limits.textures)
3144 FIXME("Attempt to enable unsupported stage!\n");
3145 return;
3147 context_active_texture(context, gl_info, mapped_stage);
3150 if (stage >= context->lowest_disabled_stage)
3152 TRACE("Stage disabled\n");
3153 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3155 /* Disable everything here */
3156 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3157 checkGLcall("glDisable(GL_TEXTURE_2D)");
3158 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3159 checkGLcall("glDisable(GL_TEXTURE_3D)");
3160 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3162 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3163 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3165 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3167 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3168 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3171 /* All done */
3172 return;
3175 /* The sampler will also activate the correct texture dimensions, so no
3176 * need to do it here if the sampler for this stage is dirty. */
3177 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3178 texture_activate_dimensions(state->textures[stage], gl_info);
3180 set_tex_op(gl_info, state, FALSE, stage,
3181 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3182 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3183 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3184 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3187 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3189 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3190 BOOL tex_used = context->fixed_function_usage_map & (1 << stage);
3191 DWORD mapped_stage = context->tex_unit_map[stage];
3192 const struct wined3d_gl_info *gl_info = context->gl_info;
3193 DWORD op, arg1, arg2, arg0;
3195 TRACE("Setting alpha op for stage %d\n", stage);
3196 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3197 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3199 if (tex_used && mapped_stage >= gl_info->limits.textures)
3201 FIXME("Attempt to enable unsupported stage!\n");
3202 return;
3204 context_active_texture(context, gl_info, mapped_stage);
3207 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3208 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3209 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3210 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3212 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3214 struct wined3d_texture *texture = state->textures[0];
3215 GLenum texture_dimensions = texture->target;
3217 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3219 if (texture->color_key_flags & WINEDDSD_CKSRCBLT && !texture->resource.format->alpha_size)
3221 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3222 * properly. On the other hand applications can still use texture combiners apparently. This code
3223 * takes care that apps cannot remove the texture's alpha channel entirely.
3225 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3226 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3227 * and alpha component of diffuse color to draw things like translucent text and perform other
3228 * blending effects.
3230 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3231 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3232 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3233 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3234 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3235 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3236 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3237 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3238 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3239 * alpha.
3241 * What to do with multitexturing? So far no app has been found that uses color keying with
3242 * multitexturing */
3243 if (op == WINED3D_TOP_DISABLE)
3245 arg1 = WINED3DTA_TEXTURE;
3246 op = WINED3D_TOP_SELECT_ARG1;
3248 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3250 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3252 arg2 = WINED3DTA_TEXTURE;
3253 op = WINED3D_TOP_MODULATE;
3255 else arg1 = WINED3DTA_TEXTURE;
3257 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3259 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3261 arg1 = WINED3DTA_TEXTURE;
3262 op = WINED3D_TOP_MODULATE;
3264 else arg2 = WINED3DTA_TEXTURE;
3270 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3271 * this if block here, and the other code(color keying, texture unit selection) are the same
3273 TRACE("Setting alpha op for stage %d\n", stage);
3274 if (gl_info->supported[NV_REGISTER_COMBINERS])
3276 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3277 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3279 else
3281 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3285 void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3287 DWORD texUnit = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3288 const struct wined3d_device *device = context->swapchain->device;
3289 const struct wined3d_gl_info *gl_info = context->gl_info;
3290 DWORD mapped_stage = context->tex_unit_map[texUnit];
3291 BOOL generated;
3292 int coordIdx;
3294 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3295 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3297 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3298 return;
3301 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3302 if (mapped_stage >= gl_info->limits.textures) return;
3304 context_active_texture(context, gl_info, mapped_stage);
3305 generated = (state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU;
3306 coordIdx = min(state->texture_states[texUnit][WINED3D_TSS_TEXCOORD_INDEX & 0x0000ffff], MAX_TEXTURES - 1);
3308 set_texture_matrix(gl_info, &state->transforms[WINED3D_TS_TEXTURE0 + texUnit].u.m[0][0],
3309 state->texture_states[texUnit][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS],
3310 generated, context->last_was_rhw,
3311 context->stream_info.use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))
3312 ? context->stream_info.elements[WINED3D_FFP_TEXCOORD0 + coordIdx].format->id
3313 : WINED3DFMT_UNKNOWN,
3314 device->shader_backend->shader_has_ffp_proj_control(device->shader_priv));
3316 /* The sampler applying function calls us if this changes */
3317 if ((context->lastWasPow2Texture & (1 << texUnit)) && state->textures[texUnit])
3319 if(generated) {
3320 FIXME("Non-power2 texture being used with generated texture coords\n");
3322 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3323 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3324 if (!use_ps(state))
3326 TRACE("Non power two matrix multiply fixup\n");
3327 gl_info->gl_ops.gl.p_glMultMatrixf(state->textures[texUnit]->pow2_matrix);
3332 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3334 unsigned int texture_idx;
3336 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3338 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3339 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3343 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3344 GLuint *curVBO, const struct wined3d_state *state)
3346 const struct wined3d_gl_info *gl_info = context->gl_info;
3347 unsigned int mapped_stage = 0;
3348 unsigned int textureNo = 0;
3350 for (textureNo = 0; textureNo < context->d3d_info->limits.ffp_blend_stages; ++textureNo)
3352 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
3354 mapped_stage = context->tex_unit_map[textureNo];
3355 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3357 if (mapped_stage >= gl_info->limits.texture_coords)
3359 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3360 continue;
3363 if (coordIdx < MAX_TEXTURES && (si->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3365 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3367 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3368 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3370 if (*curVBO != e->data.buffer_object)
3372 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
3373 checkGLcall("glBindBufferARB");
3374 *curVBO = e->data.buffer_object;
3377 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3378 checkGLcall("glClientActiveTextureARB");
3380 /* The coords to supply depend completely on the fvf / vertex shader */
3381 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3382 e->data.addr + state->load_base_vertex_index * e->stride);
3383 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3385 else
3387 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3390 if (gl_info->supported[NV_REGISTER_COMBINERS])
3392 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3393 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3395 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3399 checkGLcall("loadTexCoords");
3402 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3404 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3405 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3406 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3407 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3408 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3409 const struct wined3d_gl_info *gl_info = context->gl_info;
3410 DWORD mapped_stage = context->tex_unit_map[stage];
3412 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3414 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3415 return;
3418 if (mapped_stage >= gl_info->limits.fragment_samplers)
3420 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3421 return;
3423 context_active_texture(context, gl_info, mapped_stage);
3425 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3427 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3428 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3429 * means use the vertex position (camera-space) as the input texture coordinates
3430 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3431 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3432 * to the TEXCOORDINDEX value
3434 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3436 case WINED3DTSS_TCI_PASSTHRU:
3437 /* Use the specified texture coordinates contained within the
3438 * vertex format. This value resolves to zero. */
3439 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3440 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3441 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3442 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3443 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3444 break;
