2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
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
;
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)");
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)");
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)");
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
))
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");
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
;
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
;
117 case WINED3D_ZB_FALSE
:
118 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
119 checkGLcall("glDisable GL_DEPTH_TEST");
121 case WINED3D_ZB_TRUE
:
122 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
123 checkGLcall("glEnable GL_DEPTH_TEST");
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");
131 FIXME("Unrecognized depth buffer type %#x.\n", zenable
);
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)");
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");
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)");
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)");
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)");
192 case WINED3D_SHADE_GOURAUD
:
193 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
194 checkGLcall("glShadeModel(GL_SMOOTH)");
196 case WINED3D_SHADE_PHONG
:
197 FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
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");
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)");
232 gl_info
->gl_ops
.gl
.p_glDepthMask(0);
233 checkGLcall("glDepthMask(0)");
237 static GLenum
gl_compare_func(enum wined3d_cmp_func f
)
241 case WINED3D_CMP_NEVER
:
243 case WINED3D_CMP_LESS
:
245 case WINED3D_CMP_EQUAL
:
247 case WINED3D_CMP_LESSEQUAL
:
249 case WINED3D_CMP_GREATER
:
251 case WINED3D_CMP_NOTEQUAL
:
253 case WINED3D_CMP_GREATEREQUAL
:
255 case WINED3D_CMP_ALWAYS
:
258 FIXME("Unrecognized compare function %#x.\n", f
);
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
;
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
)
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
:
302 case WINED3D_BLEND_OP_MAX
:
305 FIXME("Unhandled blend op %#x.\n", op
);
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");
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");
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
)
344 case WINED3D_BLEND_ZERO
:
346 case WINED3D_BLEND_ONE
:
348 case WINED3D_BLEND_SRCCOLOR
:
350 case WINED3D_BLEND_INVSRCCOLOR
:
351 return GL_ONE_MINUS_SRC_COLOR
;
352 case WINED3D_BLEND_SRCALPHA
:
354 case WINED3D_BLEND_INVSRCALPHA
:
355 return GL_ONE_MINUS_SRC_ALPHA
;
356 case WINED3D_BLEND_DESTCOLOR
:
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
;
377 FIXME("Unhandled blend factor %#x.\n", factor
);
382 static void state_blend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
384 const struct wined3d_format
*rt_format
= state
->fb
->render_targets
[0]->format
;
385 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
386 GLenum srcBlend
, dstBlend
;
387 enum wined3d_blend d3d_blend
;
389 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
390 * blending parameters to work. */
391 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
]
392 || state
->render_states
[WINED3D_RS_EDGEANTIALIAS
]
393 || state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
])
395 /* Disable blending in all cases even without pixelshaders.
396 * With blending on we could face a big performance penalty.
397 * The d3d9 visual test confirms the behavior. */
398 if (context
->render_offscreen
&& !(rt_format
->flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
400 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
401 checkGLcall("glDisable GL_BLEND");
406 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
407 checkGLcall("glEnable GL_BLEND");
412 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
413 checkGLcall("glDisable GL_BLEND");
414 /* Nothing more to do - get out */
418 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
419 * source blending values which are still valid up to d3d9. They should
420 * not occur as dest blend values. */
421 d3d_blend
= state
->render_states
[WINED3D_RS_SRCBLEND
];
422 if (d3d_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
424 srcBlend
= GL_SRC_ALPHA
;
425 dstBlend
= GL_ONE_MINUS_SRC_ALPHA
;
427 else if (d3d_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
429 srcBlend
= GL_ONE_MINUS_SRC_ALPHA
;
430 dstBlend
= GL_SRC_ALPHA
;
434 srcBlend
= gl_blend_factor(d3d_blend
, rt_format
);
435 dstBlend
= gl_blend_factor(state
->render_states
[WINED3D_RS_DESTBLEND
], rt_format
);
438 if (state
->render_states
[WINED3D_RS_EDGEANTIALIAS
]
439 || state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
])
441 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_SMOOTH
);
442 checkGLcall("glEnable(GL_LINE_SMOOTH)");
443 if (srcBlend
!= GL_SRC_ALPHA
)
444 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
445 if (dstBlend
!= GL_ONE_MINUS_SRC_ALPHA
&& dstBlend
!= GL_ONE
)
446 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
450 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_SMOOTH
);
451 checkGLcall("glDisable(GL_LINE_SMOOTH)");
454 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
455 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_BLENDOP
)))
456 state_blendop(context
, state
, STATE_RENDER(WINED3D_RS_BLENDOPALPHA
));
458 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
460 GLenum srcBlendAlpha
, dstBlendAlpha
;
462 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
463 if (!context
->gl_info
->supported
[EXT_BLEND_FUNC_SEPARATE
])
465 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparateEXT\n");
469 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
470 * source blending values which are still valid up to d3d9. They should
471 * not occur as dest blend values. */
472 d3d_blend
= state
->render_states
[WINED3D_RS_SRCBLENDALPHA
];
473 if (d3d_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
475 srcBlendAlpha
= GL_SRC_ALPHA
;
476 dstBlendAlpha
= GL_ONE_MINUS_SRC_ALPHA
;
478 else if (d3d_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
480 srcBlendAlpha
= GL_ONE_MINUS_SRC_ALPHA
;
481 dstBlendAlpha
= GL_SRC_ALPHA
;
485 srcBlendAlpha
= gl_blend_factor(d3d_blend
, rt_format
);
486 dstBlendAlpha
= gl_blend_factor(state
->render_states
[WINED3D_RS_DESTBLENDALPHA
], rt_format
);
489 GL_EXTCALL(glBlendFuncSeparateEXT(srcBlend
, dstBlend
, srcBlendAlpha
, dstBlendAlpha
));
490 checkGLcall("glBlendFuncSeparateEXT");
494 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend
, dstBlend
);
495 gl_info
->gl_ops
.gl
.p_glBlendFunc(srcBlend
, dstBlend
);
496 checkGLcall("glBlendFunc");
499 /* Colorkey fixup for stage 0 alphaop depends on
500 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
501 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
502 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
505 static void state_blendfactor_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
507 WARN("Unsupported in local OpenGL implementation: glBlendColorEXT\n");
510 static void state_blendfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
512 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
515 TRACE("Setting blend factor to %#x.\n", state
->render_states
[WINED3D_RS_BLENDFACTOR
]);
517 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_BLENDFACTOR
], col
);
518 GL_EXTCALL(glBlendColorEXT (col
[0],col
[1],col
[2],col
[3]));
519 checkGLcall("glBlendColor");
522 static void state_alpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
524 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
527 BOOL enable_ckey
= FALSE
;
529 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
531 /* Find out if the texture on the first stage has a ckey set. The alpha
532 * state func reads the texture settings, even though alpha and texture
533 * are not grouped together. This is to avoid making a huge alpha +
534 * texture + texture stage + ckey block due to the hardly used
535 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
536 * function will call alpha in case it finds some texture + colorkeyenable
537 * combination which needs extra care. */
538 if (state
->textures
[0] && (state
->textures
[0]->color_key_flags
& WINEDDSD_CKSRCBLT
))
541 if (enable_ckey
|| context
->last_was_ckey
)
542 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
543 context
->last_was_ckey
= enable_ckey
;
545 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
546 || (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
))
548 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
549 checkGLcall("glEnable GL_ALPHA_TEST");
553 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
554 checkGLcall("glDisable GL_ALPHA_TEST");
555 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
561 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
563 glParm
= GL_NOTEQUAL
;
568 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
569 glParm
= gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
573 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
574 checkGLcall("glAlphaFunc");
578 void state_clipping(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
580 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
581 DWORD enable
= 0xffffffff;
582 DWORD disable
= 0x00000000;
584 if (use_vs(state
) && !context
->d3d_info
->vs_clipping
)
588 /* The OpenGL spec says that clipping planes are disabled when using
589 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
590 * driver keeps clipping planes activated with shaders in some
591 * conditions I got sick of tracking down. The shader state handler
592 * disables all clip planes because of that - don't do anything here
593 * and keep them disabled. */
594 if (state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] && !warned
++)
595 FIXME("Clipping not supported with vertex shaders\n");
599 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
600 * The enabled / disabled planes are hardcoded into the shader. Update the
601 * shader to update the enabled clipplanes. In case of fixed function, we
602 * need to update the clipping field from ffp_vertex_settings. */
603 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
605 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
606 * of already set values
609 /* If enabling / disabling all
610 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
612 if (state
->render_states
[WINED3D_RS_CLIPPING
])
614 enable
= state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
615 disable
= ~state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
619 disable
= 0xffffffff;
623 if (enable
& WINED3DCLIPPLANE0
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE0
);
624 if (enable
& WINED3DCLIPPLANE1
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE1
);
625 if (enable
& WINED3DCLIPPLANE2
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE2
);
626 if (enable
& WINED3DCLIPPLANE3
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE3
);
627 if (enable
& WINED3DCLIPPLANE4
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE4
);
628 if (enable
& WINED3DCLIPPLANE5
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE5
);
629 checkGLcall("clip plane enable");
631 if (disable
& WINED3DCLIPPLANE0
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
);
632 if (disable
& WINED3DCLIPPLANE1
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE1
);
633 if (disable
& WINED3DCLIPPLANE2
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE2
);
634 if (disable
& WINED3DCLIPPLANE3
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE3
);
635 if (disable
& WINED3DCLIPPLANE4
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE4
);
636 if (disable
& WINED3DCLIPPLANE5
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE5
);
637 checkGLcall("clip plane disable");
640 void state_specularenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
642 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
643 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
644 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
645 * specular color. This is wrong:
646 * Separate specular color means the specular colour is maintained separately, whereas
647 * single color means it is merged in. However in both cases they are being used to
649 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
650 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
654 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
655 * Instead, we need to setup the FinalCombiner properly.
657 * The default setup for the FinalCombiner is:
659 * <variable> <input> <mapping> <usage>
660 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
661 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
662 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
663 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
664 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
665 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
666 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
668 * That's pretty much fine as it is, except for variable B, which needs to take
669 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
670 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
673 TRACE("Setting specular enable state and materials\n");
674 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
676 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
677 checkGLcall("glMaterialfv");
679 if (state
->material
.power
> gl_info
->limits
.shininess
)
681 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
682 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
683 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
684 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
685 * them, it should be safe to do so without major visual distortions.
687 WARN("Material power = %.8e, limit %.8e\n", state
->material
.power
, gl_info
->limits
.shininess
);
688 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, gl_info
->limits
.shininess
);
692 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, state
->material
.power
);
694 checkGLcall("glMaterialf(GL_SHININESS)");
696 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
697 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_SUM_EXT
);
699 TRACE("Specular colors cannot be enabled in this version of opengl\n");
700 checkGLcall("glEnable(GL_COLOR_SUM)");
702 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
704 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_PLUS_SECONDARY_COLOR_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
705 checkGLcall("glFinalCombinerInputNV()");
708 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
710 /* for the case of enabled lighting: */
711 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
712 checkGLcall("glMaterialfv");
714 /* for the case of disabled lighting: */
715 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
716 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
718 TRACE("Specular colors cannot be disabled in this version of opengl\n");
719 checkGLcall("glDisable(GL_COLOR_SUM)");
721 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
723 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
724 checkGLcall("glFinalCombinerInputNV()");
728 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
729 state
->material
.diffuse
.r
, state
->material
.diffuse
.g
,
730 state
->material
.diffuse
.b
, state
->material
.diffuse
.a
);
731 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
732 state
->material
.ambient
.r
, state
->material
.ambient
.g
,
733 state
->material
.ambient
.b
, state
->material
.ambient
.a
);
734 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
735 state
->material
.specular
.r
, state
->material
.specular
.g
,
736 state
->material
.specular
.b
, state
->material
.specular
.a
);
737 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
738 state
->material
.emissive
.r
, state
->material
.emissive
.g
,
739 state
->material
.emissive
.b
, state
->material
.emissive
.a
);
741 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
742 checkGLcall("glMaterialfv(GL_AMBIENT)");
743 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
744 checkGLcall("glMaterialfv(GL_DIFFUSE)");
745 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
746 checkGLcall("glMaterialfv(GL_EMISSION)");
749 static void state_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
751 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
754 /* Note the texture color applies to all textures whereas
755 * GL_TEXTURE_ENV_COLOR applies to active only. */
757 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
759 /* And now the default texture color as well */
760 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
762 /* Note the WINED3D_RS value applies to all textures, but GL has one
763 * per texture, so apply it now ready to be used! */
764 context_active_texture(context
, gl_info
, i
);
766 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_COLOR
, &col
[0]);
767 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
771 static void renderstate_stencil_twosided(struct wined3d_context
*context
, GLint face
,
772 GLint func
, GLint ref
, GLuint mask
, GLint stencilFail
, GLint depthFail
, GLint stencilPass
)
774 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
776 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
777 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
778 GL_EXTCALL(glActiveStencilFaceEXT(face
));
779 checkGLcall("glActiveStencilFaceEXT(...)");
780 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
781 checkGLcall("glStencilFunc(...)");
782 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
783 checkGLcall("glStencilOp(...)");
786 static GLenum
gl_stencil_op(enum wined3d_stencil_op op
)
790 case WINED3D_STENCIL_OP_KEEP
:
792 case WINED3D_STENCIL_OP_ZERO
:
794 case WINED3D_STENCIL_OP_REPLACE
:
796 case WINED3D_STENCIL_OP_INCR_SAT
:
798 case WINED3D_STENCIL_OP_DECR_SAT
:
800 case WINED3D_STENCIL_OP_INVERT
:
802 case WINED3D_STENCIL_OP_INCR
:
803 return GL_INCR_WRAP_EXT
;
804 case WINED3D_STENCIL_OP_DECR
:
805 return GL_DECR_WRAP_EXT
;
807 FIXME("Unrecognized stencil op %#x.\n", op
);
812 static void state_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
814 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
815 DWORD onesided_enable
;
816 DWORD twosided_enable
;
822 GLint stencilFail_ccw
;
824 GLint stencilPass_ccw
;
828 /* No stencil test without a stencil buffer. */
829 if (!state
->fb
->depth_stencil
)
831 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
832 checkGLcall("glDisable GL_STENCIL_TEST");
836 onesided_enable
= state
->render_states
[WINED3D_RS_STENCILENABLE
];
837 twosided_enable
= state
->render_states
[WINED3D_RS_TWOSIDEDSTENCILMODE
];
838 if (!(func
= gl_compare_func(state
->render_states
[WINED3D_RS_STENCILFUNC
])))
840 if (!(func_ccw
= gl_compare_func(state
->render_states
[WINED3D_RS_CCW_STENCILFUNC
])))
841 func_ccw
= GL_ALWAYS
;
842 ref
= state
->render_states
[WINED3D_RS_STENCILREF
];
843 mask
= state
->render_states
[WINED3D_RS_STENCILMASK
];
844 stencilFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILFAIL
]);
845 depthFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILZFAIL
]);
846 stencilPass
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILPASS
]);
847 stencilFail_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILFAIL
]);
848 depthFail_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILZFAIL
]);
849 stencilPass_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILPASS
]);
851 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
852 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
853 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
854 onesided_enable
, twosided_enable
, ref
, mask
,
855 func
, stencilFail
, depthFail
, stencilPass
,
856 func_ccw
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
);
858 if (twosided_enable
&& onesided_enable
)
860 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
861 checkGLcall("glEnable GL_STENCIL_TEST");
863 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
865 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
866 * which has an effect on the code below too. If we apply the front face
867 * afterwards, we are sure that the active stencil face is set to front,
868 * and other stencil functions which do not use two sided stencil do not have
871 renderstate_stencil_twosided(context
, GL_BACK
,
872 func_ccw
, ref
, mask
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
);
873 renderstate_stencil_twosided(context
, GL_FRONT
,
874 func
, ref
, mask
, stencilFail
, depthFail
, stencilPass
);
876 else if (gl_info
->supported
[ATI_SEPARATE_STENCIL
])
878 GL_EXTCALL(glStencilFuncSeparateATI(func
, func_ccw
, ref
, mask
));
879 checkGLcall("glStencilFuncSeparateATI(...)");
880 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
881 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
882 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
));
883 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
885 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
888 else if(onesided_enable
)
890 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
892 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
893 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
896 /* This code disables the ATI extension as well, since the standard stencil functions are equal
897 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
899 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
900 checkGLcall("glEnable GL_STENCIL_TEST");
901 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
902 checkGLcall("glStencilFunc(...)");
903 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
904 checkGLcall("glStencilOp(...)");
908 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
909 checkGLcall("glDisable GL_STENCIL_TEST");
913 static void state_stencilwrite2s(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
915 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
916 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
918 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK
));
919 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
920 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
921 checkGLcall("glStencilMask");
922 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT
));
923 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
924 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
927 static void state_stencilwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
929 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
930 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
932 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
933 checkGLcall("glStencilMask");
936 static void state_fog_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
938 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
940 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
942 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
945 /* Table fog on: Never use fog coords, and use per-fragment fog */
946 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
948 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_NICEST
);
949 if (context
->fog_coord
)
951 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
952 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
953 context
->fog_coord
= FALSE
;
956 /* Range fog is only used with per-vertex fog in d3d */
957 if (gl_info
->supported
[NV_FOG_DISTANCE
])
959 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
960 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
965 /* Otherwise use per-vertex fog in any case */
966 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_FASTEST
);
968 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
970 /* No fog at all, or transformed vertices: Use fog coord */
971 if (!context
->fog_coord
)
973 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FOG_COORDINATE_EXT
);
974 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
975 context
->fog_coord
= TRUE
;
980 /* Otherwise, use the fragment depth */
981 if (context
->fog_coord
)
983 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
984 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
985 context
->fog_coord
= FALSE
;
988 if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
990 if (gl_info
->supported
[NV_FOG_DISTANCE
])
992 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_RADIAL_NV
);
993 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
997 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1000 else if (gl_info
->supported
[NV_FOG_DISTANCE
])
1002 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1003 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1008 void state_fogstartend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1010 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1011 float fogstart
, fogend
;
1017 switch(context
->fog_source
) {
1023 case FOGSOURCE_COORD
:
1029 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGSTART
];
1030 fogstart
= tmpvalue
.f
;
1031 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGEND
];
1032 fogend
= tmpvalue
.f
;
1033 /* Special handling for fogstart == fogend. In d3d with vertex
1034 * fog, everything is fogged. With table fog, everything with
1035 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
1036 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
1037 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
1038 && fogstart
== fogend
)
1040 fogstart
= -INFINITY
;
1046 /* This should not happen.context->fog_source is set in wined3d, not the app.
