wined3d: Avoid double initialization.
[wine.git] / dlls / wined3d / state.c
blob47afa42a110dbcf5287679a60d679aa25ab292c2
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
31 #include <stdio.h>
32 #ifdef HAVE_FLOAT_H
33 # include <float.h>
34 #endif
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
41 /* Context activation for state handler is done by the caller. */
43 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
45 ERR("Undefined state.\n");
48 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
50 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
53 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
55 enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
56 const struct wined3d_gl_info *gl_info = context->gl_info;
58 switch (mode)
60 case WINED3D_FILL_POINT:
61 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
63 break;
64 case WINED3D_FILL_WIREFRAME:
65 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
67 break;
68 case WINED3D_FILL_SOLID:
69 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
71 break;
72 default:
73 FIXME("Unrecognized fill mode %#x.\n", mode);
77 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
79 const struct wined3d_gl_info *gl_info = context->gl_info;
81 /* Lighting is not enabled if transformed vertices are drawn, but lighting
82 * does not affect the stream sources, so it is not grouped for
83 * performance reasons. This state reads the decoded vertex declaration,
84 * so if it is dirty don't do anything. The vertex declaration applying
85 * function calls this function for updating. */
86 if (isStateDirty(context, STATE_VDECL))
87 return;
89 if (state->render_states[WINED3D_RS_LIGHTING]
90 && !context->stream_info.position_transformed)
92 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
93 checkGLcall("glEnable GL_LIGHTING");
95 else
97 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
98 checkGLcall("glDisable GL_LIGHTING");
102 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
104 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
105 const struct wined3d_gl_info *gl_info = context->gl_info;
107 /* No z test without depth stencil buffers */
108 if (!state->fb->depth_stencil)
110 TRACE("No Z buffer - disabling depth test\n");
111 zenable = WINED3D_ZB_FALSE;
114 switch (zenable)
116 case WINED3D_ZB_FALSE:
117 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
119 break;
120 case WINED3D_ZB_TRUE:
121 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
123 break;
124 case WINED3D_ZB_USEW:
125 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
128 break;
129 default:
130 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
131 break;
134 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
135 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
138 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
140 const struct wined3d_gl_info *gl_info = context->gl_info;
142 /* glFrontFace() is set in context.c at context init and on an
143 * offscreen / onscreen rendering switch. */
144 switch (state->render_states[WINED3D_RS_CULLMODE])
146 case WINED3D_CULL_NONE:
147 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
148 checkGLcall("glDisable GL_CULL_FACE");
149 break;
150 case WINED3D_CULL_CW:
151 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
152 checkGLcall("glEnable GL_CULL_FACE");
153 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
154 checkGLcall("glCullFace(GL_FRONT)");
155 break;
156 case WINED3D_CULL_CCW:
157 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
158 checkGLcall("glEnable GL_CULL_FACE");
159 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
160 checkGLcall("glCullFace(GL_BACK)");
161 break;
162 default:
163 FIXME("Unrecognized cull mode %#x.\n",
164 state->render_states[WINED3D_RS_CULLMODE]);
168 void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
170 const struct wined3d_gl_info *gl_info = context->gl_info;
172 switch (state->render_states[WINED3D_RS_SHADEMODE])
174 case WINED3D_SHADE_FLAT:
175 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
176 checkGLcall("glShadeModel(GL_FLAT)");
177 break;
178 case WINED3D_SHADE_GOURAUD:
179 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
180 * in D3D. */
181 case WINED3D_SHADE_PHONG:
182 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
183 checkGLcall("glShadeModel(GL_SMOOTH)");
184 break;
185 default:
186 FIXME("Unrecognized shade mode %#x.\n",
187 state->render_states[WINED3D_RS_SHADEMODE]);
191 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
193 const struct wined3d_gl_info *gl_info = context->gl_info;
195 if (state->render_states[WINED3D_RS_DITHERENABLE])
197 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
198 checkGLcall("glEnable GL_DITHER");
200 else
202 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
203 checkGLcall("glDisable GL_DITHER");
207 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
209 const struct wined3d_gl_info *gl_info = context->gl_info;
211 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
213 gl_info->gl_ops.gl.p_glDepthMask(1);
214 checkGLcall("glDepthMask(1)");
216 else
218 gl_info->gl_ops.gl.p_glDepthMask(0);
219 checkGLcall("glDepthMask(0)");
223 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
225 switch (f)
227 case WINED3D_CMP_NEVER:
228 return GL_NEVER;
229 case WINED3D_CMP_LESS:
230 return GL_LESS;
231 case WINED3D_CMP_EQUAL:
232 return GL_EQUAL;
233 case WINED3D_CMP_LESSEQUAL:
234 return GL_LEQUAL;
235 case WINED3D_CMP_GREATER:
236 return GL_GREATER;
237 case WINED3D_CMP_NOTEQUAL:
238 return GL_NOTEQUAL;
239 case WINED3D_CMP_GREATEREQUAL:
240 return GL_GEQUAL;
241 case WINED3D_CMP_ALWAYS:
242 return GL_ALWAYS;
243 default:
244 FIXME("Unrecognized compare function %#x.\n", f);
245 return GL_NONE;
249 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
251 GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
252 const struct wined3d_gl_info *gl_info = context->gl_info;
254 if (!depth_func) return;
256 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
257 checkGLcall("glDepthFunc");
260 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
262 const struct wined3d_gl_info *gl_info = context->gl_info;
263 float col[4];
265 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_AMBIENT], col);
266 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
267 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
268 checkGLcall("glLightModel for MODEL_AMBIENT");
271 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
273 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
276 static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
278 switch (op)
280 case WINED3D_BLEND_OP_ADD:
281 return GL_FUNC_ADD;
282 case WINED3D_BLEND_OP_SUBTRACT:
283 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
284 case WINED3D_BLEND_OP_REVSUBTRACT:
285 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
286 case WINED3D_BLEND_OP_MIN:
287 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
288 case WINED3D_BLEND_OP_MAX:
289 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
290 default:
291 FIXME("Unhandled blend op %#x.\n", op);
292 return GL_FUNC_ADD;
296 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
298 const struct wined3d_gl_info *gl_info = context->gl_info;
299 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
300 GLenum blend_equation = GL_FUNC_ADD_EXT;
302 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
303 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
304 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
306 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
307 return;
310 blend_equation = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOP]);
311 blend_equation_alpha = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOPALPHA]);
312 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
314 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
316 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
317 checkGLcall("glBlendEquationSeparate");
319 else
321 GL_EXTCALL(glBlendEquation(blend_equation));
322 checkGLcall("glBlendEquation");
326 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
328 switch (factor)
330 case WINED3D_BLEND_ZERO:
331 return GL_ZERO;
332 case WINED3D_BLEND_ONE:
333 return GL_ONE;
334 case WINED3D_BLEND_SRCCOLOR:
335 return GL_SRC_COLOR;
336 case WINED3D_BLEND_INVSRCCOLOR:
337 return GL_ONE_MINUS_SRC_COLOR;
338 case WINED3D_BLEND_SRCALPHA:
339 return GL_SRC_ALPHA;
340 case WINED3D_BLEND_INVSRCALPHA:
341 return GL_ONE_MINUS_SRC_ALPHA;
342 case WINED3D_BLEND_DESTCOLOR:
343 return GL_DST_COLOR;
344 case WINED3D_BLEND_INVDESTCOLOR:
345 return GL_ONE_MINUS_DST_COLOR;
346 /* To compensate for the lack of format switching with backbuffer
347 * offscreen rendering, and with onscreen rendering, we modify the
348 * alpha test parameters for (INV)DESTALPHA if the render target
349 * doesn't support alpha blending. A nonexistent alpha channel
350 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
351 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
352 case WINED3D_BLEND_DESTALPHA:
353 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
354 case WINED3D_BLEND_INVDESTALPHA:
355 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
356 case WINED3D_BLEND_SRCALPHASAT:
357 return GL_SRC_ALPHA_SATURATE;
358 case WINED3D_BLEND_BLENDFACTOR:
359 return GL_CONSTANT_COLOR_EXT;
360 case WINED3D_BLEND_INVBLENDFACTOR:
361 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
362 default:
363 FIXME("Unhandled blend factor %#x.\n", factor);
364 return GL_NONE;
368 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
370 const struct wined3d_format *rt_format = state->fb->render_targets[0]->format;
371 unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
372 const struct wined3d_gl_info *gl_info = context->gl_info;
373 GLenum srcBlend, dstBlend;
374 enum wined3d_blend d3d_blend;
376 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
377 * blending parameters to work. */
378 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]
379 || state->render_states[WINED3D_RS_EDGEANTIALIAS]
380 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
382 /* Disable blending in all cases even without pixelshaders.
383 * With blending on we could face a big performance penalty.
384 * The d3d9 visual test confirms the behavior. */
385 if (context->render_offscreen && !(rt_fmt_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
387 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
388 checkGLcall("glDisable GL_BLEND");
389 return;
391 else
393 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
394 checkGLcall("glEnable GL_BLEND");
397 else
399 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
400 checkGLcall("glDisable GL_BLEND");
401 /* Nothing more to do - get out */
402 return;
405 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
406 * source blending values which are still valid up to d3d9. They should
407 * not occur as dest blend values. */
408 d3d_blend = state->render_states[WINED3D_RS_SRCBLEND];
409 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
411 srcBlend = GL_SRC_ALPHA;
412 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
414 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
416 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
417 dstBlend = GL_SRC_ALPHA;
419 else
421 srcBlend = gl_blend_factor(d3d_blend, rt_format);
422 dstBlend = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLEND], rt_format);
425 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
426 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
428 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
429 checkGLcall("glEnable(GL_LINE_SMOOTH)");
430 if (srcBlend != GL_SRC_ALPHA)
431 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
432 if (dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE)
433 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
435 else
437 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
438 checkGLcall("glDisable(GL_LINE_SMOOTH)");
441 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
442 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
443 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
445 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
447 GLenum srcBlendAlpha, dstBlendAlpha;
449 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
450 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
452 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
453 return;
456 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
457 * source blending values which are still valid up to d3d9. They should
458 * not occur as dest blend values. */
459 d3d_blend = state->render_states[WINED3D_RS_SRCBLENDALPHA];
460 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
462 srcBlendAlpha = GL_SRC_ALPHA;
463 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
465 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
467 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
468 dstBlendAlpha = GL_SRC_ALPHA;
470 else
472 srcBlendAlpha = gl_blend_factor(d3d_blend, rt_format);
473 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLENDALPHA], rt_format);
476 GL_EXTCALL(glBlendFuncSeparate(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
477 checkGLcall("glBlendFuncSeparate");
479 else
481 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
482 gl_info->gl_ops.gl.p_glBlendFunc(srcBlend, dstBlend);
483 checkGLcall("glBlendFunc");
486 /* Colorkey fixup for stage 0 alphaop depends on
487 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
488 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
489 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
492 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
494 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
497 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
499 const struct wined3d_gl_info *gl_info = context->gl_info;
500 float col[4];
502 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
504 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_BLENDFACTOR], col);
505 GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3]));
506 checkGLcall("glBlendColor");
509 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
511 const struct wined3d_gl_info *gl_info = context->gl_info;
512 int glParm = 0;
513 float ref;
514 BOOL enable_ckey = FALSE;
516 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
518 /* Find out if the texture on the first stage has a ckey set. The alpha
519 * state func reads the texture settings, even though alpha and texture
520 * are not grouped together. This is to avoid making a huge alpha +
521 * texture + texture stage + ckey block due to the hardly used
522 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
523 * function will call alpha in case it finds some texture + colorkeyenable
524 * combination which needs extra care. */
525 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
526 enable_ckey = TRUE;
528 if (enable_ckey || context->last_was_ckey)
529 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
530 context->last_was_ckey = enable_ckey;
532 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
533 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
535 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
536 checkGLcall("glEnable GL_ALPHA_TEST");
538 else
540 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
541 checkGLcall("glDisable GL_ALPHA_TEST");
542 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
543 * enable call
545 return;
548 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
550 glParm = GL_NOTEQUAL;
551 ref = 0.0f;
553 else
555 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
556 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
558 if (glParm)
560 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
561 checkGLcall("glAlphaFunc");
565 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
567 const struct wined3d_gl_info *gl_info = context->gl_info;
568 DWORD enable = 0xffffffff;
569 DWORD disable = 0x00000000;
571 if (use_vs(state) && !context->d3d_info->vs_clipping)
573 static BOOL warned;
575 /* The OpenGL spec says that clipping planes are disabled when using
576 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
577 * driver keeps clipping planes activated with shaders in some
578 * conditions I got sick of tracking down. The shader state handler
579 * disables all clip planes because of that - don't do anything here
580 * and keep them disabled. */
581 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
582 FIXME("Clipping not supported with vertex shaders\n");
583 return;
586 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
587 * The enabled / disabled planes are hardcoded into the shader. Update the
588 * shader to update the enabled clipplanes. In case of fixed function, we
589 * need to update the clipping field from ffp_vertex_settings. */
590 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
592 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
593 * of already set values
596 /* If enabling / disabling all
597 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
599 if (state->render_states[WINED3D_RS_CLIPPING])
601 enable = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
602 disable = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
604 else
606 disable = 0xffffffff;
607 enable = 0x00;
610 if (enable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE0);
611 if (enable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE1);
612 if (enable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE2);
613 if (enable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE3);
614 if (enable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE4);
615 if (enable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE5);
616 checkGLcall("clip plane enable");
618 if (disable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0);
619 if (disable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1);
620 if (disable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2);
621 if (disable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3);
622 if (disable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4);
623 if (disable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5);
624 checkGLcall("clip plane disable");
627 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
629 const struct wined3d_gl_info *gl_info = context->gl_info;
630 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
631 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
632 * specular color. This is wrong:
633 * Separate specular color means the specular colour is maintained separately, whereas
634 * single color means it is merged in. However in both cases they are being used to
635 * some extent.