3446 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3447 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3448 * as the input texture coordinates for this stage's texture transformation. This
3449 * equates roughly to EYE_LINEAR */
3451 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3452 gl_info->gl_ops.gl.p_glPushMatrix();
3453 gl_info->gl_ops.gl.p_glLoadIdentity();
3454 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3455 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3456 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3457 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3458 gl_info->gl_ops.gl.p_glPopMatrix();
3459 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3461 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3462 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3463 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3464 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3466 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3467 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3468 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3469 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3471 break;
3473 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3474 /* Note that NV_TEXGEN_REFLECTION support is implied when
3475 * ARB_TEXTURE_CUBE_MAP is supported */
3476 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3478 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3479 break;
3482 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3483 gl_info->gl_ops.gl.p_glPushMatrix();
3484 gl_info->gl_ops.gl.p_glLoadIdentity();
3485 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3486 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3487 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3488 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3489 gl_info->gl_ops.gl.p_glPopMatrix();
3490 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3492 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3493 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3494 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3495 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3497 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3498 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3499 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3500 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3502 break;
3504 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3505 /* Note that NV_TEXGEN_REFLECTION support is implied when
3506 * ARB_TEXTURE_CUBE_MAP is supported */
3507 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3509 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3510 break;
3513 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3514 gl_info->gl_ops.gl.p_glPushMatrix();
3515 gl_info->gl_ops.gl.p_glLoadIdentity();
3516 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3517 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3518 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3519 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3520 gl_info->gl_ops.gl.p_glPopMatrix();
3521 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3523 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3524 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3525 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3526 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3528 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3529 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3530 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3531 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3533 break;
3535 case WINED3DTSS_TCI_SPHEREMAP:
3536 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3537 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3538 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3540 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3541 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3542 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3543 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3545 break;
3547 default:
3548 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3549 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3550 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3551 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3552 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3553 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3554 checkGLcall("Disable texgen.");
3556 break;
3559 /* Update the texture matrix. */
3560 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3561 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3563 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3565 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3566 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3567 * and do all the things linked to it
3568 * TODO: Tidy that up to reload only the arrays of the changed unit
3570 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3572 unload_tex_coords(gl_info);
3573 load_tex_coords(context, &context->stream_info, &curVBO, state);
3577 void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3579 const DWORD sampler = state_id - STATE_SAMPLER(0);
3580 const struct wined3d_texture *texture = state->textures[sampler];
3582 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3584 if(!texture) return;
3585 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3586 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3587 * scaling is reapplied or removed, the texture matrix has to be reapplied
3589 * The mapped stage is already active because the sampler() function below, which is part of the
3590 * misc pipeline
3592 if (sampler < MAX_TEXTURES)
3594 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3596 if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
3598 if (texIsPow2)
3599 context->lastWasPow2Texture |= 1 << sampler;
3600 else
3601 context->lastWasPow2Texture &= ~(1 << sampler);
3603 transform_texture(context, state,
3604 STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3609 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3611 DWORD sampler = state_id - STATE_SAMPLER(0);
3612 DWORD mapped_stage = context->tex_unit_map[sampler];
3613 const struct wined3d_gl_info *gl_info = context->gl_info;
3614 union {
3615 float f;
3616 DWORD d;
3617 } tmpvalue;
3619 TRACE("Sampler: %d\n", sampler);
3620 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3621 * only has to bind textures and set the per texture states
3624 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3626 TRACE("No sampler mapped to stage %d. Returning.\n", sampler);
3627 return;
3630 if (mapped_stage >= gl_info->limits.combined_samplers)
3632 return;
3634 context_active_texture(context, gl_info, mapped_stage);
3636 if (state->textures[sampler])
3638 struct wined3d_texture *texture = state->textures[sampler];
3639 BOOL srgb = state->sampler_states[sampler][WINED3D_SAMP_SRGB_TEXTURE];
3641 wined3d_texture_bind(texture, context, srgb);
3642 wined3d_texture_apply_state_changes(texture, state->sampler_states[sampler], gl_info);
3644 if (gl_info->supported[EXT_TEXTURE_LOD_BIAS])
3646 tmpvalue.d = state->sampler_states[sampler][WINED3D_SAMP_MIPMAP_LOD_BIAS];
3647 gl_info->gl_ops.gl.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
3648 GL_TEXTURE_LOD_BIAS_EXT, tmpvalue.f);
3649 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3652 if (!use_ps(state) && sampler < context->lowest_disabled_stage)
3654 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler)
3656 /* If color keying is enabled update the alpha test, it
3657 * depends on the existence of a color key in stage 0. */
3658 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3662 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3663 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3664 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3666 else
3668 if (sampler < context->lowest_disabled_stage)
3670 /* TODO: What should I do with pixel shaders here ??? */
3671 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !sampler)
3673 /* If color keying is enabled update the alpha test, it
3674 * depends on the existence of a color key in stage 0. */
3675 state_alpha(context, state, WINED3D_RS_COLORKEYENABLE);
3677 } /* Otherwise tex_colorop disables the stage */
3678 context_bind_texture(context, GL_NONE, 0);
3682 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3684 unsigned int i;
3686 if (use_ps(state))
3688 if (!context->last_was_pshader)
3690 /* Former draw without a pixel shader, some samplers may be
3691 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3692 * make sure to enable them. */
3693 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3695 if (!isStateDirty(context, STATE_SAMPLER(i)))
3696 sampler(context, state, STATE_SAMPLER(i));
3698 context->last_was_pshader = TRUE;
3700 else
3702 /* Otherwise all samplers were activated by the code above in
3703 * earlier draws, or by sampler() if a different texture was
3704 * bound. I don't have to do anything. */
3707 else
3709 /* Disabled the pixel shader - color ops weren't applied while it was
3710 * enabled, so re-apply them. */
3711 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3713 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3714 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3716 context->last_was_pshader = FALSE;
3719 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
3722 static void state_geometry_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3724 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_GEOMETRY;
3727 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3729 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3732 void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3734 const struct wined3d_gl_info *gl_info = context->gl_info;
3736 /* This function is called by transform_view below if the view matrix was changed too
3738 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3739 * does not always update the world matrix, only on a switch between transformed
3740 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3741 * draw, but that should be rather rare and cheaper in total.