1047 * Still this is needed to make the compiler happy
1049 ERR("Unexpected fog coordinate source\n");
1054 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_START
, fogstart
);
1055 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1056 TRACE("Fog Start == %f\n", fogstart
);
1058 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_END
, fogend
);
1059 checkGLcall("glFogf(GL_FOG_END, fogend)");
1060 TRACE("Fog End == %f\n", fogend
);
1063 void state_fog_fragpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1065 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1066 enum fogsource new_source
;
1067 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
1068 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
1070 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1072 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1074 /* No fog? Disable it, and we're done :-) */
1075 glDisableWINE(GL_FOG
);
1076 checkGLcall("glDisable GL_FOG");
1082 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1083 * It can use the Z value of the vertex, or the alpha component of the specular color.
1084 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1085 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1086 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1088 * FOGTABLEMODE != NONE:
1089 * The Z value is used, with the equation specified, no matter what vertex type.
1091 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1092 * Per vertex fog is calculated using the specified fog equation and the parameters
1094 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1095 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1096 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1099 * Rules for vertex fog with shaders:
1101 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1102 * the fog computation to happen during transformation while openGL expects it to happen
1103 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1104 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1105 * To solve this problem, WineD3D does:
1106 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1108 * and 2) disables the fog computation (in either the fixed function or programmable
1109 * rasterizer) if using a vertex program.
1111 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1112 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1113 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1114 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1115 * There are some GL differences between specular fog coords and vertex shaders though.
1117 * With table fog the vertex shader fog coordinate is ignored.
1119 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1123 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1124 * the system will apply only pixel(=table) fog effects."
1126 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
1130 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1131 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1132 new_source
= FOGSOURCE_VS
;
1136 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
1138 /* If processed vertices are used, fall through to the NONE case */
1139 case WINED3D_FOG_EXP
:
1140 if (!context
->last_was_rhw
)
1142 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1143 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1144 new_source
= FOGSOURCE_FFP
;
1149 case WINED3D_FOG_EXP2
:
1150 if (!context
->last_was_rhw
)
1152 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1153 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1154 new_source
= FOGSOURCE_FFP
;
1159 case WINED3D_FOG_LINEAR
:
1160 if (!context
->last_was_rhw
)
1162 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1163 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1164 new_source
= FOGSOURCE_FFP
;
1169 case WINED3D_FOG_NONE
:
1170 /* Both are none? According to msdn the alpha channel of the specular
1171 * color contains a fog factor. Set it in drawStridedSlow.
1172 * Same happens with Vertexfog on transformed vertices
1174 new_source
= FOGSOURCE_COORD
;
1175 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1176 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1180 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1181 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1182 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
1186 new_source
= FOGSOURCE_FFP
;
1188 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
1190 case WINED3D_FOG_EXP
:
1191 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1192 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1195 case WINED3D_FOG_EXP2
:
1196 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1197 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1200 case WINED3D_FOG_LINEAR
:
1201 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1202 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1205 case WINED3D_FOG_NONE
: /* Won't happen */
1207 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1208 state
->render_states
[WINED3D_RS_FOGTABLEMODE
]);
1212 glEnableWINE(GL_FOG
);
1213 checkGLcall("glEnable GL_FOG");
1214 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
1216 context
->fog_source
= new_source
;
1217 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
1221 void state_fogcolor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1223 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1226 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_FOGCOLOR
], col
);
1227 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_COLOR
, &col
[0]);
1228 checkGLcall("glFog GL_FOG_COLOR");
1231 void state_fogdensity(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1233 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1239 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1240 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_DENSITY
, &tmpvalue
.f
);
1241 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1244 static void state_colormat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1246 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1249 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1250 * The vertex declaration will call this function if the fixed function pipeline is used.
1253 if(isStateDirty(context
, STATE_VDECL
)) {
1257 context
->num_untracked_materials
= 0;
1258 if ((context
->stream_info
.use_map
& (1 << WINED3D_FFP_DIFFUSE
))
1259 && state
->render_states
[WINED3D_RS_COLORVERTEX
])
1261 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1262 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
],
1263 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
],
1264 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
],
1265 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
]);
1267 if (state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1269 if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1270 Parm
= GL_AMBIENT_AND_DIFFUSE
;
1273 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1275 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1276 context
->num_untracked_materials
++;
1278 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1280 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1281 context
->num_untracked_materials
++;
1284 else if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1287 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1289 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1290 context
->num_untracked_materials
++;
1292 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1294 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1295 context
->num_untracked_materials
++;
1298 else if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1301 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1303 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1304 context
->num_untracked_materials
++;
1307 else if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1313 /* Nothing changed, return. */
1314 if (Parm
== context
->tracking_parm
) return;
1318 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1319 checkGLcall("glDisable GL_COLOR_MATERIAL");
1323 gl_info
->gl_ops
.gl
.p_glColorMaterial(GL_FRONT_AND_BACK
, Parm
);
1324 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1325 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_MATERIAL
);
1326 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1329 /* Apparently calls to glMaterialfv are ignored for properties we're
1330 * tracking with glColorMaterial, so apply those here. */
1331 switch (context
->tracking_parm
)
1333 case GL_AMBIENT_AND_DIFFUSE
:
1334 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1335 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1336 checkGLcall("glMaterialfv");
1340 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1341 checkGLcall("glMaterialfv");
1345 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1346 checkGLcall("glMaterialfv");
1350 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1351 checkGLcall("glMaterialfv");
1355 /* Only change material color if specular is enabled, otherwise it is set to black */
1356 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1358 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
1359 checkGLcall("glMaterialfv");
1363 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1364 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
1365 checkGLcall("glMaterialfv");
1370 context
->tracking_parm
= Parm
;
1373 static void state_linepattern(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1375 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1379 struct wined3d_line_pattern lp
;
1381 tmppattern
.d
= state
->render_states
[WINED3D_RS_LINEPATTERN
];
1383 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1385 if (tmppattern
.lp
.repeat_factor
)
1387 gl_info
->gl_ops
.gl
.p_glLineStipple(tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1388 checkGLcall("glLineStipple(repeat, linepattern)");
1389 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_STIPPLE
);
1390 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1394 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_STIPPLE
);
1395 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1399 static void state_normalize(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1401 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1403 if (isStateDirty(context
, STATE_VDECL
))
1406 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1407 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1408 * by zero and is not properly defined in opengl, so avoid it
1410 if (state
->render_states
[WINED3D_RS_NORMALIZENORMALS
]
1411 && (context
->stream_info
.use_map
& (1 << WINED3D_FFP_NORMAL
)))
1413 gl_info
->gl_ops
.gl
.p_glEnable(GL_NORMALIZE
);
1414 checkGLcall("glEnable(GL_NORMALIZE);");
1418 gl_info
->gl_ops
.gl
.p_glDisable(GL_NORMALIZE
);
1419 checkGLcall("glDisable(GL_NORMALIZE);");
1423 void state_psizemin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1430 tmpvalue
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
1431 if (tmpvalue
.f
!= 1.0f
)
1433 FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue
.f
);
1435 tmpvalue
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
1436 if (tmpvalue
.f
!= 64.0f
)
1438 FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue
.f
);
1443 void state_psizemin_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1445 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1452 min
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
1453 max
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
1455 /* Max point size trumps min point size */
1460 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MIN_EXT
, min
.f
);
1461 checkGLcall("glPointParameterfEXT(...)");
1462 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MAX_EXT
, max
.f
);
1463 checkGLcall("glPointParameterfEXT(...)");
1466 void state_psizemin_arb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1468 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1475 min
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
1476 max
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
1478 /* Max point size trumps min point size */
1483 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MIN_ARB
, min
.f
);
1484 checkGLcall("glPointParameterfARB(...)");
1485 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MAX_ARB
, max
.f
);
1486 checkGLcall("glPointParameterfARB(...)");
1489 void state_pscale(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1491 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1492 /* TODO: Group this with the viewport */
1494 * POINTSCALEENABLE controls how point size value is treated. If set to
1495 * true, the point size is scaled with respect to height of viewport.
1496 * When set to false point size is in pixels.
1499 /* Default values */
1500 GLfloat att
[3] = {1.0f
, 0.0f
, 0.0f
};
1504 } pointSize
, A
, B
, C
;
1506 pointSize
.d
= state
->render_states
[WINED3D_RS_POINTSIZE
];
1507 A
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_A
];
1508 B
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_B
];
1509 C
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_C
];
1511 if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1513 DWORD h
= state
->viewport
.height
;
1514 GLfloat scaleFactor
;
1516 if (pointSize
.f
< gl_info
->limits
.pointsize_min
)
1518 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1519 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1520 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1521 * are less than 1.0f. scale_factor = 1.0f / point_size.
1523 scaleFactor
= pointSize
.f
/ gl_info
->limits
.pointsize_min
;
1524 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1525 * is 1.0, but then accepts points below that and draws too small points
1527 pointSize
.f
= gl_info
->limits
.pointsize_min
;
1529 else if(pointSize
.f
> gl_info
->limits
.pointsize_max
)
1531 /* gl already scales the input to glPointSize,
1532 * d3d scales the result after the point size scale.
1533 * If the point size is bigger than the max size, use the
1534 * scaling to scale it bigger, and set the gl point size to max
1536 scaleFactor
= pointSize
.f
/ gl_info
->limits
.pointsize_max
;
1537 TRACE("scale: %f\n", scaleFactor
);
1538 pointSize
.f
= gl_info
->limits
.pointsize_max
;
1542 scaleFactor
= powf(h
* scaleFactor
, 2);
1544 att
[0] = A
.f
/ scaleFactor
;
1545 att
[1] = B
.f
/ scaleFactor
;
1546 att
[2] = C
.f
/ scaleFactor
;
1549 if (gl_info
->supported
[ARB_POINT_PARAMETERS
])
1551 GL_EXTCALL(glPointParameterfvARB
)(GL_POINT_DISTANCE_ATTENUATION_ARB
, att
);
1552 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1554 else if (gl_info
->supported
[EXT_POINT_PARAMETERS
])
1556 GL_EXTCALL(glPointParameterfvEXT
)(GL_DISTANCE_ATTENUATION_EXT
, att
);
1557 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1559 else if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1561 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1564 gl_info
->gl_ops
.gl
.p_glPointSize(pointSize
.f
);
1565 checkGLcall("glPointSize(...);");
1568 static void state_debug_monitor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1570 WARN("token: %#x.\n", state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
]);
1573 static void state_colorwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1575 DWORD mask0
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE
];
1576 DWORD mask1
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
];
1577 DWORD mask2
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
];
1578 DWORD mask3
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
];
1579 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1581 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1582 mask0
& WINED3DCOLORWRITEENABLE_RED
? 1 : 0,
1583 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? 1 : 0,
1584 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? 1 : 0,
1585 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? 1 : 0);
1586 gl_info
->gl_ops
.gl
.p_glColorMask(mask0
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1587 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1588 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1589 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
);
1590 checkGLcall("glColorMask(...)");
1592 if (!((mask1
== mask0
&& mask2
== mask0
&& mask3
== mask0
)
1593 || (mask1
== 0xf && mask2
== 0xf && mask3
== 0xf)))
1595 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1596 mask0
, mask1
, mask2
, mask3
);
1597 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1601 static void set_color_mask(const struct wined3d_gl_info
*gl_info
, UINT index
, DWORD mask
)
1603 GL_EXTCALL(glColorMaskIndexedEXT(index
,
1604 mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1605 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1606 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1607 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
));
1610 static void state_colorwrite0(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1612 set_color_mask(context
->gl_info
, 0, state
->render_states
[WINED3D_RS_COLORWRITEENABLE
]);
1615 static void state_colorwrite1(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1617 set_color_mask(context
->gl_info
, 1, state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
]);
1620 static void state_colorwrite2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1622 set_color_mask(context
->gl_info
, 2, state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
]);
1625 static void state_colorwrite3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1627 set_color_mask(context
->gl_info
, 3, state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
]);
1630 static void state_localviewer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1632 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1634 if (state
->render_states
[WINED3D_RS_LOCALVIEWER
])
1636 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 1);
1637 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1641 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 0);
1642 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1646 static void state_lastpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1648 if (state
->render_states
[WINED3D_RS_LASTPIXEL
])
1650 TRACE("Last Pixel Drawing Enabled\n");
1656 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1659 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1664 void state_pointsprite_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1668 /* TODO: NV_POINT_SPRITE */
1669 if (!warned
&& state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1671 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1672 FIXME("Point sprites not supported\n");
1677 void state_pointsprite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1679 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1681 if (state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1683 gl_info
->gl_ops
.gl
.p_glEnable(GL_POINT_SPRITE_ARB
);
1684 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1688 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1689 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1693 static void state_wrap(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1695 if (state
->render_states
[WINED3D_RS_WRAP0
]
1696 || state
->render_states
[WINED3D_RS_WRAP1
]
1697 || state
->render_states
[WINED3D_RS_WRAP2
]
1698 || state
->render_states
[WINED3D_RS_WRAP3
]
1699 || state
->render_states
[WINED3D_RS_WRAP4
]
1700 || state
->render_states
[WINED3D_RS_WRAP5
]
1701 || state
->render_states
[WINED3D_RS_WRAP6
]
1702 || state
->render_states
[WINED3D_RS_WRAP7
]
1703 || state
->render_states
[WINED3D_RS_WRAP8
]
1704 || state
->render_states
[WINED3D_RS_WRAP9
]
1705 || state
->render_states
[WINED3D_RS_WRAP10
]
1706 || state
->render_states
[WINED3D_RS_WRAP11
]
1707 || state
->render_states
[WINED3D_RS_WRAP12
]
1708 || state
->render_states
[WINED3D_RS_WRAP13
]
1709 || state
->render_states
[WINED3D_RS_WRAP14
]
1710 || state
->render_states
[WINED3D_RS_WRAP15
])
1711 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1714 static void state_msaa_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1716 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1717 WARN("Multisample antialiasing not supported by GL.\n");
1720 static void state_msaa(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1722 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1724 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1726 gl_info
->gl_ops
.gl
.p_glEnable(GL_MULTISAMPLE_ARB
);
1727 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1731 gl_info
->gl_ops
.gl
.p_glDisable(GL_MULTISAMPLE_ARB
);
1732 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1736 static void state_scissor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1738 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1740 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
1742 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
1743 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1747 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1748 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1752 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1753 * OpenGL the bias is specified in units of "the smallest value that is
1754 * guaranteed to produce a resolvable offset for a given implementation". To
1755 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1756 * There's no practical way to retrieve that value from a given GL
1757 * implementation, but the D3D application has essentially the same problem,
1758 * which makes a guess of the depth buffer format's highest possible value a
1759 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1760 * depth slope, and doesn't need to be scaled. */
1761 static void state_depthbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1763 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1765 if (state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
]
1766 || state
->render_states
[WINED3D_RS_DEPTHBIAS
])
1768 const struct wined3d_rendertarget_view
*depth
= state
->fb
->depth_stencil
;
1775 } scale_bias
, const_bias
;
1777 scale_bias
.d
= state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
];
1778 const_bias
.d
= state
->render_states
[WINED3D_RS_DEPTHBIAS
];
1780 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
1781 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1783 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_DEPTH_BIAS
)
1785 float bias
= -(float)const_bias
.d
;
1786 gl_info
->gl_ops
.gl
.p_glPolygonOffset(bias
, bias
);
1787 checkGLcall("glPolygonOffset");
1793 const struct wined3d_format
*fmt
= depth
->format
;
1794 scale
= powf(2, fmt
->depth_size
) - 1;
1795 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1796 debug_d3dformat(fmt
->id
), scale
);
1800 /* The context manager will reapply this state on a depth stencil change */
1801 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1805 gl_info
->gl_ops
.gl
.p_glPolygonOffset(scale_bias
.f
, const_bias
.f
* scale
);
1806 checkGLcall("glPolygonOffset(...)");
1811 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
1812 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1816 static void state_zvisible(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1818 if (state
->render_states
[WINED3D_RS_ZVISIBLE
])
1819 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1822 static void state_perspective(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1824 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1826 if (state
->render_states
[WINED3D_RS_TEXTUREPERSPECTIVE
])
1828 gl_info
->gl_ops
.gl
.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT
, GL_NICEST
);
1829 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1833 gl_info
->gl_ops
.gl
.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT
, GL_FASTEST
);
1834 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1838 static void state_stippledalpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1840 if (state
->render_states
[WINED3D_RS_STIPPLEDALPHA
])
1841 FIXME("Stippled Alpha not supported yet.\n");
1844 static void state_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1846 if (state
->render_states
[WINED3D_RS_ANTIALIAS
])
1847 FIXME("Antialias not supported yet.\n");
1850 static void state_multisampmask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1852 if (state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
] != 0xffffffff)
1853 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1854 state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
]);
1857 static void state_patchedgestyle(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1859 if (state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] != WINED3D_PATCH_EDGE_DISCRETE
)
1860 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1861 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
]);
1864 static void state_patchsegments(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1872 if (state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] != tmpvalue
.d
)
1874 static BOOL displayed
= FALSE
;
1876 tmpvalue
.d
= state
->render_states
[WINED3D_RS_PATCHSEGMENTS
];
1878 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
1884 static void state_positiondegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1886 if (state
->render_states
[WINED3D_RS_POSITIONDEGREE
] != WINED3D_DEGREE_CUBIC
)
1887 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1888 state
->render_states
[WINED3D_RS_POSITIONDEGREE
]);
1891 static void state_normaldegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1893 if (state
->render_states
[WINED3D_RS_NORMALDEGREE
] != WINED3D_DEGREE_LINEAR
)
1894 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1895 state
->render_states
[WINED3D_RS_NORMALDEGREE
]);
1898 static void state_tessellation(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1900 if (state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
])
1901 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1902 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
]);
1905 static void state_nvdb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1912 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1914 if (state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] == WINED3DFMT_NVDB
)
1916 zmin
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
];
1917 zmax
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
];
1919 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1920 * In d3d9 test is not performed in this case*/
1921 if (zmin
.f
<= zmax
.f
)
1923 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT
);
1924 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1925 GL_EXTCALL(glDepthBoundsEXT(zmin
.f
, zmax
.f
));
1926 checkGLcall("glDepthBoundsEXT(...)");
1930 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1931 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1936 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1937 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1940 state_tessellation(context
, state
, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
));
1943 static void state_wrapu(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1945 if (state
->render_states
[WINED3D_RS_WRAPU
])
1946 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1949 static void state_wrapv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1951 if (state
->render_states
[WINED3D_RS_WRAPV
])
1952 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1955 static void state_monoenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1957 if (state
->render_states
[WINED3D_RS_MONOENABLE
])
1958 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1961 static void state_rop2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1963 if (state
->render_states
[WINED3D_RS_ROP2
])
1964 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1967 static void state_planemask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1969 if (state
->render_states
[WINED3D_RS_PLANEMASK
])
1970 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1973 static void state_subpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1975 if (state
->render_states
[WINED3D_RS_SUBPIXEL
])
1976 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1979 static void state_subpixelx(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1981 if (state
->render_states
[WINED3D_RS_SUBPIXELX
])
1982 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1985 static void state_stippleenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1987 if (state
->render_states
[WINED3D_RS_STIPPLEENABLE
])
1988 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1991 static void state_mipmaplodbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1993 if (state
->render_states
[WINED3D_RS_MIPMAPLODBIAS
])
1994 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1997 static void state_anisotropy(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1999 if (state
->render_states
[WINED3D_RS_ANISOTROPY
])
2000 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2003 static void state_flushbatch(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2005 if (state
->render_states
[WINED3D_RS_FLUSHBATCH
])
2006 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2009 static void state_translucentsi(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2011 if (state
->render_states
[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
])
2012 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2015 static void state_extents(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2017 if (state
->render_states
[WINED3D_RS_EXTENTS
])
2018 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2021 static void state_ckeyblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2023 if (state
->render_states
[WINED3D_RS_COLORKEYBLENDENABLE
])
2024 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2027 static void state_swvp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2029 if (state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
])
2030 FIXME("Software vertex processing not implemented.\n");
2033 static void get_src_and_opr(DWORD arg
, BOOL is_alpha
, GLenum
* source
, GLenum
* operand
) {
2034 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2035 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2036 * flag specifies the complement of the input should be used. */
2037 BOOL from_alpha
= is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
;
2038 BOOL complement
= arg
& WINED3DTA_COMPLEMENT
;
2040 /* Calculate the operand */
2042 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
2043 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
2045 if (from_alpha
) *operand
= GL_SRC_ALPHA
;
2046 else *operand
= GL_SRC_COLOR
;
2049 /* Calculate the source */
2050 switch (arg
& WINED3DTA_SELECTMASK
) {
2051 case WINED3DTA_CURRENT
: *source
= GL_PREVIOUS_EXT
; break;
2052 case WINED3DTA_DIFFUSE
: *source
= GL_PRIMARY_COLOR_EXT
; break;
2053 case WINED3DTA_TEXTURE
: *source
= GL_TEXTURE
; break;
2054 case WINED3DTA_TFACTOR
: *source
= GL_CONSTANT_EXT
; break;
2055 case WINED3DTA_SPECULAR
:
2057 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2058 * 'Secondary color' and isn't supported until base GL supports it
2059 * There is no concept of temp registers as far as I can tell
2061 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2062 *source
= GL_TEXTURE
;
2065 FIXME("Unrecognized texture arg %#x\n", arg
);
2066 *source
= GL_TEXTURE
;
2071 /* Setup the texture operations texture stage states */
2072 static void set_tex_op(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
2073 BOOL isAlpha
, int Stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
2075 GLenum src1
, src2
, src3
;
2076 GLenum opr1
, opr2
, opr3
;
2078 GLenum src0_target
, src1_target
, src2_target
;
2079 GLenum opr0_target
, opr1_target
, opr2_target
;
2081 GLenum opr
=0, invopr
, src3_target
, opr3_target
;
2082 BOOL Handled
= FALSE
;
2084 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha
, Stage
, debug_d3dtop(op
), arg1
, arg2
, arg3
);
2086 /* Operations usually involve two args, src0 and src1 and are operations
2087 * of the form (a1 <operation> a2). However, some of the more complex
2088 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2089 * Microsoft added in a third parameter called a0. Therefore these are
2090 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2091 * parameter goes to the front.
2093 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2094 * actual functions below, expect their syntax to differ slightly to those
2095 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2096 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2100 comb_target
= GL_COMBINE_ALPHA
;
2101 src0_target
= GL_SOURCE0_ALPHA
;
2102 src1_target
= GL_SOURCE1_ALPHA
;
2103 src2_target
= GL_SOURCE2_ALPHA
;
2104 opr0_target
= GL_OPERAND0_ALPHA
;
2105 opr1_target
= GL_OPERAND1_ALPHA
;
2106 opr2_target
= GL_OPERAND2_ALPHA
;
2107 scal_target
= GL_ALPHA_SCALE
;
2111 comb_target
= GL_COMBINE_RGB
;
2112 src0_target
= GL_SOURCE0_RGB
;
2113 src1_target
= GL_SOURCE1_RGB
;
2114 src2_target
= GL_SOURCE2_RGB
;
2115 opr0_target
= GL_OPERAND0_RGB
;
2116 opr1_target
= GL_OPERAND1_RGB
;
2117 opr2_target
= GL_OPERAND2_RGB
;
2118 scal_target
= GL_RGB_SCALE
;
2121 /* If a texture stage references an invalid texture unit the stage just
2122 * passes through the result from the previous stage */
2123 if (is_invalid_op(state
, Stage
, op
, arg1
, arg2
, arg3
))
2125 arg1
= WINED3DTA_CURRENT
;
2126 op
= WINED3D_TOP_SELECT_ARG1
;
2129 if (isAlpha
&& !state
->textures
[Stage
] && arg1
== WINED3DTA_TEXTURE
)
2131 get_src_and_opr(WINED3DTA_DIFFUSE
, isAlpha
, &src1
, &opr1
);
2133 get_src_and_opr(arg1
, isAlpha
, &src1
, &opr1
);
2135 get_src_and_opr(arg2
, isAlpha
, &src2
, &opr2
);
2136 get_src_and_opr(arg3
, isAlpha
, &src3
, &opr3
);
2138 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target
, src1
, opr1
, src2
, opr2
, src3
, opr3
);
2140 Handled
= TRUE
; /* Assume will be handled */
2142 /* Other texture operations require special extensions: */
2143 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2147 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2148 src3_target