636 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
637 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
638 * running 1.4 yet!
641 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
642 * Instead, we need to setup the FinalCombiner properly.
644 * The default setup for the FinalCombiner is:
646 * <variable> <input> <mapping> <usage>
647 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
648 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
649 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
650 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
651 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
652 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
653 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
655 * That's pretty much fine as it is, except for variable B, which needs to take
656 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
657 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
660 TRACE("Setting specular enable state and materials\n");
661 if (state->render_states[WINED3D_RS_SPECULARENABLE])
663 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
664 checkGLcall("glMaterialfv");
666 if (state->material.power > gl_info->limits.shininess)
668 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
669 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
670 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
671 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
672 * them, it should be safe to do so without major visual distortions.
674 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
675 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
677 else
679 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
681 checkGLcall("glMaterialf(GL_SHININESS)");
683 if (gl_info->supported[EXT_SECONDARY_COLOR])
684 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
685 else
686 TRACE("Specular colors cannot be enabled in this version of opengl\n");
687 checkGLcall("glEnable(GL_COLOR_SUM)");
689 if (gl_info->supported[NV_REGISTER_COMBINERS])
691 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
692 checkGLcall("glFinalCombinerInputNV()");
694 } else {
695 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
697 /* for the case of enabled lighting: */
698 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
699 checkGLcall("glMaterialfv");
701 /* for the case of disabled lighting: */
702 if (gl_info->supported[EXT_SECONDARY_COLOR])
703 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
704 else
705 TRACE("Specular colors cannot be disabled in this version of opengl\n");
706 checkGLcall("glDisable(GL_COLOR_SUM)");
708 if (gl_info->supported[NV_REGISTER_COMBINERS])
710 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
711 checkGLcall("glFinalCombinerInputNV()");
715 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
716 state->material.diffuse.r, state->material.diffuse.g,
717 state->material.diffuse.b, state->material.diffuse.a);
718 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
719 state->material.ambient.r, state->material.ambient.g,
720 state->material.ambient.b, state->material.ambient.a);
721 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
722 state->material.specular.r, state->material.specular.g,
723 state->material.specular.b, state->material.specular.a);
724 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
725 state->material.emissive.r, state->material.emissive.g,
726 state->material.emissive.b, state->material.emissive.a);
728 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
729 checkGLcall("glMaterialfv(GL_AMBIENT)");
730 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
731 checkGLcall("glMaterialfv(GL_DIFFUSE)");
732 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
733 checkGLcall("glMaterialfv(GL_EMISSION)");
736 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
738 const struct wined3d_gl_info *gl_info = context->gl_info;
739 unsigned int i;
741 /* Note the texture color applies to all textures whereas
742 * GL_TEXTURE_ENV_COLOR applies to active only. */
743 float col[4];
744 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
746 /* And now the default texture color as well */
747 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
749 /* Note the WINED3D_RS value applies to all textures, but GL has one
750 * per texture, so apply it now ready to be used! */
751 context_active_texture(context, gl_info, i);
753 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
754 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
758 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
759 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
761 const struct wined3d_gl_info *gl_info = context->gl_info;
763 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
764 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
765 GL_EXTCALL(glActiveStencilFaceEXT(face));
766 checkGLcall("glActiveStencilFaceEXT(...)");
767 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
768 checkGLcall("glStencilFunc(...)");
769 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
770 checkGLcall("glStencilOp(...)");
773 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
775 switch (op)
777 case WINED3D_STENCIL_OP_KEEP:
778 return GL_KEEP;
779 case WINED3D_STENCIL_OP_ZERO:
780 return GL_ZERO;
781 case WINED3D_STENCIL_OP_REPLACE:
782 return GL_REPLACE;
783 case WINED3D_STENCIL_OP_INCR_SAT:
784 return GL_INCR;
785 case WINED3D_STENCIL_OP_DECR_SAT:
786 return GL_DECR;
787 case WINED3D_STENCIL_OP_INVERT:
788 return GL_INVERT;
789 case WINED3D_STENCIL_OP_INCR:
790 return GL_INCR_WRAP;
791 case WINED3D_STENCIL_OP_DECR:
792 return GL_DECR_WRAP;
793 default:
794 FIXME("Unrecognized stencil op %#x.\n", op);
795 return GL_KEEP;
799 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
801 const struct wined3d_gl_info *gl_info = context->gl_info;
802 DWORD onesided_enable;
803 DWORD twosided_enable;
804 GLint func;
805 GLint func_ccw;
806 GLint ref;
807 GLuint mask;
808 GLint stencilFail;
809 GLint stencilFail_ccw;
810 GLint stencilPass;
811 GLint stencilPass_ccw;
812 GLint depthFail;
813 GLint depthFail_ccw;
815 /* No stencil test without a stencil buffer. */
816 if (!state->fb->depth_stencil)
818 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
819 checkGLcall("glDisable GL_STENCIL_TEST");
820 return;
823 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
824 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
825 if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
826 func = GL_ALWAYS;
827 if (!(func_ccw = wined3d_gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
828 func_ccw = GL_ALWAYS;
829 ref = state->render_states[WINED3D_RS_STENCILREF];
830 mask = state->render_states[WINED3D_RS_STENCILMASK];
831 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
832 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
833 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
834 stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
835 depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
836 stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
838 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
839 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
840 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
841 onesided_enable, twosided_enable, ref, mask,
842 func, stencilFail, depthFail, stencilPass,
843 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
845 if (twosided_enable && onesided_enable)
847 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
848 checkGLcall("glEnable GL_STENCIL_TEST");
850 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
852 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
853 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
854 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_ccw, ref, mask));
855 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
856 checkGLcall("setting two sided stencil state");
858 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
860 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
861 * which has an effect on the code below too. If we apply the front face
862 * afterwards, we are sure that the active stencil face is set to front,
863 * and other stencil functions which do not use two sided stencil do not have
864 * to set it back
866 renderstate_stencil_twosided(context, GL_BACK,
867 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
868 renderstate_stencil_twosided(context, GL_FRONT,
869 func, ref, mask, stencilFail, depthFail, stencilPass);
871 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
873 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
874 checkGLcall("glStencilFuncSeparateATI(...)");
875 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
876 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
877 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
878 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
880 else
882 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
885 else if(onesided_enable)
887 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
889 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
890 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
893 /* This code disables the ATI extension as well, since the standard stencil functions are equal
894 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
896 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
897 checkGLcall("glEnable GL_STENCIL_TEST");
898 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
899 checkGLcall("glStencilFunc(...)");
900 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
901 checkGLcall("glStencilOp(...)");
903 else
905 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
906 checkGLcall("glDisable GL_STENCIL_TEST");
910 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
912 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
913 const struct wined3d_gl_info *gl_info = context->gl_info;
915 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
916 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
917 gl_info->gl_ops.gl.p_glStencilMask(mask);
918 checkGLcall("glStencilMask");
919 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
920 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
921 gl_info->gl_ops.gl.p_glStencilMask(mask);
924 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
926 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
927 const struct wined3d_gl_info *gl_info = context->gl_info;
929 gl_info->gl_ops.gl.p_glStencilMask(mask);
930 checkGLcall("glStencilMask");
933 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
935 const struct wined3d_gl_info *gl_info = context->gl_info;
937 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
939 if (!state->render_states[WINED3D_RS_FOGENABLE])
940 return;
942 /* Table fog on: Never use fog coords, and use per-fragment fog */
943 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
945 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
946 if (context->fog_coord)
948 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
949 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
950 context->fog_coord = FALSE;
953 /* Range fog is only used with per-vertex fog in d3d */
954 if (gl_info->supported[NV_FOG_DISTANCE])
956 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
957 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
959 return;
962 /* Otherwise use per-vertex fog in any case */
963 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
965 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
967 /* No fog at all, or transformed vertices: Use fog coord */
968 if (!context->fog_coord)
970 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
971 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
972 context->fog_coord = TRUE;
975 else
977 /* Otherwise, use the fragment depth */
978 if (context->fog_coord)
980 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
981 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
982 context->fog_coord = FALSE;
985 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
987 if (gl_info->supported[NV_FOG_DISTANCE])
989 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
990 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
992 else
994 WARN("Range fog enabled, but not supported by this GL implementation.\n");
997 else if (gl_info->supported[NV_FOG_DISTANCE])
999 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1000 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1005 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1007 const struct wined3d_gl_info *gl_info = context->gl_info;
1008 float fogstart, fogend;
1010 get_fog_start_end(context, state, &fogstart, &fogend);
1012 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1013 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1014 TRACE("Fog Start == %f\n", fogstart);
1016 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1017 checkGLcall("glFogf(GL_FOG_END, fogend)");
1018 TRACE("Fog End == %f\n", fogend);
1021 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1023 const struct wined3d_gl_info *gl_info = context->gl_info;
1024 enum fogsource new_source;
1025 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1026 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1028 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1030 if (!state->render_states[WINED3D_RS_FOGENABLE])
1032 /* No fog? Disable it, and we're done :-) */
1033 glDisableWINE(GL_FOG);
1034 checkGLcall("glDisable GL_FOG");
1035 return;
1038 /* Fog Rules:
1040 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1041 * It can use the Z value of the vertex, or the alpha component of the specular color.
1042 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1043 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1044 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1046 * FOGTABLEMODE != NONE:
1047 * The Z value is used, with the equation specified, no matter what vertex type.
1049 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1050 * Per vertex fog is calculated using the specified fog equation and the parameters
1052 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1053 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1054 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1057 * Rules for vertex fog with shaders:
1059 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1060 * the fog computation to happen during transformation while openGL expects it to happen
1061 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1062 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1063 * To solve this problem, WineD3D does:
1064 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1065 * shader,
1066 * and 2) disables the fog computation (in either the fixed function or programmable
1067 * rasterizer) if using a vertex program.
1069 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1070 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1071 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1072 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1073 * There are some GL differences between specular fog coords and vertex shaders though.
1075 * With table fog the vertex shader fog coordinate is ignored.
1077 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1078 * without shaders).
1081 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1082 * the system will apply only pixel(=table) fog effects."
1084 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1086 if (use_vs(state))
1088 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1089 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1090 new_source = FOGSOURCE_VS;
1092 else
1094 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1096 /* If processed vertices are used, fall through to the NONE case */
1097 case WINED3D_FOG_EXP:
1098 if (!context->last_was_rhw)
1100 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1101 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1102 new_source = FOGSOURCE_FFP;
1103 break;
1105 /* drop through */
1107 case WINED3D_FOG_EXP2:
1108 if (!context->last_was_rhw)
1110 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1111 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1112 new_source = FOGSOURCE_FFP;
1113 break;
1115 /* drop through */
1117 case WINED3D_FOG_LINEAR:
1118 if (!context->last_was_rhw)
1120 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1121 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1122 new_source = FOGSOURCE_FFP;
1123 break;
1125 /* drop through */
1127 case WINED3D_FOG_NONE:
1128 /* Both are none? According to msdn the alpha channel of the specular
1129 * color contains a fog factor. Set it in drawStridedSlow.
1130 * Same happens with Vertexfog on transformed vertices
1132 new_source = FOGSOURCE_COORD;
1133 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1134 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1135 break;
1137 default:
1138 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1139 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1140 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1143 } else {
1144 new_source = FOGSOURCE_FFP;
1146 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1148 case WINED3D_FOG_EXP:
1149 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1150 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1151 break;
1153 case WINED3D_FOG_EXP2:
1154 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1155 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1156 break;
1158 case WINED3D_FOG_LINEAR:
1159 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1160 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1161 break;
1163 case WINED3D_FOG_NONE: /* Won't happen */
1164 default:
1165 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1166 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1170 glEnableWINE(GL_FOG);
1171 checkGLcall("glEnable GL_FOG");
1172 if (new_source != context->fog_source || fogstart == fogend)
1174 context->fog_source = new_source;
1175 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1179 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1181 const struct wined3d_gl_info *gl_info = context->gl_info;
1182 float col[4];
1184 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_FOGCOLOR], col);
1185 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, col);
1186 checkGLcall("glFog GL_FOG_COLOR");
1189 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1191 const struct wined3d_gl_info *gl_info = context->gl_info;
1192 union {
1193 DWORD d;
1194 float f;
1195 } tmpvalue;
1197 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1198 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1199 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1202 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1204 const struct wined3d_gl_info *gl_info = context->gl_info;
1205 GLenum Parm = 0;
1207 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1208 * The vertex declaration will call this function if the fixed function pipeline is used.