3743 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3744 checkGLcall("glMatrixMode");
3746 if (context->last_was_rhw)
3748 gl_info->gl_ops.gl.p_glLoadIdentity();
3749 checkGLcall("glLoadIdentity()");
3751 else
3753 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3754 checkGLcall("glLoadMatrixf");
3755 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(0)].u.m[0][0]);
3756 checkGLcall("glMultMatrixf");
3760 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3762 const struct wined3d_gl_info *gl_info = context->gl_info;
3763 UINT index = state_id - STATE_CLIPPLANE(0);
3764 GLdouble plane[4];
3766 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.clipplanes)
3767 return;
3769 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3770 gl_info->gl_ops.gl.p_glPushMatrix();
3772 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3773 if (!use_vs(state))
3774 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3775 else
3776 /* With vertex shaders, clip planes are not transformed in Direct3D,
3777 * while in OpenGL they are still transformed by the model view matix. */
3778 gl_info->gl_ops.gl.p_glLoadIdentity();
3780 plane[0] = state->clip_planes[index].x;
3781 plane[1] = state->clip_planes[index].y;
3782 plane[2] = state->clip_planes[index].z;
3783 plane[3] = state->clip_planes[index].w;
3785 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3786 plane[0], plane[1], plane[2], plane[3]);
3787 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3788 checkGLcall("glClipPlane");
3790 gl_info->gl_ops.gl.p_glPopMatrix();
3793 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3795 UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3796 const struct wined3d_gl_info *gl_info = context->gl_info;
3797 GLenum glMat;
3799 TRACE("Setting world matrix %d\n", matrix);
3801 if (matrix >= gl_info->limits.blends)
3803 WARN("Unsupported blend matrix set\n");
3804 return;
3807 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3808 return;
3810 /* GL_MODELVIEW0_ARB: 0x1700
3811 * GL_MODELVIEW1_ARB: 0x850a
3812 * GL_MODELVIEW2_ARB: 0x8722
3813 * GL_MODELVIEW3_ARB: 0x8723
3814 * etc
3815 * GL_MODELVIEW31_ARB: 0x873f
3817 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3818 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3820 gl_info->gl_ops.gl.p_glMatrixMode(glMat);
3821 checkGLcall("glMatrixMode(glMat)");
3823 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3824 * matrices while gl uses only 2. To avoid weighting the view matrix
3825 * incorrectly it has to be multiplied into every GL modelview matrix. */
3826 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3827 checkGLcall("glLoadMatrixf");
3828 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)].u.m[0][0]);
3829 checkGLcall("glMultMatrixf");
3832 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3834 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3835 static unsigned int once;
3837 if (f == WINED3D_VBF_DISABLE)
3838 return;
3840 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3841 else WARN("Vertex blend flags %#x not supported.\n", f);
3844 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3846 enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
3847 struct wined3d_device *device = context->swapchain->device;
3848 const struct wined3d_gl_info *gl_info = context->gl_info;
3849 static unsigned int once;
3851 switch (val)
3853 case WINED3D_VBF_1WEIGHTS:
3854 case WINED3D_VBF_2WEIGHTS:
3855 case WINED3D_VBF_3WEIGHTS:
3856 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_BLEND_ARB);
3857 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3859 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3860 * This is enabled at context creation with enabling
3861 * GL_WEIGHT_SUM_UNITY_ARB. */
3862 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
3864 if (!device->vertexBlendUsed)
3866 unsigned int i;
3867 for (i = 1; i < gl_info->limits.blends; ++i)
3869 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))))
3870 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)));
3872 device->vertexBlendUsed = TRUE;
3874 break;
3876 case WINED3D_VBF_TWEENING:
3877 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3878 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3879 else WARN("Vertex blend flags %#x not supported.\n", val);
3880 /* Fall through. */
3881 case WINED3D_VBF_DISABLE:
3882 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_BLEND_ARB);
3883 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3884 break;
3888 void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3890 const struct wined3d_gl_info *gl_info = context->gl_info;
3891 const struct wined3d_light_info *light = NULL;
3892 unsigned int k;
3894 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3895 * NOTE: We have to reset the positions even if the light/plane is not currently
3896 * enabled, since the call to enable it will not reset the position.
3897 * NOTE2: Apparently texture transforms do NOT need reapplying
3900 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3901 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3902 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
3903 checkGLcall("glLoadMatrixf(...)");
3905 /* Reset lights. TODO: Call light apply func */
3906 for (k = 0; k < gl_info->limits.lights; ++k)
3908 if (!(light = state->lights[k]))
3909 continue;
3910 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
3911 checkGLcall("glLightfv posn");
3912 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
3913 checkGLcall("glLightfv dirn");
3916 /* Reset Clipping Planes */
3917 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3919 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3920 clipplane(context, state, STATE_CLIPPLANE(k));
3923 if (context->last_was_rhw)
3925 gl_info->gl_ops.gl.p_glLoadIdentity();
3926 checkGLcall("glLoadIdentity()");
3927 /* No need to update the world matrix, the identity is fine */
3928 return;
3931 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3932 * No need to do it here if the state is scheduled for update. */
3933 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3934 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3936 /* Avoid looping over a number of matrices if the app never used the functionality */
3937 if (context->swapchain->device->vertexBlendUsed)
3939 for (k = 1; k < gl_info->limits.blends; ++k)
3941 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))))
3942 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)));
3947 void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3949 const struct wined3d_gl_info *gl_info = context->gl_info;
3951 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3952 checkGLcall("glMatrixMode(GL_PROJECTION)");
3954 /* There are a couple of additional things we have to take into account
3955 * here besides the projection transformation itself:
3956 * - We need to flip along the y-axis in case of offscreen rendering.
3957 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3958 * - D3D coordinates refer to pixel centers while GL coordinates refer
3959 * to pixel corners.
3960 * - D3D has a top-left filling convention. We need to maintain this
3961 * even after the y-flip mentioned above.
3962 * In order to handle the last two points, we translate by
3963 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3964 * translating slightly less than half a pixel. We want the difference to
3965 * be large enough that it doesn't get lost due to rounding inside the
3966 * driver, but small enough to prevent it from interfering with any
3967 * anti-aliasing. */
3969 if (context->last_was_rhw)
3971 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3972 double x = state->viewport.x;
3973 double y = state->viewport.y;
3974 double w = state->viewport.width;
3975 double h = state->viewport.height;
3976 double x_scale = 2.0 / w;
3977 double x_offset = ((63.0 / 64.0) - (2.0 * x) - w) / w;
3978 double y_scale = context->render_offscreen ? 2.0 / h : 2.0 / -h;
3979 double y_offset = context->render_offscreen
3980 ? ((63.0 / 64.0) - (2.0 * y) - h) / h
3981 : ((63.0 / 64.0) - (2.0 * y) - h) / -h;
3982 const GLdouble projection[] =
3984 x_scale, 0.0, 0.0, 0.0,
3985 0.0, y_scale, 0.0, 0.0,
3986 0.0, 0.0, 2.0, 0.0,
3987 x_offset, y_offset, -1.0, 1.0,
3990 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
3991 checkGLcall("glLoadMatrixd");
3993 else
3995 double y_scale = context->render_offscreen ? -1.0 : 1.0;
3996 double x_offset = (63.0 / 64.0) / state->viewport.width;
3997 double y_offset = context->render_offscreen
3998 ? (63.0 / 64.0) / state->viewport.height
3999 : -(63.0 / 64.0) / state->viewport.height;
4000 const GLdouble projection[] =
4002 1.0, 0.0, 0.0, 0.0,
4003 0.0, y_scale, 0.0, 0.0,
4004 0.0, 0.0, 2.0, 0.0,
4005 x_offset, y_offset, -1.0, 1.0,
4008 gl_info->gl_ops.gl.p_glLoadMatrixd(projection);
4009 checkGLcall("glLoadMatrixd");
4011 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_PROJECTION].u.m[0][0]);
4012 checkGLcall("glLoadMatrixf");
4016 /* This should match any arrays loaded in load_vertex_data.
