2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader
);
41 ULONG CDECL
wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state
*state
)
43 ULONG refcount
= InterlockedIncrement(&state
->refcount
);
45 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
50 static void wined3d_rasterizer_state_destroy_object(void *object
)
52 HeapFree(GetProcessHeap(), 0, object
);
55 ULONG CDECL
wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state
*state
)
57 ULONG refcount
= InterlockedDecrement(&state
->refcount
);
58 struct wined3d_device
*device
= state
->device
;
60 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
63 wined3d_cs_emit_destroy_object(device
->cs
, wined3d_rasterizer_state_destroy_object
, state
);
68 HRESULT CDECL
wined3d_rasterizer_state_create(struct wined3d_device
*device
,
69 const struct wined3d_rasterizer_state_desc
*desc
, struct wined3d_rasterizer_state
**state
)
71 struct wined3d_rasterizer_state
*object
;
73 TRACE("device %p, desc %p, state %p.\n", device
, desc
, state
);
75 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
80 object
->device
= device
;
82 TRACE("Created rasterizer state %p.\n", object
);
88 /* Context activation for state handler is done by the caller. */
90 static void state_undefined(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
92 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id
), state_id
);
95 void state_nop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
97 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id
));
100 static void state_fillmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
102 enum wined3d_fill_mode mode
= state
->render_states
[WINED3D_RS_FILLMODE
];
103 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
107 case WINED3D_FILL_POINT
:
108 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_POINT
);
109 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
111 case WINED3D_FILL_WIREFRAME
:
112 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_LINE
);
113 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
115 case WINED3D_FILL_SOLID
:
116 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
117 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
120 FIXME("Unrecognized fill mode %#x.\n", mode
);
124 static void state_lighting(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
126 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
128 /* Lighting is not enabled if transformed vertices are drawn, but lighting
129 * does not affect the stream sources, so it is not grouped for
130 * performance reasons. This state reads the decoded vertex declaration,
131 * so if it is dirty don't do anything. The vertex declaration applying
132 * function calls this function for updating. */
133 if (isStateDirty(context
, STATE_VDECL
))
136 if (state
->render_states
[WINED3D_RS_LIGHTING
]
137 && !context
->stream_info
.position_transformed
)
139 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHTING
);
140 checkGLcall("glEnable GL_LIGHTING");
144 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
145 checkGLcall("glDisable GL_LIGHTING");
149 static void state_zenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
151 enum wined3d_depth_buffer_type zenable
= state
->render_states
[WINED3D_RS_ZENABLE
];
152 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
154 /* No z test without depth stencil buffers */
155 if (!state
->fb
->depth_stencil
)
157 TRACE("No Z buffer - disabling depth test\n");
158 zenable
= WINED3D_ZB_FALSE
;
163 case WINED3D_ZB_FALSE
:
164 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
165 checkGLcall("glDisable GL_DEPTH_TEST");
167 case WINED3D_ZB_TRUE
:
168 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
169 checkGLcall("glEnable GL_DEPTH_TEST");
171 case WINED3D_ZB_USEW
:
172 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
173 checkGLcall("glEnable GL_DEPTH_TEST");
174 FIXME("W buffer is not well handled\n");
177 FIXME("Unrecognized depth buffer type %#x.\n", zenable
);
181 if (context
->last_was_rhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
182 context_apply_state(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
185 static void state_cullmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
187 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
189 /* glFrontFace() is set in context.c at context init and on an
190 * offscreen / onscreen rendering switch. */
191 switch (state
->render_states
[WINED3D_RS_CULLMODE
])
193 case WINED3D_CULL_NONE
:
194 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
195 checkGLcall("glDisable GL_CULL_FACE");
197 case WINED3D_CULL_CW
:
198 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
199 checkGLcall("glEnable GL_CULL_FACE");
200 gl_info
->gl_ops
.gl
.p_glCullFace(GL_FRONT
);
201 checkGLcall("glCullFace(GL_FRONT)");
203 case WINED3D_CULL_CCW
:
204 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
205 checkGLcall("glEnable GL_CULL_FACE");
206 gl_info
->gl_ops
.gl
.p_glCullFace(GL_BACK
);
207 checkGLcall("glCullFace(GL_BACK)");
210 FIXME("Unrecognized cull mode %#x.\n",
211 state
->render_states
[WINED3D_RS_CULLMODE
]);
215 void state_shademode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
217 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
219 switch (state
->render_states
[WINED3D_RS_SHADEMODE
])
221 case WINED3D_SHADE_FLAT
:
222 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_FLAT
);
223 checkGLcall("glShadeModel(GL_FLAT)");
225 case WINED3D_SHADE_GOURAUD
:
226 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
228 case WINED3D_SHADE_PHONG
:
229 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
230 checkGLcall("glShadeModel(GL_SMOOTH)");
233 FIXME("Unrecognized shade mode %#x.\n",
234 state
->render_states
[WINED3D_RS_SHADEMODE
]);
238 static void state_ditherenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
240 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
242 if (state
->render_states
[WINED3D_RS_DITHERENABLE
])
244 gl_info
->gl_ops
.gl
.p_glEnable(GL_DITHER
);
245 checkGLcall("glEnable GL_DITHER");
249 gl_info
->gl_ops
.gl
.p_glDisable(GL_DITHER
);
250 checkGLcall("glDisable GL_DITHER");
254 static void state_zwriteenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
256 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
258 if (state
->render_states
[WINED3D_RS_ZWRITEENABLE
])
260 gl_info
->gl_ops
.gl
.p_glDepthMask(1);
261 checkGLcall("glDepthMask(1)");
265 gl_info
->gl_ops
.gl
.p_glDepthMask(0);
266 checkGLcall("glDepthMask(0)");
270 GLenum
wined3d_gl_compare_func(enum wined3d_cmp_func f
)
274 case WINED3D_CMP_NEVER
:
276 case WINED3D_CMP_LESS
:
278 case WINED3D_CMP_EQUAL
:
280 case WINED3D_CMP_LESSEQUAL
:
282 case WINED3D_CMP_GREATER
:
284 case WINED3D_CMP_NOTEQUAL
:
286 case WINED3D_CMP_GREATEREQUAL
:
288 case WINED3D_CMP_ALWAYS
:
291 FIXME("Unrecognized compare function %#x.\n", f
);
296 static void state_zfunc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
298 GLenum depth_func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ZFUNC
]);
299 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
301 if (!depth_func
) return;
303 gl_info
->gl_ops
.gl
.p_glDepthFunc(depth_func
);
304 checkGLcall("glDepthFunc");
307 static void state_ambient(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
309 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
310 struct wined3d_color color
;
312 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
313 TRACE("Setting ambient to %s.\n", debug_color(&color
));
314 gl_info
->gl_ops
.gl
.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, &color
.r
);
315 checkGLcall("glLightModel for MODEL_AMBIENT");
318 static void state_blendop_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
320 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
323 static GLenum
gl_blend_op(const struct wined3d_gl_info
*gl_info
, enum wined3d_blend_op op
)
327 case WINED3D_BLEND_OP_ADD
:
329 case WINED3D_BLEND_OP_SUBTRACT
:
330 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_SUBTRACT
: GL_FUNC_ADD
;
331 case WINED3D_BLEND_OP_REVSUBTRACT
:
332 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_REVERSE_SUBTRACT
: GL_FUNC_ADD
;
333 case WINED3D_BLEND_OP_MIN
:
334 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MIN
: GL_FUNC_ADD
;
335 case WINED3D_BLEND_OP_MAX
:
336 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MAX
: GL_FUNC_ADD
;
338 FIXME("Unhandled blend op %#x.\n", op
);
343 static void state_blendop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
345 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
346 GLenum blend_equation_alpha
= GL_FUNC_ADD_EXT
;
347 GLenum blend_equation
= GL_FUNC_ADD_EXT
;
349 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
350 if (state
->render_states
[WINED3D_RS_BLENDOPALPHA
]
351 && !gl_info
->supported
[EXT_BLEND_EQUATION_SEPARATE
])
353 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
357 blend_equation
= gl_blend_op(gl_info
, state
->render_states
[WINED3D_RS_BLENDOP
]);
358 blend_equation_alpha
= gl_blend_op(gl_info
, state
->render_states
[WINED3D_RS_BLENDOPALPHA
]);
359 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation
, blend_equation_alpha
);
361 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
363 GL_EXTCALL(glBlendEquationSeparate(blend_equation
, blend_equation_alpha
));
364 checkGLcall("glBlendEquationSeparate");
368 GL_EXTCALL(glBlendEquation(blend_equation
));
369 checkGLcall("glBlendEquation");
373 static GLenum
gl_blend_factor(enum wined3d_blend factor
, const struct wined3d_format
*dst_format
)
377 case WINED3D_BLEND_ZERO
:
379 case WINED3D_BLEND_ONE
:
381 case WINED3D_BLEND_SRCCOLOR
:
383 case WINED3D_BLEND_INVSRCCOLOR
:
384 return GL_ONE_MINUS_SRC_COLOR
;
385 case WINED3D_BLEND_SRCALPHA
:
387 case WINED3D_BLEND_INVSRCALPHA
:
388 return GL_ONE_MINUS_SRC_ALPHA
;
389 case WINED3D_BLEND_DESTCOLOR
:
391 case WINED3D_BLEND_INVDESTCOLOR
:
392 return GL_ONE_MINUS_DST_COLOR
;
393 /* To compensate for the lack of format switching with backbuffer
394 * offscreen rendering, and with onscreen rendering, we modify the
395 * alpha test parameters for (INV)DESTALPHA if the render target
396 * doesn't support alpha blending. A nonexistent alpha channel
397 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
398 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
399 case WINED3D_BLEND_DESTALPHA
:
400 return dst_format
->alpha_size
? GL_DST_ALPHA
: GL_ONE
;
401 case WINED3D_BLEND_INVDESTALPHA
:
402 return dst_format
->alpha_size
? GL_ONE_MINUS_DST_ALPHA
: GL_ZERO
;
403 case WINED3D_BLEND_SRCALPHASAT
:
404 return GL_SRC_ALPHA_SATURATE
;
405 case WINED3D_BLEND_BLENDFACTOR
:
406 return GL_CONSTANT_COLOR_EXT
;
407 case WINED3D_BLEND_INVBLENDFACTOR
:
408 return GL_ONE_MINUS_CONSTANT_COLOR_EXT
;
410 FIXME("Unhandled blend factor %#x.\n", factor
);
415 static void state_blend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
417 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
418 const struct wined3d_format
*rt_format
;
419 enum wined3d_blend d3d_blend
;
420 GLenum srcBlend
, dstBlend
;
421 unsigned int rt_fmt_flags
;
423 if (!state
->fb
->render_targets
[0])
425 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
429 rt_format
= state
->fb
->render_targets
[0]->format
;
430 rt_fmt_flags
= state
->fb
->render_targets
[0]->format_flags
;
432 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
433 * blending parameters to work. */
434 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
]
435 || state
->render_states
[WINED3D_RS_EDGEANTIALIAS
]
436 || state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
])
438 /* Disable blending in all cases even without pixelshaders.