= GL_SOURCE3_ALPHA_NV
;
2149 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2152 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2153 src3_target
= GL_SOURCE3_RGB_NV
;
2154 opr3_target
= GL_OPERAND3_RGB_NV
;
2158 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2159 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2160 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2161 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2162 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2163 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2164 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2165 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2166 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2167 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2168 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2169 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2170 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2171 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2172 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2173 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2174 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2175 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2176 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2179 case WINED3D_TOP_SELECT_ARG1
: /* = a1 * 1 + 0 * 0 */
2180 case WINED3D_TOP_SELECT_ARG2
: /* = a2 * 1 + 0 * 0 */
2181 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2182 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2183 if (op
== WINED3D_TOP_SELECT_ARG1
)
2185 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2186 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2187 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2188 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2192 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2193 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2194 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2195 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2197 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2198 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2199 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2200 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2201 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2202 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2203 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2204 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2205 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2206 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2207 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2208 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2211 case WINED3D_TOP_MODULATE
:
2212 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2213 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2214 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2215 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2216 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2217 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2218 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2219 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2220 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2221 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2222 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2223 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2224 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2225 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2226 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2227 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2228 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2229 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2230 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2231 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2233 case WINED3D_TOP_MODULATE_2X
:
2234 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2235 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2236 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2237 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2238 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2239 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2240 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2241 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2242 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2243 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2244 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2245 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2246 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2247 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2248 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2249 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2250 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2251 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2252 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2253 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2255 case WINED3D_TOP_MODULATE_4X
:
2256 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2257 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2258 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2259 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2260 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2261 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2262 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2263 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2264 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2265 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2266 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2267 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2268 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2269 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2270 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2271 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2272 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2273 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2274 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2275 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2278 case WINED3D_TOP_ADD
:
2279 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2280 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2281 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2282 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2283 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2284 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2285 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2286 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2287 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2288 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2289 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2290 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2291 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2292 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2293 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2294 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2295 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2296 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2297 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2298 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2301 case WINED3D_TOP_ADD_SIGNED
:
2302 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2303 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2304 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2305 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2306 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2307 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2308 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2309 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2310 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2311 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2312 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2313 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2314 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2315 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2316 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2317 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2318 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2319 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2320 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2321 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2324 case WINED3D_TOP_ADD_SIGNED_2X
:
2325 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2326 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2327 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2328 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2329 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2330 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2331 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2332 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2333 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2334 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2335 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2336 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2337 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2338 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2339 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2340 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2341 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2342 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2343 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2344 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2347 case WINED3D_TOP_ADD_SMOOTH
:
2348 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2349 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2350 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2351 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2352 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2353 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2354 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2355 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2356 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2357 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2358 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2359 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2360 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2361 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2362 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2363 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2365 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2366 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2367 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2368 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2370 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2371 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2372 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2373 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2376 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2377 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2378 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2379 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2380 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2381 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2382 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2383 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_PRIMARY_COLOR
);
2384 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2385 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2386 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2387 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2388 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2389 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2390 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2391 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_PRIMARY_COLOR
);
2392 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2393 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2394 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2395 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2396 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2398 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2399 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2400 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2401 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2402 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2403 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2404 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2405 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_TEXTURE
);
2406 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2407 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2408 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2409 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2410 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2411 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2412 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2413 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2414 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2415 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2416 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2417 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2418 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2420 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2421 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2422 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2423 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2424 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2425 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2426 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2427 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_CONSTANT
);
2428 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2429 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2430 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2431 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2432 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2433 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2434 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2435 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_CONSTANT
);
2436 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2437 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2438 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2439 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2440 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2442 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2443 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2444 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2445 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2446 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2447 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2448 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2449 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2450 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2451 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2452 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2453 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2454 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2455 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2456 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2457 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2458 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2459 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2460 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2461 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2462 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2464 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2465 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2466 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2467 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
); /* a0 = src1/opr1 */
2468 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2469 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2470 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2471 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2472 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2473 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2474 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2475 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
); /* a2 = arg2 */
2476 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2477 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2478 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2479 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2480 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2482 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2483 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2485 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2486 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2487 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2488 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2490 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2491 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2492 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2493 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2494 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2495 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2496 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2497 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2498 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2499 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2500 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2501 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2502 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2504 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2505 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2507 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2508 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2509 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2510 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2511 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2512 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2513 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2514 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2516 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2517 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2518 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2519 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2520 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2521 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2522 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2523 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2524 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2525 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2526 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2527 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2528 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2529 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2530 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2531 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2532 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2534 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2535 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2536 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2537 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2539 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2540 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2541 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2542 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2544 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2545 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2546 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2547 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2548 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2550 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2551 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2552 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2553 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2555 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2556 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2557 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2558 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2559 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2560 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2561 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2562 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2564 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2565 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2567 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2568 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2569 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2570 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2571 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2572 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2573 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2574 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2576 case WINED3D_TOP_MULTIPLY_ADD
:
2577 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2578 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2579 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src3
);
2580 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2581 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr3
);
2582 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2583 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2584 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2585 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2586 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2587 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2588 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2589 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr1
);
2590 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2591 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src2
);
2592 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2593 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr2
);
2594 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2595 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2596 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2599 case WINED3D_TOP_BUMPENVMAP
:
2600 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2601 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2610 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE4_NV
);
2611 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2615 } /* GL_NV_texture_env_combine4 */
2617 Handled
= TRUE
; /* Again, assume handled */
2619 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2620 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2621 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2622 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2623 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2624 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2625 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2626 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2627 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2629 case WINED3D_TOP_SELECT_ARG1
:
2630 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2631 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2632 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2633 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2634 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2635 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2636 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2637 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2639 case WINED3D_TOP_SELECT_ARG2
:
2640 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2641 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2642 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2643 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2644 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2645 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2646 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2647 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2649 case WINED3D_TOP_MODULATE
:
2650 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2651 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2652 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2653 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2654 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2655 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2656 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2657 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2658 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2659 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2660 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2661 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2663 case WINED3D_TOP_MODULATE_2X
:
2664 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2665 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2666 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2667 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2668 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2669 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2670 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2671 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2672 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2673 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2674 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2675 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2677 case WINED3D_TOP_MODULATE_4X
:
2678 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2679 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2680 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2681 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2682 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2683 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2684 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2685 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2686 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2687 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2688 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2689 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2691 case WINED3D_TOP_ADD
:
2692 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2693 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2694 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2695 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2696 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2697 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2698 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2699 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2700 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2701 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2702 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2703 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2705 case WINED3D_TOP_ADD_SIGNED
:
2706 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2707 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2708 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2709 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2710 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2711 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2712 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2713 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2714 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2715 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2716 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2717 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2719 case WINED3D_TOP_ADD_SIGNED_2X
:
2720 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2721 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2722 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2723 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2724 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2725 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2726 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2727 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2728 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2729 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2730 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2731 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2733 case WINED3D_TOP_SUBTRACT
:
2734 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
])
2736 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_SUBTRACT
);
2737 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2738 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2739 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2740 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2741 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2742 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2743 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2744 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2745 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2746 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2747 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2749 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2753 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2754 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2755 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2756 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2757 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2758 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2759 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2760 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2761 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2762 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2763 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2764 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PRIMARY_COLOR
);
2765 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2766 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2767 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2768 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2769 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2771 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2772 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2773 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2774 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2775 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2776 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2777 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2778 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2779 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2780 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2781 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2782 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_TEXTURE
);
2783 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2784 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2785 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2786 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2787 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2789 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2790 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2791 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2792 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2793 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2794 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2795 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2796 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2797 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2798 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2799 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2800 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_CONSTANT
);
2801 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2802 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2803 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2804 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2805 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2807 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
2808 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2809 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2810 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2811 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2812 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2813 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2814 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2815 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2816 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2817 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2818 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PREVIOUS
);
2819 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2820 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2821 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2822 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2823 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2825 case WINED3D_TOP_DOTPRODUCT3