4017 * TODO: Only load / unload arrays if we have to. */
4018 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
4020 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
4021 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
4022 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
4023 if (gl_info->supported[EXT_SECONDARY_COLOR])
4024 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4025 if (gl_info->supported[ARB_VERTEX_BLEND])
4026 gl_info->gl_ops.gl.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB);
4027 unload_tex_coords(gl_info);
4030 static inline void unload_numbered_array(struct wined3d_context *context, int i)
4032 const struct wined3d_gl_info *gl_info = context->gl_info;
4034 GL_EXTCALL(glDisableVertexAttribArrayARB(i));
4035 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4036 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4037 GL_EXTCALL(glVertexAttribDivisorARB(i, 0));
4039 context->numbered_array_mask &= ~(1 << i);
4042 /* This should match any arrays loaded in loadNumberedArrays
4043 * TODO: Only load / unload arrays if we have to. */
4044 static void unload_numbered_arrays(struct wined3d_context *context)
4046 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4047 int i;
4049 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
4050 unload_numbered_array(context, i);
4054 static void load_numbered_arrays(struct wined3d_context *context,
4055 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4057 const struct wined3d_gl_info *gl_info = context->gl_info;
4058 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4059 int i;
4061 /* Default to no instancing */
4062 context->instance_count = 0;
4064 for (i = 0; i < MAX_ATTRIBS; i++)
4066 const struct wined3d_stream_state *stream;
4068 if (!(stream_info->use_map & (1 << i)))
4070 if (context->numbered_array_mask & (1 << i))
4071 unload_numbered_array(context, i);
4072 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.input_registers & (1 << i))
4073 GL_EXTCALL(glVertexAttrib4fARB(i, 0.0f, 0.0f, 0.0f, 0.0f));
4074 continue;
4077 stream = &state->streams[stream_info->elements[i].stream_idx];
4079 if (stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA)
4081 if (!context->instance_count)
4082 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
4084 if (!gl_info->supported[ARB_INSTANCED_ARRAYS])
4086 /* Unload instanced arrays, they will be loaded using
4087 * immediate mode instead. */
4088 if (context->numbered_array_mask & (1 << i))
4089 unload_numbered_array(context, i);
4090 continue;
4093 GL_EXTCALL(glVertexAttribDivisorARB(i, 1));
4095 else if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4097 GL_EXTCALL(glVertexAttribDivisorARB(i, 0));
4100 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4102 if (stream_info->elements[i].stride)
4104 if (curVBO != stream_info->elements[i].data.buffer_object)
4106 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, stream_info->elements[i].data.buffer_object));
4107 checkGLcall("glBindBufferARB");
4108 curVBO = stream_info->elements[i].data.buffer_object;
4110 /* Use the VBO to find out if a vertex buffer exists, not the vb
4111 * pointer. vb can point to a user pointer data blob. In that case
4112 * curVBO will be 0. If there is a vertex buffer but no vbo we
4113 * won't be load converted attributes anyway. */
4114 GL_EXTCALL(glVertexAttribPointerARB(i, stream_info->elements[i].format->gl_vtx_format,
4115 stream_info->elements[i].format->gl_vtx_type,
4116 stream_info->elements[i].format->gl_normalized,
4117 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4118 + state->load_base_vertex_index * stream_info->elements[i].stride));
4120 if (!(context->numbered_array_mask & (1 << i)))
4122 GL_EXTCALL(glEnableVertexAttribArrayARB(i));
4123 context->numbered_array_mask |= (1 << i);
4126 else
4128 /* Stride = 0 means always the same values.
4129 * glVertexAttribPointerARB doesn't do that. Instead disable the
4130 * pointer and set up the attribute statically. But we have to
4131 * figure out the system memory address. */
4132 const BYTE *ptr = stream_info->elements[i].data.addr;
4133 if (stream_info->elements[i].data.buffer_object)
4135 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, context);
4138 if (context->numbered_array_mask & (1 << i)) unload_numbered_array(context, i);
4140 switch (stream_info->elements[i].format->id)
4142 case WINED3DFMT_R32_FLOAT:
4143 GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
4144 break;
4145 case WINED3DFMT_R32G32_FLOAT:
4146 GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
4147 break;
4148 case WINED3DFMT_R32G32B32_FLOAT:
4149 GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
4150 break;
4151 case WINED3DFMT_R32G32B32A32_FLOAT:
4152 GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
4153 break;
4155 case WINED3DFMT_R8G8B8A8_UINT:
4156 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4157 break;
4158 case WINED3DFMT_B8G8R8A8_UNORM:
4159 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4161 const DWORD *src = (const DWORD *)ptr;
4162 DWORD c = *src & 0xff00ff00;
4163 c |= (*src & 0xff0000) >> 16;
4164 c |= (*src & 0xff) << 16;
4165 GL_EXTCALL(glVertexAttrib4NubvARB(i, (GLubyte *)&c));
4166 break;
4168 /* else fallthrough */
4169 case WINED3DFMT_R8G8B8A8_UNORM:
4170 GL_EXTCALL(glVertexAttrib4NubvARB(i, ptr));
4171 break;
4173 case WINED3DFMT_R16G16_SINT:
4174 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4175 break;
4176 case WINED3DFMT_R16G16B16A16_SINT:
4177 GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
4178 break;
4180 case WINED3DFMT_R16G16_SNORM:
4182 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4183 GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
4184 break;
4186 case WINED3DFMT_R16G16_UNORM:
4188 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4189 GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
4190 break;
4192 case WINED3DFMT_R16G16B16A16_SNORM:
4193 GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
4194 break;
4195 case WINED3DFMT_R16G16B16A16_UNORM:
4196 GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
4197 break;
4199 case WINED3DFMT_R10G10B10A2_UINT:
4200 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4201 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4202 break;
4203 case WINED3DFMT_R10G10B10A2_SNORM:
4204 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4205 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4206 break;
4208 case WINED3DFMT_R16G16_FLOAT:
4209 /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
4210 * byte float according to the IEEE standard
4212 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_2\n");
4213 break;
4214 case WINED3DFMT_R16G16B16A16_FLOAT:
4215 FIXME("Unsupported WINED3DDECLTYPE_FLOAT16_4\n");
4216 break;
4218 default:
4219 ERR("Unexpected declaration in stride 0 attributes\n");
4220 break;
4225 checkGLcall("Loading numbered arrays");
4228 static void load_vertex_data(struct wined3d_context *context,
4229 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4231 const struct wined3d_gl_info *gl_info = context->gl_info;
4232 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4233 const struct wined3d_stream_info_element *e;
4235 TRACE("Using fast vertex array code\n");
4237 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4238 context->instance_count = 0;
4240 /* Blend Data ---------------------------------------------- */
4241 if ((si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))
4242 || si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4244 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4246 if (gl_info->supported[ARB_VERTEX_BLEND])
4248 TRACE("Blend %u %p %u\n", e->format->component_count,
4249 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4251 gl_info->gl_ops.gl.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4252 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4254 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4256 if (curVBO != e->data.buffer_object)
4258 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4259 checkGLcall("glBindBufferARB");
4260 curVBO = e->data.buffer_object;
4263 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4264 e->format->gl_vtx_format,
4265 e->format->gl_vtx_type,
4266 e->stride,
4267 e->data.addr + state->load_base_vertex_index * e->stride);