439 * With blending on we could face a big performance penalty.
440 * The d3d9 visual test confirms the behavior. */
441 if (context
->render_offscreen
&& !(rt_fmt_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
443 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
444 checkGLcall("glDisable GL_BLEND");
449 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
450 checkGLcall("glEnable GL_BLEND");
455 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
456 checkGLcall("glDisable GL_BLEND");
457 /* Nothing more to do - get out */
461 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
462 * source blending values which are still valid up to d3d9. They should
463 * not occur as dest blend values. */
464 d3d_blend
= state
->render_states
[WINED3D_RS_SRCBLEND
];
465 if (d3d_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
467 srcBlend
= GL_SRC_ALPHA
;
468 dstBlend
= GL_ONE_MINUS_SRC_ALPHA
;
470 else if (d3d_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
472 srcBlend
= GL_ONE_MINUS_SRC_ALPHA
;
473 dstBlend
= GL_SRC_ALPHA
;
477 srcBlend
= gl_blend_factor(d3d_blend
, rt_format
);
478 dstBlend
= gl_blend_factor(state
->render_states
[WINED3D_RS_DESTBLEND
], rt_format
);
481 if (state
->render_states
[WINED3D_RS_EDGEANTIALIAS
]
482 || state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
])
484 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_SMOOTH
);
485 checkGLcall("glEnable(GL_LINE_SMOOTH)");
486 if (srcBlend
!= GL_SRC_ALPHA
)
487 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
488 if (dstBlend
!= GL_ONE_MINUS_SRC_ALPHA
&& dstBlend
!= GL_ONE
)
489 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
493 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_SMOOTH
);
494 checkGLcall("glDisable(GL_LINE_SMOOTH)");
497 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
498 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_BLENDOP
)))
499 state_blendop(context
, state
, STATE_RENDER(WINED3D_RS_BLENDOPALPHA
));
501 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
503 GLenum srcBlendAlpha
, dstBlendAlpha
;
505 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
506 if (!context
->gl_info
->supported
[EXT_BLEND_FUNC_SEPARATE
])
508 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
512 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
513 * source blending values which are still valid up to d3d9. They should
514 * not occur as dest blend values. */
515 d3d_blend
= state
->render_states
[WINED3D_RS_SRCBLENDALPHA
];
516 if (d3d_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
518 srcBlendAlpha
= GL_SRC_ALPHA
;
519 dstBlendAlpha
= GL_ONE_MINUS_SRC_ALPHA
;
521 else if (d3d_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
523 srcBlendAlpha
= GL_ONE_MINUS_SRC_ALPHA
;
524 dstBlendAlpha
= GL_SRC_ALPHA
;
528 srcBlendAlpha
= gl_blend_factor(d3d_blend
, rt_format
);
529 dstBlendAlpha
= gl_blend_factor(state
->render_states
[WINED3D_RS_DESTBLENDALPHA
], rt_format
);
532 GL_EXTCALL(glBlendFuncSeparate(srcBlend
, dstBlend
, srcBlendAlpha
, dstBlendAlpha
));
533 checkGLcall("glBlendFuncSeparate");
537 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend
, dstBlend
);
538 gl_info
->gl_ops
.gl
.p_glBlendFunc(srcBlend
, dstBlend
);
539 checkGLcall("glBlendFunc");
542 /* Colorkey fixup for stage 0 alphaop depends on
543 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
544 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
545 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
548 static void state_blendfactor_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
550 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
553 static void state_blendfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
555 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
556 struct wined3d_color color
;
558 TRACE("Setting blend factor to %#x.\n", state
->render_states
[WINED3D_RS_BLENDFACTOR
]);
560 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_BLENDFACTOR
]);
561 GL_EXTCALL(glBlendColor(color
.r
, color
.g
, color
.b
, color
.a
));
562 checkGLcall("glBlendColor");
565 void state_alpha_test(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
567 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
570 BOOL enable_ckey
= FALSE
;
572 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
574 /* Find out if the texture on the first stage has a ckey set. The alpha
575 * state func reads the texture settings, even though alpha and texture
576 * are not grouped together. This is to avoid making a huge alpha +
577 * texture + texture stage + ckey block due to the hardly used
578 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
579 * function will call alpha in case it finds some texture + colorkeyenable
580 * combination which needs extra care. */
581 if (state
->textures
[0] && (state
->textures
[0]->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
584 if (enable_ckey
|| context
->last_was_ckey
)
585 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
586 context
->last_was_ckey
= enable_ckey
;
588 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
589 || (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
))
591 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
592 checkGLcall("glEnable GL_ALPHA_TEST");
596 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
597 checkGLcall("glDisable GL_ALPHA_TEST");
598 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
604 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
606 glParm
= GL_NOTEQUAL
;
611 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
612 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
616 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
617 checkGLcall("glAlphaFunc");
621 void state_clipping(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
623 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
624 unsigned int clipplane_count
= gl_info
->limits
.clipplanes
;
625 unsigned int i
, enable_mask
, disable_mask
;
627 if (use_vs(state
) && !context
->d3d_info
->vs_clipping
)
631 /* The OpenGL spec says that clipping planes are disabled when using
632 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
633 * driver keeps clipping planes activated with shaders in some
634 * conditions I got sick of tracking down. The shader state handler
635 * disables all clip planes because of that - don't do anything here
636 * and keep them disabled. */
637 if (state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] && !warned
++)
638 FIXME("Clipping not supported with vertex shaders\n");
642 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
643 * The enabled / disabled planes are hardcoded into the shader. Update the
644 * shader to update the enabled clipplanes. In case of fixed function, we
645 * need to update the clipping field from ffp_vertex_settings. */
646 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
648 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
649 * of already set values
652 /* If enabling / disabling all
653 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
655 if (state
->render_states
[WINED3D_RS_CLIPPING
])
657 enable_mask
= state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
658 disable_mask
= ~state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
666 if (clipplane_count
< 32)
668 enable_mask
&= (1u << clipplane_count
) - 1;
669 disable_mask
&= (1u << clipplane_count
) - 1;
672 for (i
= 0; enable_mask
&& i
< clipplane_count
; enable_mask
>>= 1, ++i
)
674 gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_DISTANCE0
+ i
);
675 checkGLcall("clip plane enable");
677 for (i
= 0; disable_mask
&& i
< clipplane_count
; disable_mask
>>= 1, ++i
)
678 if (disable_mask
& 1)
679 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_DISTANCE0
+ i
);
680 checkGLcall("clip plane disable");
683 static void state_specularenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
685 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
686 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
687 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
688 * specular color. This is wrong:
689 * Separate specular color means the specular colour is maintained separately, whereas
690 * single color means it is merged in. However in both cases they are being used to
692 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
693 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
697 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
698 * Instead, we need to setup the FinalCombiner properly.
700 * The default setup for the FinalCombiner is:
702 * <variable> <input> <mapping> <usage>
703 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
704 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
705 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
706 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
707 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
708 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
709 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
711 * That's pretty much fine as it is, except for variable B, which needs to take
712 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
713 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
716 TRACE("Setting specular enable state and materials\n");
717 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
719 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
720 checkGLcall("glMaterialfv");
722 if (state
->material
.power
> gl_info
->limits
.shininess
)
724 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
725 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
726 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
727 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
728 * them, it should be safe to do so without major visual distortions.