1211 if(isStateDirty(context, STATE_VDECL)) {
1212 return;
1215 context->num_untracked_materials = 0;
1216 if ((context->stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE))
1217 && state->render_states[WINED3D_RS_COLORVERTEX])
1219 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1220 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1221 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1222 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1223 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1225 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1227 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1228 Parm = GL_AMBIENT_AND_DIFFUSE;
1229 else
1230 Parm = GL_DIFFUSE;
1231 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1233 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1234 context->num_untracked_materials++;
1236 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1238 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1239 context->num_untracked_materials++;
1242 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1244 Parm = GL_AMBIENT;
1245 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1247 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1248 context->num_untracked_materials++;
1250 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1252 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1253 context->num_untracked_materials++;
1256 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1258 Parm = GL_EMISSION;
1259 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1261 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1262 context->num_untracked_materials++;
1265 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1267 Parm = GL_SPECULAR;
1271 /* Nothing changed, return. */
1272 if (Parm == context->tracking_parm) return;
1274 if (!Parm)
1276 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1277 checkGLcall("glDisable GL_COLOR_MATERIAL");
1279 else
1281 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1282 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1283 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1284 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1287 /* Apparently calls to glMaterialfv are ignored for properties we're
1288 * tracking with glColorMaterial, so apply those here. */
1289 switch (context->tracking_parm)
1291 case GL_AMBIENT_AND_DIFFUSE:
1292 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1293 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1294 checkGLcall("glMaterialfv");
1295 break;
1297 case GL_DIFFUSE:
1298 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1299 checkGLcall("glMaterialfv");
1300 break;
1302 case GL_AMBIENT:
1303 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1304 checkGLcall("glMaterialfv");
1305 break;
1307 case GL_EMISSION:
1308 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1309 checkGLcall("glMaterialfv");
1310 break;
1312 case GL_SPECULAR:
1313 /* Only change material color if specular is enabled, otherwise it is set to black */
1314 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1316 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1317 checkGLcall("glMaterialfv");
1319 else
1321 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1322 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1323 checkGLcall("glMaterialfv");
1325 break;
1328 context->tracking_parm = Parm;
1331 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1333 const struct wined3d_gl_info *gl_info = context->gl_info;
1334 union
1336 DWORD d;
1337 struct wined3d_line_pattern lp;
1338 } tmppattern;
1339 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1341 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1343 if (tmppattern.lp.repeat_factor)
1345 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1346 checkGLcall("glLineStipple(repeat, linepattern)");
1347 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1348 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1350 else
1352 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1353 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1357 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1359 const struct wined3d_gl_info *gl_info = context->gl_info;
1361 if (isStateDirty(context, STATE_VDECL))
1362 return;
1364 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1365 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1366 * by zero and is not properly defined in opengl, so avoid it
1368 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1369 && (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)))
1371 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1372 checkGLcall("glEnable(GL_NORMALIZE);");
1374 else
1376 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1377 checkGLcall("glDisable(GL_NORMALIZE);");
1381 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1383 float min, max;
1385 get_pointsize_minmax(context, state, &min, &max);
1387 if (min != 1.0f)
1388 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1389 if (max != 64.0f)
1390 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
1393 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1395 const struct wined3d_gl_info *gl_info = context->gl_info;
1396 float min, max;
1398 get_pointsize_minmax(context, state, &min, &max);
1400 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
1401 checkGLcall("glPointParameterfEXT(...)");
1402 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
1403 checkGLcall("glPointParameterfEXT(...)");
1406 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1408 const struct wined3d_gl_info *gl_info = context->gl_info;
1409 float min, max;
1411 get_pointsize_minmax(context, state, &min, &max);
1413 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
1414 checkGLcall("glPointParameterfARB(...)");
1415 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
1416 checkGLcall("glPointParameterfARB(...)");
1419 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1421 const struct wined3d_gl_info *gl_info = context->gl_info;
1422 float att[3];
1423 float pointsize;
1425 get_pointsize(context, state, &pointsize, att);
1427 if (gl_info->supported[ARB_POINT_PARAMETERS])
1429 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1430 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1432 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1434 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1435 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1437 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1439 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1442 gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
1443 checkGLcall("glPointSize(...);");
1446 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1448 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1451 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1453 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1454 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1455 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1456 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1457 const struct wined3d_gl_info *gl_info = context->gl_info;
1459 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1460 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1461 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1462 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1463 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1464 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1465 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1466 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1467 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1468 checkGLcall("glColorMask(...)");
1470 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1471 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1473 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1474 mask0, mask1, mask2, mask3);
1475 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1479 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1481 GL_EXTCALL(glColorMaski(index,
1482 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1483 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1484 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1485 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1486 checkGLcall("glColorMaski");
1489 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1491 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1494 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1496 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1499 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1501 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1504 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1506 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1509 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1511 const struct wined3d_gl_info *gl_info = context->gl_info;
1513 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1515 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1516 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1518 else
1520 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1521 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1525 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1527 if (state->render_states[WINED3D_RS_LASTPIXEL])
1529 TRACE("Last Pixel Drawing Enabled\n");
1531 else
1533 static BOOL warned;
1534 if (!warned) {
1535 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1536 warned = TRUE;
1537 } else {
1538 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1543 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1545 static BOOL warned;
1547 /* TODO: NV_POINT_SPRITE */
1548 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1550 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1551 FIXME("Point sprites not supported\n");
1552 warned = TRUE;
1556 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1558 const struct wined3d_gl_info *gl_info = context->gl_info;
1560 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1562 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1563 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1565 else
1567 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1568 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1572 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1574 if (state->render_states[WINED3D_RS_WRAP0]
1575 || state->render_states[WINED3D_RS_WRAP1]
1576 || state->render_states[WINED3D_RS_WRAP2]
1577 || state->render_states[WINED3D_RS_WRAP3]
1578 || state->render_states[WINED3D_RS_WRAP4]
1579 || state->render_states[WINED3D_RS_WRAP5]
1580 || state->render_states[WINED3D_RS_WRAP6]
1581 || state->render_states[WINED3D_RS_WRAP7]
1582 || state->render_states[WINED3D_RS_WRAP8]
1583 || state->render_states[WINED3D_RS_WRAP9]
1584 || state->render_states[WINED3D_RS_WRAP10]
1585 || state->render_states[WINED3D_RS_WRAP11]
1586 || state->render_states[WINED3D_RS_WRAP12]
1587 || state->render_states[WINED3D_RS_WRAP13]
1588 || state->render_states[WINED3D_RS_WRAP14]
1589 || state->render_states[WINED3D_RS_WRAP15])
1590 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1593 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1595 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1596 WARN("Multisample antialiasing not supported by GL.\n");
1599 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1601 const struct wined3d_gl_info *gl_info = context->gl_info;
1603 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1605 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1606 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1608 else
1610 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1611 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1615 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1617 const struct wined3d_gl_info *gl_info = context->gl_info;
1619 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1621 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1622 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1624 else
1626 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1627 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1631 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1632 * OpenGL the bias is specified in units of "the smallest value that is
1633 * guaranteed to produce a resolvable offset for a given implementation". To
1634 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1635 * We try to detect the value from GL with test draws. On most drivers (r300g,
1636 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1637 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1638 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1639 * not depend on the depth buffer precision on any driver.
1641 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1642 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1644 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1645 * doesn't need to be scaled to account for GL vs D3D differences. */
1646 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1648 const struct wined3d_gl_info *gl_info = context->gl_info;
1650 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1651 || state->render_states[WINED3D_RS_DEPTHBIAS])
1653 const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil;
1654 float scale;
1656 union
1658 DWORD d;
1659 float f;
1660 } scale_bias, const_bias;
1662 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1663 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1665 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1666 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1668 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1670 float bias = -(float)const_bias.d;
1671 gl_info->gl_ops.gl.p_glPolygonOffset(bias, bias);
1672 checkGLcall("glPolygonOffset");
1674 else
1676 if (depth)
1678 if (depth->format_flags & WINED3DFMT_FLAG_FLOAT)
1679 scale = gl_info->float_polyoffset_scale;
1680 else
1681 scale = gl_info->fixed_polyoffset_scale;
1683 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1684 debug_d3dformat(depth->format->id), scale);
1686 else
1688 /* The context manager will reapply this state on a depth stencil change */
1689 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1690 scale = 0.0f;
1693 gl_info->gl_ops.gl.p_glPolygonOffset(scale_bias.f, const_bias.f * scale);
1694 checkGLcall("glPolygonOffset(...)");
1697 else
1699 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1700 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1704 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1706 if (state->render_states[WINED3D_RS_ZVISIBLE])
1707 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1710 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1712 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1713 FIXME("Stippled Alpha not supported yet.\n");
1716 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1718 if (state->render_states[WINED3D_RS_ANTIALIAS])
1719 FIXME("Antialias not supported yet.\n");
1722 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1724 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1725 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1726 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1729 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1731 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1732 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1733 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1736 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1738 union {
1739 DWORD d;
1740 float f;
1741 } tmpvalue;
1742 tmpvalue.f = 1.0f;
1744 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1746 static BOOL displayed = FALSE;
1748 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1749 if(!displayed)
1750 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1752 displayed = TRUE;
1756 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1758 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1759 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1760 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1763 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1765 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1766 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1767 state->render_states[WINED3D_RS_NORMALDEGREE]);
1770 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1772 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1773 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1774 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1777 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1779 union {
1780 DWORD d;
1781 float f;
1782 } zmin, zmax;
1784 const struct wined3d_gl_info *gl_info = context->gl_info;
1786 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1788 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1789 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1791 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1792 * In d3d9 test is not performed in this case*/
1793 if (zmin.f <= zmax.f)
1795 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1796 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1797 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1798 checkGLcall("glDepthBoundsEXT(...)");
1800 else
1802 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1803 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1806 else
1808 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1809 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1812 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1815 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1817 if (state->render_states[WINED3D_RS_WRAPU])
1818 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1821 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1823 if (state->render_states[WINED3D_RS_WRAPV])
1824 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1827 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1829 if (state->render_states[WINED3D_RS_MONOENABLE])
1830 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1833 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1835 if (state->render_states[WINED3D_RS_ROP2])
1836 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1839 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1841 if (state->render_states[WINED3D_RS_PLANEMASK])
1842 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1845 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1847 if (state->render_states[WINED3D_RS_SUBPIXEL])
1848 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1851 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1853 if (state->render_states[WINED3D_RS_SUBPIXELX])
1854 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1857 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1859 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1860 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1863 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1865 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1866 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1869 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1871 if (state->render_states[WINED3D_RS_ANISOTROPY])
1872 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1875 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1877 if (state->render_states[WINED3D_RS_FLUSHBATCH])
1878 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
1881 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1883 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
1884 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1887 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1889 if (state->render_states[WINED3D_RS_EXTENTS])
1890 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
1893 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1895 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
1896 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
1899 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1901 static int once;
1902 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
1904 if (!once++)
1905 FIXME("Software vertex processing not implemented.\n");
1909 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1910 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1911 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1912 * flag specifies the complement of the input should be used. */
1913 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1914 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1916 /* Calculate the operand */
1917 if (complement) {
1918 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1919 else *operand = GL_ONE_MINUS_SRC_COLOR;
1920 } else {
1921 if (from_alpha) *operand = GL_SRC_ALPHA;
1922 else *operand = GL_SRC_COLOR;
1925 /* Calculate the source */
1926 switch (arg & WINED3DTA_SELECTMASK) {
1927 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1928 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1929 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1930 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1931 case WINED3DTA_SPECULAR:
1933 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1934 * 'Secondary color' and isn't supported until base GL supports it
1935 * There is no concept of temp registers as far as I can tell
1937 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1938 *source = GL_TEXTURE;
1939 break;
1940 default:
1941 FIXME("Unrecognized texture arg %#x\n", arg);
1942 *source = GL_TEXTURE;
1943 break;
1947 /* Setup the texture operations texture stage states */
1948 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
1949 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
1951 GLenum src1, src2, src3;
1952 GLenum opr1, opr2, opr3;
1953 GLenum comb_target;
1954 GLenum src0_target, src1_target, src2_target;
1955 GLenum opr0_target, opr1_target, opr2_target;
1956 GLenum scal_target;
1957 GLenum opr=0, invopr, src3_target, opr3_target;
1958 BOOL Handled = FALSE;
1960 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1962 /* Operations usually involve two args, src0 and src1 and are operations
1963 * of the form (a1 <operation> a2). However, some of the more complex
1964 * operations take 3 parameters. Instead of the (sensible) addition of a3,
1965 * Microsoft added in a third parameter called a0. Therefore these are
1966 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
1967 * parameter goes to the front.