4268 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4269 e->data.addr + state->load_base_vertex_index * e->stride));
4271 checkGLcall("glWeightPointerARB");
4273 if (si->use_map & (1 << WINED3D_FFP_BLENDINDICES))
4275 static BOOL warned;
4276 if (!warned)
4278 FIXME("blendMatrixIndices support\n");
4279 warned = TRUE;
4282 } else {
4283 /* TODO: support blends in drawStridedSlow
4284 * No need to write a FIXME here, this is done after the general vertex decl decoding
4286 WARN("unsupported blending in openGl\n");
4289 else
4291 if (gl_info->supported[ARB_VERTEX_BLEND])
4293 static const GLbyte one = 1;
4294 GL_EXTCALL(glWeightbvARB(1, &one));
4295 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4299 /* Point Size ----------------------------------------------*/
4300 if (si->use_map & (1 << WINED3D_FFP_PSIZE))
4302 /* no such functionality in the fixed function GL pipeline */
4303 TRACE("Cannot change ptSize here in openGl\n");
4304 /* TODO: Implement this function in using shaders if they are available */
4307 /* Vertex Pointers -----------------------------------------*/
4308 if (si->use_map & (1 << WINED3D_FFP_POSITION))
4310 e = &si->elements[WINED3D_FFP_POSITION];
4312 if (curVBO != e->data.buffer_object)
4314 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4315 checkGLcall("glBindBufferARB");
4316 curVBO = e->data.buffer_object;
4319 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4320 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4321 e->data.addr + state->load_base_vertex_index * e->stride);
4322 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4323 e->data.addr + state->load_base_vertex_index * e->stride);
4324 checkGLcall("glVertexPointer(...)");
4325 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
4326 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4329 /* Normals -------------------------------------------------*/
4330 if (si->use_map & (1 << WINED3D_FFP_NORMAL))
4332 e = &si->elements[WINED3D_FFP_NORMAL];
4334 if (curVBO != e->data.buffer_object)
4336 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4337 checkGLcall("glBindBufferARB");
4338 curVBO = e->data.buffer_object;
4341 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4342 e->data.addr + state->load_base_vertex_index * e->stride);
4343 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
4344 e->data.addr + state->load_base_vertex_index * e->stride);
4345 checkGLcall("glNormalPointer(...)");
4346 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
4347 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4350 else
4352 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
4353 checkGLcall("glNormal3f(0, 0, 0)");
4356 /* Diffuse Colour --------------------------------------------*/
4357 if (si->use_map & (1 << WINED3D_FFP_DIFFUSE))
4359 e = &si->elements[WINED3D_FFP_DIFFUSE];
4361 if (curVBO != e->data.buffer_object)
4363 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4364 checkGLcall("glBindBufferARB");
4365 curVBO = e->data.buffer_object;
4368 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4369 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4370 e->data.addr + state->load_base_vertex_index * e->stride);
4371 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4372 e->data.addr + state->load_base_vertex_index * e->stride);
4373 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4374 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
4375 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4378 else
4380 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4381 checkGLcall("glColor4f(1, 1, 1, 1)");
4384 /* Specular Colour ------------------------------------------*/
4385 if (si->use_map & (1 << WINED3D_FFP_SPECULAR))
4387 TRACE("setting specular colour\n");
4389 e = &si->elements[WINED3D_FFP_SPECULAR];
4391 if (gl_info->supported[EXT_SECONDARY_COLOR])
4393 GLenum type = e->format->gl_vtx_type;
4394 GLint format = e->format->gl_vtx_format;
4396 if (curVBO != e->data.buffer_object)
4398 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, e->data.buffer_object));
4399 checkGLcall("glBindBufferARB");
4400 curVBO = e->data.buffer_object;
4403 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4405 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4406 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4407 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4408 * 4 component secondary colors use it
4410 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4411 e->data.addr + state->load_base_vertex_index * e->stride);
4412 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4413 e->data.addr + state->load_base_vertex_index * e->stride));
4414 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4416 else
4418 switch(type)
4420 case GL_UNSIGNED_BYTE:
4421 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4422 e->data.addr + state->load_base_vertex_index * e->stride);
4423 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4424 e->data.addr + state->load_base_vertex_index * e->stride));
4425 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4426 break;
4428 default:
4429 FIXME("Add 4 component specular color pointers for type %x\n", type);
4430 /* Make sure that the right color component is dropped */
4431 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4432 e->data.addr + state->load_base_vertex_index * e->stride);
4433 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4434 e->data.addr + state->load_base_vertex_index * e->stride));
4435 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4438 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4439 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4441 else
4443 WARN("Specular colour is not supported in this GL implementation.\n");
4446 else
4448 if (gl_info->supported[EXT_SECONDARY_COLOR])
4450 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4451 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4453 else
4455 WARN("Specular colour is not supported in this GL implementation.\n");
4459 /* Texture coords -------------------------------------------*/
4460 load_tex_coords(context, si, &curVBO, state);
4463 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4465 BOOL load_numbered = use_vs(state) && !context->use_immediate_mode_draw;
4466 BOOL load_named = !use_vs(state) && !context->use_immediate_mode_draw;
4468 if (isStateDirty(context, STATE_VDECL)) return;
4469 if (context->numberedArraysLoaded && !load_numbered)
4471 unload_numbered_arrays(context);
4472 context->numberedArraysLoaded = FALSE;
4473 context->numbered_array_mask = 0;
4475 else if (context->namedArraysLoaded)
4477 unload_vertex_data(context->gl_info);
4478 context->namedArraysLoaded = FALSE;
4481 if (load_numbered)
4483 TRACE("Loading numbered arrays\n");
4484 load_numbered_arrays(context, &context->stream_info, state);
4485 context->numberedArraysLoaded = TRUE;
4487 else if (load_named)
4489 TRACE("Loading vertex data\n");
4490 load_vertex_data(context, &context->stream_info, state);
4491 context->namedArraysLoaded = TRUE;
4495 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4497 if (isStateDirty(context, STATE_STREAMSRC))
4498 return;
4499 streamsrc(context, state, STATE_STREAMSRC);
4502 void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4504 const struct wined3d_gl_info *gl_info = context->gl_info;
4505 BOOL useVertexShaderFunction = use_vs(state);
4506 BOOL updateFog = FALSE;
4507 BOOL transformed;
4508 BOOL wasrhw = context->last_was_rhw;
4509 unsigned int i;
4511 transformed = context->stream_info.position_transformed;
4512 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4513 updateFog = TRUE;
4515 context->last_was_rhw = transformed;
4517 /* Don't have to apply the matrices when vertex shaders are used. When
4518 * vshaders are turned off this function will be called again anyway to
4519 * make sure they're properly set. */
4520 if (!useVertexShaderFunction)
4522 /* TODO: Move this mainly to the viewport state and only apply when
4523 * the vp has changed or transformed / untransformed was switched. */
4524 if (wasrhw != context->last_was_rhw
4525 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4526 && !isStateDirty(context, STATE_VIEWPORT))
4527 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4528 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4529 * mode.