:
2826 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
2828 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_ARB
);
2829 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2831 else if (gl_info
->supported
[EXT_TEXTURE_ENV_DOT3
])
2833 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_EXT
);
2834 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2836 FIXME("This version of opengl does not support GL_DOT3\n");
2838 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2839 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2840 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2841 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2842 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2843 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2844 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2845 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2846 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2847 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2849 case WINED3D_TOP_LERP
:
2850 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2851 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2852 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2853 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2854 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2855 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2856 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2857 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2858 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2859 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2860 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src3
);
2861 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2862 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr3
);
2863 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2864 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2865 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2867 case WINED3D_TOP_ADD_SMOOTH
:
2868 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2870 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2871 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2872 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2873 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2875 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2876 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2877 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2878 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2880 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2881 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2882 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2883 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2884 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2885 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2886 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2887 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2888 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2889 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2890 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2891 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2895 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2896 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2898 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2899 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2900 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_TEXTURE
);
2901 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2902 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_ONE_MINUS_SRC_ALPHA
);
2903 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2904 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2905 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2906 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2907 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2908 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2909 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2910 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2911 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2912 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2913 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2917 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2918 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2920 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2921 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2922 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2923 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2925 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2926 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2927 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2928 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2930 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2931 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2932 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2933 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2934 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2935 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2936 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2937 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2938 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2939 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2940 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2941 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2945 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2946 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2948 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2949 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2950 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2951 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2952 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2953 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2954 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2955 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2957 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2958 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2959 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2960 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2962 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2963 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2964 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2965 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2966 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2967 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2968 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2969 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2973 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2974 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2976 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2977 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2978 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2979 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2981 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2982 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2983 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2984 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2986 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2987 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2988 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2989 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2990 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2991 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2992 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2993 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2994 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2995 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2996 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2997 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3001 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3002 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3004 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3005 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3006 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3007 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3009 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
3010 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
3011 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3012 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3014 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3015 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3016 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3017 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3019 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3020 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3021 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3022 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3024 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
3025 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3026 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3027 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3028 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3029 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3030 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3031 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3035 case WINED3D_TOP_MULTIPLY_ADD
:
3036 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3038 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3039 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3040 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3041 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3042 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
3043 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3044 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src3
);
3045 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3046 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr3
);
3047 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3048 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3049 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3050 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3051 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3052 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3053 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3057 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
3058 case WINED3D_TOP_BUMPENVMAP
:
3059 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
3061 /* Technically texture shader support without register combiners is possible, but not expected to occur
3062 * on real world cards, so for now a fixme should be enough
3064 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3074 BOOL combineOK
= TRUE
;
3075 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
3080 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
3082 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
3084 /* Note: If COMBINE4 in effect can't go back to combine! */
3087 case WINED3D_TOP_ADD_SMOOTH
:
3088 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
3089 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
3090 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
3091 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
3092 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3093 case WINED3D_TOP_MULTIPLY_ADD
:
3094 /* Ignore those implemented in both cases */
3097 case WINED3D_TOP_SELECT_ARG1
:
3098 case WINED3D_TOP_SELECT_ARG2
:
3103 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
3111 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE
);
3112 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3118 /* After all the extensions, if still unhandled, report fixme */
3119 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op
));
3123 static void tex_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3125 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3126 BOOL tex_used
= context
->fixed_function_usage_map
& (1 << stage
);
3127 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3128 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3130 TRACE("Setting color op for stage %d\n", stage
);
3132 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3133 if (use_ps(state
)) return;
3135 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
3137 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3139 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3141 FIXME("Attempt to enable unsupported stage!\n");
3144 context_active_texture(context
, gl_info
, mapped_stage
);
3147 if (stage
>= context
->lowest_disabled_stage
)
3149 TRACE("Stage disabled\n");
3150 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3152 /* Disable everything here */
3153 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3154 checkGLcall("glDisable(GL_TEXTURE_2D)");
3155 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3156 checkGLcall("glDisable(GL_TEXTURE_3D)");
3157 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3159 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3160 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3162 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3164 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3165 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3172 /* The sampler will also activate the correct texture dimensions, so no
3173 * need to do it here if the sampler for this stage is dirty. */
3174 if (!isStateDirty(context
, STATE_SAMPLER(stage
)) && tex_used
)
3175 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
3177 set_tex_op(gl_info
, state
, FALSE
, stage
,
3178 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
3179 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
3180 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
3181 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
]);
3184 void tex_alphaop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3186 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3187 BOOL tex_used
= context
->fixed_function_usage_map
& (1 << stage
);
3188 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3189 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3190 DWORD op
, arg1
, arg2
, arg0
;
3192 TRACE("Setting alpha op for stage %d\n", stage
);
3193 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3194 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3196 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3198 FIXME("Attempt to enable unsupported stage!\n");
3201 context_active_texture(context
, gl_info
, mapped_stage
);
3204 op
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_OP
];
3205 arg1
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG1
];
3206 arg2
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG2
];
3207 arg0
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG0
];
3209 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !stage
&& state
->textures
[0])
3211 struct wined3d_texture
*texture
= state
->textures
[0];
3212 GLenum texture_dimensions
= texture
->target
;
3214 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3216 if (texture
->color_key_flags
& WINEDDSD_CKSRCBLT
&& !texture
->resource
.format
->alpha_size
)
3218 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3219 * properly. On the other hand applications can still use texture combiners apparently. This code
3220 * takes care that apps cannot remove the texture's alpha channel entirely.
3222 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3223 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3224 * and alpha component of diffuse color to draw things like translucent text and perform other
3227 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3228 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3229 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3230 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3231 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3232 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3233 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3234 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3235 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3238 * What to do with multitexturing? So far no app has been found that uses color keying with
3240 if (op
== WINED3D_TOP_DISABLE
)
3242 arg1
= WINED3DTA_TEXTURE
;
3243 op
= WINED3D_TOP_SELECT_ARG1
;
3245 else if (op
== WINED3D_TOP_SELECT_ARG1
&& arg1
!= WINED3DTA_TEXTURE
)
3247 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3249 arg2
= WINED3DTA_TEXTURE
;
3250 op
= WINED3D_TOP_MODULATE
;
3252 else arg1
= WINED3DTA_TEXTURE
;
3254 else if (op
== WINED3D_TOP_SELECT_ARG2
&& arg2
!= WINED3DTA_TEXTURE
)
3256 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3258 arg1
= WINED3DTA_TEXTURE
;
3259 op
= WINED3D_TOP_MODULATE
;
3261 else arg2
= WINED3DTA_TEXTURE
;
3267 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3268 * this if block here, and the other code(color keying, texture unit selection) are the same
3270 TRACE("Setting alpha op for stage %d\n", stage
);
3271 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3273 set_tex_op_nvrc(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
,
3274 mapped_stage
, state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
3278 set_tex_op(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
);
3282 void transform_texture(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3284 DWORD texUnit
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3285 const struct wined3d_device
*device
= context
->swapchain
->device
;
3286 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3287 DWORD mapped_stage
= context
->tex_unit_map
[texUnit
];
3291 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3292 if (use_vs(state
) || isStateDirty(context
, STATE_VDECL
))
3294 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3298 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) return;
3299 if (mapped_stage
>= gl_info
->limits
.textures
) return;
3301 context_active_texture(context
, gl_info
, mapped_stage
);
3302 generated
= (state
->texture_states
[texUnit
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000) != WINED3DTSS_TCI_PASSTHRU
;
3303 coordIdx
= min(state
->texture_states
[texUnit
][WINED3D_TSS_TEXCOORD_INDEX
& 0x0000ffff], MAX_TEXTURES
- 1);
3305 set_texture_matrix(gl_info
, &state
->transforms
[WINED3D_TS_TEXTURE0
+ texUnit
].u
.m
[0][0],
3306 state
->texture_states
[texUnit
][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
],
3307 generated
, context
->last_was_rhw
,
3308 context
->stream_info
.use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
))
3309 ? context
->stream_info
.elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
].format
->id
3310 : WINED3DFMT_UNKNOWN
,
3311 device
->shader_backend
->shader_has_ffp_proj_control(device
->shader_priv
));
3313 /* The sampler applying function calls us if this changes */
3314 if ((context
->lastWasPow2Texture
& (1 << texUnit
)) && state
->textures
[texUnit
])
3317 FIXME("Non-power2 texture being used with generated texture coords\n");
3319 /* NP2 texcoord fixup is implemented for pixelshaders so only enable the
3320 fixed-function-pipeline fixup via pow2Matrix when no PS is used. */
3323 TRACE("Non power two matrix multiply fixup\n");
3324 gl_info
->gl_ops
.gl
.p_glMultMatrixf(state
->textures
[texUnit
]->pow2_matrix
);
3329 static void unload_tex_coords(const struct wined3d_gl_info
*gl_info
)
3331 unsigned int texture_idx
;
3333 for (texture_idx
= 0; texture_idx
< gl_info
->limits
.texture_coords
; ++texture_idx
)
3335 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
));
3336 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
3340 static void load_tex_coords(const struct wined3d_context
*context
, const struct wined3d_stream_info
*si
,
3341 GLuint
*curVBO
, const struct wined3d_state
*state
)
3343 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3344 unsigned int mapped_stage
= 0;
3345 unsigned int textureNo
= 0;
3347 for (textureNo
= 0; textureNo
< context
->d3d_info
->limits
.ffp_blend_stages
; ++textureNo
)
3349 int coordIdx
= state
->texture_states
[textureNo
][WINED3D_TSS_TEXCOORD_INDEX
];
3351 mapped_stage
= context
->tex_unit_map
[textureNo
];
3352 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) continue;
3354 if (mapped_stage
>= gl_info
->limits
.texture_coords
)
3356 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage
);
3360 if (coordIdx
< MAX_TEXTURES
&& (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
))))
3362 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
3364 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3365 textureNo
, mapped_stage
, coordIdx
, e
->data
.buffer_object
, e
->data
.addr
);
3367 if (*curVBO
!= e
->data
.buffer_object
)
3369 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
3370 checkGLcall("glBindBufferARB");
3371 *curVBO
= e
->data
.buffer_object
;
3374 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
3375 checkGLcall("glClientActiveTextureARB");
3377 /* The coords to supply depend completely on the fvf / vertex shader */
3378 gl_info
->gl_ops
.gl
.p_glTexCoordPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
3379 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
3380 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
3384 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
3387 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3389 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3390 for (textureNo
= mapped_stage
+ 1; textureNo
< gl_info
->limits
.textures
; ++textureNo
)
3392 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ textureNo
, 0, 0, 0, 1));
3396 checkGLcall("loadTexCoords");
3399 static void tex_coordindex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3401 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3402 static const GLfloat s_plane
[] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
};
3403 static const GLfloat t_plane
[] = { 0.0f
, 1.0f
, 0.0f
, 0.0f
};
3404 static const GLfloat r_plane
[] = { 0.0f
, 0.0f
, 1.0f
, 0.0f
};
3405 static const GLfloat q_plane
[] = { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
3406 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3407 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3409 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3411 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage
);
3415 if (mapped_stage
>= gl_info
->limits
.fragment_samplers
)
3417 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage
, mapped_stage
);
3420 context_active_texture(context
, gl_info
, mapped_stage
);
3422 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3424 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3425 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3426 * means use the vertex position (camera-space) as the input texture coordinates
3427 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3428 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3429 * to the TEXCOORDINDEX value
3431 switch (state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
3433 case WINED3DTSS_TCI_PASSTHRU
:
3434 /* Use the specified texture coordinates contained within the
3435 * vertex format. This value resolves to zero. */
3436 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3437 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3438 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3439 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3440 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3443 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
3444 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3445 * as the input texture coordinates for this stage's texture transformation. This
3446 * equates roughly to EYE_LINEAR */
3448 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3449 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3450 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3451 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3452 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3453 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3454 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3455 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3456 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3458 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3459 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3460 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3461 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3463 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3464 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3465 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3466 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3470 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
3471 /* Note that NV_TEXGEN_REFLECTION support is implied when
3472 * ARB_TEXTURE_CUBE_MAP is supported */
3473 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3475 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3479 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3480 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3481 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3482 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3483 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3484 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3485 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3486 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3487 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3489 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3490 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3491 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3492 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3494 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3495 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3496 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3497 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3501 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
3502 /* Note that NV_TEXGEN_REFLECTION support is implied when
3503 * ARB_TEXTURE_CUBE_MAP is supported */
3504 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3506 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3510 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3511 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3512 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3513 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3514 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3515 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3516 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3517 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3518 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3520 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3521 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3522 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3523 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3525 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3526 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3527 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3528 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3532 case WINED3DTSS_TCI_SPHEREMAP
:
3533 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3534 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3535 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3537 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3538 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3539 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3540 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3545 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3546 state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
]);
3547 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3548 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3549 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3550 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3551 checkGLcall("Disable texgen.");
3556 /* Update the texture matrix. */
3557 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ stage
)))
3558 transform_texture(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3560 if (!isStateDirty(context
, STATE_VDECL
) && context
->namedArraysLoaded
)
3562 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3563 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3564 * and do all the things linked to it
3565 * TODO: Tidy that up to reload only the arrays of the changed unit
3567 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3569 unload_tex_coords(gl_info
);
3570 load_tex_coords(context
, &context
->stream_info
, &curVBO
, state
);
3574 void sampler_texmatrix(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3576 const DWORD sampler
= state_id
- STATE_SAMPLER(0);
3577 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
3579 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
3581 if(!texture
) return;
3582 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3583 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3584 * scaling is reapplied or removed, the texture matrix has to be reapplied
3586 * The mapped stage is already active because the sampler() function below, which is part of the
3589 if (sampler
< MAX_TEXTURES
)
3591 const BOOL texIsPow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3593 if (texIsPow2
|| (context
->lastWasPow2Texture
& (1 << sampler
)))
3596 context
->lastWasPow2Texture
|= 1 << sampler
;
3598 context
->lastWasPow2Texture
&= ~(1 << sampler
);
3600 transform_texture(context
, state
,
3601 STATE_TEXTURESTAGE(context
->tex_unit_map
[sampler
], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3606 static void sampler(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3608 DWORD sampler
= state_id
- STATE_SAMPLER(0);
3609 DWORD mapped_stage
= context
->tex_unit_map
[sampler
];
3610 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3616 TRACE("Sampler: %d\n", sampler
);
3617 /* Enabling and disabling texture dimensions is done by texture stage state / pixel shader setup, this function
3618 * only has to bind textures and set the per texture states
3621 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3623 TRACE("No sampler mapped to stage %d. Returning.\n", sampler
);
3627 if (mapped_stage
>= gl_info
->limits
.combined_samplers
)
3631 context_active_texture(context
, gl_info
, mapped_stage
);
3633 if (state
->textures
[sampler
])
3635 struct wined3d_texture
*texture
= state
->textures
[sampler
];
3636 BOOL srgb
= state
->sampler_states
[sampler
][WINED3D_SAMP_SRGB_TEXTURE
];
3638 wined3d_texture_bind(texture
, context
, srgb
);
3639 wined3d_texture_apply_state_changes(texture
, state
->sampler_states
[sampler
], gl_info
);
3641 if (gl_info
->supported
[EXT_TEXTURE_LOD_BIAS
])
3643 tmpvalue
.d
= state
->sampler_states
[sampler
][WINED3D_SAMP_MIPMAP_LOD_BIAS
];
3644 gl_info
->gl_ops
.gl
.p_glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT
,
3645 GL_TEXTURE_LOD_BIAS_EXT
, tmpvalue
.f
);
3646 checkGLcall("glTexEnvf(GL_TEXTURE_LOD_BIAS_EXT, ...)");
3649 if (!use_ps(state
) && sampler
< context
->lowest_disabled_stage
)
3651 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !sampler
)
3653 /* If color keying is enabled update the alpha test, it
3654 * depends on the existence of a color key in stage 0. */
3655 state_alpha(context
, state
, WINED3D_RS_COLORKEYENABLE
);
3659 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3660 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3661 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
3665 if (sampler
< context
->lowest_disabled_stage
)
3667 /* TODO: What should I do with pixel shaders here ??? */
3668 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !sampler
)
3670 /* If color keying is enabled update the alpha test, it
3671 * depends on the existence of a color key in stage 0. */
3672 state_alpha(context
, state
, WINED3D_RS_COLORKEYENABLE
);
3674 } /* Otherwise tex_colorop disables the stage */
3675 context_bind_texture(context
, GL_NONE
, 0);
3679 void apply_pixelshader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3685 if (!context
->last_was_pshader
)
3687 /* Former draw without a pixel shader, some samplers may be
3688 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3689 * make sure to enable them. */
3690 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3692 if (!isStateDirty(context
, STATE_SAMPLER(i
)))
3693 sampler(context
, state
, STATE_SAMPLER(i
));
3695 context
->last_was_pshader
= TRUE
;
3699 /* Otherwise all samplers were activated by the code above in
3700 * earlier draws, or by sampler() if a different texture was
3701 * bound. I don't have to do anything. */
3706 /* Disabled the pixel shader - color ops weren't applied while it was
3707 * enabled, so re-apply them. */
3708 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
3710 if (!isStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
)))
3711 context_apply_state(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3713 context
->last_was_pshader
= FALSE
;
3716 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
3719 static void state_geometry_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3721 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_GEOMETRY
;
3724 static void shader_bumpenv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3726 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
3729 void transform_world(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3731 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3733 /* This function is called by transform_view below if the view matrix was changed too
3735 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3736 * does not always update the world matrix, only on a switch between transformed
3737 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3738 * draw, but that should be rather rare and cheaper in total.