1969 * However, below we treat the new (a0) parameter as src2/opr2, so in the
1970 * actual functions below, expect their syntax to differ slightly to those
1971 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
1972 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
1974 if (isAlpha)
1976 comb_target = GL_COMBINE_ALPHA;
1977 src0_target = GL_SOURCE0_ALPHA;
1978 src1_target = GL_SOURCE1_ALPHA;
1979 src2_target = GL_SOURCE2_ALPHA;
1980 opr0_target = GL_OPERAND0_ALPHA;
1981 opr1_target = GL_OPERAND1_ALPHA;
1982 opr2_target = GL_OPERAND2_ALPHA;
1983 scal_target = GL_ALPHA_SCALE;
1985 else
1987 comb_target = GL_COMBINE_RGB;
1988 src0_target = GL_SOURCE0_RGB;
1989 src1_target = GL_SOURCE1_RGB;
1990 src2_target = GL_SOURCE2_RGB;
1991 opr0_target = GL_OPERAND0_RGB;
1992 opr1_target = GL_OPERAND1_RGB;
1993 opr2_target = GL_OPERAND2_RGB;
1994 scal_target = GL_RGB_SCALE;
1997 /* If a texture stage references an invalid texture unit the stage just
1998 * passes through the result from the previous stage */
1999 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2001 arg1 = WINED3DTA_CURRENT;
2002 op = WINED3D_TOP_SELECT_ARG1;
2005 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2007 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2008 } else {
2009 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2011 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2012 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2014 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2016 Handled = TRUE; /* Assume will be handled */
2018 /* Other texture operations require special extensions: */
2019 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2021 if (isAlpha) {
2022 opr = GL_SRC_ALPHA;
2023 invopr = GL_ONE_MINUS_SRC_ALPHA;
2024 src3_target = GL_SOURCE3_ALPHA_NV;
2025 opr3_target = GL_OPERAND3_ALPHA_NV;
2026 } else {
2027 opr = GL_SRC_COLOR;
2028 invopr = GL_ONE_MINUS_SRC_COLOR;
2029 src3_target = GL_SOURCE3_RGB_NV;
2030 opr3_target = GL_OPERAND3_RGB_NV;
2032 switch (op)
2034 case WINED3D_TOP_DISABLE: /* Only for alpha */
2035 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2036 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2037 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2038 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2039 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2040 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2041 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2042 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2043 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2044 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2045 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2046 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2047 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2048 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2049 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2050 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2051 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2052 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2053 break;
2055 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2056 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2057 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2058 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2059 if (op == WINED3D_TOP_SELECT_ARG1)
2061 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2062 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2063 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2064 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2066 else
2068 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2069 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2070 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2071 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2073 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2074 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2075 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2076 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2077 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2078 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2079 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2080 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2081 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2082 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2083 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2084 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2085 break;
2087 case WINED3D_TOP_MODULATE:
2088 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2089 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2090 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2091 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2092 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2093 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2094 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2095 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2096 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2097 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2098 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2099 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2100 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2101 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2102 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2103 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2104 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2105 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2106 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2107 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2108 break;
2109 case WINED3D_TOP_MODULATE_2X:
2110 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2111 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2112 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2113 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2114 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2115 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2116 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2117 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2118 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2119 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2120 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2121 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2122 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2123 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2124 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2125 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2126 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2127 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2128 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2129 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2130 break;
2131 case WINED3D_TOP_MODULATE_4X:
2132 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2133 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2134 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2135 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2136 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2137 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2138 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2139 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2140 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2141 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2142 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2143 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2144 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2145 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2146 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2147 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2148 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2149 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2150 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2151 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2152 break;
2154 case WINED3D_TOP_ADD:
2155 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2156 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2157 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2158 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2159 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2160 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2161 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2162 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2163 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2164 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2165 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2166 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2167 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2168 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2169 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2170 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2171 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2172 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2173 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2174 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2175 break;
2177 case WINED3D_TOP_ADD_SIGNED:
2178 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2179 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2180 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2181 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2182 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2183 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2184 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2185 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2186 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2187 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2188 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2189 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2190 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2191 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2192 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2193 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2194 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2195 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2196 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2197 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2198 break;
2200 case WINED3D_TOP_ADD_SIGNED_2X:
2201 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2202 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2203 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2204 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2205 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2206 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2207 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2208 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2209 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2210 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2211 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2212 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2213 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2214 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2215 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2216 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2217 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2218 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2219 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2220 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2221 break;
2223 case WINED3D_TOP_ADD_SMOOTH:
2224 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2225 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2226 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2227 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2228 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2229 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2230 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2231 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2232 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2233 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2234 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2235 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2236 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2237 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2238 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2239 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2240 switch (opr1) {
2241 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2242 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2243 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2244 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2246 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2247 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2248 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2249 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2250 break;
2252 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2253 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2254 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2255 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2256 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2257 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2258 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2259 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2260 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2261 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2262 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2263 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2264 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2265 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2266 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2267 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2268 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2269 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2270 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2271 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2272 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2273 break;
2274 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2275 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2276 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2277 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2278 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2279 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2280 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2281 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2282 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2283 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2284 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2285 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2286 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2287 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2288 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2289 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2290 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2291 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2292 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2293 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2294 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2295 break;
2296 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2297 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2298 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2299 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2300 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2301 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2302 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2303 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2304 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2305 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2306 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2307 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2308 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2309 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2310 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2311 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2312 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2313 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2314 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2315 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2316 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2317 break;
2318 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2319 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2320 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2321 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2322 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2323 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2324 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2325 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2326 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2327 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2328 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2329 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2330 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2331 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2332 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2333 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2334 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2335 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2336 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2337 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2338 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2339 break;
2340 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2341 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2342 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2343 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2344 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2345 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2346 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2347 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2348 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2349 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2350 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2351 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2352 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2353 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2354 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2355 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2356 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2357 switch (opr) {
2358 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2359 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2361 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2362 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2363 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2364 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2365 break;
2366 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2367 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2368 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2369 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2370 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2371 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2372 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2373 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2374 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2375 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2376 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2377 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2378 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2379 switch (opr1) {
2380 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2381 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2383 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2384 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2385 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2386 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2387 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2388 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2389 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2390 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2391 break;
2392 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2393 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2394 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2395 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2396 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2397 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2398 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2399 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2400 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2401 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2402 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2403 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2404 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2405 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2406 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2407 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2408 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2409 switch (opr1) {
2410 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2411 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2412 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2413 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2415 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2416 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2417 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2418 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2419 break;
2420 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_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 switch (opr1) {
2426 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2427 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2428 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2429 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2431 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2432 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2433 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2434 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2435 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2436 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2437 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2438 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2439 switch (opr1) {
2440 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2441 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2443 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2444 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2445 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2446 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2447 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2448 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2449 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2450 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2451 break;
2452 case WINED3D_TOP_MULTIPLY_ADD:
2453 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2454 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2455 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2456 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2457 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2458 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2459 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2460 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2461 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2462 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2463 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2464 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2465 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2466 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2467 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2468 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2469 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2470 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2471 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2472 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2473 break;
2475 case WINED3D_TOP_BUMPENVMAP:
2476 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2477 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2478 Handled = FALSE;
2479 break;
2481 default:
2482 Handled = FALSE;
2484 if (Handled)
2486 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2487 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2489 return;
2491 } /* GL_NV_texture_env_combine4 */
2493 Handled = TRUE; /* Again, assume handled */
2494 switch (op) {
2495 case WINED3D_TOP_DISABLE: /* Only for alpha */
2496 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2497 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2498 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2499 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2500 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2501 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2502 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2503 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2504 break;
2505 case WINED3D_TOP_SELECT_ARG1:
2506 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2507 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2508 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2509 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2510 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2511 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2512 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2513 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2514 break;
2515 case WINED3D_TOP_SELECT_ARG2:
2516 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2517 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2518 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2519 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2520 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2521 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2522 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2523 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2524 break;
2525 case WINED3D_TOP_MODULATE:
2526 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2527 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2528 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2529 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2530 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2531 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2532 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2533 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2534 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2535 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2536 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2537 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2538 break;
2539 case WINED3D_TOP_MODULATE_2X:
2540 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2541 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2542 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2543 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2544 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2545 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2546 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2547 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2548 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2549 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2550 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2551 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2552 break;
2553 case WINED3D_TOP_MODULATE_4X:
2554 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2555 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2556 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2557 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2558 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2559 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2560 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2561 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2562 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2563 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2564 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2565 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2566 break;
2567 case WINED3D_TOP_ADD:
2568 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2569 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2570 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2571 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2572 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2573 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2574 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2575 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2576 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2577 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2578 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2579 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2580 break;
2581 case WINED3D_TOP_ADD_SIGNED:
2582 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2583 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2584 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2585 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2586 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2587 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2588 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2589 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2590 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2591 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2592 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2593 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2594 break;
2595 case WINED3D_TOP_ADD_SIGNED_2X:
2596 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2597 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2598 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2599 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2600 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2601 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2602 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2603 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2604 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2605 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2606 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2607 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2608 break;
2609 case WINED3D_TOP_SUBTRACT:
2610 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2612 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2613 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2614 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2615 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2616 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2617 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2618 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2619 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2620 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2621 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2622 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2623 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2624 } else {
2625 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2627 break;
2629 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2630 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2631 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
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, src1_target, src2);
2637 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2638 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2639 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2640 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2641 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2642 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2643 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2644 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2645 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2646 break;
2647 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2648 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2649 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2650 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2651 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2652 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2653 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2654 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2655 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2656 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2657 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2658 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2659 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2660 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2661 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2662 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2663 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2664 break;
2665 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2666 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2667 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2668 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2669 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2670 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2671 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2672 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2673 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2674 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2675 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2676 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2677 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2678 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2679 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2680 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2681 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2682 break;
2683 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2684 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2685 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2686 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2687 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2688 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2689 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2690 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2691 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2692 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2693 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2694 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2695 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2696 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2697 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2698 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2699 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2700 break;
2701 case WINED3D_TOP_DOTPRODUCT3:
2702 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2704 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2705 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2707 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2710 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2711 } else {
2712 FIXME("This version of opengl does not support GL_DOT3\n");
2714 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2715 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2716 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2717 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2718 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2719 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2720 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2721 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2722 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2723 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2724 break;
2725 case WINED3D_TOP_LERP:
2726 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2727 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2728 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2729 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2730 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2731 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2732 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2733 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2734 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2735 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2736 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2737 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2738 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2739 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2740 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2741 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2742 break;
2743 case WINED3D_TOP_ADD_SMOOTH:
2744 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2746 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2747 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2748 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2749 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2750 switch (opr1) {
2751 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2752 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2753 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2754 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2756 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2757 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2758 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2759 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2760 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2761 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2762 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2763 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2764 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2765 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2766 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2767 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2768 } else
2769 Handled = FALSE;
2770 break;
2771 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2772 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2774 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2775 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2776 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2777 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2778 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2779 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2780 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2781 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2782 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2783 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2784 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2785 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2786 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2787 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2788 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2789 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2790 } else
2791 Handled = FALSE;
2792 break;
2793 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2794 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2796 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2797 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2798 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2799 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2800 switch (opr1) {
2801 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2802 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2803 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2804 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2806 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2807 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2808 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2809 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2810 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2811 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2812 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2813 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2814 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2815 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2816 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2817 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2818 } else
2819 Handled = FALSE;
2820 break;
2821 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2822 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2824 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2825 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2826 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2827 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2828 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2829 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2830 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2831 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2832 switch (opr1) {
2833 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2834 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2835 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2836 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2838 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2839 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2840 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2841 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2842 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2843 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2844 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2845 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2846 } else
2847 Handled = FALSE;
2848 break;
2849 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2850 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2852 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2853 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2854 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2855 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2856 switch (opr1) {
2857 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2858 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2859 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2860 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2862 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2863 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2864 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2865 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2866 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2867 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2868 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2869 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2870 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2871 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2872 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2873 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2874 } else
2875 Handled = FALSE;
2876 break;
2877 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2878 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2880 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2881 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2882 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2883 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2884 switch (opr1) {
2885 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2886 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2887 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2888 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2890 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2891 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2892 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2893 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2894 switch (opr1) {
2895 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2896 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2897 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2898 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2900 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2901 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2902 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2903 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2904 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2905 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2906 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2907 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2908 } else
2909 Handled = FALSE;
2910 break;
2911 case WINED3D_TOP_MULTIPLY_ADD:
2912 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2914 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2915 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2916 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2917 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2918 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2919 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2920 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2921 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2922 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2923 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2924 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2925 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2926 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2927 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2928 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2929 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2930 } else
2931 Handled = FALSE;
2932 break;
2933 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2934 case WINED3D_TOP_BUMPENVMAP:
2935 if (gl_info->supported[NV_TEXTURE_SHADER2])
2937 /* Technically texture shader support without register combiners is possible, but not expected to occur
2938 * on real world cards, so for now a fixme should be enough
2940 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2942 Handled = FALSE;
2943 break;
2945 default:
2946 Handled = FALSE;
2949 if (Handled) {
2950 BOOL combineOK = TRUE;
2951 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2953 DWORD op2;
2955 if (isAlpha)
2956 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
2957 else
2958 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
2960 /* Note: If COMBINE4 in effect can't go back to combine! */
2961 switch (op2)
2963 case WINED3D_TOP_ADD_SMOOTH:
2964 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2965 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2966 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2967 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2968 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2969 case WINED3D_TOP_MULTIPLY_ADD:
2970 /* Ignore those implemented in both cases */
2971 switch (op)
2973 case WINED3D_TOP_SELECT_ARG1:
2974 case WINED3D_TOP_SELECT_ARG2:
2975 combineOK = FALSE;
2976 Handled = FALSE;
2977 break;
2978 default:
2979 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2980 return;
2985 if (combineOK)
2987 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
2988 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
2990 return;
2994 /* After all the extensions, if still unhandled, report fixme */
2995 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
2999 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3001 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3002 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3003 DWORD mapped_stage = context->tex_unit_map[stage];
3004 const struct wined3d_gl_info *gl_info = context->gl_info;
3006 TRACE("Setting color op for stage %d\n", stage);
3008 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3009 if (use_ps(state)) return;
3011 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3013 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3015 if (tex_used && mapped_stage >= gl_info->limits.textures)
3017 FIXME("Attempt to enable unsupported stage!\n");
3018 return;
3020 context_active_texture(context, gl_info, mapped_stage);
3023 if (stage >= context->lowest_disabled_stage)
3025 TRACE("Stage disabled\n");
3026 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3028 /* Disable everything here */
3029 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3030 checkGLcall("glDisable(GL_TEXTURE_2D)");
3031 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3032 checkGLcall("glDisable(GL_TEXTURE_3D)");
3033 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3035 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3036 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3038 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3040 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3041 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3044 /* All done */
3045 return;
3048 /* The sampler will also activate the correct texture dimensions, so no
3049 * need to do it here if the sampler for this stage is dirty. */
3050 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3051 texture_activate_dimensions(state->textures[stage], gl_info);
3053 set_tex_op(gl_info, state, FALSE, stage,
3054 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3055 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3056 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3057 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3060 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3062 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3063 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3064 DWORD mapped_stage = context->tex_unit_map[stage];
3065 const struct wined3d_gl_info *gl_info = context->gl_info;
3066 DWORD op, arg1, arg2, arg0;
3068 TRACE("Setting alpha op for stage %d\n", stage);
3069 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3070 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3072 if (tex_used && mapped_stage >= gl_info->limits.textures)
3074 FIXME("Attempt to enable unsupported stage!\n");
3075 return;
3077 context_active_texture(context, gl_info, mapped_stage);
3080 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3081 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3082 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3083 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3085 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3087 struct wined3d_texture *texture = state->textures[0];
3088 GLenum texture_dimensions = texture->target;
3090 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3092 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3094 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3095 * properly. On the other hand applications can still use texture combiners apparently. This code
3096 * takes care that apps cannot remove the texture's alpha channel entirely.