4531 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4532 * this check will fail and the matrix not applied again. This is OK because a simple
4533 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4534 * needs of the vertex declaration.
4536 * World and view matrix go into the same gl matrix, so only apply them when neither is
4537 * dirty
4539 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4540 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4541 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4542 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4543 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4544 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4545 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4547 if (context->last_was_vshader)
4549 updateFog = TRUE;
4551 if (!context->d3d_info->vs_clipping
4552 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4554 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4557 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4559 clipplane(context, state, STATE_CLIPPLANE(i));
4562 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4563 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4565 else
4567 if(!context->last_was_vshader) {
4568 static BOOL warned = FALSE;
4569 if (!context->d3d_info->vs_clipping)
4571 /* Disable all clip planes to get defined results on all drivers. See comment in the
4572 * state_clipping state handler
4574 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4576 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0 + i);
4577 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4580 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4582 FIXME("Clipping not supported with vertex shaders\n");
4583 warned = TRUE;
4586 if (wasrhw)
4588 /* Apply the transform matrices when switching from rhw
4589 * drawing to vertex shaders. Vertex shaders themselves do
4590 * not need it, but the matrices are not reapplied
4591 * automatically when switching back from vertex shaders to
4592 * fixed function processing. So make sure we leave the fixed
4593 * function vertex processing states back in a sane state
4594 * before switching to shaders. */
4595 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4596 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4597 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4598 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4600 updateFog = TRUE;
4602 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4603 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4604 * device->vs_clipping is false.
4606 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4608 clipplane(context, state, STATE_CLIPPLANE(i));
4613 context->last_was_vshader = useVertexShaderFunction;
4614 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
4616 if (updateFog)
4617 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4619 if (!useVertexShaderFunction)
4621 unsigned int i;
4623 for (i = 0; i < MAX_TEXTURES; ++i)
4625 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4626 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4629 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4630 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4631 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
4634 if (transformed != wasrhw && !isStateDirty(context, STATE_RENDER(WINED3D_RS_ZENABLE)))
4635 state_zenable(context, state, STATE_RENDER(WINED3D_RS_ZENABLE));
4638 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4640 const struct wined3d_surface *target = state->fb->render_targets[0];
4641 const struct wined3d_gl_info *gl_info = context->gl_info;
4642 struct wined3d_viewport vp = state->viewport;
4644 if (vp.width > target->resource.width)
4645 vp.width = target->resource.width;
4646 if (vp.height > target->resource.height)
4647 vp.height = target->resource.height;
4649 gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
4650 checkGLcall("glDepthRange");
4651 /* Note: GL requires lower left, DirectX supplies upper left. This is
4652 * reversed when using offscreen rendering. */
4653 if (context->render_offscreen)
4655 gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
4657 else
4659 UINT width, height;
4661 target->get_drawable_size(context, &width, &height);
4662 gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)),
4663 vp.width, vp.height);
4665 checkGLcall("glViewport");
4668 void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4670 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4671 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4672 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4673 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4674 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4675 /* Update the position fixup. */
4676 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
4679 void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4681 const struct wined3d_gl_info *gl_info = context->gl_info;
4682 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4683 const struct wined3d_light_info *lightInfo = state->lights[Index];
4685 if (!lightInfo)
4687 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4688 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4690 else
4692 float quad_att;
4693 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4695 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4696 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4697 gl_info->gl_ops.gl.p_glPushMatrix();
4698 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW].u.m[0][0]);
4700 /* Diffuse: */
4701 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4702 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4703 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4704 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4705 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4706 checkGLcall("glLightfv");
4708 /* Specular */
4709 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4710 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4711 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4712 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4713 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4714 checkGLcall("glLightfv");
4716 /* Ambient */
4717 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4718 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4719 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4720 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4721 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4722 checkGLcall("glLightfv");
4724 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4725 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4726 else
4727 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4729 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4730 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4731 * Attenuation0 to NaN and crashes in the gl lib
4734 switch (lightInfo->OriginalParms.type)
4736 case WINED3D_LIGHT_POINT:
4737 /* Position */
4738 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4739 checkGLcall("glLightfv");
4740 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4741 checkGLcall("glLightf");
4742 /* Attenuation - Are these right? guessing... */
4743 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4744 lightInfo->OriginalParms.attenuation0);
4745 checkGLcall("glLightf");
4746 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4747 lightInfo->OriginalParms.attenuation1);
4748 checkGLcall("glLightf");
4749 if (quad_att < lightInfo->OriginalParms.attenuation2)
4750 quad_att = lightInfo->OriginalParms.attenuation2;
4751 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4752 checkGLcall("glLightf");
4753 /* FIXME: Range */
4754 break;
4756 case WINED3D_LIGHT_SPOT:
4757 /* Position */
4758 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4759 checkGLcall("glLightfv");
4760 /* Direction */
4761 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
4762 checkGLcall("glLightfv");
4763 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4764 checkGLcall("glLightf");
4765 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4766 checkGLcall("glLightf");
4767 /* Attenuation - Are these right? guessing... */
4768 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4769 lightInfo->OriginalParms.attenuation0);
4770 checkGLcall("glLightf");
4771 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4772 lightInfo->OriginalParms.attenuation1);
4773 checkGLcall("glLightf");
4774 if (quad_att < lightInfo->OriginalParms.attenuation2)
4775 quad_att = lightInfo->OriginalParms.attenuation2;
4776 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4777 checkGLcall("glLightf");
4778 /* FIXME: Range */
4779 break;
4781 case WINED3D_LIGHT_DIRECTIONAL:
4782 /* Direction */
4783 /* Note GL uses w position of 0 for direction! */
4784 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->lightPosn[0]);
4785 checkGLcall("glLightfv");
4786 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4787 checkGLcall("glLightf");
4788 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4789 checkGLcall("glLightf");
4790 break;
4792 default:
4793 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4796 /* Restore the modelview matrix */
4797 gl_info->gl_ops.gl.p_glPopMatrix();
4799 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4800 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4804 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4806 const struct wined3d_gl_info *gl_info = context->gl_info;
4807 const RECT *r = &state->scissor_rect;
4809 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4810 * so our viewport correction does not apply. Warning2: Even in windowed
4811 * mode the coords are relative to the window, not the screen. */
4812 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4814 if (context->render_offscreen)
4816 gl_info->gl_ops.gl.p_glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4818 else
4820 const struct wined3d_surface *target = state->fb->render_targets[0];
4821 UINT height;
4822 UINT width;
4824 target->get_drawable_size(context, &width, &height);
4825 gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4827 checkGLcall("glScissor");
4830 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4832 const struct wined3d_stream_info *stream_info = &context->stream_info;
4833 const struct wined3d_gl_info *gl_info = context->gl_info;
4835 if (!state->index_buffer || !stream_info->all_vbo)
4837 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
4839 else
4841 struct wined3d_buffer *ib = state->index_buffer;
4842 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->buffer_object));
4846 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4848 const struct wined3d_gl_info *gl_info = context->gl_info;
4850 if (context->render_offscreen)
4852 gl_info->gl_ops.gl.p_glFrontFace(GL_CCW);
4853 checkGLcall("glFrontFace(GL_CCW)");
4855 else
4857 gl_info->gl_ops.gl.p_glFrontFace(GL_CW);
4858 checkGLcall("glFrontFace(GL_CW)");
4862 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4864 static BOOL warned;
4866 if (!warned)
4868 WARN("Point sprite coordinate origin switching not supported.\n");
4869 warned = TRUE;
4873 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4875 const struct wined3d_gl_info *gl_info = context->gl_info;
4876 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4878 if (gl_info->supported[NV_POINT_SPRITE])
4880 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4881 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4885 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4887 const struct wined3d_gl_info *gl_info = context->gl_info;
4888 const struct wined3d_surface *rt = state->fb->render_targets[0];
4890 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4892 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE]
4893 && rt->resource.format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
4894 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4895 else
4896 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4899 const struct StateEntryTemplate misc_state_template[] = {
4900 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4903 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4904 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4905 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4906 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4907 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4909 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4910 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4911 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4912 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4913 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4914 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4915 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4917 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4918 * vshader loadings are untied from each other