730 WARN("Material power = %.8e, limit %.8e\n", state
->material
.power
, gl_info
->limits
.shininess
);
731 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, gl_info
->limits
.shininess
);
735 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, state
->material
.power
);
737 checkGLcall("glMaterialf(GL_SHININESS)");
739 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
740 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_SUM_EXT
);
742 TRACE("Specular colors cannot be enabled in this version of opengl\n");
743 checkGLcall("glEnable(GL_COLOR_SUM)");
745 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
747 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_PLUS_SECONDARY_COLOR_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
748 checkGLcall("glFinalCombinerInputNV()");
751 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
753 /* for the case of enabled lighting: */
754 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
755 checkGLcall("glMaterialfv");
757 /* for the case of disabled lighting: */
758 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
759 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
761 TRACE("Specular colors cannot be disabled in this version of opengl\n");
762 checkGLcall("glDisable(GL_COLOR_SUM)");
764 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
766 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
767 checkGLcall("glFinalCombinerInputNV()");
771 TRACE("diffuse %s\n", debug_color(&state
->material
.diffuse
));
772 TRACE("ambient %s\n", debug_color(&state
->material
.ambient
));
773 TRACE("specular %s\n", debug_color(&state
->material
.specular
));
774 TRACE("emissive %s\n", debug_color(&state
->material
.emissive
));
776 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
777 checkGLcall("glMaterialfv(GL_AMBIENT)");
778 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
779 checkGLcall("glMaterialfv(GL_DIFFUSE)");
780 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
781 checkGLcall("glMaterialfv(GL_EMISSION)");
784 static void state_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
786 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
787 struct wined3d_color color
;
790 /* Note the texture color applies to all textures whereas
791 * GL_TEXTURE_ENV_COLOR applies to active only. */
792 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
794 /* And now the default texture color as well */
795 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
797 /* Note the WINED3D_RS value applies to all textures, but GL has one
798 * per texture, so apply it now ready to be used! */
799 context_active_texture(context
, gl_info
, i
);
801 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_COLOR
, &color
.r
);
802 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
806 static void renderstate_stencil_twosided(struct wined3d_context
*context
, GLint face
,
807 GLint func
, GLint ref
, GLuint mask
, GLint stencilFail
, GLint depthFail
, GLint stencilPass
)
809 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
811 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
812 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
813 GL_EXTCALL(glActiveStencilFaceEXT(face
));
814 checkGLcall("glActiveStencilFaceEXT(...)");
815 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
816 checkGLcall("glStencilFunc(...)");
817 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
818 checkGLcall("glStencilOp(...)");
821 static GLenum
gl_stencil_op(enum wined3d_stencil_op op
)
825 case WINED3D_STENCIL_OP_KEEP
:
827 case WINED3D_STENCIL_OP_ZERO
:
829 case WINED3D_STENCIL_OP_REPLACE
:
831 case WINED3D_STENCIL_OP_INCR_SAT
:
833 case WINED3D_STENCIL_OP_DECR_SAT
:
835 case WINED3D_STENCIL_OP_INVERT
:
837 case WINED3D_STENCIL_OP_INCR
:
839 case WINED3D_STENCIL_OP_DECR
:
842 FIXME("Unrecognized stencil op %#x.\n", op
);
847 static void state_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
849 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
850 DWORD onesided_enable
;
851 DWORD twosided_enable
;
857 GLint stencilFail_ccw
;
859 GLint stencilPass_ccw
;
863 /* No stencil test without a stencil buffer. */
864 if (!state
->fb
->depth_stencil
)
866 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
867 checkGLcall("glDisable GL_STENCIL_TEST");
871 onesided_enable
= state
->render_states
[WINED3D_RS_STENCILENABLE
];
872 twosided_enable
= state
->render_states
[WINED3D_RS_TWOSIDEDSTENCILMODE
];
873 if (!(func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_STENCILFUNC
])))
875 if (!(func_ccw
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_CCW_STENCILFUNC
])))
876 func_ccw
= GL_ALWAYS
;
877 ref
= state
->render_states
[WINED3D_RS_STENCILREF
];
878 mask
= state
->render_states
[WINED3D_RS_STENCILMASK
];
879 stencilFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILFAIL
]);
880 depthFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILZFAIL
]);
881 stencilPass
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILPASS
]);
882 stencilFail_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILFAIL
]);
883 depthFail_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILZFAIL
]);
884 stencilPass_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILPASS
]);
886 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
887 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
888 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
889 onesided_enable
, twosided_enable
, ref
, mask
,
890 func
, stencilFail
, depthFail
, stencilPass
,
891 func_ccw
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
);
893 if (twosided_enable
&& onesided_enable
)
895 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
896 checkGLcall("glEnable GL_STENCIL_TEST");
898 if (gl_info
->supported
[WINED3D_GL_VERSION_2_0
])
900 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT
, func
, ref
, mask
));
901 GL_EXTCALL(glStencilOpSeparate(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
902 GL_EXTCALL(glStencilFuncSeparate(GL_BACK
, func_ccw
, ref
, mask
));
903 GL_EXTCALL(glStencilOpSeparate(GL_BACK
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
));
904 checkGLcall("setting two sided stencil state");
906 else if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
908 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
909 * which has an effect on the code below too. If we apply the front face
910 * afterwards, we are sure that the active stencil face is set to front,
911 * and other stencil functions which do not use two sided stencil do not have
914 renderstate_stencil_twosided(context
, GL_BACK
,
915 func_ccw
, ref
, mask
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
);
916 renderstate_stencil_twosided(context
, GL_FRONT
,
917 func
, ref
, mask
, stencilFail
, depthFail
, stencilPass
);
919 else if (gl_info
->supported
[ATI_SEPARATE_STENCIL
])
921 GL_EXTCALL(glStencilFuncSeparateATI(func
, func_ccw
, ref
, mask
));
922 checkGLcall("glStencilFuncSeparateATI(...)");
923 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
924 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
925 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
));
926 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
930 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
933 else if(onesided_enable
)
935 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
937 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
938 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
941 /* This code disables the ATI extension as well, since the standard stencil functions are equal
942 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
944 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
945 checkGLcall("glEnable GL_STENCIL_TEST");
946 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
947 checkGLcall("glStencilFunc(...)");
948 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
949 checkGLcall("glStencilOp(...)");
953 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
954 checkGLcall("glDisable GL_STENCIL_TEST");
958 static void state_stencilwrite2s(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
960 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
961 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
963 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK
));
964 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
965 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
966 checkGLcall("glStencilMask");
967 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT
));
968 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
969 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
972 static void state_stencilwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
974 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
975 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
977 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
978 checkGLcall("glStencilMask");
981 static void state_fog_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
983 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
985 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
987 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
990 /* Table fog on: Never use fog coords, and use per-fragment fog */
991 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
993 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_NICEST
);
994 if (context
->fog_coord
)
996 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
997 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
998 context
->fog_coord
= FALSE
;
1001 /* Range fog is only used with per-vertex fog in d3d */
1002 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1004 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1005 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1010 /* Otherwise use per-vertex fog in any case */
1011 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_FASTEST
);
1013 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
1015 /* No fog at all, or transformed vertices: Use fog coord */
1016 if (!context
->fog_coord
)
1018 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FOG_COORDINATE_EXT
);
1019 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1020 context
->fog_coord
= TRUE
;
1025 /* Otherwise, use the fragment depth */
1026 if (context
->fog_coord
)
1028 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
1029 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1030 context
->fog_coord
= FALSE
;
1033 if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
1035 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1037 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_RADIAL_NV
);
1038 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1042 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1045 else if (gl_info
->supported
[NV_FOG_DISTANCE
])
1047 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1048 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1053 void state_fogstartend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1055 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1056 float fogstart
, fogend
;
1058 get_fog_start_end(context
, state
, &fogstart
, &fogend
);
1060 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_START
, fogstart
);
1061 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1062 TRACE("Fog Start == %f\n", fogstart
);
1064 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_END
, fogend
);
1065 checkGLcall("glFogf(GL_FOG_END, fogend)");
1066 TRACE("Fog End == %f\n", fogend
);
1069 void state_fog_fragpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1071 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1072 enum fogsource new_source
;
1073 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
1074 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
1076 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1078 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1080 /* No fog? Disable it, and we're done :-) */
1081 glDisableWINE(GL_FOG
);
1082 checkGLcall("glDisable GL_FOG");
1088 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1089 * It can use the Z value of the vertex, or the alpha component of the specular color.
1090 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1091 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1092 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1094 * FOGTABLEMODE != NONE:
1095 * The Z value is used, with the equation specified, no matter what vertex type.
1097 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1098 * Per vertex fog is calculated using the specified fog equation and the parameters
1100 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1101 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1102 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1105 * Rules for vertex fog with shaders:
1107 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1108 * the fog computation to happen during transformation while openGL expects it to happen
1109 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1110 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1111 * To solve this problem, WineD3D does:
1112 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1114 * and 2) disables the fog computation (in either the fixed function or programmable
1115 * rasterizer) if using a vertex program.
1117 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1118 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1119 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1120 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1121 * There are some GL differences between specular fog coords and vertex shaders though.
1123 * With table fog the vertex shader fog coordinate is ignored.
1125 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1129 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1130 * the system will apply only pixel(=table) fog effects."