3098 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3099 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3100 * and alpha component of diffuse color to draw things like translucent text and perform other
3101 * blending effects.
3103 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3104 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3105 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3106 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3107 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3108 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3109 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3110 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3111 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3112 * alpha.
3114 * What to do with multitexturing? So far no app has been found that uses color keying with
3115 * multitexturing */
3116 if (op == WINED3D_TOP_DISABLE)
3118 arg1 = WINED3DTA_TEXTURE;
3119 op = WINED3D_TOP_SELECT_ARG1;
3121 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3123 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3125 arg2 = WINED3DTA_TEXTURE;
3126 op = WINED3D_TOP_MODULATE;
3128 else arg1 = WINED3DTA_TEXTURE;
3130 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3132 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3134 arg1 = WINED3DTA_TEXTURE;
3135 op = WINED3D_TOP_MODULATE;
3137 else arg2 = WINED3DTA_TEXTURE;
3143 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3144 * this if block here, and the other code(color keying, texture unit selection) are the same
3146 TRACE("Setting alpha op for stage %d\n", stage);
3147 if (gl_info->supported[NV_REGISTER_COMBINERS])
3149 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3150 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3152 else
3154 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3158 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3160 const struct wined3d_gl_info *gl_info = context->gl_info;
3161 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3162 unsigned int mapped_stage = context->tex_unit_map[tex];
3163 struct wined3d_matrix mat;
3165 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3166 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3168 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3169 return;
3172 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3173 if (mapped_stage >= gl_info->limits.textures) return;
3175 context_active_texture(context, gl_info, mapped_stage);
3176 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3177 checkGLcall("glMatrixMode(GL_TEXTURE)");
3179 get_texture_matrix(context, state, mapped_stage, &mat);
3181 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3182 checkGLcall("glLoadMatrixf");
3185 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3187 unsigned int texture_idx;
3189 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3191 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3192 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3196 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3197 GLuint *curVBO, const struct wined3d_state *state)
3199 const struct wined3d_gl_info *gl_info = context->gl_info;
3200 unsigned int mapped_stage = 0;
3201 unsigned int textureNo;
3203 for (textureNo = 0; textureNo < context->d3d_info->limits.ffp_blend_stages; ++textureNo)
3205 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
3207 mapped_stage = context->tex_unit_map[textureNo];
3208 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3210 if (mapped_stage >= gl_info->limits.texture_coords)
3212 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3213 continue;
3216 if (coordIdx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3218 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3220 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3221 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3223 if (*curVBO != e->data.buffer_object)
3225 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
3226 checkGLcall("glBindBuffer");
3227 *curVBO = e->data.buffer_object;
3230 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3231 checkGLcall("glClientActiveTextureARB");
3233 /* The coords to supply depend completely on the fvf / vertex shader */
3234 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3235 e->data.addr + state->load_base_vertex_index * e->stride);
3236 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3238 else
3240 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3243 if (gl_info->supported[NV_REGISTER_COMBINERS])
3245 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3246 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3248 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3252 checkGLcall("loadTexCoords");
3255 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3257 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3258 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3259 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3260 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3261 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3262 const struct wined3d_gl_info *gl_info = context->gl_info;
3263 DWORD mapped_stage = context->tex_unit_map[stage];
3265 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3267 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3268 return;
3271 if (mapped_stage >= gl_info->limits.fragment_samplers)
3273 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3274 return;
3276 context_active_texture(context, gl_info, mapped_stage);
3278 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3280 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3281 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3282 * means use the vertex position (camera-space) as the input texture coordinates
3283 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3284 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3285 * to the TEXCOORDINDEX value
3287 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3289 case WINED3DTSS_TCI_PASSTHRU:
3290 /* Use the specified texture coordinates contained within the
3291 * vertex format. This value resolves to zero. */
3292 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3293 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3294 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3295 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3296 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3297 break;
3299 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3300 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3301 * as the input texture coordinates for this stage's texture transformation. This
3302 * equates roughly to EYE_LINEAR */
3304 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3305 gl_info->gl_ops.gl.p_glPushMatrix();
3306 gl_info->gl_ops.gl.p_glLoadIdentity();
3307 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3308 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3309 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3310 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3311 gl_info->gl_ops.gl.p_glPopMatrix();
3312 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3314 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3315 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3316 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3317 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3319 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3320 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3321 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3322 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3324 break;
3326 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3327 /* Note that NV_TEXGEN_REFLECTION support is implied when
3328 * ARB_TEXTURE_CUBE_MAP is supported */
3329 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3331 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3332 break;
3335 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3336 gl_info->gl_ops.gl.p_glPushMatrix();
3337 gl_info->gl_ops.gl.p_glLoadIdentity();
3338 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3339 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3340 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3341 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3342 gl_info->gl_ops.gl.p_glPopMatrix();
3343 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3345 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3346 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3347 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3348 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3350 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3351 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3352 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3353 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3355 break;
3357 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3358 /* Note that NV_TEXGEN_REFLECTION support is implied when
3359 * ARB_TEXTURE_CUBE_MAP is supported */
3360 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3362 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3363 break;
3366 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3367 gl_info->gl_ops.gl.p_glPushMatrix();
3368 gl_info->gl_ops.gl.p_glLoadIdentity();
3369 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3370 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3371 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3372 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3373 gl_info->gl_ops.gl.p_glPopMatrix();
3374 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3376 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3377 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3378 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3379 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3381 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3382 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3383 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3384 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3386 break;
3388 case WINED3DTSS_TCI_SPHEREMAP:
3389 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3390 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3391 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3393 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3394 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3395 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3396 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3398 break;
3400 default:
3401 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3402 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3403 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3404 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3405 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3406 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3407 checkGLcall("Disable texgen.");
3409 break;
3412 /* Update the texture matrix. */
3413 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3414 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3416 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3418 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3419 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3420 * and do all the things linked to it
3421 * TODO: Tidy that up to reload only the arrays of the changed unit
3423 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3425 unload_tex_coords(gl_info);
3426 load_tex_coords(context, &context->stream_info, &curVBO, state);
3430 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3432 const DWORD sampler = state_id - STATE_SAMPLER(0);
3433 const struct wined3d_texture *texture = state->textures[sampler];
3435 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3437 if(!texture) return;
3438 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3439 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3440 * scaling is reapplied or removed, the texture matrix has to be reapplied
3442 * The mapped stage is already active because the sampler() function below, which is part of the
3443 * misc pipeline
3445 if (sampler < MAX_TEXTURES)
3447 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3449 if (texIsPow2 || (context->lastWasPow2Texture & (1u << sampler)))
3451 if (texIsPow2)
3452 context->lastWasPow2Texture |= 1u << sampler;
3453 else
3454 context->lastWasPow2Texture &= ~(1u << sampler);
3456 transform_texture(context, state,
3457 STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3462 static enum wined3d_texture_address wined3d_texture_address_mode(const struct wined3d_texture *texture,
3463 enum wined3d_texture_address t)
3465 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3467 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3468 return WINED3D_TADDRESS_WRAP;
3471 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3472 if (texture->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture->flags & WINED3D_TEXTURE_COND_NP2)
3473 && t == WINED3D_TADDRESS_WRAP))
3474 return WINED3D_TADDRESS_CLAMP;
3476 return t;
3479 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3480 const struct wined3d_gl_info *gl_info, const DWORD *sampler_states, const struct wined3d_texture *texture)
3482 union
3484 float f;
3485 DWORD d;
3486 } lod_bias;
3488 desc->address_u = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3489 desc->address_v = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3490 desc->address_w = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3491 D3DCOLORTOGLFLOAT4(sampler_states[WINED3D_SAMP_BORDER_COLOR], desc->border_color);
3492 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3493 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3494 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3495 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3496 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3497 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3498 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3499 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3500 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3501 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3502 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3503 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3504 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3505 desc->lod_bias = lod_bias.f;
3506 desc->min_lod = -1000.0f;
3507 desc->max_lod = 1000.0f;
3508 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3509 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3510 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3511 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3512 || (texture->flags & WINED3D_TEXTURE_COND_NP2))
3513 desc->max_anisotropy = 1;
3514 desc->compare = texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW;
3515 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3516 desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
3518 if (!(texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING))
3520 desc->mag_filter = WINED3D_TEXF_POINT;
3521 desc->min_filter = WINED3D_TEXF_POINT;
3522 desc->mip_filter = WINED3D_TEXF_NONE;
3525 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3527 desc->mip_filter = WINED3D_TEXF_NONE;
3528 if (gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3529 desc->min_filter = WINED3D_TEXF_POINT;
3533 /* Enabling and disabling texture dimensions is done by texture stage state /
3534 * pixel shader setup, this function only has to bind textures and set the per
3535 * texture states. */
3536 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3538 DWORD sampler_idx = state_id - STATE_SAMPLER(0);
3539 DWORD mapped_stage = context->tex_unit_map[sampler_idx];
3540 const struct wined3d_gl_info *gl_info = context->gl_info;
3542 TRACE("Sampler %u.\n", sampler_idx);
3545 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3547 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3548 return;
3551 if (mapped_stage >= gl_info->limits.combined_samplers)
3553 return;
3555 context_active_texture(context, gl_info, mapped_stage);
3557 if (state->textures[sampler_idx])
3559 struct wined3d_texture *texture = state->textures[sampler_idx];
3560 BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE];
3561 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3562 struct wined3d_sampler_desc desc;
3563 struct gl_texture *gl_tex;
3564 unsigned int base_level;
3566 wined3d_sampler_desc_from_sampler_states(&desc, gl_info, sampler_states, texture);
3568 wined3d_texture_bind(texture, context, srgb);
3569 if (!gl_info->supported[ARB_SAMPLER_OBJECTS])
3571 wined3d_texture_apply_sampler_desc(texture, &desc, gl_info);
3573 else
3575 struct wined3d_device *device = context->swapchain->device;
3576 struct wined3d_sampler *sampler;
3577 struct wine_rb_entry *entry;
3579 if ((entry = wine_rb_get(&device->samplers, &desc)))
3581 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3583 else
3585 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &sampler)))
3587 ERR("Failed to create sampler.\n");
3588 sampler = NULL;
3590 else
3592 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3593 ERR("Failed to insert sampler.\n");
3597 if (sampler)
3599 GL_EXTCALL(glBindSampler(mapped_stage, sampler->name));
3600 checkGLcall("glBindSampler");
3604 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3605 base_level = 0;
3606 else if (desc.mip_filter == WINED3D_TEXF_NONE)
3607 base_level = texture->lod;
3608 else
3609 base_level = min(max(sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL],
3610 texture->lod), texture->level_count - 1);
3612 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
3613 if (base_level != gl_tex->base_level)
3615 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
3616 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
3617 * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
3618 * corresponds to GL_TEXTURE_BASE_LEVEL. */
3619 gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
3620 gl_tex->base_level = base_level;
3623 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3624 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3625 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3627 else
3629 context_bind_texture(context, GL_NONE, 0);
3633 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3635 unsigned int i;
3637 if (use_ps(state))
3639 if (!context->last_was_pshader)
3641 /* Former draw without a pixel shader, some samplers may be
3642 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3643 * make sure to enable them. */
3644 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3646 if (!isStateDirty(context, STATE_SAMPLER(i)))
3647 sampler(context, state, STATE_SAMPLER(i));
3649 context->last_was_pshader = TRUE;
3651 else
3653 /* Otherwise all samplers were activated by the code above in
3654 * earlier draws, or by sampler() if a different texture was
3655 * bound. I don't have to do anything. */
3658 else
3660 /* Disabled the pixel shader - color ops weren't applied while it was
3661 * enabled, so re-apply them. */
3662 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3664 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3665 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3667 context->last_was_pshader = FALSE;
3670 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3673 static void state_geometry_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3675 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_GEOMETRY;
3678 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3680 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3683 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3685 const struct wined3d_gl_info *gl_info = context->gl_info;
3686 struct wined3d_matrix mat;
3688 /* This function is called by transform_view below if the view matrix was changed too
3690 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3691 * does not always update the world matrix, only on a switch between transformed
3692 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3693 * draw, but that should be rather rare and cheaper in total.