4920 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4926 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4928 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4929 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4930 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4931 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4932 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4933 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4934 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4935 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4936 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4937 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4938 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4939 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4940 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4941 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4942 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4943 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4944 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4945 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4946 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4947 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4948 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4949 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4950 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4951 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4952 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4953 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4954 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4955 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4957 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4958 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4959 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4960 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4961 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4962 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4963 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4964 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4965 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4966 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4967 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4969 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4970 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4971 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_perspective }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5008 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5025 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5032 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5034 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5035 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5036 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5037 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5038 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5039 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5040 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5041 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5042 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5043 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5044 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
5045 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5046 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5047 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5048 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5049 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5050 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5051 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, EXT_BLEND_MINMAX },
5052 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5053 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5054 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5056 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5057 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5058 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5059 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5060 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5061 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5062 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5063 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5064 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5065 /* Samplers */
5066 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5067 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5068 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5069 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5070 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5071 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5072 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5073 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5074 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5075 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5076 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5077 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5078 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5079 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5080 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5081 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5082 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5083 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5084 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5085 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5086 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5087 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5088 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5089 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
5090 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_geometry_shader}, WINED3D_GL_EXT_NONE },
5091 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5094 static const struct StateEntryTemplate vp_ffp_states[] =
5096 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5097 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5098 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5099 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5100 /* Clip planes */
5101 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5102 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5103 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5104 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5105 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5106 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5107 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5108 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5109 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5110 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5111 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5112 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5113 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5114 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5115 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5116 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5117 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5118 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5119 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5120 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5121 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5122 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5123 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5124 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5125 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5126 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5127 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5128 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5129 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5130 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5131 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5132 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5133 /* Lights */
5134 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
5135 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5136 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5137 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5138 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5139 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5140 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5141 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5142 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5143 /* Viewport */
5144 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5145 /* Transform states follow */
5146 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5413 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5414 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5415 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5416 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5417 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5418 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5419 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5420 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5424 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5425 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5426 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5427 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5428 /* Fog */
5429 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5430 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5431 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5432 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5433 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5434 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5435 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5436 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5437 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5438 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5439 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5440 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5441 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5442 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5443 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5444 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5445 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5446 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5447 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5448 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5449 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5450 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5451 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5452 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5453 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5454 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5455 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5456 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5457 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5458 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5459 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5460 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5462 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5463 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5464 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5466 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5467 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5468 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5469 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5470 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5471 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5472 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5473 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5474 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5475 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5476 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5477 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5478 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5479 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5480 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5481 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5482 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5483 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5484 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5485 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5486 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5487 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5488 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5489 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5490 { STATE_POINT_SIZE_ENABLE, { STATE_POINT_SIZE_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5491 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5494 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5495 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5536 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5537 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5539 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5540 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5541 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5542 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5543 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5544 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5545 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5546 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5547 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5548 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5549 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5550 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5551 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5552 