3740 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3741 checkGLcall("glMatrixMode");
3743 if (context
->last_was_rhw
)
3745 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3746 checkGLcall("glLoadIdentity()");
3750 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
].u
.m
[0][0]);
3751 checkGLcall("glLoadMatrixf");
3752 gl_info
->gl_ops
.gl
.p_glMultMatrixf(&state
->transforms
[WINED3D_TS_WORLD_MATRIX(0)].u
.m
[0][0]);
3753 checkGLcall("glMultMatrixf");
3757 void clipplane(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3759 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3760 UINT index
= state_id
- STATE_CLIPPLANE(0);
3763 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.clipplanes
)
3766 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3767 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3769 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3771 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
].u
.m
[0][0]);
3773 /* With vertex shaders, clip planes are not transformed in Direct3D,
3774 * while in OpenGL they are still transformed by the model view matix. */
3775 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3777 plane
[0] = state
->clip_planes
[index
].x
;
3778 plane
[1] = state
->clip_planes
[index
].y
;
3779 plane
[2] = state
->clip_planes
[index
].z
;
3780 plane
[3] = state
->clip_planes
[index
].w
;
3782 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3783 plane
[0], plane
[1], plane
[2], plane
[3]);
3784 gl_info
->gl_ops
.gl
.p_glClipPlane(GL_CLIP_PLANE0
+ index
, plane
);
3785 checkGLcall("glClipPlane");
3787 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3790 static void transform_worldex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3792 UINT matrix
= state_id
- STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3793 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3796 TRACE("Setting world matrix %d\n", matrix
);
3798 if (matrix
>= gl_info
->limits
.blends
)
3800 WARN("Unsupported blend matrix set\n");
3804 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
3807 /* GL_MODELVIEW0_ARB: 0x1700
3808 * GL_MODELVIEW1_ARB: 0x850a
3809 * GL_MODELVIEW2_ARB: 0x8722
3810 * GL_MODELVIEW3_ARB: 0x8723
3812 * GL_MODELVIEW31_ARB: 0x873f
3814 if(matrix
== 1) glMat
= GL_MODELVIEW1_ARB
;
3815 else glMat
= GL_MODELVIEW2_ARB
- 2 + matrix
;
3817 gl_info
->gl_ops
.gl
.p_glMatrixMode(glMat
);
3818 checkGLcall("glMatrixMode(glMat)");
3820 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3821 * matrices while gl uses only 2. To avoid weighting the view matrix
3822 * incorrectly it has to be multiplied into every GL modelview matrix. */
3823 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
].u
.m
[0][0]);
3824 checkGLcall("glLoadMatrixf");
3825 gl_info
->gl_ops
.gl
.p_glMultMatrixf(&state
->transforms
[WINED3D_TS_WORLD_MATRIX(matrix
)].u
.m
[0][0]);
3826 checkGLcall("glMultMatrixf");
3829 static void state_vertexblend_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3831 enum wined3d_vertex_blend_flags f
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3832 static unsigned int once
;
3834 if (f
== WINED3D_VBF_DISABLE
)
3837 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", f
);
3838 else WARN("Vertex blend flags %#x not supported.\n", f
);
3841 static void state_vertexblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3843 enum wined3d_vertex_blend_flags val
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3844 struct wined3d_device
*device
= context
->swapchain
->device
;
3845 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3846 static unsigned int once
;
3850 case WINED3D_VBF_1WEIGHTS
:
3851 case WINED3D_VBF_2WEIGHTS
:
3852 case WINED3D_VBF_3WEIGHTS
:
3853 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_BLEND_ARB
);
3854 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3856 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3857 * This is enabled at context creation with enabling
3858 * GL_WEIGHT_SUM_UNITY_ARB. */
3859 GL_EXTCALL(glVertexBlendARB(state
->render_states
[WINED3D_RS_VERTEXBLEND
] + 1));
3861 if (!device
->vertexBlendUsed
)
3864 for (i
= 1; i
< gl_info
->limits
.blends
; ++i
)
3866 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i
))))
3867 transform_worldex(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i
)));
3869 device
->vertexBlendUsed
= TRUE
;
3873 case WINED3D_VBF_TWEENING
:
3874 case WINED3D_VBF_0WEIGHTS
: /* Indexed vertex blending, not supported. */
3875 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", val
);
3876 else WARN("Vertex blend flags %#x not supported.\n", val
);
3878 case WINED3D_VBF_DISABLE
:
3879 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_BLEND_ARB
);
3880 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3885 void transform_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3887 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3888 const struct wined3d_light_info
*light
= NULL
;
3891 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3892 * NOTE: We have to reset the positions even if the light/plane is not currently
3893 * enabled, since the call to enable it will not reset the position.
3894 * NOTE2: Apparently texture transforms do NOT need reapplying
3897 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3898 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3899 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
].u
.m
[0][0]);
3900 checkGLcall("glLoadMatrixf(...)");
3902 /* Reset lights. TODO: Call light apply func */
3903 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
3905 if (!(light
= state
->lights
[k
]))
3907 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, light
->lightPosn
);
3908 checkGLcall("glLightfv posn");
3909 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, light
->lightDirn
);
3910 checkGLcall("glLightfv dirn");
3913 /* Reset Clipping Planes */
3914 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
3916 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
3917 clipplane(context
, state
, STATE_CLIPPLANE(k
));
3920 if (context
->last_was_rhw
)
3922 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3923 checkGLcall("glLoadIdentity()");
3924 /* No need to update the world matrix, the identity is fine */
3928 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3929 * No need to do it here if the state is scheduled for update. */
3930 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3931 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3933 /* Avoid looping over a number of matrices if the app never used the functionality */
3934 if (context
->swapchain
->device
->vertexBlendUsed
)
3936 for (k
= 1; k
< gl_info
->limits
.blends
; ++k
)
3938 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k
))))
3939 transform_worldex(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k
)));
3944 void transform_projection(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3946 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3948 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3949 checkGLcall("glMatrixMode(GL_PROJECTION)");
3951 /* There are a couple of additional things we have to take into account
3952 * here besides the projection transformation itself:
3953 * - We need to flip along the y-axis in case of offscreen rendering.
3954 * - OpenGL Z range is {-Wc,...,Wc} while D3D Z range is {0,...,Wc}.
3955 * - D3D coordinates refer to pixel centers while GL coordinates refer
3957 * - D3D has a top-left filling convention. We need to maintain this
3958 * even after the y-flip mentioned above.
3959 * In order to handle the last two points, we translate by
3960 * (63.0 / 128.0) / VPw and (63.0 / 128.0) / VPh. This is equivalent to
3961 * translating slightly less than half a pixel. We want the difference to
3962 * be large enough that it doesn't get lost due to rounding inside the
3963 * driver, but small enough to prevent it from interfering with any
3966 if (context
->last_was_rhw
)
3968 /* Transform D3D RHW coordinates to OpenGL clip coordinates. */
3969 double x
= state
->viewport
.x
;
3970 double y
= state
->viewport
.y
;
3971 double w
= state
->viewport
.width
;
3972 double h
= state
->viewport
.height
;
3973 double x_scale
= 2.0 / w
;
3974 double x_offset
= ((63.0 / 64.0) - (2.0 * x
) - w
) / w
;
3975 double y_scale
= context
->render_offscreen
? 2.0 / h
: 2.0 / -h
;
3976 double y_offset
= context
->render_offscreen
3977 ? ((63.0 / 64.0) - (2.0 * y
) - h
) / h
3978 : ((63.0 / 64.0) - (2.0 * y
) - h
) / -h
;
3979 const GLdouble projection
[] =
3981 x_scale
, 0.0, 0.0, 0.0,
3982 0.0, y_scale
, 0.0, 0.0,
3984 x_offset
, y_offset
, -1.0, 1.0,
3987 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
3988 checkGLcall("glLoadMatrixd");
3992 double y_scale
= context
->render_offscreen
? -1.0 : 1.0;
3993 double x_offset
= (63.0 / 64.0) / state
->viewport
.width
;
3994 double y_offset
= context
->render_offscreen
3995 ? (63.0 / 64.0) / state
->viewport
.height
3996 : -(63.0 / 64.0) / state
->viewport
.height
;
3997 const GLdouble projection
[] =
4000 0.0, y_scale
, 0.0, 0.0,
4002 x_offset
, y_offset
, -1.0, 1.0,
4005 gl_info
->gl_ops
.gl
.p_glLoadMatrixd(projection
);
4006 checkGLcall("glLoadMatrixd");
4008 gl_info
->gl_ops
.gl
.p_glMultMatrixf(&state
->transforms
[WINED3D_TS_PROJECTION
].u
.m
[0][0]);
4009 checkGLcall("glLoadMatrixf");
4013 /* This should match any arrays loaded in load_vertex_data.
4014 * TODO: Only load / unload arrays if we have to. */
4015 static void unload_vertex_data(const struct wined3d_gl_info
*gl_info
)
4017 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_VERTEX_ARRAY
);
4018 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_NORMAL_ARRAY
);
4019 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_COLOR_ARRAY
);
4020 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4021 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
4022 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4023 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB
);
4024 unload_tex_coords(gl_info
);
4027 static inline void unload_numbered_array(struct wined3d_context
*context
, int i
)
4029 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4031 GL_EXTCALL(glDisableVertexAttribArrayARB(i
));
4032 checkGLcall("glDisableVertexAttribArrayARB(reg)");
4033 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4034 GL_EXTCALL(glVertexAttribDivisorARB(i
, 0));
4036 context
->numbered_array_mask
&= ~(1 << i
);
4039 /* This should match any arrays loaded in loadNumberedArrays
4040 * TODO: Only load / unload arrays if we have to. */
4041 static void unload_numbered_arrays(struct wined3d_context
*context
)
4043 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4046 for (i
= 0; i
< context
->gl_info
->limits
.vertex_attribs
; ++i
) {
4047 unload_numbered_array(context
, i
);
4051 static void load_numbered_arrays(struct wined3d_context
*context
,
4052 const struct wined3d_stream_info
*stream_info
, const struct wined3d_state
*state
)
4054 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4055 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
4058 /* Default to no instancing */
4059 context
->instance_count
= 0;
4061 for (i
= 0; i
< MAX_ATTRIBS
; i
++)
4063 const struct wined3d_stream_state
*stream
;
4065 if (!(stream_info
->use_map
& (1 << i
)))
4067 if (context
->numbered_array_mask
& (1 << i
))
4068 unload_numbered_array(context
, i
);
4069 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.input_registers
& (1 << i
))
4070 GL_EXTCALL(glVertexAttrib4fARB(i
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
4074 stream
= &state
->streams
[stream_info
->elements
[i
].stream_idx
];
4076 if (stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
)
4078 if (!context
->instance_count
)
4079 context
->instance_count
= state
->streams
[0].frequency
? state
->streams
[0].frequency
: 1;
4081 if (!gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4083 /* Unload instanced arrays, they will be loaded using
4084 * immediate mode instead. */
4085 if (context
->numbered_array_mask
& (1 << i
))
4086 unload_numbered_array(context
, i
);
4090 GL_EXTCALL(glVertexAttribDivisorARB(i
, 1));
4092 else if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4094 GL_EXTCALL(glVertexAttribDivisorARB(i
, 0));
4097 TRACE_(d3d_shader
)("Loading array %u [VBO=%u]\n", i
, stream_info
->elements
[i
].data
.buffer_object
);
4099 if (stream_info
->elements
[i
].stride
)
4101 if (curVBO
!= stream_info
->elements
[i
].data
.buffer_object
)
4103 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, stream_info
->elements
[i
].data
.buffer_object
));
4104 checkGLcall("glBindBufferARB");
4105 curVBO
= stream_info
->elements
[i
].data
.buffer_object
;
4107 /* Use the VBO to find out if a vertex buffer exists, not the vb
4108 * pointer. vb can point to a user pointer data blob. In that case
4109 * curVBO will be 0. If there is a vertex buffer but no vbo we
4110 * won't be load converted attributes anyway. */
4111 GL_EXTCALL(glVertexAttribPointerARB(i
, stream_info
->elements
[i
].format
->gl_vtx_format
,
4112 stream_info
->elements
[i
].format
->gl_vtx_type
,
4113 stream_info
->elements
[i
].format
->gl_normalized
,
4114 stream_info
->elements
[i
].stride
, stream_info
->elements
[i
].data
.addr
4115 + state
->load_base_vertex_index
* stream_info
->elements
[i
].stride
));
4117 if (!(context
->numbered_array_mask
& (1 << i
)))
4119 GL_EXTCALL(glEnableVertexAttribArrayARB(i
));
4120 context
->numbered_array_mask
|= (1 << i
);
4125 /* Stride = 0 means always the same values.