3695 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3696 checkGLcall("glMatrixMode");
3698 get_modelview_matrix(context, state, 0, &mat);
3700 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3701 checkGLcall("glLoadMatrixf");
3704 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3706 const struct wined3d_gl_info *gl_info = context->gl_info;
3707 UINT index = state_id - STATE_CLIPPLANE(0);
3708 GLdouble plane[4];
3710 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.clipplanes)
3711 return;
3713 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3714 gl_info->gl_ops.gl.p_glPushMatrix();
3716 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3717 if (!use_vs(state))
3718 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3719 else
3720 /* With vertex shaders, clip planes are not transformed in Direct3D,
3721 * while in OpenGL they are still transformed by the model view matix. */
3722 gl_info->gl_ops.gl.p_glLoadIdentity();
3724 plane[0] = state->clip_planes[index].x;
3725 plane[1] = state->clip_planes[index].y;
3726 plane[2] = state->clip_planes[index].z;
3727 plane[3] = state->clip_planes[index].w;
3729 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3730 plane[0], plane[1], plane[2], plane[3]);
3731 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3732 checkGLcall("glClipPlane");
3734 gl_info->gl_ops.gl.p_glPopMatrix();
3737 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3739 UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3740 const struct wined3d_gl_info *gl_info = context->gl_info;
3741 GLenum glMat;
3743 TRACE("Setting world matrix %d\n", matrix);
3745 if (matrix >= gl_info->limits.blends)
3747 WARN("Unsupported blend matrix set\n");
3748 return;
3751 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3752 return;
3754 /* GL_MODELVIEW0_ARB: 0x1700
3755 * GL_MODELVIEW1_ARB: 0x850a
3756 * GL_MODELVIEW2_ARB: 0x8722
3757 * GL_MODELVIEW3_ARB: 0x8723
3758 * etc
3759 * GL_MODELVIEW31_ARB: 0x873f
3761 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3762 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3764 gl_info->gl_ops.gl.p_glMatrixMode(glMat);
3765 checkGLcall("glMatrixMode(glMat)");
3767 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3768 * matrices while gl uses only 2. To avoid weighting the view matrix
3769 * incorrectly it has to be multiplied into every GL modelview matrix. */
3770 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3771 checkGLcall("glLoadMatrixf");
3772 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)]._11);
3773 checkGLcall("glMultMatrixf");
3776 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3778 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3779 static unsigned int once;
3781 if (f == WINED3D_VBF_DISABLE)
3782 return;
3784 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3785 else WARN("Vertex blend flags %#x not supported.\n", f);
3788 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3790 enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
3791 struct wined3d_device *device = context->swapchain->device;
3792 const struct wined3d_gl_info *gl_info = context->gl_info;
3793 static unsigned int once;
3795 switch (val)
3797 case WINED3D_VBF_1WEIGHTS:
3798 case WINED3D_VBF_2WEIGHTS:
3799 case WINED3D_VBF_3WEIGHTS:
3800 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_BLEND_ARB);
3801 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3803 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3804 * This is enabled at context creation with enabling
3805 * GL_WEIGHT_SUM_UNITY_ARB. */
3806 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
3808 if (!device->vertexBlendUsed)
3810 unsigned int i;
3811 for (i = 1; i < gl_info->limits.blends; ++i)
3813 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))))
3814 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)));
3816 device->vertexBlendUsed = TRUE;
3818 break;
3820 case WINED3D_VBF_TWEENING:
3821 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3822 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3823 else WARN("Vertex blend flags %#x not supported.\n", val);
3824 /* Fall through. */
3825 case WINED3D_VBF_DISABLE:
3826 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_BLEND_ARB);
3827 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3828 break;
3832 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3834 const struct wined3d_gl_info *gl_info = context->gl_info;
3835 const struct wined3d_light_info *light = NULL;
3836 unsigned int k;
3838 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3839 * NOTE: We have to reset the positions even if the light/plane is not currently
3840 * enabled, since the call to enable it will not reset the position.
3841 * NOTE2: Apparently texture transforms do NOT need reapplying
3844 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3845 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3846 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3847 checkGLcall("glLoadMatrixf(...)");
3849 /* Reset lights. TODO: Call light apply func */
3850 for (k = 0; k < gl_info->limits.lights; ++k)
3852 if (!(light = state->lights[k]))
3853 continue;
3854 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3855 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3856 else
3857 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3858 checkGLcall("glLightfv posn");
3859 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3860 checkGLcall("glLightfv dirn");
3863 /* Reset Clipping Planes */
3864 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3866 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3867 clipplane(context, state, STATE_CLIPPLANE(k));
3870 if (context->last_was_rhw)
3872 gl_info->gl_ops.gl.p_glLoadIdentity();
3873 checkGLcall("glLoadIdentity()");
3874 /* No need to update the world matrix, the identity is fine */
3875 return;
3878 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3879 * No need to do it here if the state is scheduled for update. */
3880 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3881 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3883 /* Avoid looping over a number of matrices if the app never used the functionality */
3884 if (context->swapchain->device->vertexBlendUsed)
3886 for (k = 1; k < gl_info->limits.blends; ++k)
3888 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))))
3889 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)));
3894 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3896 const struct wined3d_gl_info *gl_info = context->gl_info;
3897 struct wined3d_matrix projection;
3899 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3900 checkGLcall("glMatrixMode(GL_PROJECTION)");
3902 get_projection_matrix(context, state, &projection);
3903 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
3904 checkGLcall("glLoadMatrixf");
3907 /* This should match any arrays loaded in load_vertex_data.
3908 * TODO: Only load / unload arrays if we have to. */
3909 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
3911 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
3912 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
3913 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
3914 if (gl_info->supported[EXT_SECONDARY_COLOR])
3915 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3916 if (gl_info->supported[ARB_VERTEX_BLEND])
3917 gl_info->gl_ops.gl.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3918 unload_tex_coords(gl_info);
3921 static inline void unload_numbered_array(struct wined3d_context *context, int i)
3923 const struct wined3d_gl_info *gl_info = context->gl_info;
3925 GL_EXTCALL(glDisableVertexAttribArray(i));
3926 checkGLcall("glDisableVertexAttribArray");
3927 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
3928 GL_EXTCALL(glVertexAttribDivisor(i, 0));
3930 context->numbered_array_mask &= ~(1u << i);
3933 /* This should match any arrays loaded in loadNumberedArrays
3934 * TODO: Only load / unload arrays if we have to. */
3935 static void unload_numbered_arrays(struct wined3d_context *context)
3937 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3938 int i;
3940 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
3941 unload_numbered_array(context, i);
3945 static void load_numbered_arrays(struct wined3d_context *context,
3946 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
3948 const struct wined3d_gl_info *gl_info = context->gl_info;
3949 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3950 int i;
3952 /* Default to no instancing */
3953 context->instance_count = 0;
3955 for (i = 0; i < MAX_ATTRIBS; i++)
3957 const struct wined3d_stream_state *stream;
3959 if (!(stream_info->use_map & (1u << i)))
3961 if (context->numbered_array_mask & (1u << i))
3962 unload_numbered_array(context, i);
3963 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
3964 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
3965 else
3966 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
3967 continue;
3970 stream = &state->streams[stream_info->elements[i].stream_idx];
3972 if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
3973 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
3975 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
3977 GL_EXTCALL(glVertexAttribDivisor(i, stream_info->elements[i].divisor));
3979 else if (stream_info->elements[i].divisor)
3981 /* Unload instanced arrays, they will be loaded using
3982 * immediate mode instead. */
3983 if (context->numbered_array_mask & (1u << i))
3984 unload_numbered_array(context, i);
3985 continue;
3988 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
3990 if (stream_info->elements[i].stride)
3992 if (curVBO != stream_info->elements[i].data.buffer_object)
3994 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, stream_info->elements[i].data.buffer_object));
3995 checkGLcall("glBindBuffer");
3996 curVBO = stream_info->elements[i].data.buffer_object;
3998 /* Use the VBO to find out if a vertex buffer exists, not the vb
3999 * pointer. vb can point to a user pointer data blob. In that case
4000 * curVBO will be 0. If there is a vertex buffer but no vbo we
4001 * won't be load converted attributes anyway. */
4002 GL_EXTCALL(glVertexAttribPointer(i, stream_info->elements[i].format->gl_vtx_format,
4003 stream_info->elements[i].format->gl_vtx_type,
4004 stream_info->elements[i].format->gl_normalized,
4005 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4006 + state->load_base_vertex_index * stream_info->elements[i].stride));
4008 if (!(context->numbered_array_mask & (1u << i)))
4010 GL_EXTCALL(glEnableVertexAttribArray(i));
4011 context->numbered_array_mask |= (1u << i);
4014 else
4016 /* Stride = 0 means always the same values.
4017 * glVertexAttribPointer doesn't do that. Instead disable the
4018 * pointer and set up the attribute statically. But we have to
4019 * figure out the system memory address. */
4020 const BYTE *ptr = stream_info->elements[i].data.addr;
4021 if (stream_info->elements[i].data.buffer_object)
4023 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, context);
4026 if (context->numbered_array_mask & (1u << i)) unload_numbered_array(context, i);
4028 switch (stream_info->elements[i].format->id)
4030 case WINED3DFMT_R32_FLOAT:
4031 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
4032 break;
4033 case WINED3DFMT_R32G32_FLOAT:
4034 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
4035 break;
4036 case WINED3DFMT_R32G32B32_FLOAT:
4037 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
4038 break;
4039 case WINED3DFMT_R32G32B32A32_FLOAT:
4040 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
4041 break;
4043 case WINED3DFMT_R8G8B8A8_UINT:
4044 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
4045 break;
4046 case WINED3DFMT_B8G8R8A8_UNORM:
4047 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4049 const DWORD *src = (const DWORD *)ptr;
4050 DWORD c = *src & 0xff00ff00u;
4051 c |= (*src & 0xff0000u) >> 16;
4052 c |= (*src & 0xffu) << 16;
4053 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
4054 break;
4056 /* else fallthrough */
4057 case WINED3DFMT_R8G8B8A8_UNORM:
4058 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
4059 break;
4061 case WINED3DFMT_R16G16_SINT:
4062 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
4063 break;
4064 case WINED3DFMT_R16G16B16A16_SINT:
4065 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
4066 break;
4068 case WINED3DFMT_R16G16_SNORM:
4070 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4071 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
4072 break;
4074 case WINED3DFMT_R16G16_UNORM:
4076 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4077 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
4078 break;
4080 case WINED3DFMT_R16G16B16A16_SNORM:
4081 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
4082 break;
4083 case WINED3DFMT_R16G16B16A16_UNORM:
4084 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
4085 break;
4087 case WINED3DFMT_R10G10B10A2_UINT:
4088 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4089 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4090 break;
4091 case WINED3DFMT_R10G10B10A2_SNORM:
4092 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4093 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4094 break;
4096 case WINED3DFMT_R16G16_FLOAT:
4097 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4099 /* Not supported by GL_ARB_half_float_vertex. */
4100 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
4102 else
4104 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4105 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4106 GL_EXTCALL(glVertexAttrib2f(i, x, y));
4108 break;
4109 case WINED3DFMT_R16G16B16A16_FLOAT:
4110 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4112 /* Not supported by GL_ARB_half_float_vertex. */
4113 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
4115 else
4117 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4118 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4119 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
4120 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
4121 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
4123 break;
4125 default:
4126 ERR("Unexpected declaration in stride 0 attributes\n");
4127 break;
4132 checkGLcall("Loading numbered arrays");
4135 static void load_vertex_data(struct wined3d_context *context,
4136 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4138 const struct wined3d_gl_info *gl_info = context->gl_info;
4139 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4140 const struct wined3d_stream_info_element *e;
4142 TRACE("Using fast vertex array code\n");
4144 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4145 context->instance_count = 0;
4147 /* Blend Data ---------------------------------------------- */
4148 if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
4149 || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
4151 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4153 if (gl_info->supported[ARB_VERTEX_BLEND])
4155 TRACE("Blend %u %p %u\n", e->format->component_count,
4156 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4158 gl_info->gl_ops.gl.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4159 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4161 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4163 if (curVBO != e->data.buffer_object)
4165 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4166 checkGLcall("glBindBuffer");
4167 curVBO = e->data.buffer_object;
4170 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4171 e->format->gl_vtx_format,
4172 e->format->gl_vtx_type,
4173 e->stride,
4174 e->data.addr + state->load_base_vertex_index * e->stride);
4175 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4176 e->data.addr + state->load_base_vertex_index * e->stride));
4178 checkGLcall("glWeightPointerARB");
4180 if (si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
4182 static BOOL warned;
4183 if (!warned)
4185 FIXME("blendMatrixIndices support\n");
4186 warned = TRUE;
4189 } else {
4190 /* TODO: support blends in drawStridedSlow
4191 * No need to write a FIXME here, this is done after the general vertex decl decoding
4193 WARN("unsupported blending in openGl\n");
4196 else
4198 if (gl_info->supported[ARB_VERTEX_BLEND])
4200 static const GLbyte one = 1;
4201 GL_EXTCALL(glWeightbvARB(1, &one));
4202 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4206 /* Point Size ----------------------------------------------*/
4207 if (si->use_map & (1u << WINED3D_FFP_PSIZE))
4209 /* no such functionality in the fixed function GL pipeline */
4210 TRACE("Cannot change ptSize here in openGl\n");
4211 /* TODO: Implement this function in using shaders if they are available */
4214 /* Vertex Pointers -----------------------------------------*/
4215 if (si->use_map & (1u << WINED3D_FFP_POSITION))
4217 e = &si->elements[WINED3D_FFP_POSITION];
4219 if (curVBO != e->data.buffer_object)
4221 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4222 checkGLcall("glBindBuffer");
4223 curVBO = e->data.buffer_object;
4226 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4227 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4228 e->data.addr + state->load_base_vertex_index * e->stride);
4229 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4230 e->data.addr + state->load_base_vertex_index * e->stride);
4231 checkGLcall("glVertexPointer(...)");
4232 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
4233 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4236 /* Normals -------------------------------------------------*/
4237 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
4239 e = &si->elements[WINED3D_FFP_NORMAL];
4241 if (curVBO != e->data.buffer_object)
4243 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4244 checkGLcall("glBindBuffer");
4245 curVBO = e->data.buffer_object;
4248 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4249 e->data.addr + state->load_base_vertex_index * e->stride);
4250 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
4251 e->data.addr + state->load_base_vertex_index * e->stride);
4252 checkGLcall("glNormalPointer(...)");
4253 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
4254 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4257 else
4259 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
4260 checkGLcall("glNormal3f(0, 0, 0)");
4263 /* Diffuse Colour --------------------------------------------*/
4264 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
4266 e = &si->elements[WINED3D_FFP_DIFFUSE];
4268 if (curVBO != e->data.buffer_object)
4270 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4271 checkGLcall("glBindBuffer");
4272 curVBO = e->data.buffer_object;
4275 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4276 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4277 e->data.addr + state->load_base_vertex_index * e->stride);
4278 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4279 e->data.addr + state->load_base_vertex_index * e->stride);
4280 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4281 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
4282 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4285 else
4287 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4288 checkGLcall("glColor4f(1, 1, 1, 1)");
4291 /* Specular Colour ------------------------------------------*/
4292 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
4294 TRACE("setting specular colour\n");
4296 e = &si->elements[WINED3D_FFP_SPECULAR];
4298 if (gl_info->supported[EXT_SECONDARY_COLOR])
4300 GLenum type = e->format->gl_vtx_type;
4301 GLint format = e->format->gl_vtx_format;
4303 if (curVBO != e->data.buffer_object)
4305 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4306 checkGLcall("glBindBuffer");
4307 curVBO = e->data.buffer_object;
4310 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4312 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4313 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4314 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4315 * 4 component secondary colors use it
4317 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4318 e->data.addr + state->load_base_vertex_index * e->stride);
4319 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4320 e->data.addr + state->load_base_vertex_index * e->stride));
4321 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4323 else
4325 switch(type)
4327 case GL_UNSIGNED_BYTE:
4328 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4329 e->data.addr + state->load_base_vertex_index * e->stride);
4330 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4331 e->data.addr + state->load_base_vertex_index * e->stride));
4332 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4333 break;
4335 default:
4336 FIXME("Add 4 component specular color pointers for type %x\n", type);
4337 /* Make sure that the right color component is dropped */
4338 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4339 e->data.addr + state->load_base_vertex_index * e->stride);
4340 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4341 e->data.addr + state->load_base_vertex_index * e->stride));
4342 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4345 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4346 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4348 else
4350 WARN("Specular colour is not supported in this GL implementation.\n");
4353 else
4355 if (gl_info->supported[EXT_SECONDARY_COLOR])
4357 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4358 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4360 else
4362 WARN("Specular colour is not supported in this GL implementation.\n");
4366 /* Texture coords -------------------------------------------*/
4367 load_tex_coords(context, si, &curVBO, state);
4370 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4372 BOOL load_numbered = context->d3d_info->ffp_generic_attributes
4373 || (use_vs(state) && !context->use_immediate_mode_draw);
4374 BOOL load_named = !context->d3d_info->ffp_generic_attributes
4375 && !use_vs(state) && !context->use_immediate_mode_draw;
4377 if (isStateDirty(context, STATE_VDECL)) return;
4378 if (context->numberedArraysLoaded && !load_numbered)
4380 unload_numbered_arrays(context);
4381 context->numberedArraysLoaded = FALSE;
4382 context->numbered_array_mask = 0;
4384 else if (context->namedArraysLoaded)
4386 unload_vertex_data(context->gl_info);
4387 context->namedArraysLoaded = FALSE;
4390 if (load_numbered)
4392 TRACE("Loading numbered arrays\n");
4393 load_numbered_arrays(context, &context->stream_info, state);
4394 context->numberedArraysLoaded = TRUE;
4396 else if (load_named)
4398 TRACE("Loading vertex data\n");
4399 load_vertex_data(context, &context->stream_info, state);
4400 context->namedArraysLoaded = TRUE;
4404 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4406 if (isStateDirty(context, STATE_STREAMSRC))