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5553 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5554 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5555 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5556 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5557 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5558 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5559 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5560 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5561 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5562 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5563 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5564 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5565 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5566 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5567 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5568 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5569 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5570 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5571 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5572 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5573 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5574 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5575 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5576 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5577 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5578 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5579 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5580 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5581 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5582 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5583 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5584 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5585 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5586 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5587 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5588 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5589 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5590 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5591 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5592 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5593 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5596 /* Context activation is done by the caller. */
5597 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5599 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5601 return shader_priv;
5604 static void ffp_free(struct wined3d_device *device) {}
5606 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5608 caps->xyzrhw = FALSE;
5609 caps->max_active_lights = gl_info->limits.lights;
5610 caps->max_vertex_blend_matrices = gl_info->limits.blends;
5611 caps->max_vertex_blend_matrix_index = 0;
5612 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5613 | WINED3DVTXPCAPS_MATERIALSOURCE7
5614 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5615 | WINED3DVTXPCAPS_LOCALVIEWER
5616 | WINED3DVTXPCAPS_VERTEXFOG
5617 | WINED3DVTXPCAPS_TEXGEN
5618 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5619 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5620 caps->max_user_clip_planes = gl_info->limits.clipplanes;
5621 caps->raster_caps = 0;
5622 if (gl_info->supported[NV_FOG_DISTANCE])
5623 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5626 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5628 ffp_enable,
5629 vp_ffp_get_caps,
5630 ffp_alloc,
5631 ffp_free,
5632 vp_ffp_states,
5635 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5637 caps->wined3d_caps = 0;
5638 caps->PrimitiveMiscCaps = 0;
5639 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5640 | WINED3DTEXOPCAPS_ADDSIGNED
5641 | WINED3DTEXOPCAPS_ADDSIGNED2X
5642 | WINED3DTEXOPCAPS_MODULATE
5643 | WINED3DTEXOPCAPS_MODULATE2X
5644 | WINED3DTEXOPCAPS_MODULATE4X
5645 | WINED3DTEXOPCAPS_SELECTARG1
5646 | WINED3DTEXOPCAPS_SELECTARG2
5647 | WINED3DTEXOPCAPS_DISABLE;
5649 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5650 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5651 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5653 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5654 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5655 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5656 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5657 | WINED3DTEXOPCAPS_LERP
5658 | WINED3DTEXOPCAPS_SUBTRACT;
5660 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5661 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5663 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5664 | WINED3DTEXOPCAPS_MULTIPLYADD
5665 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5666 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5667 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5669 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5670 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5672 caps->MaxTextureBlendStages = gl_info->limits.textures;
5673 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5676 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5678 if (TRACE_ON(d3d))
5680 TRACE("Checking support for fixup:\n");
5681 dump_color_fixup_desc(fixup);
5684 /* We only support identity conversions. */
5685 if (is_identity_fixup(fixup))
5687 TRACE("[OK]\n");
5688 return TRUE;
5691 TRACE("[FAILED]\n");
5692 return FALSE;
5695 const struct fragment_pipeline ffp_fragment_pipeline = {
5696 ffp_enable,
5697 ffp_fragment_get_caps,
5698 ffp_alloc,
5699 ffp_free,
5700 ffp_color_fixup_supported,
5701 ffp_fragmentstate_template,
5704 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5706 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5708 return shader_priv;
5711 static void none_free(struct wined3d_device *device) {}
5713 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5715 memset(caps, 0, sizeof(*caps));
5718 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5720 none_enable,
5721 vp_none_get_caps,
5722 none_alloc,
5723 none_free,
5724 NULL,
5727 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5729 memset(caps, 0, sizeof(*caps));
5732 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5734 return is_identity_fixup(fixup);
5737 const struct fragment_pipeline none_fragment_pipe =
5739 none_enable,
5740 fp_none_get_caps,
5741 none_alloc,
5742 none_free,
5743 fp_none_color_fixup_supported,
5744 NULL,
5747 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5749 unsigned int i;
5750 for(i = 0; funcs[i]; i++);
5751 return i;
5754 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5756 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5757 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5760 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5762 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5763 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5764 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5767 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5768 const struct wined3d_d3d_info *d3d_info)
5770 unsigned int start, last, i;
5772 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5773 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5774 for (i = start; i <= last; ++i)
5776 state_table[i].representative = 0;
5777 state_table[i].apply = state_undefined;
5780 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5781 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5782 for (i = start; i <= last; ++i)
5784 state_table[i].representative = 0;
5785 state_table[i].apply = state_undefined;
5788 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(gl_info->limits.blends));
5789 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5790 for (i = start; i <= last; ++i)
5792 state_table[i].representative = 0;
5793 state_table[i].apply = state_undefined;
5797 static void validate_state_table(struct StateEntry *state_table)
5799 static const struct
5801 DWORD first;
5802 DWORD last;
5804 rs_holes[] =
5806 { 1, 1},
5807 { 3, 3},
5808 { 17, 18},
5809 { 21, 21},
5810 { 42, 45},
5811 { 47, 47},
5812 { 61, 127},
5813 {149, 150},
5814 {169, 169},
5815 {177, 177},
5816 {196, 197},
5817 { 0, 0},
5819 static const DWORD simple_states[] =
5821 STATE_MATERIAL,
5822 STATE_VDECL,
5823 STATE_STREAMSRC,
5824 STATE_INDEXBUFFER,
5825 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5826 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5827 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5828 STATE_VIEWPORT,
5829 STATE_LIGHT_TYPE,
5830 STATE_SCISSORRECT,
5831 STATE_FRONTFACE,
5832 STATE_POINTSPRITECOORDORIGIN,
5833 STATE_BASEVERTEXINDEX,
5834 STATE_FRAMEBUFFER,
5835 STATE_POINT_SIZE_ENABLE,
5837 unsigned int i, current;
5839 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5841 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5843 if (!state_table[i].representative)
5844 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5846 else if (state_table[i].representative)
5847 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5849 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5852 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5854 if (!state_table[simple_states[i]].representative)
5855 ERR("State %s (%#x) should have a representative.\n",
5856 debug_d3dstate(simple_states[i]), simple_states[i]);
5859 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5861 DWORD rep = state_table[i].representative;
5862 if (rep)
5864 if (state_table[rep].representative != rep)
5866 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5867 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5868 state_table[i].representative = 0;
5871 if (rep != i)
5873 if (state_table[i].apply)
5874 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5876 else if (!state_table[i].apply)
5878 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5884 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5885 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
5886 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
5887 const struct StateEntryTemplate *misc)
5889 unsigned int i, type, handlers;
5890 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5891 const struct StateEntryTemplate *cur;
5892 BOOL set[STATE_HIGHEST + 1];
5894 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5896 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5897 StateTable[i].representative = 0;
5898 StateTable[i].apply = state_undefined;
5901 for(type = 0; type < 3; type++) {
5902 /* This switch decides the order in which the states are applied */
5903 switch(type) {
5904 case 0: cur = misc; break;
5905 case 1: cur = fragment->states; break;
5906 case 2: cur = vertex->vp_states; break;
5907 default: cur = NULL; /* Stupid compiler */
5909 if(!cur) continue;
5911 /* GL extension filtering should not prevent multiple handlers being applied from different
5912 * pipeline parts
5914 memset(set, 0, sizeof(set));
5916 for(i = 0; cur[i].state; i++) {
5917 APPLYSTATEFUNC *funcs_array;
5919 /* Only use the first matching state with the available extension from one template.
5920 * e.g.
5921 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5922 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5924 * if GL_XYZ_fancy is supported, ignore the 2nd line
5926 if(set[cur[i].state]) continue;
5927 /* Skip state lines depending on unsupported extensions */
5928 if (!gl_info->supported[cur[i].extension]) continue;
5929 set[cur[i].state] = TRUE;
5930 /* In some cases having an extension means that nothing has to be
5931 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5932 * supported, the texture coordinate fixup can be ignored. If the
5933 * apply function is used, mark the state set(done above) to prevent
5934 * applying later lines, but do not record anything in the state
5935 * table
5937 if (!cur[i].content.representative) continue;
5939 handlers = num_handlers(multistate_funcs[cur[i].state]);
5940 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5941 switch(handlers) {
5942 case 0:
5943 StateTable[cur[i].state].apply = cur[i].content.apply;
5944 break;
5945 case 1:
5946 StateTable[cur[i].state].apply = multistate_apply_2;
5947 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5949 sizeof(**dev_multistate_funcs) * 2);
5950 if (!dev_multistate_funcs[cur[i].state]) {
5951 goto out_of_mem;
5954 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5955 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5956 break;
5957 case 2:
5958 StateTable[cur[i].state].apply = multistate_apply_3;
5959 funcs_array = HeapReAlloc(GetProcessHeap(),
5961 dev_multistate_funcs[cur[i].state],
5962 sizeof(**dev_multistate_funcs) * 3);
5963 if (!funcs_array) {
5964 goto out_of_mem;
5967 dev_multistate_funcs[cur[i].state] = funcs_array;
5968 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5969 break;
5970 default:
5971 ERR("Unexpected amount of state handlers for state %u: %u\n",
5972 cur[i].state, handlers + 1);
5975 if (StateTable[cur[i].state].representative
5976 && StateTable[cur[i].state].representative != cur[i].content.representative)
5978 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5979 debug_d3dstate(cur[i].state), cur[i].state);
5981 StateTable[cur[i].state].representative = cur[i].content.representative;
5985 prune_invalid_states(StateTable, gl_info, d3d_info);
5986 validate_state_table(StateTable);
5988 return WINED3D_OK;
5990 out_of_mem:
5991 for (i = 0; i <= STATE_HIGHEST; ++i) {
5992 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
5995 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
5997 return E_OUTOFMEMORY;