1132 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
1136 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1137 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1138 new_source
= FOGSOURCE_VS
;
1142 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
1144 /* If processed vertices are used, fall through to the NONE case */
1145 case WINED3D_FOG_EXP
:
1146 if (!context
->last_was_rhw
)
1148 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1149 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1150 new_source
= FOGSOURCE_FFP
;
1155 case WINED3D_FOG_EXP2
:
1156 if (!context
->last_was_rhw
)
1158 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1159 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1160 new_source
= FOGSOURCE_FFP
;
1165 case WINED3D_FOG_LINEAR
:
1166 if (!context
->last_was_rhw
)
1168 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1169 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1170 new_source
= FOGSOURCE_FFP
;
1175 case WINED3D_FOG_NONE
:
1176 /* Both are none? According to msdn the alpha channel of
1177 * the specular colour contains a fog factor. Set it in
1178 * draw_primitive_immediate_mode(). Same happens with
1179 * vertex fog on transformed vertices. */
1180 new_source
= FOGSOURCE_COORD
;
1181 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1182 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1186 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1187 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1188 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
1192 new_source
= FOGSOURCE_FFP
;
1194 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
1196 case WINED3D_FOG_EXP
:
1197 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1198 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1201 case WINED3D_FOG_EXP2
:
1202 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1203 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1206 case WINED3D_FOG_LINEAR
:
1207 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1208 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1211 case WINED3D_FOG_NONE
: /* Won't happen */
1213 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1214 state
->render_states
[WINED3D_RS_FOGTABLEMODE
]);
1218 glEnableWINE(GL_FOG
);
1219 checkGLcall("glEnable GL_FOG");
1220 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
1222 context
->fog_source
= new_source
;
1223 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
1227 void state_fogcolor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1229 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1230 struct wined3d_color color
;
1232 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1233 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_COLOR
, &color
.r
);
1234 checkGLcall("glFog GL_FOG_COLOR");
1237 void state_fogdensity(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1239 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1245 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1246 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_DENSITY
, &tmpvalue
.f
);
1247 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1250 static void state_colormat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1252 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1255 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1256 * The vertex declaration will call this function if the fixed function pipeline is used.
1259 if(isStateDirty(context
, STATE_VDECL
)) {
1263 context
->num_untracked_materials
= 0;
1264 if ((context
->stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
))
1265 && state
->render_states
[WINED3D_RS_COLORVERTEX
])
1267 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1268 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
],
1269 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
],
1270 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
],
1271 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
]);
1273 if (state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1275 if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1276 Parm
= GL_AMBIENT_AND_DIFFUSE
;
1279 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1281 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1282 context
->num_untracked_materials
++;
1284 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1286 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1287 context
->num_untracked_materials
++;
1290 else if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1293 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1295 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1296 context
->num_untracked_materials
++;
1298 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1300 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1301 context
->num_untracked_materials
++;
1304 else if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1307 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1309 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1310 context
->num_untracked_materials
++;
1313 else if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1319 /* Nothing changed, return. */
1320 if (Parm
== context
->tracking_parm
) return;
1324 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1325 checkGLcall("glDisable GL_COLOR_MATERIAL");
1329 gl_info
->gl_ops
.gl
.p_glColorMaterial(GL_FRONT_AND_BACK
, Parm
);
1330 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1331 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_MATERIAL
);
1332 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1335 /* Apparently calls to glMaterialfv are ignored for properties we're
1336 * tracking with glColorMaterial, so apply those here. */
1337 switch (context
->tracking_parm
)
1339 case GL_AMBIENT_AND_DIFFUSE
:
1340 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1341 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1342 checkGLcall("glMaterialfv");
1346 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1347 checkGLcall("glMaterialfv");
1351 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1352 checkGLcall("glMaterialfv");
1356 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1357 checkGLcall("glMaterialfv");
1361 /* Only change material color if specular is enabled, otherwise it is set to black */
1362 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1364 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
1365 checkGLcall("glMaterialfv");
1369 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1370 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
1371 checkGLcall("glMaterialfv");
1376 context
->tracking_parm
= Parm
;
1379 static void state_linepattern(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1381 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1385 struct wined3d_line_pattern lp
;
1387 tmppattern
.d
= state
->render_states
[WINED3D_RS_LINEPATTERN
];
1389 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1391 if (tmppattern
.lp
.repeat_factor
)
1393 gl_info
->gl_ops
.gl
.p_glLineStipple(tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1394 checkGLcall("glLineStipple(repeat, linepattern)");
1395 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_STIPPLE
);
1396 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1400 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_STIPPLE
);
1401 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1405 static void state_linepattern_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1407 static unsigned int once
;
1410 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1413 static void state_normalize(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1415 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1417 if (isStateDirty(context
, STATE_VDECL
))
1420 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1421 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1422 * by zero and is not properly defined in opengl, so avoid it
1424 if (state
->render_states
[WINED3D_RS_NORMALIZENORMALS
]
1425 && (context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
)))
1427 gl_info
->gl_ops
.gl
.p_glEnable(GL_NORMALIZE
);
1428 checkGLcall("glEnable(GL_NORMALIZE);");
1432 gl_info
->gl_ops
.gl
.p_glDisable(GL_NORMALIZE
);
1433 checkGLcall("glDisable(GL_NORMALIZE);");
1437 static void state_psizemin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1441 get_pointsize_minmax(context
, state
, &min
, &max
);
1444 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min
);
1446 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max
);
1449 static void state_psizemin_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1451 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1454 get_pointsize_minmax(context
, state
, &min
, &max
);
1456 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MIN_EXT
, min
);
1457 checkGLcall("glPointParameterfEXT(...)");
1458 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MAX_EXT
, max
);
1459 checkGLcall("glPointParameterfEXT(...)");
1462 static void state_psizemin_arb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1464 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1467 get_pointsize_minmax(context
, state
, &min
, &max
);
1469 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MIN_ARB
, min
);
1470 checkGLcall("glPointParameterfARB(...)");
1471 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MAX_ARB
, max
);
1472 checkGLcall("glPointParameterfARB(...)");
1475 static void state_pscale(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1477 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1481 get_pointsize(context
, state
, &pointsize
, att
);
1483 if (gl_info
->supported
[ARB_POINT_PARAMETERS
])
1485 GL_EXTCALL(glPointParameterfvARB
)(GL_POINT_DISTANCE_ATTENUATION_ARB
, att
);
1486 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1488 else if (gl_info
->supported
[EXT_POINT_PARAMETERS
])
1490 GL_EXTCALL(glPointParameterfvEXT
)(GL_DISTANCE_ATTENUATION_EXT
, att
);
1491 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1493 else if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1495 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1498 gl_info
->gl_ops
.gl
.p_glPointSize(max(pointsize
, FLT_MIN
));
1499 checkGLcall("glPointSize(...);");
1502 static void state_debug_monitor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1504 WARN("token: %#x.\n", state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
]);
1507 static void state_colorwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1509 DWORD mask0
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE
];
1510 DWORD mask1
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
];
1511 DWORD mask2
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
];
1512 DWORD mask3
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
];
1513 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1515 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1516 mask0
& WINED3DCOLORWRITEENABLE_RED
? 1 : 0,
1517 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? 1 : 0,
1518 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? 1 : 0,
1519 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? 1 : 0);
1520 gl_info
->gl_ops
.gl
.p_glColorMask(mask0
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1521 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1522 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1523 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
);
1524 checkGLcall("glColorMask(...)");
1526 if (!((mask1
== mask0
&& mask2
== mask0
&& mask3
== mask0
)
1527 || (mask1
== 0xf && mask2
== 0xf && mask3
== 0xf)))
1529 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1530 mask0
, mask1
, mask2
, mask3
);
1531 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1535 static void set_color_mask(const struct wined3d_gl_info
*gl_info
, UINT index
, DWORD mask
)
1537 GL_EXTCALL(glColorMaski(index
,
1538 mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1539 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1540 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1541 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
));
1542 checkGLcall("glColorMaski");
1545 static void state_colorwrite0(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1547 set_color_mask(context
->gl_info
, 0, state
->render_states
[WINED3D_RS_COLORWRITEENABLE
]);
1550 static void state_colorwrite1(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1552 set_color_mask(context
->gl_info
, 1, state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
]);
1555 static void state_colorwrite2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1557 set_color_mask(context
->gl_info
, 2, state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
]);
1560 static void state_colorwrite3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1562 set_color_mask(context
->gl_info
, 3, state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
]);
1565 static void state_localviewer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1567 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1569 if (state
->render_states
[WINED3D_RS_LOCALVIEWER
])
1571 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 1);
1572 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1576 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 0);
1577 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1581 static void state_lastpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1583 if (state
->render_states
[WINED3D_RS_LASTPIXEL
])
1585 TRACE("Last Pixel Drawing Enabled\n");
1591 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1594 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1599 void state_pointsprite_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1603 /* TODO: NV_POINT_SPRITE */
1604 if (!warned
&& state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1606 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1607 FIXME("Point sprites not supported\n");
1612 void state_pointsprite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1614 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1616 if (state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1618 gl_info
->gl_ops
.gl
.p_glEnable(GL_POINT_SPRITE_ARB
);
1619 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1623 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1624 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1628 static void state_wrap(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1630 static unsigned int once
;
1632 if ((state
->render_states
[WINED3D_RS_WRAP0
]
1633 || state
->render_states
[WINED3D_RS_WRAP1
]
1634 || state
->render_states
[WINED3D_RS_WRAP2
]
1635 || state
->render_states
[WINED3D_RS_WRAP3
]
1636 || state
->render_states
[WINED3D_RS_WRAP4
]
1637 || state
->render_states
[WINED3D_RS_WRAP5
]
1638 || state
->render_states
[WINED3D_RS_WRAP6
]
1639 || state
->render_states
[WINED3D_RS_WRAP7
]
1640 || state
->render_states
[WINED3D_RS_WRAP8
]
1641 || state
->render_states
[WINED3D_RS_WRAP9
]
1642 || state
->render_states
[WINED3D_RS_WRAP10
]
1643 || state
->render_states
[WINED3D_RS_WRAP11
]
1644 || state
->render_states
[WINED3D_RS_WRAP12
]
1645 || state
->render_states
[WINED3D_RS_WRAP13
]
1646 || state
->render_states
[WINED3D_RS_WRAP14
]
1647 || state
->render_states
[WINED3D_RS_WRAP15
])
1649 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1652 static void state_msaa_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1654 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1655 WARN("Multisample antialiasing not supported by GL.\n");
1658 static void state_msaa(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1660 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1662 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1664 gl_info
->gl_ops
.gl
.p_glEnable(GL_MULTISAMPLE_ARB
);
1665 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1669 gl_info
->gl_ops
.gl
.p_glDisable(GL_MULTISAMPLE_ARB
);
1670 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1674 static void state_scissor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1676 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1678 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
1680 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
1681 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1685 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1686 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1690 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1691 * OpenGL the bias is specified in units of "the smallest value that is
1692 * guaranteed to produce a resolvable offset for a given implementation". To
1693 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1694 * We try to detect the value from GL with test draws. On most drivers (r300g,
1695 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1696 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1697 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1698 * not depend on the depth buffer precision on any driver.