4407 return;
4408 streamsrc(context, state, STATE_STREAMSRC);
4411 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4413 const struct wined3d_gl_info *gl_info = context->gl_info;
4414 BOOL useVertexShaderFunction = use_vs(state);
4415 BOOL updateFog = FALSE;
4416 BOOL transformed;
4417 BOOL wasrhw = context->last_was_rhw;
4418 unsigned int i;
4420 transformed = context->stream_info.position_transformed;
4421 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4422 updateFog = TRUE;
4424 context->last_was_rhw = transformed;
4426 /* Don't have to apply the matrices when vertex shaders are used. When
4427 * vshaders are turned off this function will be called again anyway to
4428 * make sure they're properly set. */
4429 if (!useVertexShaderFunction)
4431 /* TODO: Move this mainly to the viewport state and only apply when
4432 * the vp has changed or transformed / untransformed was switched. */
4433 if (wasrhw != context->last_was_rhw
4434 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4435 && !isStateDirty(context, STATE_VIEWPORT))
4436 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4437 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4438 * mode.
4440 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4441 * this check will fail and the matrix not applied again. This is OK because a simple
4442 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4443 * needs of the vertex declaration.
4445 * World and view matrix go into the same gl matrix, so only apply them when neither is
4446 * dirty
4448 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4449 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4450 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4451 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4452 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4453 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4454 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4456 if (context->last_was_vshader)
4458 updateFog = TRUE;
4460 if (!context->d3d_info->vs_clipping
4461 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4463 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4466 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4468 clipplane(context, state, STATE_CLIPPLANE(i));
4471 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4472 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4474 else
4476 if(!context->last_was_vshader) {
4477 static BOOL warned = FALSE;
4478 if (!context->d3d_info->vs_clipping)
4480 /* Disable all clip planes to get defined results on all drivers. See comment in the
4481 * state_clipping state handler
4483 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4485 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0 + i);
4486 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4489 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4491 FIXME("Clipping not supported with vertex shaders\n");
4492 warned = TRUE;
4495 if (wasrhw)
4497 /* Apply the transform matrices when switching from rhw
4498 * drawing to vertex shaders. Vertex shaders themselves do
4499 * not need it, but the matrices are not reapplied
4500 * automatically when switching back from vertex shaders to
4501 * fixed function processing. So make sure we leave the fixed
4502 * function vertex processing states back in a sane state
4503 * before switching to shaders. */
4504 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4505 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4506 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4507 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4509 updateFog = TRUE;
4511 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4512 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4513 * device->vs_clipping is false.
4515 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4517 clipplane(context, state, STATE_CLIPPLANE(i));
4522 context->last_was_vshader = useVertexShaderFunction;
4523 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
4525 if (updateFog)
4526 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4528 if (!useVertexShaderFunction)
4530 unsigned int i;
4532 for (i = 0; i < MAX_TEXTURES; ++i)
4534 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4535 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4538 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4539 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4540 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
4544 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4546 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4547 const struct wined3d_gl_info *gl_info = context->gl_info;
4548 struct wined3d_viewport vp = state->viewport;
4550 if (vp.width > target->width)
4551 vp.width = target->width;
4552 if (vp.height > target->height)
4553 vp.height = target->height;
4555 gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
4556 checkGLcall("glDepthRange");
4557 /* Note: GL requires lower left, DirectX supplies upper left. This is
4558 * reversed when using offscreen rendering. */
4559 if (context->render_offscreen)
4561 gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
4563 else
4565 UINT width, height;
4567 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
4568 gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)),
4569 vp.width, vp.height);
4571 checkGLcall("glViewport");
4574 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4576 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4577 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4578 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4579 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4580 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4581 /* Update the position fixup. */
4582 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
4585 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4587 const struct wined3d_gl_info *gl_info = context->gl_info;
4588 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4589 const struct wined3d_light_info *lightInfo = state->lights[Index];
4591 if (!lightInfo)
4593 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4594 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4596 else
4598 float quad_att;
4599 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4601 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4602 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4603 gl_info->gl_ops.gl.p_glPushMatrix();
4604 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4606 /* Diffuse: */
4607 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4608 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4609 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4610 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4611 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4612 checkGLcall("glLightfv");
4614 /* Specular */
4615 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4616 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4617 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4618 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4619 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4620 checkGLcall("glLightfv");
4622 /* Ambient */
4623 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4624 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4625 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4626 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4627 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4628 checkGLcall("glLightfv");
4630 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4631 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4632 else
4633 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4635 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4636 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4637 * Attenuation0 to NaN and crashes in the gl lib
4640 switch (lightInfo->OriginalParms.type)
4642 case WINED3D_LIGHT_POINT:
4643 /* Position */
4644 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4645 checkGLcall("glLightfv");
4646 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4647 checkGLcall("glLightf");
4648 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4649 lightInfo->OriginalParms.attenuation0);
4650 checkGLcall("glLightf");
4651 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4652 lightInfo->OriginalParms.attenuation1);
4653 checkGLcall("glLightf");
4654 if (quad_att < lightInfo->OriginalParms.attenuation2)
4655 quad_att = lightInfo->OriginalParms.attenuation2;
4656 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4657 checkGLcall("glLightf");
4658 /* FIXME: Range */
4659 break;
4661 case WINED3D_LIGHT_SPOT:
4662 /* Position */
4663 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4664 checkGLcall("glLightfv");
4665 /* Direction */
4666 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4667 checkGLcall("glLightfv");
4668 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4669 checkGLcall("glLightf");
4670 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4671 checkGLcall("glLightf");
4672 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4673 lightInfo->OriginalParms.attenuation0);
4674 checkGLcall("glLightf");
4675 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4676 lightInfo->OriginalParms.attenuation1);
4677 checkGLcall("glLightf");
4678 if (quad_att < lightInfo->OriginalParms.attenuation2)
4679 quad_att = lightInfo->OriginalParms.attenuation2;
4680 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4681 checkGLcall("glLightf");
4682 /* FIXME: Range */
4683 break;
4685 case WINED3D_LIGHT_DIRECTIONAL:
4686 /* Direction */
4687 /* Note GL uses w position of 0 for direction! */
4688 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4689 checkGLcall("glLightfv");
4690 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4691 checkGLcall("glLightf");
4692 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4693 checkGLcall("glLightf");
4694 break;
4696 default:
4697 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4700 /* Restore the modelview matrix */
4701 gl_info->gl_ops.gl.p_glPopMatrix();
4703 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4704 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4708 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4710 const struct wined3d_gl_info *gl_info = context->gl_info;
4711 const RECT *r = &state->scissor_rect;
4713 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4714 * so our viewport correction does not apply. Warning2: Even in windowed
4715 * mode the coords are relative to the window, not the screen. */
4716 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4718 if (context->render_offscreen)
4720 gl_info->gl_ops.gl.p_glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4722 else
4724 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4725 UINT height;
4726 UINT width;
4728 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
4729 gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4731 checkGLcall("glScissor");
4734 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4736 const struct wined3d_stream_info *stream_info = &context->stream_info;
4737 const struct wined3d_gl_info *gl_info = context->gl_info;
4739 if (!state->index_buffer || !stream_info->all_vbo)
4741 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4743 else
4745 struct wined3d_buffer *ib = state->index_buffer;
4746 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
4750 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4752 const struct wined3d_gl_info *gl_info = context->gl_info;
4754 if (context->render_offscreen)
4756 gl_info->gl_ops.gl.p_glFrontFace(GL_CCW);
4757 checkGLcall("glFrontFace(GL_CCW)");
4759 else
4761 gl_info->gl_ops.gl.p_glFrontFace(GL_CW);
4762 checkGLcall("glFrontFace(GL_CW)");
4766 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4768 static BOOL warned;
4770 if (!warned)
4772 WARN("Point sprite coordinate origin switching not supported.\n");
4773 warned = TRUE;
4777 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4779 const struct wined3d_gl_info *gl_info = context->gl_info;
4780 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4782 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4783 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4786 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4788 unsigned int rt_fmt_flags = state->fb->render_targets[0]->format_flags;
4789 const struct wined3d_gl_info *gl_info = context->gl_info;
4791 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4793 if (state->render_states[WINED3D_RS_SRGBWRITEENABLE] && rt_fmt_flags & WINED3DFMT_FLAG_SRGB_WRITE)
4794 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4795 else
4796 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4799 static void state_cb(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
4800 enum wined3d_shader_type type, unsigned int base, unsigned int count)
4802 struct wined3d_buffer *buffer;
4803 unsigned int i;
4805 for (i = 0; i < count; ++i)
4807 buffer = state->cb[type][i];
4808 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
4810 checkGLcall("glBindBufferBase");
4813 static void state_cb_vs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4815 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
4817 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4819 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_VERTEX, 0, limits->vertex_uniform_blocks);
4822 static void state_cb_gs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4824 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
4826 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4828 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_GEOMETRY,
4829 limits->vertex_uniform_blocks, limits->geometry_uniform_blocks);
4832 static void state_cb_ps(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4834 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
4836 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4838 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_PIXEL,
4839 limits->vertex_uniform_blocks + limits->geometry_uniform_blocks, limits->fragment_uniform_blocks);
4842 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4844 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4846 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4849 static void state_shader_resource_binding(struct wined3d_context *context,
4850 const struct wined3d_state *state, DWORD state_id)
4852 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4854 context->update_shader_resource_bindings = 1;
4857 const struct StateEntryTemplate misc_state_template[] =
4859 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_vs, }, ARB_UNIFORM_BUFFER_OBJECT },
4860 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4861 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_gs, }, ARB_UNIFORM_BUFFER_OBJECT },
4862 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
4863 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_ps, }, ARB_UNIFORM_BUFFER_OBJECT },
4864 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4865 { STATE_SHADER_RESOURCE_BINDING, { STATE_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
4866 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4867 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4868 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4869 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4870 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4871 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4872 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4873 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4874 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4875 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4876 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4877 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4878 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4879 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4880 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4881 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4883 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4884 * vshader loadings are untied from each other
4886 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4887 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4888 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4889 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4890 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4891 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4892 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4893 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4894 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4895 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4897 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4898 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4899 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4903 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4904 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4905 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4906 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4907 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4908 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4909 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4910 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4911 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4912 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4913 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4914 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4926 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4928 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4929 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4930 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4931 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4932 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4933 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4935 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4936 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4937 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4938 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4939 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE },
4940 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4941 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4942 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4943 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4944 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_EXT_NONE },
4945 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4946 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4947 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4948 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4949 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4950 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4951 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4952 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4953 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4954 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4955 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4956 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4957 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4958 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4959 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4960 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
4961 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4962 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4964 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4965 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4969 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4973 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5005 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5007 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5011 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, WINED3D_GL_BLEND_EQUATION },
5013 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5017 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5019 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5021 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5023 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5025 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5026 /* Samplers */
5027 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5028 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5029 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5030 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5031 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5032 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5033 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5034 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5035 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5036 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5037 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5038 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5039 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5040 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5041 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5042 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5043 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5044 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5045 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5046 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5047 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5048 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5049 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5050 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
5051 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_geometry_shader}, WINED3D_GL_EXT_NONE },
5052 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5055 static const struct StateEntryTemplate vp_ffp_states[] =
5057 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5058 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5059 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5060 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5061 /* Clip planes */