4126 * glVertexAttribPointerARB doesn't do that. Instead disable the
4127 * pointer and set up the attribute statically. But we have to
4128 * figure out the system memory address. */
4129 const BYTE
*ptr
= stream_info
->elements
[i
].data
.addr
;
4130 if (stream_info
->elements
[i
].data
.buffer_object
)
4132 ptr
+= (ULONG_PTR
)buffer_get_sysmem(stream
->buffer
, context
);
4135 if (context
->numbered_array_mask
& (1 << i
)) unload_numbered_array(context
, i
);
4137 switch (stream_info
->elements
[i
].format
->id
)
4139 case WINED3DFMT_R32_FLOAT
:
4140 GL_EXTCALL(glVertexAttrib1fvARB(i
, (const GLfloat
*)ptr
));
4142 case WINED3DFMT_R32G32_FLOAT
:
4143 GL_EXTCALL(glVertexAttrib2fvARB(i
, (const GLfloat
*)ptr
));
4145 case WINED3DFMT_R32G32B32_FLOAT
:
4146 GL_EXTCALL(glVertexAttrib3fvARB(i
, (const GLfloat
*)ptr
));
4148 case WINED3DFMT_R32G32B32A32_FLOAT
:
4149 GL_EXTCALL(glVertexAttrib4fvARB(i
, (const GLfloat
*)ptr
));
4152 case WINED3DFMT_R8G8B8A8_UINT
:
4153 GL_EXTCALL(glVertexAttrib4NubvARB(i
, ptr
));
4155 case WINED3DFMT_B8G8R8A8_UNORM
:
4156 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
4158 const DWORD
*src
= (const DWORD
*)ptr
;
4159 DWORD c
= *src
& 0xff00ff00;
4160 c
|= (*src
& 0xff0000) >> 16;
4161 c
|= (*src
& 0xff) << 16;
4162 GL_EXTCALL(glVertexAttrib4NubvARB(i
, (GLubyte
*)&c
));
4165 /* else fallthrough */
4166 case WINED3DFMT_R8G8B8A8_UNORM
:
4167 GL_EXTCALL(glVertexAttrib4NubvARB(i
, ptr
));
4170 case WINED3DFMT_R16G16_SINT
:
4171 GL_EXTCALL(glVertexAttrib4svARB(i
, (const GLshort
*)ptr
));
4173 case WINED3DFMT_R16G16B16A16_SINT
:
4174 GL_EXTCALL(glVertexAttrib4svARB(i
, (const GLshort
*)ptr
));
4177 case WINED3DFMT_R16G16_SNORM
:
4179 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
4180 GL_EXTCALL(glVertexAttrib4NsvARB(i
, s
));
4183 case WINED3DFMT_R16G16_UNORM
:
4185 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
4186 GL_EXTCALL(glVertexAttrib4NusvARB(i
, s
));
4189 case WINED3DFMT_R16G16B16A16_SNORM
:
4190 GL_EXTCALL(glVertexAttrib4NsvARB(i
, (const GLshort
*)ptr
));
4192 case WINED3DFMT_R16G16B16A16_UNORM
:
4193 GL_EXTCALL(glVertexAttrib4NusvARB(i
, (const GLushort
*)ptr
));
4196 case WINED3DFMT_R10G10B10A2_UINT
:
4197 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4198 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4200 case WINED3DFMT_R10G10B10A2_SNORM
:
4201 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4202 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4205 case WINED3DFMT_R16G16_FLOAT
:
4206 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
4208 /* Not supported by GL_ARB_half_float_vertex. */
4209 GL_EXTCALL(glVertexAttrib2hvNV(i
, (const GLhalfNV
*)ptr
));
4213 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
4214 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
4215 GL_EXTCALL(glVertexAttrib2fARB(i
, x
, y
));
4218 case WINED3DFMT_R16G16B16A16_FLOAT
:
4219 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
4221 /* Not supported by GL_ARB_half_float_vertex. */
4222 GL_EXTCALL(glVertexAttrib4hvNV(i
, (const GLhalfNV
*)ptr
));
4226 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
4227 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
4228 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
4229 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
4230 GL_EXTCALL(glVertexAttrib4fARB(i
, x
, y
, z
, w
));
4235 ERR("Unexpected declaration in stride 0 attributes\n");
4241 checkGLcall("Loading numbered arrays");
4244 static void load_vertex_data(struct wined3d_context
*context
,
4245 const struct wined3d_stream_info
*si
, const struct wined3d_state
*state
)
4247 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4248 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
4249 const struct wined3d_stream_info_element
*e
;
4251 TRACE("Using fast vertex array code\n");
4253 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4254 context
->instance_count
= 0;
4256 /* Blend Data ---------------------------------------------- */
4257 if ((si
->use_map
& (1 << WINED3D_FFP_BLENDWEIGHT
))
4258 || si
->use_map
& (1 << WINED3D_FFP_BLENDINDICES
))
4260 e
= &si
->elements
[WINED3D_FFP_BLENDWEIGHT
];
4262 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4264 TRACE("Blend %u %p %u\n", e
->format
->component_count
,
4265 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
, e
->stride
);
4267 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB
);
4268 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4270 GL_EXTCALL(glVertexBlendARB(e
->format
->component_count
+ 1));
4272 if (curVBO
!= e
->data
.buffer_object
)
4274 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4275 checkGLcall("glBindBufferARB");
4276 curVBO
= e
->data
.buffer_object
;
4279 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4280 e
->format
->gl_vtx_format
,
4281 e
->format
->gl_vtx_type
,
4283 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4284 GL_EXTCALL(glWeightPointerARB(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4285 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4287 checkGLcall("glWeightPointerARB");
4289 if (si
->use_map
& (1 << WINED3D_FFP_BLENDINDICES
))
4294 FIXME("blendMatrixIndices support\n");
4299 /* TODO: support blends in drawStridedSlow
4300 * No need to write a FIXME here, this is done after the general vertex decl decoding
4302 WARN("unsupported blending in openGl\n");
4307 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4309 static const GLbyte one
= 1;
4310 GL_EXTCALL(glWeightbvARB(1, &one
));
4311 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4315 /* Point Size ----------------------------------------------*/
4316 if (si
->use_map
& (1 << WINED3D_FFP_PSIZE
))
4318 /* no such functionality in the fixed function GL pipeline */
4319 TRACE("Cannot change ptSize here in openGl\n");
4320 /* TODO: Implement this function in using shaders if they are available */
4323 /* Vertex Pointers -----------------------------------------*/
4324 if (si
->use_map
& (1 << WINED3D_FFP_POSITION
))
4326 e
= &si
->elements
[WINED3D_FFP_POSITION
];
4328 if (curVBO
!= e
->data
.buffer_object
)
4330 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4331 checkGLcall("glBindBufferARB");
4332 curVBO
= e
->data
.buffer_object
;
4335 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4336 e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4337 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4338 gl_info
->gl_ops
.gl
.p_glVertexPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4339 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4340 checkGLcall("glVertexPointer(...)");
4341 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_VERTEX_ARRAY
);
4342 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4345 /* Normals -------------------------------------------------*/
4346 if (si
->use_map
& (1 << WINED3D_FFP_NORMAL
))
4348 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
4350 if (curVBO
!= e
->data
.buffer_object
)
4352 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4353 checkGLcall("glBindBufferARB");
4354 curVBO
= e
->data
.buffer_object
;
4357 TRACE("glNormalPointer(%#x, %#x, %p);\n", e
->format
->gl_vtx_type
, e
->stride
,
4358 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4359 gl_info
->gl_ops
.gl
.p_glNormalPointer(e
->format
->gl_vtx_type
, e
->stride
,
4360 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4361 checkGLcall("glNormalPointer(...)");
4362 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_NORMAL_ARRAY
);
4363 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4368 gl_info
->gl_ops
.gl
.p_glNormal3f(0, 0, 0);
4369 checkGLcall("glNormal3f(0, 0, 0)");
4372 /* Diffuse Colour --------------------------------------------*/
4373 if (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
))
4375 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4377 if (curVBO
!= e
->data
.buffer_object
)
4379 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4380 checkGLcall("glBindBufferARB");
4381 curVBO
= e
->data
.buffer_object
;
4384 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4385 e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4386 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4387 gl_info
->gl_ops
.gl
.p_glColorPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4388 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4389 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4390 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_COLOR_ARRAY
);
4391 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4396 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4397 checkGLcall("glColor4f(1, 1, 1, 1)");
4400 /* Specular Colour ------------------------------------------*/
4401 if (si
->use_map
& (1 << WINED3D_FFP_SPECULAR
))
4403 TRACE("setting specular colour\n");
4405 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4407 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4409 GLenum type
= e
->format
->gl_vtx_type
;
4410 GLint format
= e
->format
->gl_vtx_format
;
4412 if (curVBO
!= e
->data
.buffer_object
)
4414 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, e
->data
.buffer_object
));
4415 checkGLcall("glBindBufferARB");
4416 curVBO
= e
->data
.buffer_object
;
4419 if (format
!= 4 || (gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
4421 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4422 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4423 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4424 * 4 component secondary colors use it
4426 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format
, type
, e
->stride
,
4427 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4428 GL_EXTCALL(glSecondaryColorPointerEXT(format
, type
, e
->stride
,
4429 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4430 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4436 case GL_UNSIGNED_BYTE
:
4437 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e
->stride
,
4438 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4439 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE
, e
->stride
,
4440 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4441 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4445 FIXME("Add 4 component specular color pointers for type %x\n", type
);
4446 /* Make sure that the right color component is dropped */
4447 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type
, e
->stride
,
4448 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4449 GL_EXTCALL(glSecondaryColorPointerEXT(3, type
, e
->stride
,
4450 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4451 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4454 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
4455 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4459 WARN("Specular colour is not supported in this GL implementation.\n");
4464 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4466 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
4467 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4471 WARN("Specular colour is not supported in this GL implementation.\n");
4475 /* Texture coords -------------------------------------------*/
4476 load_tex_coords(context
, si
, &curVBO
, state
);
4479 static void streamsrc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4481 BOOL load_numbered
= use_vs(state
) && !context
->use_immediate_mode_draw
;
4482 BOOL load_named
= !use_vs(state
) && !context
->use_immediate_mode_draw
;
4484 if (isStateDirty(context
, STATE_VDECL
)) return;
4485 if (context
->numberedArraysLoaded
&& !load_numbered
)
4487 unload_numbered_arrays(context
);
4488 context
->numberedArraysLoaded
= FALSE
;
4489 context
->numbered_array_mask
= 0;
4491 else if (context
->namedArraysLoaded
)
4493 unload_vertex_data(context
->gl_info
);
4494 context
->namedArraysLoaded
= FALSE
;
4499 TRACE("Loading numbered arrays\n");
4500 load_numbered_arrays(context
, &context
->stream_info
, state
);
4501 context
->numberedArraysLoaded
= TRUE
;
4503 else if (load_named
)
4505 TRACE("Loading vertex data\n");
4506 load_vertex_data(context
, &context
->stream_info
, state
);
4507 context
->namedArraysLoaded
= TRUE
;
4511 static void vdecl_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4513 if (isStateDirty(context
, STATE_STREAMSRC
))
4515 streamsrc(context
, state
, STATE_STREAMSRC
);
4518 void vertexdeclaration(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4520 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4521 BOOL useVertexShaderFunction
= use_vs(state
);
4522 BOOL updateFog
= FALSE
;
4524 BOOL wasrhw
= context
->last_was_rhw
;
4527 transformed
= context
->stream_info
.position_transformed
;
4528 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
4531 context
->last_was_rhw
= transformed
;
4533 /* Don't have to apply the matrices when vertex shaders are used. When
4534 * vshaders are turned off this function will be called again anyway to
4535 * make sure they're properly set. */
4536 if (!useVertexShaderFunction
)
4538 /* TODO: Move this mainly to the viewport state and only apply when
4539 * the vp has changed or transformed / untransformed was switched. */
4540 if (wasrhw
!= context
->last_was_rhw
4541 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
))
4542 && !isStateDirty(context
, STATE_VIEWPORT
))
4543 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4544 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4547 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4548 * this check will fail and the matrix not applied again. This is OK because a simple
4549 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4550 * needs of the vertex declaration.
4552 * World and view matrix go into the same gl matrix, so only apply them when neither is
4555 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4556 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
4557 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4558 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_COLORVERTEX
)))
4559 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_COLORVERTEX
));
4560 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_LIGHTING
)))
4561 state_lighting(context
, state
, STATE_RENDER(WINED3D_RS_LIGHTING
));
4563 if (context
->last_was_vshader
)
4567 if (!context
->d3d_info
->vs_clipping
4568 && !isStateDirty(context
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
)))
4570 state_clipping(context
, state
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
));
4573 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4575 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4578 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
4579 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
4583 if(!context
->last_was_vshader
) {
4584 static BOOL warned
= FALSE
;
4585 if (!context
->d3d_info
->vs_clipping
)
4587 /* Disable all clip planes to get defined results on all drivers. See comment in the
4588 * state_clipping state handler
4590 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4592 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
+ i
);
4593 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4596 if (!warned
&& state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4598 FIXME("Clipping not supported with vertex shaders\n");
4604 /* Apply the transform matrices when switching from rhw
4605 * drawing to vertex shaders. Vertex shaders themselves do
4606 * not need it, but the matrices are not reapplied
4607 * automatically when switching back from vertex shaders to
4608 * fixed function processing. So make sure we leave the fixed
4609 * function vertex processing states back in a sane state
4610 * before switching to shaders. */
4611 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4612 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4613 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4614 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4618 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4619 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4620 * device->vs_clipping is false.