1700 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1701 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1703 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1704 * doesn't need to be scaled to account for GL vs D3D differences. */
1705 static void state_depthbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1707 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1709 if (state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
]
1710 || state
->render_states
[WINED3D_RS_DEPTHBIAS
])
1712 const struct wined3d_rendertarget_view
*depth
= state
->fb
->depth_stencil
;
1719 } scale_bias
, const_bias
;
1721 scale_bias
.d
= state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
];
1722 const_bias
.d
= state
->render_states
[WINED3D_RS_DEPTHBIAS
];
1724 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
1725 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1727 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_DEPTH_BIAS
)
1729 float bias
= -(float)const_bias
.d
;
1730 gl_info
->gl_ops
.gl
.p_glPolygonOffset(bias
, bias
);
1731 checkGLcall("glPolygonOffset");
1737 if (depth
->format_flags
& WINED3DFMT_FLAG_FLOAT
)
1738 scale
= gl_info
->float_polyoffset_scale
;
1740 scale
= gl_info
->fixed_polyoffset_scale
;
1742 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1743 debug_d3dformat(depth
->format
->id
), scale
);
1747 /* The context manager will reapply this state on a depth stencil change */
1748 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1752 gl_info
->gl_ops
.gl
.p_glPolygonOffset(scale_bias
.f
, const_bias
.f
* scale
);
1753 checkGLcall("glPolygonOffset(...)");
1758 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
1759 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1763 static void state_zvisible(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1765 if (state
->render_states
[WINED3D_RS_ZVISIBLE
])
1766 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1769 static void state_stippledalpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1771 if (state
->render_states
[WINED3D_RS_STIPPLEDALPHA
])
1772 FIXME("Stippled Alpha not supported yet.\n");
1775 static void state_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1777 if (state
->render_states
[WINED3D_RS_ANTIALIAS
])
1778 FIXME("Antialias not supported yet.\n");
1781 static void state_multisampmask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1783 if (state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
] != 0xffffffff)
1784 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1785 state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
]);
1788 static void state_patchedgestyle(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1790 if (state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] != WINED3D_PATCH_EDGE_DISCRETE
)
1791 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1792 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
]);
1795 static void state_patchsegments(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1803 if (state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] != tmpvalue
.d
)
1805 static BOOL displayed
= FALSE
;
1807 tmpvalue
.d
= state
->render_states
[WINED3D_RS_PATCHSEGMENTS
];
1809 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
1815 static void state_positiondegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1817 if (state
->render_states
[WINED3D_RS_POSITIONDEGREE
] != WINED3D_DEGREE_CUBIC
)
1818 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1819 state
->render_states
[WINED3D_RS_POSITIONDEGREE
]);
1822 static void state_normaldegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1824 if (state
->render_states
[WINED3D_RS_NORMALDEGREE
] != WINED3D_DEGREE_LINEAR
)
1825 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1826 state
->render_states
[WINED3D_RS_NORMALDEGREE
]);
1829 static void state_tessellation(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1831 if (state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
])
1832 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1833 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
]);
1836 static void state_nvdb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1843 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1845 if (state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] == WINED3DFMT_NVDB
)
1847 zmin
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
];
1848 zmax
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
];
1850 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1851 * In d3d9 test is not performed in this case*/
1852 if (zmin
.f
<= zmax
.f
)
1854 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT
);
1855 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1856 GL_EXTCALL(glDepthBoundsEXT(zmin
.f
, zmax
.f
));
1857 checkGLcall("glDepthBoundsEXT(...)");
1861 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1862 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1867 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1868 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1871 state_tessellation(context
, state
, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
));
1874 static void state_wrapu(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1876 if (state
->render_states
[WINED3D_RS_WRAPU
])
1877 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1880 static void state_wrapv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1882 if (state
->render_states
[WINED3D_RS_WRAPV
])
1883 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1886 static void state_monoenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1888 if (state
->render_states
[WINED3D_RS_MONOENABLE
])
1889 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1892 static void state_rop2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1894 if (state
->render_states
[WINED3D_RS_ROP2
])
1895 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1898 static void state_planemask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1900 if (state
->render_states
[WINED3D_RS_PLANEMASK
])
1901 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1904 static void state_subpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1906 if (state
->render_states
[WINED3D_RS_SUBPIXEL
])
1907 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1910 static void state_subpixelx(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1912 if (state
->render_states
[WINED3D_RS_SUBPIXELX
])
1913 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1916 static void state_stippleenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1918 if (state
->render_states
[WINED3D_RS_STIPPLEENABLE
])
1919 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1922 static void state_mipmaplodbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1924 if (state
->render_states
[WINED3D_RS_MIPMAPLODBIAS
])
1925 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1928 static void state_anisotropy(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1930 if (state
->render_states
[WINED3D_RS_ANISOTROPY
])
1931 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1934 static void state_flushbatch(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1936 if (state
->render_states
[WINED3D_RS_FLUSHBATCH
])
1937 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
1940 static void state_translucentsi(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1942 if (state
->render_states
[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
])
1943 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1946 static void state_extents(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1948 if (state
->render_states
[WINED3D_RS_EXTENTS
])
1949 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
1952 static void state_ckeyblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1954 if (state
->render_states
[WINED3D_RS_COLORKEYBLENDENABLE
])
1955 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
1958 static void state_swvp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1961 if (state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
])
1964 FIXME("Software vertex processing not implemented.\n");
1968 static void get_src_and_opr(DWORD arg
, BOOL is_alpha
, GLenum
* source
, GLenum
* operand
) {
1969 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1970 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1971 * flag specifies the complement of the input should be used. */
1972 BOOL from_alpha
= is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
;
1973 BOOL complement
= arg
& WINED3DTA_COMPLEMENT
;
1975 /* Calculate the operand */
1977 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
1978 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
1980 if (from_alpha
) *operand
= GL_SRC_ALPHA
;
1981 else *operand
= GL_SRC_COLOR
;
1984 /* Calculate the source */
1985 switch (arg
& WINED3DTA_SELECTMASK
) {
1986 case WINED3DTA_CURRENT
: *source
= GL_PREVIOUS_EXT
; break;
1987 case WINED3DTA_DIFFUSE
: *source
= GL_PRIMARY_COLOR_EXT
; break;
1988 case WINED3DTA_TEXTURE
: *source
= GL_TEXTURE
; break;
1989 case WINED3DTA_TFACTOR
: *source
= GL_CONSTANT_EXT
; break;
1990 case WINED3DTA_SPECULAR
:
1992 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1993 * 'Secondary color' and isn't supported until base GL supports it
1994 * There is no concept of temp registers as far as I can tell
1996 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1997 *source
= GL_TEXTURE
;
2000 FIXME("Unrecognized texture arg %#x\n", arg
);
2001 *source
= GL_TEXTURE
;
2006 /* Setup the texture operations texture stage states */
2007 static void set_tex_op(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
2008 BOOL isAlpha
, int Stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
2010 GLenum src1
, src2
, src3
;
2011 GLenum opr1
, opr2
, opr3
;
2013 GLenum src0_target
, src1_target
, src2_target
;
2014 GLenum opr0_target
, opr1_target
, opr2_target
;
2016 GLenum opr
=0, invopr
, src3_target
, opr3_target
;
2017 BOOL Handled
= FALSE
;
2019 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha
, Stage
, debug_d3dtop(op
), arg1
, arg2
, arg3
);
2021 /* Operations usually involve two args, src0 and src1 and are operations
2022 * of the form (a1 <operation> a2). However, some of the more complex
2023 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2024 * Microsoft added in a third parameter called a0. Therefore these are
2025 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2026 * parameter goes to the front.