5062 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5063 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5064 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5065 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5066 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5067 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5068 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5069 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5070 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5071 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5072 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5073 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5074 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5075 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5076 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5077 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5078 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5079 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5080 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5081 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5082 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5083 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5084 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5085 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5086 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5087 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5088 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5089 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5090 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5091 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5092 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5093 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5094 /* Lights */
5095 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
5096 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5097 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5098 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5099 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5100 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5101 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5102 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5103 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5104 /* Viewport */
5105 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5106 /* Transform states follow */
5107 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5108 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5109 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5110 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5111 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5112 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5113 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5114 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5115 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5116 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5117 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5118 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5119 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5120 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5121 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5122 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5123 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5124 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5125 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5126 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5127 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5128 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5129 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5130 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5131 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5132 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5133 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5134 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5135 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5136 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5374 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5375 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5376 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5377 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5378 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5379 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5380 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5381 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5389 /* Fog */
5390 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5391 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5392 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5393 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5394 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5395 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5396 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5397 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5398 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5399 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5400 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5401 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5402 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5403 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5404 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5405 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5406 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5407 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5408 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5409 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5410 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5411 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5412 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5413 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5414 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5415 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5416 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5417 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5418 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5419 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5420 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5421 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5423 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5424 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5425 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5427 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5428 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5429 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5430 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5431 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5432 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5433 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5434 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5435 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5436 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5437 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5438 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5439 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5440 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5441 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5442 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5443 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5444 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5445 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5446 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5447 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5448 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5449 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5450 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5451 { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5452 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5455 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5456 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5457 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5458 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5459 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5460 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5461 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5462 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5463 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5464 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5465 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5466 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5467 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5468 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5469 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5470 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5471 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5472 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5473 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5474 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5475 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5476 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5477 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5478 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5479 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5480 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5536 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5537 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5538 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5539 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5540 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5541 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5542 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5543 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5544 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5545 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5546 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5547 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5548 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5549 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5550 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5551 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5552 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5553 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5554 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5555 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5556 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5557 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5558 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5559 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5560 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5563 /* Context activation is done by the caller. */
5564 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5566 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5568 return shader_priv;
5571 static void ffp_free(struct wined3d_device *device) {}
5573 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5575 caps->xyzrhw = FALSE;
5576 caps->ffp_generic_attributes = FALSE;
5577 caps->max_active_lights = gl_info->limits.lights;
5578 caps->max_vertex_blend_matrices = gl_info->limits.blends;
5579 caps->max_vertex_blend_matrix_index = 0;
5580 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5581 | WINED3DVTXPCAPS_MATERIALSOURCE7
5582 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5583 | WINED3DVTXPCAPS_LOCALVIEWER
5584 | WINED3DVTXPCAPS_VERTEXFOG
5585 | WINED3DVTXPCAPS_TEXGEN
5586 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5587 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5588 caps->max_user_clip_planes = gl_info->limits.clipplanes;
5589 caps->raster_caps = 0;
5590 if (gl_info->supported[NV_FOG_DISTANCE])
5591 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5594 static DWORD vp_ffp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5596 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5599 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5601 ffp_enable,
5602 vp_ffp_get_caps,
5603 vp_ffp_get_emul_mask,
5604 ffp_alloc,
5605 ffp_free,
5606 vp_ffp_states,
5609 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5611 caps->wined3d_caps = 0;
5612 caps->PrimitiveMiscCaps = 0;
5613 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5614 | WINED3DTEXOPCAPS_ADDSIGNED
5615 | WINED3DTEXOPCAPS_ADDSIGNED2X
5616 | WINED3DTEXOPCAPS_MODULATE
5617 | WINED3DTEXOPCAPS_MODULATE2X
5618 | WINED3DTEXOPCAPS_MODULATE4X
5619 | WINED3DTEXOPCAPS_SELECTARG1
5620 | WINED3DTEXOPCAPS_SELECTARG2
5621 | WINED3DTEXOPCAPS_DISABLE;
5623 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5624 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5625 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5627 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5628 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5629 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5630 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5631 | WINED3DTEXOPCAPS_LERP
5632 | WINED3DTEXOPCAPS_SUBTRACT;
5634 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5635 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5637 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5638 | WINED3DTEXOPCAPS_MULTIPLYADD
5639 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5640 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5641 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5643 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5644 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5646 caps->MaxTextureBlendStages = gl_info->limits.textures;
5647 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5650 static DWORD ffp_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
5652 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5655 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5657 if (TRACE_ON(d3d))
5659 TRACE("Checking support for fixup:\n");
5660 dump_color_fixup_desc(fixup);
5663 /* We only support identity conversions. */
5664 if (is_identity_fixup(fixup))
5666 TRACE("[OK]\n");
5667 return TRUE;
5670 TRACE("[FAILED]\n");
5671 return FALSE;
5674 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5676 return TRUE;
5679 static void ffp_none_context_free(struct wined3d_context *context)
5683 const struct fragment_pipeline ffp_fragment_pipeline = {
5684 ffp_enable,
5685 ffp_fragment_get_caps,
5686 ffp_fragment_get_emul_mask,
5687 ffp_alloc,
5688 ffp_free,
5689 ffp_none_context_alloc,
5690 ffp_none_context_free,
5691 ffp_color_fixup_supported,
5692 ffp_fragmentstate_template,
5695 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5697 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5699 return shader_priv;
5702 static void none_free(struct wined3d_device *device) {}
5704 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5706 memset(caps, 0, sizeof(*caps));
5709 static DWORD vp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5711 return 0;
5714 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5716 none_enable,
5717 vp_none_get_caps,
5718 vp_none_get_emul_mask,
5719 none_alloc,
5720 none_free,
5721 NULL,
5724 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5726 memset(caps, 0, sizeof(*caps));
5729 static DWORD fp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5731 return 0;
5734 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5736 return is_identity_fixup(fixup);
5739 const struct fragment_pipeline none_fragment_pipe =
5741 none_enable,
5742 fp_none_get_caps,
5743 fp_none_get_emul_mask,
5744 none_alloc,
5745 none_free,
5746 ffp_none_context_alloc,
5747 ffp_none_context_free,
5748 fp_none_color_fixup_supported,
5749 NULL,
5752 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5754 unsigned int i;
5755 for(i = 0; funcs[i]; i++);
5756 return i;
5759 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5761 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5762 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5765 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5767 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5768 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5769 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5772 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5773 const struct wined3d_d3d_info *d3d_info)
5775 unsigned int start, last, i;
5777 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5778 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5779 for (i = start; i <= last; ++i)
5781 state_table[i].representative = 0;
5782 state_table[i].apply = state_undefined;
5785 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5786 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5787 for (i = start; i <= last; ++i)
5789 state_table[i].representative = 0;
5790 state_table[i].apply = state_undefined;
5793 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
5794 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5795 for (i = start; i <= last; ++i)
5797 state_table[i].representative = 0;
5798 state_table[i].apply = state_undefined;
5802 static void validate_state_table(struct StateEntry *state_table)
5804 static const struct
5806 DWORD first;
5807 DWORD last;
5809 rs_holes[] =
5811 { 1, 1},
5812 { 3, 3},
5813 { 17, 18},
5814 { 21, 21},
5815 { 42, 45},
5816 { 47, 47},
5817 { 61, 127},
5818 {149, 150},
5819 {169, 169},
5820 {177, 177},
5821 {196, 197},
5822 { 0, 0},
5824 static const DWORD simple_states[] =
5826 STATE_MATERIAL,
5827 STATE_VDECL,
5828 STATE_STREAMSRC,
5829 STATE_INDEXBUFFER,
5830 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5831 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5832 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5833 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
5834 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
5835 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
5836 STATE_SHADER_RESOURCE_BINDING,
5837 STATE_VIEWPORT,
5838 STATE_LIGHT_TYPE,
5839 STATE_SCISSORRECT,
5840 STATE_FRONTFACE,
5841 STATE_POINTSPRITECOORDORIGIN,
5842 STATE_BASEVERTEXINDEX,
5843 STATE_FRAMEBUFFER,
5844 STATE_POINT_ENABLE,
5845 STATE_COLOR_KEY,
5847 unsigned int i, current;
5849 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5851 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5853 if (!state_table[i].representative)
5854 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5856 else if (state_table[i].representative)
5857 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5859 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5862 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5864 if (!state_table[simple_states[i]].representative)
5865 ERR("State %s (%#x) should have a representative.\n",
5866 debug_d3dstate(simple_states[i]), simple_states[i]);
5869 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5871 DWORD rep = state_table[i].representative;
5872 if (rep)
5874 if (state_table[rep].representative != rep)
5876 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5877 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5878 state_table[i].representative = 0;
5881 if (rep != i)
5883 if (state_table[i].apply)
5884 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5886 else if (!state_table[i].apply)
5888 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5894 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5895 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
5896 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
5897 const struct StateEntryTemplate *misc)
5899 unsigned int i, type, handlers;
5900 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5901 const struct StateEntryTemplate *cur;
5902 BOOL set[STATE_HIGHEST + 1];
5904 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5906 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5907 StateTable[i].representative = 0;
5908 StateTable[i].apply = state_undefined;
5911 for(type = 0; type < 3; type++) {
5912 /* This switch decides the order in which the states are applied */
5913 switch(type) {
5914 case 0: cur = misc; break;
5915 case 1: cur = fragment->states; break;
5916 case 2: cur = vertex->vp_states; break;
5917 default: cur = NULL; /* Stupid compiler */
5919 if(!cur) continue;
5921 /* GL extension filtering should not prevent multiple handlers being applied from different
5922 * pipeline parts
5924 memset(set, 0, sizeof(set));
5926 for(i = 0; cur[i].state; i++) {
5927 APPLYSTATEFUNC *funcs_array;
5929 /* Only use the first matching state with the available extension from one template.
5930 * e.g.
5931 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5932 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5934 * if GL_XYZ_fancy is supported, ignore the 2nd line
5936 if(set[cur[i].state]) continue;
5937 /* Skip state lines depending on unsupported extensions */
5938 if (!gl_info->supported[cur[i].extension]) continue;
5939 set[cur[i].state] = TRUE;
5940 /* In some cases having an extension means that nothing has to be
5941 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5942 * supported, the texture coordinate fixup can be ignored. If the
5943 * apply function is used, mark the state set(done above) to prevent
5944 * applying later lines, but do not record anything in the state
5945 * table
5947 if (!cur[i].content.representative) continue;
5949 handlers = num_handlers(multistate_funcs[cur[i].state]);
5950 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5951 switch(handlers) {
5952 case 0:
5953 StateTable[cur[i].state].apply = cur[i].content.apply;
5954 break;
5955 case 1:
5956 StateTable[cur[i].state].apply = multistate_apply_2;
5957 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5959 sizeof(**dev_multistate_funcs) * 2);
5960 if (!dev_multistate_funcs[cur[i].state]) {
5961 goto out_of_mem;
5964 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5965 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5966 break;
5967 case 2:
5968 StateTable[cur[i].state].apply = multistate_apply_3;
5969 funcs_array = HeapReAlloc(GetProcessHeap(),
5971 dev_multistate_funcs[cur[i].state],
5972 sizeof(**dev_multistate_funcs) * 3);
5973 if (!funcs_array) {
5974 goto out_of_mem;
5977 dev_multistate_funcs[cur[i].state] = funcs_array;
5978 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5979 break;
5980 default:
5981 ERR("Unexpected amount of state handlers for state %u: %u\n",
5982 cur[i].state, handlers + 1);
5985 if (StateTable[cur[i].state].representative
5986 && StateTable[cur[i].state].representative != cur[i].content.representative)
5988 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5989 debug_d3dstate(cur[i].state), cur[i].state);
5991 StateTable[cur[i].state].representative = cur[i].content.representative;
5995 prune_invalid_states(StateTable, gl_info, d3d_info);
5996 validate_state_table(StateTable);
5998 return WINED3D_OK;
6000 out_of_mem:
6001 for (i = 0; i <= STATE_HIGHEST; ++i) {
6002 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
6005 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
6007 return E_OUTOFMEMORY;