4622 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4624 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4629 context
->last_was_vshader
= useVertexShaderFunction
;
4630 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
4633 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
4635 if (!useVertexShaderFunction
)
4639 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
4641 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ i
)))
4642 transform_texture(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
4645 if (use_ps(state
) && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
4646 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
4647 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
4650 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_RENDER(WINED3D_RS_ZENABLE
)))
4651 state_zenable(context
, state
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4654 static void viewport_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4656 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4657 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4658 struct wined3d_viewport vp
= state
->viewport
;
4660 if (vp
.width
> target
->width
)
4661 vp
.width
= target
->width
;
4662 if (vp
.height
> target
->height
)
4663 vp
.height
= target
->height
;
4665 gl_info
->gl_ops
.gl
.p_glDepthRange(vp
.min_z
, vp
.max_z
);
4666 checkGLcall("glDepthRange");
4667 /* Note: GL requires lower left, DirectX supplies upper left. This is
4668 * reversed when using offscreen rendering. */
4669 if (context
->render_offscreen
)
4671 gl_info
->gl_ops
.gl
.p_glViewport(vp
.x
, vp
.y
, vp
.width
, vp
.height
);
4677 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target
), context
, &width
, &height
);
4678 gl_info
->gl_ops
.gl
.p_glViewport(vp
.x
, (height
- (vp
.y
+ vp
.height
)),
4679 vp
.width
, vp
.height
);
4681 checkGLcall("glViewport");
4684 void viewport_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4686 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4687 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4688 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
4689 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4690 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
4691 /* Update the position fixup. */
4692 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
4695 void light(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4697 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4698 UINT Index
= state_id
- STATE_ACTIVELIGHT(0);
4699 const struct wined3d_light_info
*lightInfo
= state
->lights
[Index
];
4703 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4704 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4709 float colRGBA
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
4711 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4712 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
4713 gl_info
->gl_ops
.gl
.p_glPushMatrix();
4714 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
].u
.m
[0][0]);
4717 colRGBA
[0] = lightInfo
->OriginalParms
.diffuse
.r
;
4718 colRGBA
[1] = lightInfo
->OriginalParms
.diffuse
.g
;
4719 colRGBA
[2] = lightInfo
->OriginalParms
.diffuse
.b
;
4720 colRGBA
[3] = lightInfo
->OriginalParms
.diffuse
.a
;
4721 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_DIFFUSE
, colRGBA
);
4722 checkGLcall("glLightfv");
4725 colRGBA
[0] = lightInfo
->OriginalParms
.specular
.r
;
4726 colRGBA
[1] = lightInfo
->OriginalParms
.specular
.g
;
4727 colRGBA
[2] = lightInfo
->OriginalParms
.specular
.b
;
4728 colRGBA
[3] = lightInfo
->OriginalParms
.specular
.a
;
4729 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPECULAR
, colRGBA
);
4730 checkGLcall("glLightfv");
4733 colRGBA
[0] = lightInfo
->OriginalParms
.ambient
.r
;
4734 colRGBA
[1] = lightInfo
->OriginalParms
.ambient
.g
;
4735 colRGBA
[2] = lightInfo
->OriginalParms
.ambient
.b
;
4736 colRGBA
[3] = lightInfo
->OriginalParms
.ambient
.a
;
4737 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_AMBIENT
, colRGBA
);
4738 checkGLcall("glLightfv");
4740 if ((lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
) >= FLT_MIN
)
4741 quad_att
= 1.4f
/ (lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
);
4743 quad_att
= 0.0f
; /* 0 or MAX? (0 seems to be ok) */
4745 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4746 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4747 * Attenuation0 to NaN and crashes in the gl lib
4750 switch (lightInfo
->OriginalParms
.type
)
4752 case WINED3D_LIGHT_POINT
:
4754 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->lightPosn
[0]);
4755 checkGLcall("glLightfv");
4756 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4757 checkGLcall("glLightf");
4758 /* Attenuation - Are these right? guessing... */
4759 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4760 lightInfo
->OriginalParms
.attenuation0
);
4761 checkGLcall("glLightf");
4762 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4763 lightInfo
->OriginalParms
.attenuation1
);
4764 checkGLcall("glLightf");
4765 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4766 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4767 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4768 checkGLcall("glLightf");
4772 case WINED3D_LIGHT_SPOT
:
4774 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->lightPosn
[0]);
4775 checkGLcall("glLightfv");
4777 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPOT_DIRECTION
, &lightInfo
->lightDirn
[0]);
4778 checkGLcall("glLightfv");
4779 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, lightInfo
->exponent
);
4780 checkGLcall("glLightf");
4781 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4782 checkGLcall("glLightf");
4783 /* Attenuation - Are these right? guessing... */
4784 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4785 lightInfo
->OriginalParms
.attenuation0
);
4786 checkGLcall("glLightf");
4787 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4788 lightInfo
->OriginalParms
.attenuation1
);
4789 checkGLcall("glLightf");
4790 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4791 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4792 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4793 checkGLcall("glLightf");
4797 case WINED3D_LIGHT_DIRECTIONAL
:
4799 /* Note GL uses w position of 0 for direction! */
4800 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->lightPosn
[0]);
4801 checkGLcall("glLightfv");
4802 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4803 checkGLcall("glLightf");
4804 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, 0.0f
);
4805 checkGLcall("glLightf");
4809 FIXME("Unrecognized light type %#x.\n", lightInfo
->OriginalParms
.type
);
4812 /* Restore the modelview matrix */
4813 gl_info
->gl_ops
.gl
.p_glPopMatrix();
4815 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHT0
+ Index
);
4816 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4820 static void scissorrect(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4822 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4823 const RECT
*r
= &state
->scissor_rect
;
4825 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4826 * so our viewport correction does not apply. Warning2: Even in windowed
4827 * mode the coords are relative to the window, not the screen. */
4828 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r
));
4830 if (context
->render_offscreen
)
4832 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, r
->top
, r
->right
- r
->left
, r
->bottom
- r
->top
);
4836 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4840 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target
), context
, &width
, &height
);
4841 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, height
- r
->bottom
, r
->right
- r
->left
, r
->bottom
- r
->top
);
4843 checkGLcall("glScissor");
4846 static void indexbuffer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4848 const struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
4849 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4851 if (!state
->index_buffer
|| !stream_info
->all_vbo
)
4853 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB
, 0));
4857 struct wined3d_buffer
*ib
= state
->index_buffer
;
4858 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB
, ib
->buffer_object
));
4862 static void frontface(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4864 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4866 if (context
->render_offscreen
)
4868 gl_info
->gl_ops
.gl
.p_glFrontFace(GL_CCW
);
4869 checkGLcall("glFrontFace(GL_CCW)");
4873 gl_info
->gl_ops
.gl
.p_glFrontFace(GL_CW
);
4874 checkGLcall("glFrontFace(GL_CW)");
4878 static void psorigin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4884 WARN("Point sprite coordinate origin switching not supported.\n");
4889 static void psorigin(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4891 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4892 GLint origin
= context
->render_offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
;
4894 if (gl_info
->supported
[NV_POINT_SPRITE
])
4896 GL_EXTCALL(glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN
, origin
));
4897 checkGLcall("glPointParameteriNV(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4901 void state_srgbwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4903 const struct wined3d_format
*rt_format
= state
->fb
->render_targets
[0]->format
;
4904 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4906 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4908 if (state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
]
4909 && rt_format
->flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
4910 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
4912 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
4915 static void state_cb(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
4916 enum wined3d_shader_type type
, unsigned int base
, unsigned int count
)
4918 struct wined3d_buffer
*buffer
;
4921 for (i
= 0; i
< count
; ++i
)
4923 buffer
= state
->cb
[type
][i
];
4924 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER
, base
+ i
, buffer
? buffer
->buffer_object
: 0));
4926 checkGLcall("glBindBufferBase");
4929 static void state_cb_vs(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4931 const struct wined3d_gl_limits
*limits
= &context
->gl_info
->limits
;
4933 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4935 state_cb(context
->gl_info
, state
, WINED3D_SHADER_TYPE_VERTEX
, 0, limits
->vertex_uniform_blocks
);
4938 static void state_cb_gs(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4940 const struct wined3d_gl_limits
*limits
= &context
->gl_info
->limits
;
4942 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4944 state_cb(context
->gl_info
, state
, WINED3D_SHADER_TYPE_GEOMETRY
,
4945 limits
->vertex_uniform_blocks
, limits
->geometry_uniform_blocks
);
4948 static void state_cb_ps(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4950 const struct wined3d_gl_limits
*limits
= &context
->gl_info
->limits
;
4952 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4954 state_cb(context
->gl_info
, state
, WINED3D_SHADER_TYPE_PIXEL
,
4955 limits
->vertex_uniform_blocks
+ limits
->geometry_uniform_blocks
, limits
->fragment_uniform_blocks
);
4958 static void state_cb_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4960 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4962 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id
));
4965 const struct StateEntryTemplate misc_state_template
[] =
4967 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb_vs
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4968 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4969 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb_gs
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4970 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4971 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb_ps
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4972 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4973 { STATE_RENDER(WINED3D_RS_SRCBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4974 { STATE_RENDER(WINED3D_RS_DESTBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4975 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4976 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4977 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4978 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4979 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4980 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4981 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4982 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4983 { STATE_STREAMSRC
, { STATE_STREAMSRC
, streamsrc
}, WINED3D_GL_EXT_NONE
},
4984 { STATE_VDECL
, { STATE_VDECL
, vdecl_miscpart
}, WINED3D_GL_EXT_NONE
},
4985 { STATE_FRONTFACE
, { STATE_FRONTFACE
, frontface
}, WINED3D_GL_EXT_NONE
},
4986 { STATE_SCISSORRECT
, { STATE_SCISSORRECT
, scissorrect
}, WINED3D_GL_EXT_NONE
},
4987 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin
}, WINED3D_GL_VERSION_2_0
},
4988 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin_w
}, WINED3D_GL_EXT_NONE
},
4990 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4991 * vshader loadings are untied from each other
4993 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4994 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4995 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4996 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4997 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4998 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4999 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5000 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5001 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5002 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5003 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5004 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5005 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5006 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5007 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5008 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5009 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5010 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5011 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5012 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5013 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5014 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5015 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5016 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5017 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5018 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5019 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5020 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5021 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5022 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5023 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5024 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5025 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5026 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5027 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5028 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5029 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5030 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5031 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5032 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5033 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5034 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5035 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5036 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5037 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5038 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5039 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5040 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5042 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart
}, WINED3D_GL_EXT_NONE
},
5043 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, indexbuffer
}, ARB_VERTEX_BUFFER_OBJECT
},
5044 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, state_nop
}, WINED3D_GL_EXT_NONE
},
5045 { STATE_RENDER(WINED3D_RS_ANTIALIAS
), { STATE_RENDER(WINED3D_RS_ANTIALIAS
), state_antialias
}, WINED3D_GL_EXT_NONE
},
5046 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), state_perspective
}, WINED3D_GL_EXT_NONE
},
5047 { STATE_RENDER(WINED3D_RS_ZENABLE
), { STATE_RENDER(WINED3D_RS_ZENABLE
), state_zenable
}, WINED3D_GL_EXT_NONE
},
5048 { STATE_RENDER(WINED3D_RS_WRAPU
), { STATE_RENDER(WINED3D_RS_WRAPU
), state_wrapu
}, WINED3D_GL_EXT_NONE
},
5049 { STATE_RENDER(WINED3D_RS_WRAPV
), { STATE_RENDER(WINED3D_RS_WRAPV
), state_wrapv
}, WINED3D_GL_EXT_NONE
},
5050 { STATE_RENDER(WINED3D_RS_FILLMODE
), { STATE_RENDER(WINED3D_RS_FILLMODE
), state_fillmode
}, WINED3D_GL_EXT_NONE
},
5051 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
5052 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern
}, WINED3D_GL_EXT_NONE
},
5053 { STATE_RENDER(WINED3D_RS_MONOENABLE
), { STATE_RENDER(WINED3D_RS_MONOENABLE
), state_monoenable
}, WINED3D_GL_EXT_NONE
},
5054 { STATE_RENDER(WINED3D_RS_ROP2
), { STATE_RENDER(WINED3D_RS_ROP2
), state_rop2
}, WINED3D_GL_EXT_NONE
},
5055 { STATE_RENDER(WINED3D_RS_PLANEMASK
), { STATE_RENDER(WINED3D_RS_PLANEMASK
), state_planemask
}, WINED3D_GL_EXT_NONE
},
5056 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), state_zwritenable
}, WINED3D_GL_EXT_NONE
},
5057 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha
}, WINED3D_GL_EXT_NONE
},
5058 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5059 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5060 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5061 { STATE_RENDER(WINED3D_RS_LASTPIXEL
), { STATE_RENDER(WINED3D_RS_LASTPIXEL
), state_lastpixel
}, WINED3D_GL_EXT_NONE
},
5062 { STATE_RENDER(WINED3D_RS_CULLMODE
), { STATE_RENDER(WINED3D_RS_CULLMODE
), state_cullmode
}, WINED3D_GL_EXT_NONE
},
5063 { STATE_RENDER(WINED3D_RS_ZFUNC
), { STATE_RENDER(WINED3D_RS_ZFUNC
), state_zfunc
}, WINED3D_GL_EXT_NONE
},
5064 { STATE_RENDER(WINED3D_RS_DITHERENABLE
), { STATE_RENDER(WINED3D_RS_DITHERENABLE
), state_ditherenable
}, WINED3D_GL_EXT_NONE
},
5065 { STATE_RENDER(WINED3D_RS_SUBPIXEL
), { STATE_RENDER(WINED3D_RS_SUBPIXEL
), state_subpixel
}, WINED3D_GL_EXT_NONE
},
5066 { STATE_RENDER(WINED3D_RS_SUBPIXELX
), { STATE_RENDER(WINED3D_RS_SUBPIXELX
), state_subpixelx
}, WINED3D_GL_EXT_NONE
},
5067 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), state_stippledalpha
}, WINED3D_GL_EXT_NONE
},
5068 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), state_stippleenable
}, WINED3D_GL_EXT_NONE
},
5069 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), state_mipmaplodbias
}, WINED3D_GL_EXT_NONE
},
5070 { STATE_RENDER(WINED3D_RS_ANISOTROPY
), { STATE_RENDER(WINED3D_RS_ANISOTROPY
), state_anisotropy
}, WINED3D_GL_EXT_NONE
},
5071 { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), state_flushbatch
}, WINED3D_GL_EXT_NONE
},
5072 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),state_translucentsi
}, WINED3D_GL_EXT_NONE
},
5073 { STATE_RENDER(WINED3D_RS_STENCILENABLE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5074 { STATE_RENDER(WINED3D_RS_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5075 { STATE_RENDER(WINED3D_RS_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5076 { STATE_RENDER(WINED3D_RS_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5077 { STATE_RENDER(WINED3D_RS_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5078 { STATE_RENDER(WINED3D_RS_STENCILREF
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5079 { STATE_RENDER(WINED3D_RS_STENCILMASK
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5080 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite2s
}, EXT_STENCIL_TWO_SIDE
},
5081 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite
}, WINED3D_GL_EXT_NONE
},
5082 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5083 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5084 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5085 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5086 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5087 { STATE_RENDER(WINED3D_RS_WRAP0
), { STATE_RENDER(WINED3D_RS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5088 { STATE_RENDER(WINED3D_RS_WRAP1
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5089 { STATE_RENDER(WINED3D_RS_WRAP2
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5090 { STATE_RENDER(WINED3D_RS_WRAP3
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5091 { STATE_RENDER(WINED3D_RS_WRAP4
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5092 { STATE_RENDER(WINED3D_RS_WRAP5
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5093 { STATE_RENDER(WINED3D_RS_WRAP6
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5094 { STATE_RENDER(WINED3D_RS_WRAP7
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5095 { STATE_RENDER(WINED3D_RS_WRAP8
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5096 { STATE_RENDER(WINED3D_RS_WRAP9
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5097 { STATE_RENDER(WINED3D_RS_WRAP10
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5098 { STATE_RENDER(WINED3D_RS_WRAP11
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5099 { STATE_RENDER(WINED3D_RS_WRAP12
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5100 { STATE_RENDER(WINED3D_RS_WRAP13
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5101 { STATE_RENDER(WINED3D_RS_WRAP14
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5102 { STATE_RENDER(WINED3D_RS_WRAP15
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5103 { STATE_RENDER(WINED3D_RS_EXTENTS
), { STATE_RENDER(WINED3D_RS_EXTENTS
), state_extents
}, WINED3D_GL_EXT_NONE
},
5104 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), state_ckeyblend
}, WINED3D_GL_EXT_NONE
},
5105 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), state_swvp
}, WINED3D_GL_EXT_NONE
},
5106 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), state_patchedgestyle
}, WINED3D_GL_EXT_NONE
},
5107 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), state_patchsegments
}, WINED3D_GL_EXT_NONE
},
5108 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), state_positiondegree
}, WINED3D_GL_EXT_NONE
},
5109 { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), state_normaldegree
}, WINED3D_GL_EXT_NONE
},
5110 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5111 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5112 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5113 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5114 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5115 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5116 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_nvdb
}, EXT_DEPTH_BOUNDS_TEST
},
5117 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_tessellation
}, WINED3D_GL_EXT_NONE
},
5118 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa
}, ARB_MULTISAMPLE
},
5119 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa_w
}, WINED3D_GL_EXT_NONE
},
5120 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), state_multisampmask
}, WINED3D_GL_EXT_NONE
},
5121 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), state_debug_monitor
}, WINED3D_GL_EXT_NONE
},
5122 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite0
}, EXT_DRAW_BUFFERS2
},
5123 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite
}, WINED3D_GL_EXT_NONE
},
5124 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop
}, EXT_BLEND_MINMAX
},
5125 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop_w
}, WINED3D_GL_EXT_NONE
},
5126 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), state_scissor
}, WINED3D_GL_EXT_NONE
},
5127 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), NULL
}, WINED3D_GL_EXT_NONE
},
5128 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), state_colorwrite1
}, EXT_DRAW_BUFFERS2
},
5129 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5130 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), state_colorwrite2
}, EXT_DRAW_BUFFERS2
},
5131 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5132 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), state_colorwrite3
}, EXT_DRAW_BUFFERS2
},
5133 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5134 { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), state_blendfactor
}, EXT_BLEND_COLOR
},
5135 { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), state_blendfactor_w
}, WINED3D_GL_EXT_NONE
},
5136 { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), state_depthbias
}, WINED3D_GL_EXT_NONE
},
5137 { STATE_RENDER(WINED3D_RS_ZVISIBLE
), { STATE_RENDER(WINED3D_RS_ZVISIBLE
), state_zvisible
}, WINED3D_GL_EXT_NONE
},
5139 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler
}, WINED3D_GL_EXT_NONE
},
5140 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler
}, WINED3D_GL_EXT_NONE
},
5141 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler
}, WINED3D_GL_EXT_NONE
},
5142 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler
}, WINED3D_GL_EXT_NONE
},
5143 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler
}, WINED3D_GL_EXT_NONE
},
5144 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler
}, WINED3D_GL_EXT_NONE
},
5145 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler
}, WINED3D_GL_EXT_NONE
},
5146 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler
}, WINED3D_GL_EXT_NONE
},
5147 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler
}, WINED3D_GL_EXT_NONE
},
5148 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler
}, WINED3D_GL_EXT_NONE
},
5149 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler
}, WINED3D_GL_EXT_NONE
},
5150 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler
}, WINED3D_GL_EXT_NONE
},
5151 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler
}, WINED3D_GL_EXT_NONE
},
5152 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler
}, WINED3D_GL_EXT_NONE
},
5153 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler
}, WINED3D_GL_EXT_NONE
},
5154 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler
}, WINED3D_GL_EXT_NONE
},
5155 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler
}, WINED3D_GL_EXT_NONE
},
5156 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler
}, WINED3D_GL_EXT_NONE
},
5157 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler
}, WINED3D_GL_EXT_NONE
},
5158 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler
}, WINED3D_GL_EXT_NONE
},
5159 { STATE_BASEVERTEXINDEX
, { STATE_BASEVERTEXINDEX
, state_nop
, }, ARB_DRAW_ELEMENTS_BASE_VERTEX
},
5160 { STATE_BASEVERTEXINDEX
, { STATE_STREAMSRC
, NULL
, }, WINED3D_GL_EXT_NONE
},
5161 { STATE_FRAMEBUFFER
, { STATE_FRAMEBUFFER
, context_state_fb
}, WINED3D_GL_EXT_NONE
},
5162 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), context_state_drawbuf
},WINED3D_GL_EXT_NONE
},
5163 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), state_geometry_shader
}, WINED3D_GL_EXT_NONE
},
5164 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5167 static const struct StateEntryTemplate vp_ffp_states
[] =
5169 { STATE_VDECL
, { STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
5170 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
5171 { STATE_MATERIAL
, { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5172 { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
5174 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
5175 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
5176 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
5177 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
5178 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
5179 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
5180 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
5181 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
5182 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
5183 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
5184 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
5185 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
5186 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
5187 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
5188 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
5189 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
5190 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
5191 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
5192 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
5193 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
5194 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
5195 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