2028 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2029 * actual functions below, expect their syntax to differ slightly to those
2030 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2031 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2035 comb_target
= GL_COMBINE_ALPHA
;
2036 src0_target
= GL_SOURCE0_ALPHA
;
2037 src1_target
= GL_SOURCE1_ALPHA
;
2038 src2_target
= GL_SOURCE2_ALPHA
;
2039 opr0_target
= GL_OPERAND0_ALPHA
;
2040 opr1_target
= GL_OPERAND1_ALPHA
;
2041 opr2_target
= GL_OPERAND2_ALPHA
;
2042 scal_target
= GL_ALPHA_SCALE
;
2046 comb_target
= GL_COMBINE_RGB
;
2047 src0_target
= GL_SOURCE0_RGB
;
2048 src1_target
= GL_SOURCE1_RGB
;
2049 src2_target
= GL_SOURCE2_RGB
;
2050 opr0_target
= GL_OPERAND0_RGB
;
2051 opr1_target
= GL_OPERAND1_RGB
;
2052 opr2_target
= GL_OPERAND2_RGB
;
2053 scal_target
= GL_RGB_SCALE
;
2056 /* If a texture stage references an invalid texture unit the stage just
2057 * passes through the result from the previous stage */
2058 if (is_invalid_op(state
, Stage
, op
, arg1
, arg2
, arg3
))
2060 arg1
= WINED3DTA_CURRENT
;
2061 op
= WINED3D_TOP_SELECT_ARG1
;
2064 if (isAlpha
&& !state
->textures
[Stage
] && arg1
== WINED3DTA_TEXTURE
)
2066 get_src_and_opr(WINED3DTA_DIFFUSE
, isAlpha
, &src1
, &opr1
);
2068 get_src_and_opr(arg1
, isAlpha
, &src1
, &opr1
);
2070 get_src_and_opr(arg2
, isAlpha
, &src2
, &opr2
);
2071 get_src_and_opr(arg3
, isAlpha
, &src3
, &opr3
);
2073 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target
, src1
, opr1
, src2
, opr2
, src3
, opr3
);
2075 Handled
= TRUE
; /* Assume will be handled */
2077 /* Other texture operations require special extensions: */
2078 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2082 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2083 src3_target
= GL_SOURCE3_ALPHA_NV
;
2084 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2087 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2088 src3_target
= GL_SOURCE3_RGB_NV
;
2089 opr3_target
= GL_OPERAND3_RGB_NV
;
2093 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2094 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2095 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2096 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2097 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2098 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2099 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2100 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2101 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2102 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2103 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2104 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2105 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2106 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2107 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2108 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2109 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2110 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2111 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2114 case WINED3D_TOP_SELECT_ARG1
: /* = a1 * 1 + 0 * 0 */
2115 case WINED3D_TOP_SELECT_ARG2
: /* = a2 * 1 + 0 * 0 */
2116 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2117 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2118 if (op
== WINED3D_TOP_SELECT_ARG1
)
2120 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2121 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2122 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2123 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2127 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2128 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2129 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2130 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2132 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2133 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2134 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2135 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2136 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2137 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2138 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2139 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2140 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2141 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2142 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2143 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2146 case WINED3D_TOP_MODULATE
:
2147 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2148 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2149 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2150 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2151 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2152 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2153 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2154 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2155 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2156 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2157 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2158 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2159 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2160 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2161 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2162 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2163 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2164 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2165 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2166 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2168 case WINED3D_TOP_MODULATE_2X
:
2169 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2170 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2171 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2172 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2173 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2174 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2175 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2176 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2177 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2178 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2179 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2180 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2181 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2182 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2183 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2184 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2185 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2186 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2187 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2188 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2190 case WINED3D_TOP_MODULATE_4X
:
2191 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2192 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2193 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2194 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2195 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2196 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2197 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2198 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2199 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2200 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2201 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2202 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2203 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2204 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2205 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2206 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2207 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2208 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2209 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2210 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2213 case WINED3D_TOP_ADD
:
2214 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2215 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2216 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2217 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2218 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2219 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2220 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2221 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2222 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2223 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2224 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2225 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2226 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2227 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2228 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2229 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2230 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2231 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2232 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2233 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2236 case WINED3D_TOP_ADD_SIGNED
:
2237 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2238 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2239 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2240 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2241 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2242 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2243 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2244 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2245 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2246 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2247 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2248 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2249 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2250 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2251 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2252 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2253 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2254 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2255 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2256 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2259 case WINED3D_TOP_ADD_SIGNED_2X
:
2260 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2261 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2262 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2263 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2264 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2265 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2266 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2267 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2268 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2269 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2270 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2271 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2272 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2273 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2274 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2275 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2276 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2277 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2278 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2279 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2282 case WINED3D_TOP_ADD_SMOOTH
:
2283 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2284 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2285 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2286 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2287 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2288 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2289 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2290 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2291 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2292 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2293 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2294 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2295 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2296 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2297 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2298 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2300 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2301 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2302 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2303 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2305 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2306 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2307 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2308 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2311 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2312 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2313 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2314 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2315 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2316 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2317 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2318 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_PRIMARY_COLOR
);
2319 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2320 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2321 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2322 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2323 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2324 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2325 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2326 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_PRIMARY_COLOR
);
2327 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2328 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2329 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2330 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2331 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2333 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2334 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2335 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2336 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2337 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2338 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2339 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2340 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_TEXTURE
);
2341 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2342 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2343 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2344 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2345 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2346 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2347 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2348 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2349 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2350 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2351 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2352 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2353 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2355 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2356 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2357 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2358 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2359 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2360 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2361 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2362 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_CONSTANT
);
2363 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2364 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2365 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2366 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2367 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2368 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2369 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2370 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_CONSTANT
);
2371 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2372 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2373 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2374 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2375 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2377 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2378 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2379 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2380 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2381 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2382 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2383 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2384 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2385 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2386 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2387 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2388 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2389 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2390 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2391 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2392 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2393 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2394 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2395 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2396 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2397 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2399 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2400 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2401 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2402 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
); /* a0 = src1/opr1 */
2403 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2404 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2405 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2406 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2407 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2408 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2409 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2410 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
); /* a2 = arg2 */
2411 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2412 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2413 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2414 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2415 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2417 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2418 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2420 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2421 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2422 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2423 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2425 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2426 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2427 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2428 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2429 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2430 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2431 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2432 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2433 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2434 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2435 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2436 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2437 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2439 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2440 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2442 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2443 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2444 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2445 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2446 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2447 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2448 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2449 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2451 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2452 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2453 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2454 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2455 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2456 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2457 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2458 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2459 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2460 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2461 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2462 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2463 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2464 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2465 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2466 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2467 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2469 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2470 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2471 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2472 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2474 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2475 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2476 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2477 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2479 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2480 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2481 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2482 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2483 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2485 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2486 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2487 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2488 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2490 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2491 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2492 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2493 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2494 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2495 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2496 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2497 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2499 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2500 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2502 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2503 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2504 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2505 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2506 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2507 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2508 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2509 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2511 case WINED3D_TOP_MULTIPLY_ADD
:
2512 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2513 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2514 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src3