5196 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
5197 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
5198 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
5199 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
5200 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
5201 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
5202 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
5203 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
5204 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
5205 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
5207 { STATE_LIGHT_TYPE
, { STATE_LIGHT_TYPE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5208 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
5209 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
5210 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
5211 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
5212 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
5213 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
5214 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
5215 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
5217 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
5218 /* Transform states follow */
5219 { STATE_TRANSFORM(WINED3D_TS_VIEW
), { STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
5220 { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
5221 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5222 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5223 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5224 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5225 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5226 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5227 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5228 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5229 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world
}, WINED3D_GL_EXT_NONE
},
5230 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5231 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5232 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5233 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5234 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5235 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5412 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5413 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5414 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5415 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5416 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5417 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5418 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5419 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5420 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5421 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5422 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5423 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5424 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5425 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5426 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5427 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5428 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5429 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5430 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5431 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5432 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5433 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5434 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5435 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5436 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5437 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5438 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5439 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5440 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5441 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5442 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5443 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5444 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5445 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5446 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5447 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5448 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5449 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5450 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5451 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5452 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5453 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5454 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5455 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5456 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5457 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5458 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5459 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5460 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5461 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5462 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5463 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5464 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5465 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5466 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5467 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5468 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5469 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5470 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5471 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5472 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5473 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5474 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5475 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5476 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5477 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5478 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5479 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5480 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5481 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5482 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5483 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5484 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5485 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5486 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5487 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5488 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5489 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5490 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5491 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5492 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5493 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5494 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5495 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5496 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5497 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5498 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5499 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5500 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5502 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
5503 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5504 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5505 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5506 { STATE_RENDER(WINED3D_RS_CLIPPING
), { STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
5507 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), { STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
5508 { STATE_RENDER(WINED3D_RS_LIGHTING
), { STATE_RENDER(WINED3D_RS_LIGHTING
), state_lighting
}, WINED3D_GL_EXT_NONE
},
5509 { STATE_RENDER(WINED3D_RS_AMBIENT
), { STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
5510 { STATE_RENDER(WINED3D_RS_COLORVERTEX
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5511 { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), state_localviewer
}, WINED3D_GL_EXT_NONE
},
5512 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), state_normalize
}, WINED3D_GL_EXT_NONE
},
5513 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5514 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5515 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5516 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5517 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend
}, ARB_VERTEX_BLEND
},
5518 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend_w
}, WINED3D_GL_EXT_NONE
},
5519 { STATE_RENDER(WINED3D_RS_POINTSIZE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5520 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
5521 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
5522 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
5523 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
5524 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
5525 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5526 { STATE_RENDER(WINED3D_RS_POINTSCALE_A
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5527 { STATE_RENDER(WINED3D_RS_POINTSCALE_B
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5528 { STATE_RENDER(WINED3D_RS_POINTSCALE_C
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5529 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
5530 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
5531 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
5532 { STATE_RENDER(WINED3D_RS_TWEENFACTOR
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5533 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5535 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5536 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5537 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5539 { STATE_SAMPLER(0), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5540 { STATE_SAMPLER(0), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5541 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5542 { STATE_SAMPLER(1), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5543 { STATE_SAMPLER(1), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5544 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5545 { STATE_SAMPLER(2), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5546 { STATE_SAMPLER(2), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5547 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5548 { STATE_SAMPLER(3), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5549 { STATE_SAMPLER(3), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5550 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5551 { STATE_SAMPLER(4), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5552 { STATE_SAMPLER(4), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5553 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5554 { STATE_SAMPLER(5), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5555 { STATE_SAMPLER(5), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5556 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5557 { STATE_SAMPLER(6), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5558 { STATE_SAMPLER(6), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5559 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5560 { STATE_SAMPLER(7), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5561 { STATE_SAMPLER(7), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5562 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5563 { STATE_POINT_SIZE_ENABLE
, { STATE_POINT_SIZE_ENABLE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5564 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5567 static const struct StateEntryTemplate ffp_fragmentstate_template
[] = {
5568 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5569 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5570 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5571 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5572 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5573 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5574 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5575 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5576 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5577 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5578 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5579 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5580 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5581 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5582 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5583 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5584 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5585 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5586 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5587 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5588 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5589 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5590 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5591 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5592 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5593 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5594 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5595 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5596 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5597 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5598 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5599 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5600 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5601 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5602 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5603 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5604 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5605 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5606 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5607 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5608 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5609 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5610 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5611 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5612 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5613 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5614 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5615 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5616 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5617 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5618 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5619 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5620 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5621 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5622 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5623 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5624 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5625 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5626 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5627 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5628 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5629 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5630 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5631 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5632 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5633 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5634 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5635 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5636 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5637 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5638 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5639 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5640 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5641 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5642 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5643 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5644 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5645 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5646 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5647 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5648 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
5649 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
5650 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor
}, WINED3D_GL_EXT_NONE
},
5651 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
5652 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
5653 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5654 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5655 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5656 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
5657 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
5658 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5659 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5660 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5661 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5662 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5663 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5664 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5665 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5666 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5669 /* Context activation is done by the caller. */
5670 static void ffp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5672 static void *ffp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5677 static void ffp_free(struct wined3d_device
*device
) {}
5679 static void vp_ffp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5681 caps
->xyzrhw
= FALSE
;
5682 caps
->max_active_lights
= gl_info
->limits
.lights
;
5683 caps
->max_vertex_blend_matrices
= gl_info
->limits
.blends
;
5684 caps
->max_vertex_blend_matrix_index
= 0;
5685 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5686 | WINED3DVTXPCAPS_MATERIALSOURCE7
5687 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5688 | WINED3DVTXPCAPS_LOCALVIEWER
5689 | WINED3DVTXPCAPS_VERTEXFOG
5690 | WINED3DVTXPCAPS_TEXGEN
5691 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
5692 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
5693 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
5694 caps
->raster_caps
= 0;
5695 if (gl_info
->supported
[NV_FOG_DISTANCE
])
5696 caps
->raster_caps
|= WINED3DPRASTERCAPS_FOGRANGE
;
5699 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe
=
5708 static void ffp_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5710 caps
->wined3d_caps
= 0;
5711 caps
->PrimitiveMiscCaps
= 0;
5712 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
5713 | WINED3DTEXOPCAPS_ADDSIGNED
5714 | WINED3DTEXOPCAPS_ADDSIGNED2X
5715 | WINED3DTEXOPCAPS_MODULATE
5716 | WINED3DTEXOPCAPS_MODULATE2X
5717 | WINED3DTEXOPCAPS_MODULATE4X
5718 | WINED3DTEXOPCAPS_SELECTARG1
5719 | WINED3DTEXOPCAPS_SELECTARG2
5720 | WINED3DTEXOPCAPS_DISABLE
;
5722 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
]
5723 || gl_info
->supported
[EXT_TEXTURE_ENV_COMBINE
]
5724 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5726 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5727 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5728 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5729 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5730 | WINED3DTEXOPCAPS_LERP
5731 | WINED3DTEXOPCAPS_SUBTRACT
;
5733 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
]
5734 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5736 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
5737 | WINED3DTEXOPCAPS_MULTIPLYADD
5738 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5739 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5740 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
5742 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
5743 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
5745 caps
->MaxTextureBlendStages
= gl_info
->limits
.textures
;
5746 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
5749 static BOOL
ffp_color_fixup_supported(struct color_fixup_desc fixup
)
5753 TRACE("Checking support for fixup:\n");
5754 dump_color_fixup_desc(fixup
);
5757 /* We only support identity conversions. */
5758 if (is_identity_fixup(fixup
))
5764 TRACE("[FAILED]\n");
5768 const struct fragment_pipeline ffp_fragment_pipeline
= {
5770 ffp_fragment_get_caps
,
5773 ffp_color_fixup_supported
,
5774 ffp_fragmentstate_template
,
5777 static void none_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5779 static void *none_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5784 static void none_free(struct wined3d_device
*device
) {}
5786 static void vp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5788 memset(caps
, 0, sizeof(*caps
));
5791 const struct wined3d_vertex_pipe_ops none_vertex_pipe
=
5800 static void fp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5802 memset(caps
, 0, sizeof(*caps
));
5805 static BOOL
fp_none_color_fixup_supported(struct color_fixup_desc fixup
)
5807 return is_identity_fixup(fixup
);
5810 const struct fragment_pipeline none_fragment_pipe
=
5816 fp_none_color_fixup_supported
,
5820 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5823 for(i
= 0; funcs
[i
]; i
++);
5827 static void multistate_apply_2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5829 context
->swapchain
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5830 context
->swapchain
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5833 static void multistate_apply_3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5835 context
->swapchain
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5836 context
->swapchain
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5837 context
->swapchain
->device
->multistate_funcs
[state_id
][2](context
, state
, state_id
);
5840 static void prune_invalid_states(struct StateEntry
*state_table
, const struct wined3d_gl_info
*gl_info
,
5841 const struct wined3d_d3d_info
*d3d_info
)
5843 unsigned int start
, last
, i
;
5845 start
= STATE_TEXTURESTAGE(d3d_info
->limits
.ffp_blend_stages
, 0);
5846 last
= STATE_TEXTURESTAGE(MAX_TEXTURES
- 1, WINED3D_HIGHEST_TEXTURE_STATE
);
5847 for (i
= start
; i
<= last
; ++i
)
5849 state_table
[i
].representative
= 0;
5850 state_table
[i
].apply
= state_undefined
;
5853 start
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ d3d_info
->limits
.ffp_blend_stages
);
5854 last
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ MAX_TEXTURES
- 1);
5855 for (i
= start
; i
<= last
; ++i
)
5857 state_table
[i
].representative
= 0;
5858 state_table
[i
].apply
= state_undefined
;
5861 start
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(gl_info
->limits
.blends
));
5862 last
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5863 for (i
= start
; i
<= last
; ++i
)
5865 state_table
[i
].representative
= 0;
5866 state_table
[i
].apply
= state_undefined
;
5870 static void validate_state_table(struct StateEntry
*state_table
)
5892 static const DWORD simple_states
[] =
5898 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
),
5899 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
),
5900 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
),
5901 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
),
5902 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),
5903 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
),
5908 STATE_POINTSPRITECOORDORIGIN
,
5909 STATE_BASEVERTEXINDEX
,
5911 STATE_POINT_SIZE_ENABLE
,
5913 unsigned int i
, current
;
5915 for (i
= STATE_RENDER(1), current
= 0; i
<= STATE_RENDER(WINEHIGHEST_RENDER_STATE
); ++i
)
5917 if (!rs_holes
[current
].first
|| i
< STATE_RENDER(rs_holes
[current
].first
))
5919 if (!state_table
[i
].representative
)
5920 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i
), i
);
5922 else if (state_table
[i
].representative
)
5923 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i
), i
);
5925 if (i
== STATE_RENDER(rs_holes
[current
].last
)) ++current
;
5928 for (i
= 0; i
< sizeof(simple_states
) / sizeof(*simple_states
); ++i
)
5930 if (!state_table
[simple_states
[i
]].representative
)
5931 ERR("State %s (%#x) should have a representative.\n",
5932 debug_d3dstate(simple_states
[i
]), simple_states
[i
]);
5935 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5937 DWORD rep
= state_table
[i
].representative
;
5940 if (state_table
[rep
].representative
!= rep
)
5942 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5943 debug_d3dstate(i
), i
, debug_d3dstate(rep
), rep
);
5944 state_table
[i
].representative
= 0;
5949 if (state_table
[i
].apply
)
5950 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i
), i
);
5952 else if (!state_table
[i
].apply
)
5954 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i
), i
);
5960 HRESULT
compile_state_table(struct StateEntry
*StateTable
, APPLYSTATEFUNC
**dev_multistate_funcs
,
5961 const struct wined3d_gl_info
*gl_info
, const struct wined3d_d3d_info
*d3d_info
,
5962 const struct wined3d_vertex_pipe_ops
*vertex
, const struct fragment_pipeline
*fragment
,
5963 const struct StateEntryTemplate
*misc
)
5965 unsigned int i
, type
, handlers
;
5966 APPLYSTATEFUNC multistate_funcs
[STATE_HIGHEST
+ 1][3];
5967 const struct StateEntryTemplate
*cur
;
5968 BOOL set
[STATE_HIGHEST
+ 1];
5970 memset(multistate_funcs
, 0, sizeof(multistate_funcs
));
5972 for(i
= 0; i
< STATE_HIGHEST
+ 1; i
++) {
5973 StateTable
[i
].representative
= 0;
5974 StateTable
[i
].apply
= state_undefined
;
5977 for(type
= 0; type
< 3; type
++) {
5978 /* This switch decides the order in which the states are applied */
5980 case 0: cur
= misc
; break;
5981 case 1: cur
= fragment
->states
; break;
5982 case 2: cur
= vertex
->vp_states
; break;
5983 default: cur
= NULL
; /* Stupid compiler */
5987 /* GL extension filtering should not prevent multiple handlers being applied from different
5990 memset(set
, 0, sizeof(set
));
5992 for(i
= 0; cur
[i
].state
; i
++) {
5993 APPLYSTATEFUNC
*funcs_array
;
5995 /* Only use the first matching state with the available extension from one template.
5997 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5998 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
6000 * if GL_XYZ_fancy is supported, ignore the 2nd line
6002 if(set
[cur
[i
].state
]) continue;
6003 /* Skip state lines depending on unsupported extensions */
6004 if (!gl_info
->supported
[cur
[i
].extension
]) continue;
6005 set
[cur
[i
].state
] = TRUE
;
6006 /* In some cases having an extension means that nothing has to be
6007 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
6008 * supported, the texture coordinate fixup can be ignored. If the
6009 * apply function is used, mark the state set(done above) to prevent
6010 * applying later lines, but do not record anything in the state
6013 if (!cur
[i
].content
.representative
) continue;
6015 handlers
= num_handlers(multistate_funcs
[cur
[i
].state
]);
6016 multistate_funcs
[cur
[i
].state
][handlers
] = cur
[i
].content
.apply
;
6019 StateTable
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
6022 StateTable
[cur
[i
].state
].apply
= multistate_apply_2
;
6023 dev_multistate_funcs
[cur
[i
].state
] = HeapAlloc(GetProcessHeap(),
6025 sizeof(**dev_multistate_funcs
) * 2);
6026 if (!dev_multistate_funcs
[cur
[i
].state
]) {
6030 dev_multistate_funcs
[cur
[i
].state
][0] = multistate_funcs
[cur
[i
].state
][0];
6031 dev_multistate_funcs
[cur
[i
].state
][1] = multistate_funcs
[cur
[i
].state
][1];
6034 StateTable
[cur
[i
].state
].apply
= multistate_apply_3
;
6035 funcs_array
= HeapReAlloc(GetProcessHeap(),
6037 dev_multistate_funcs
[cur
[i
].state
],
6038 sizeof(**dev_multistate_funcs
) * 3);
6043 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
6044 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
6047 ERR("Unexpected amount of state handlers for state %u: %u\n",
6048 cur
[i
].state
, handlers
+ 1);
6051 if (StateTable
[cur
[i
].state
].representative
6052 && StateTable
[cur
[i
].state
].representative
!= cur
[i
].content
.representative
)
6054 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
6055 debug_d3dstate(cur
[i
].state
), cur
[i
].state
);
6057 StateTable
[cur
[i
].state
].representative
= cur
[i
].content
.representative
;
6061 prune_invalid_states(StateTable
, gl_info
, d3d_info
);
6062 validate_state_table(StateTable
);
6067 for (i
= 0; i
<= STATE_HIGHEST
; ++i
) {
6068 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs
[i
]);
6071 memset(dev_multistate_funcs
, 0, (STATE_HIGHEST
+ 1)*sizeof(*dev_multistate_funcs
));
6073 return E_OUTOFMEMORY
;