);
2515 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2516 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr3
);
2517 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2518 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2519 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2520 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2521 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2522 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2523 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2524 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr1
);
2525 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2526 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src2
);
2527 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2528 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr2
);
2529 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2530 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2531 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2534 case WINED3D_TOP_BUMPENVMAP
:
2535 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2536 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2545 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE4_NV
);
2546 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2550 } /* GL_NV_texture_env_combine4 */
2552 Handled
= TRUE
; /* Again, assume handled */
2554 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2555 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2556 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2557 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2558 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2559 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2560 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2561 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2562 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2564 case WINED3D_TOP_SELECT_ARG1
:
2565 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2566 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2567 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2568 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2569 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2570 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2571 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2572 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2574 case WINED3D_TOP_SELECT_ARG2
:
2575 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2576 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2577 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2578 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2579 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2580 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2581 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2582 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2584 case WINED3D_TOP_MODULATE
:
2585 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2586 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2587 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2588 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2589 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2590 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2591 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2592 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2593 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2594 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2595 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2596 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2598 case WINED3D_TOP_MODULATE_2X
:
2599 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2600 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2601 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2602 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2603 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2604 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2605 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2606 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2607 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2608 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2609 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2610 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2612 case WINED3D_TOP_MODULATE_4X
:
2613 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2614 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2615 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2616 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2617 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2618 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2619 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2620 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2621 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2622 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2623 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2624 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2626 case WINED3D_TOP_ADD
:
2627 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2628 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2629 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2630 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2631 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2632 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2633 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2634 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2635 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2636 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2637 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2638 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2640 case WINED3D_TOP_ADD_SIGNED
:
2641 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2642 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2643 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2644 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2645 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2646 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2647 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2648 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2649 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2650 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2651 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2652 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2654 case WINED3D_TOP_ADD_SIGNED_2X
:
2655 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2656 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2657 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2658 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2659 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2660 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2661 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2662 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2663 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2664 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2665 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2666 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2668 case WINED3D_TOP_SUBTRACT
:
2669 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
])
2671 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_SUBTRACT
);
2672 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2673 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2674 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2675 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2676 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2677 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2678 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2679 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2680 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2681 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2682 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2684 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2688 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2689 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2690 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2691 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2692 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2693 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2694 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2695 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2696 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2697 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2698 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2699 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PRIMARY_COLOR
);
2700 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2701 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2702 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2703 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2704 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2706 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2707 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2708 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2709 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2710 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2711 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2712 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2713 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2714 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2715 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2716 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2717 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_TEXTURE
);
2718 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2719 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2720 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2721 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2722 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2724 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2725 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2726 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2727 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2728 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2729 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2730 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2731 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2732 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2733 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2734 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2735 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_CONSTANT
);
2736 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2737 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2738 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2739 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2740 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2742 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
2743 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2744 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2745 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2746 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2747 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2748 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2749 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2750 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2751 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2752 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2753 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PREVIOUS
);
2754 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2755 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2756 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2757 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2758 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2760 case WINED3D_TOP_DOTPRODUCT3
:
2761 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
2763 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_ARB
);
2764 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2766 else if (gl_info
->supported
[EXT_TEXTURE_ENV_DOT3
])
2768 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_EXT
);
2769 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2771 FIXME("This version of opengl does not support GL_DOT3\n");
2773 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2774 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2775 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2776 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2777 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2778 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2779 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2780 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2781 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2782 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2784 case WINED3D_TOP_LERP
:
2785 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2786 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2787 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2788 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2789 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2790 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2791 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2792 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2793 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2794 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2795 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src3
);
2796 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2797 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr3
);
2798 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2799 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2800 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2802 case WINED3D_TOP_ADD_SMOOTH
:
2803 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2805 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2806 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2807 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2808 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2810 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2811 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2812 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2813 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2815 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2816 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2817 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2818 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2819 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2820 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2821 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2822 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2823 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2824 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2825 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2826 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2830 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2831 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2833 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2834 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2835 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_TEXTURE
);
2836 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2837 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_ONE_MINUS_SRC_ALPHA
);
2838 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2839 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2840 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2841 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2842 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2843 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2844 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2845 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2846 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2847 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2848 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2852 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2853 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2855 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2856 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2857 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2858 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2860 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2861 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2862 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2863 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2865 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2866 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2867 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2868 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2869 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2870 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2871 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2872 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2873 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2874 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2875 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2876 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2880 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2881 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2883 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2884 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2885 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2886 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2887 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2888 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2889 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2890 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2892 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2893 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2894 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2895 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2897 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2898 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2899 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2900 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2901 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2902 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2903 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2904 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2908 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2909 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2911 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2912 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2913 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2914 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2916 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2917 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2918 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2919 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2921 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2922 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2923 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2924 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2925 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2926 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2927 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2928 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2929 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2930 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2931 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2932 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2936 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2937 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2939 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2940 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2941 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2942 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2944 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2945 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2946 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2947 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2949 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2950 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2951 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2952 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2954 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2955 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2956 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2957 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2959 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2960 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2961 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2962 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2963 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2964 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2965 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2966 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2970 case WINED3D_TOP_MULTIPLY_ADD
:
2971 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2973 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2974 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2975 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2976 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2977 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2978 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2979 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src3
);
2980 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2981 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr3
);
2982 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2983 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2984 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2985 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2986 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2987 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2988 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2992 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2993 case WINED3D_TOP_BUMPENVMAP
:
2994 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
2996 /* Technically texture shader support without register combiners is possible, but not expected to occur
2997 * on real world cards, so for now a fixme should be enough
2999 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3009 BOOL combineOK
= TRUE
;
3010 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
3015 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
3017 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
3019 /* Note: If COMBINE4 in effect can't go back to combine! */
3022 case WINED3D_TOP_ADD_SMOOTH
:
3023 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
3024 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
3025 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
3026 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
3027 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3028 case WINED3D_TOP_MULTIPLY_ADD
:
3029 /* Ignore those implemented in both cases */
3032 case WINED3D_TOP_SELECT_ARG1
:
3033 case WINED3D_TOP_SELECT_ARG2
:
3038 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
3046 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE
);
3047 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3053 /* After all the extensions, if still unhandled, report fixme */
3054 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op
));
3058 static void tex_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3060 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3061 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3062 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3063 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3065 TRACE("Setting color op for stage %d\n", stage
);
3067 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3068 if (use_ps(state
)) return;
3070 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
3072 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3074 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3076 FIXME("Attempt to enable unsupported stage!\n");
3079 context_active_texture(context
, gl_info
, mapped_stage
);
3082 if (stage
>= context
->lowest_disabled_stage
)
3084 TRACE("Stage disabled\n");
3085 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3087 /* Disable everything here */
3088 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3089 checkGLcall("glDisable(GL_TEXTURE_2D)");
3090 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3091 checkGLcall("glDisable(GL_TEXTURE_3D)");
3092 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3094 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3095 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3097 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3099 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3100 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3107 /* The sampler will also activate the correct texture dimensions, so no
3108 * need to do it here if the sampler for this stage is dirty. */
3109 if (!isStateDirty(context
, STATE_SAMPLER(stage
)) && tex_used
)
3110 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
3112 set_tex_op(gl_info
, state
, FALSE
, stage
,
3113 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
3114 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
3115 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
3116 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
]);
3119 void tex_alphaop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3121 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3122 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3123 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3124 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3125 DWORD op
, arg1
, arg2
, arg0
;
3127 TRACE("Setting alpha op for stage %d\n", stage
);
3128 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3129 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3131 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3133 FIXME("Attempt to enable unsupported stage!\n");
3136 context_active_texture(context
, gl_info
, mapped_stage
);
3139 op
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_OP
];
3140 arg1
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG1
];
3141 arg2
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG2
];
3142 arg0
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG0
];
3144 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !stage
&& state
->textures
[0])
3146 struct wined3d_texture
*texture
= state
->textures
[0];
3147 GLenum texture_dimensions
= texture
->target
;
3149 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3151 if (texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
&& !texture
->resource
.format
->alpha_size
)
3153 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3154 * properly. On the other hand applications can still use texture combiners apparently. This code
3155 * takes care that apps cannot remove the texture's alpha channel entirely.
3157 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3158 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3159 * and alpha component of diffuse color to draw things like translucent text and perform other
3162 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3163 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3164 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3165 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3166 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3167 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3168 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3169 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3170 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3173 * What to do with multitexturing? So far no app has been found that uses color keying with
3175 if (op
== WINED3D_TOP_DISABLE
)
3177 arg1
= WINED3DTA_TEXTURE
;
3178 op
= WINED3D_TOP_SELECT_ARG1
;
3180 else if (op
== WINED3D_TOP_SELECT_ARG1
&& arg1
!= WINED3DTA_TEXTURE
)
3182 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3184 arg2
= WINED3DTA_TEXTURE
;
3185 op
= WINED3D_TOP_MODULATE
;
3187 else arg1
= WINED3DTA_TEXTURE
;
3189 else if (op
== WINED3D_TOP_SELECT_ARG2
&& arg2
!= WINED3DTA_TEXTURE
)
3191 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3193 arg1
= WINED3DTA_TEXTURE
;
3194 op
= WINED3D_TOP_MODULATE
;
3196 else arg2
= WINED3DTA_TEXTURE
;
3202 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3203 * this if block here, and the other code(color keying, texture unit selection) are the same
3205 TRACE("Setting alpha op for stage %d\n", stage
);
3206 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3208 set_tex_op_nvrc(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
,
3209 mapped_stage
, state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
3213 set_tex_op(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
);
3217 static void transform_texture(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3219 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3220 unsigned int tex
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3221 unsigned int mapped_stage
= context
->tex_unit_map
[tex
];
3222 struct wined3d_matrix mat
;
3224 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3225 if (use_vs(state
) || isStateDirty(context
, STATE_VDECL
))
3227 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3231 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) return;
3232 if (mapped_stage
>= gl_info
->limits
.textures
) return;
3234 context_active_texture(context
, gl_info
, mapped_stage
);
3235 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3236 checkGLcall("glMatrixMode(GL_TEXTURE)");
3238 get_texture_matrix(context
, state
, mapped_stage
, &mat
);
3240 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&mat
._11
);
3241 checkGLcall("glLoadMatrixf");
3244 static void unload_tex_coords(const struct wined3d_gl_info
*gl_info
)
3246 unsigned int texture_idx
;
3248 for (texture_idx
= 0; texture_idx
< gl_info
->limits
.texture_coords
; ++texture_idx
)
3250 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
));
3251 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
3255 static void load_tex_coords(const struct wined3d_context
*context
, const struct wined3d_stream_info
*si
,
3256 GLuint
*curVBO
, const struct wined3d_state
*state
)
3258 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3259 unsigned int mapped_stage
= 0;
3260 unsigned int textureNo
;
3262 for (textureNo
= 0; textureNo
< context
->d3d_info
->limits
.ffp_blend_stages
; ++textureNo
)
3264 int coordIdx
= state
->texture_states
[textureNo
][WINED3D_TSS_TEXCOORD_INDEX
];
3266 mapped_stage
= context
->tex_unit_map
[textureNo
];
3267 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) continue;
3269 if (mapped_stage
>= gl_info
->limits
.texture_coords
)
3271 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage
);
3275 if (coordIdx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coordIdx
))))
3277 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
3279 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3280 textureNo
, mapped_stage
, coordIdx
, e
->data
.buffer_object
, e
->data
.addr
);
3282 if (*curVBO
!= e
->data
.buffer_object
)
3284 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
3285 checkGLcall("glBindBuffer");
3286 *curVBO
= e
->data
.buffer_object
;
3289 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
3290 checkGLcall("glClientActiveTextureARB");
3292 /* The coords to supply depend completely on the fvf / vertex shader */
3293 gl_info
->gl_ops
.gl
.p_glTexCoordPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
3294 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
3295 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
3299 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
3302 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3304 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3305 for (textureNo
= mapped_stage
+ 1; textureNo
< gl_info
->limits
.textures
; ++textureNo
)
3307 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ textureNo
, 0, 0, 0, 1));
3311 checkGLcall("loadTexCoords");
3314 static void tex_coordindex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3316 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3317 static const GLfloat s_plane
[] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
};
3318 static const GLfloat t_plane
[] = { 0.0f
, 1.0f
, 0.0f
, 0.0f
};
3319 static const GLfloat r_plane
[] = { 0.0f
, 0.0f
, 1.0f
, 0.0f
};
3320 static const GLfloat q_plane
[] = { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
3321 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3322 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3324 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3326 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage
);
3330 if (mapped_stage
>= gl_info
->limits
.fragment_samplers
)
3332 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage
, mapped_stage
);
3335 context_active_texture(context
, gl_info
, mapped_stage
);
3337 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3339 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3340 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3341 * means use the vertex position (camera-space) as the input texture coordinates
3342 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3343 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3344 * to the TEXCOORDINDEX value
3346 switch (state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
3348 case WINED3DTSS_TCI_PASSTHRU
:
3349 /* Use the specified texture coordinates contained within the
3350 * vertex format. This value resolves to zero. */
3351 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3352 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3353 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3354 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3355 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3358 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
3359 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3360 * as the input texture coordinates for this stage's texture transformation. This
3361 * equates roughly to EYE_LINEAR */
3363 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3364 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3365 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3366 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3367 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3368 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3369 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3370 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3371 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3373 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3374 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3375 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3376 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3378 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3379 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3380 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3381 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3385 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
3386 /* Note that NV_TEXGEN_REFLECTION support is implied when
3387 * ARB_TEXTURE_CUBE_MAP is supported */
3388 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3390 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3394 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3395 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3396 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3397 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3398 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3399 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3400 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3401 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3402 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3404 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3405 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3406 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3407 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3409 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3410 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3411 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3412 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3416 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
3417 /* Note that NV_TEXGEN_REFLECTION support is implied when
3418 * ARB_TEXTURE_CUBE_MAP is supported */
3419 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3421 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3425 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3426 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3427 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3428 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3429 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3430 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3431 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3432 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3433 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3435 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3436 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3437 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3438 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3440 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3441 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3442 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3443 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3447 case WINED3DTSS_TCI_SPHEREMAP
:
3448 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3449 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3450 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3452 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3453 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3454 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3455 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3460 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3461 state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
]);
3462 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3463 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3464 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3465 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3466 checkGLcall("Disable texgen.");
3471 /* Update the texture matrix. */
3472 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ stage
)))
3473 transform_texture(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3475 if (!isStateDirty(context
, STATE_VDECL
) && context
->namedArraysLoaded
)
3477 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3478 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3479 * and do all the things linked to it
3480 * TODO: Tidy that up to reload only the arrays of the changed unit
3482 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3484 unload_tex_coords(gl_info
);
3485 load_tex_coords(context
, &context
->stream_info
, &curVBO
, state
);
3489 static void sampler_texmatrix(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3491 const DWORD sampler
= state_id
- STATE_SAMPLER(0);
3492 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
3494 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
3496 if(!texture
) return;
3497 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3498 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3499 * scaling is reapplied or removed, the texture matrix has to be reapplied
3501 * The mapped stage is already active because the sampler() function below, which is part of the
3504 if (sampler
< MAX_TEXTURES
)
3506 const BOOL texIsPow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3508 if (texIsPow2
|| (context
->lastWasPow2Texture
& (1u << sampler
)))
3511 context
->lastWasPow2Texture
|= 1u << sampler
;
3513 context
->lastWasPow2Texture
&= ~(1u << sampler
);
3515 transform_texture(context
, state
,
3516 STATE_TEXTURESTAGE(context
->tex_unit_map
[sampler
], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3521 static enum wined3d_texture_address
wined3d_texture_address_mode(const struct wined3d_texture
*texture
,
3522 enum wined3d_texture_address t
)
3524 if (t
< WINED3D_TADDRESS_WRAP
|| t
> WINED3D_TADDRESS_MIRROR_ONCE
)
3526 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t
);
3527 return WINED3D_TADDRESS_WRAP
;
3530 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3531 if (texture
->target
== GL_TEXTURE_CUBE_MAP_ARB
|| ((texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
3532 && t
== WINED3D_TADDRESS_WRAP
))
3533 return WINED3D_TADDRESS_CLAMP
;
3538 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc
*desc
,
3539 const struct wined3d_context
*context
, const DWORD
*sampler_states
, const struct wined3d_texture
*texture
)
3547 desc
->address_u
= wined3d_texture_address_mode(texture
, sampler_states
[WINED3D_SAMP_ADDRESS_U
]);
3548 desc
->address_v
= wined3d_texture_address_mode(texture
, sampler_states
[WINED3D_SAMP_ADDRESS_V
]);
3549 desc
->address_w
= wined3d_texture_address_mode(texture
, sampler_states
[WINED3D_SAMP_ADDRESS_W
]);
3550 wined3d_color_from_d3dcolor((struct wined3d_color
*)desc
->border_color
,
3551 sampler_states
[WINED3D_SAMP_BORDER_COLOR
]);
3552 if (sampler_states
[WINED3D_SAMP_MAG_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3553 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3554 sampler_states
[WINED3D_SAMP_MAG_FILTER
]);
3555 desc
->mag_filter
= min(max(sampler_states
[WINED3D_SAMP_MAG_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3556 if (sampler_states
[WINED3D_SAMP_MIN_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3557 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3558 sampler_states
[WINED3D_SAMP_MIN_FILTER
]);
3559 desc
->min_filter
= min(max(sampler_states
[WINED3D_SAMP_MIN_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3560 if (sampler_states
[WINED3D_SAMP_MIP_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3561 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3562 sampler_states
[WINED3D_SAMP_MIP_FILTER
]);
3563 desc
->mip_filter
= min(max(sampler_states
[WINED3D_SAMP_MIP_FILTER
], WINED3D_TEXF_NONE
), WINED3D_TEXF_LINEAR
);
3564 lod_bias
.d
= sampler_states
[WINED3D_SAMP_MIPMAP_LOD_BIAS
];
3565 desc
->lod_bias
= lod_bias
.f
;
3566 desc
->min_lod
= -1000.0f
;
3567 desc
->max_lod
= 1000.0f
;
3568 desc
->max_anisotropy
= sampler_states
[WINED3D_SAMP_MAX_ANISOTROPY
];
3569 if ((sampler_states
[WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3570 && sampler_states
[WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3571 && sampler_states
[WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_ANISOTROPIC
)
3572 || (texture
->flags
& WINED3D_TEXTURE_COND_NP2
))
3573 desc
->max_anisotropy
= 1;
3574 desc
->compare
= texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
;
3575 desc
->comparison_func
= WINED3D_CMP_LESSEQUAL
;
3576 desc
->srgb_decode
= sampler_states
[WINED3D_SAMP_SRGB_TEXTURE
];
3578 if (!(texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
))
3580 desc
->mag_filter
= WINED3D_TEXF_POINT
;
3581 desc
->min_filter
= WINED3D_TEXF_POINT
;
3582 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3585 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
3587 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3588 if (context
->gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3589 desc
->min_filter
= WINED3D_TEXF_POINT
;
3593 /* Enabling and disabling texture dimensions is done by texture stage state /
3594 * pixel shader setup, this function only has to bind textures and set the per
3595 * texture states. */
3596 static void sampler(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3598 DWORD sampler_idx
= state_id
- STATE_SAMPLER(0);
3599 DWORD mapped_stage
= context
->tex_unit_map
[sampler_idx
];
3600 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3602 TRACE("Sampler %u.\n", sampler_idx
);
3605 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3607 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx
);
3611 if (mapped_stage
>= gl_info
->limits
.combined_samplers
)
3615 context_active_texture(context
, gl_info
, mapped_stage
);
3617 if (state
->textures
[sampler_idx
])
3619 struct wined3d_texture
*texture
= state
->textures
[sampler_idx
];
3620 BOOL srgb
= state
->sampler_states
[sampler_idx
][WINED3D_SAMP_SRGB_TEXTURE
];
3621 const DWORD
*sampler_states
= state
->sampler_states
[sampler_idx
];
3622 struct wined3d_sampler_desc desc
;
3623 struct gl_texture
*gl_tex
;
3624 unsigned int base_level
;
3626 wined3d_sampler_desc_from_sampler_states(&desc
, context
, sampler_states
, texture
);
3628 wined3d_texture_bind(texture
, context
, srgb
);
3629 if (!gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3631 wined3d_texture_apply_sampler_desc(texture
, &desc
, context
);
3635 struct wined3d_device
*device
= context
->swapchain
->device
;
3636 struct wined3d_sampler
*sampler
;
3637 struct wine_rb_entry
*entry
;
3639 if ((entry
= wine_rb_get(&device
->samplers
, &desc
)))
3641 sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
3645 if (FAILED(wined3d_sampler_create(device
, &desc
, NULL
, &sampler
)))
3647 ERR("Failed to create sampler.\n");
3652 if (wine_rb_put(&device
->samplers
, &desc
, &sampler
->entry
) == -1)
3653 ERR("Failed to insert sampler.\n");
3659 GL_EXTCALL(glBindSampler(mapped_stage
, sampler
->name
));
3660 checkGLcall("glBindSampler");
3664 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
3666 else if (desc
.mip_filter
== WINED3D_TEXF_NONE
)
3667 base_level
= texture
->lod
;
3669 base_level
= min(max(sampler_states
[WINED3D_SAMP_MAX_MIP_LEVEL
],
3670 texture
->lod
), texture
->level_count
- 1);
3672 gl_tex
= wined3d_texture_get_gl_texture(texture
, texture
->flags
& WINED3D_TEXTURE_IS_SRGB
);
3673 if (base_level
!= gl_tex
->base_level
)
3675 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
3676 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
3677 * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
3678 * corresponds to GL_TEXTURE_BASE_LEVEL. */
3679 gl_info
->gl_ops
.gl
.p_glTexParameteri(texture
->target
, GL_TEXTURE_BASE_LEVEL
, base_level
);
3680 gl_tex
->base_level
= base_level
;
3683 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3684 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3685 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
3689 context_bind_texture(context
, GL_NONE
, 0);
3690 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3692 GL_EXTCALL(glBindSampler(mapped_stage
, 0));
3693 checkGLcall("glBindSampler");
3698 void apply_pixelshader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3704 if (!context
->last_was_pshader
)
3706 /* Former draw without a pixel shader, some samplers may be
3707 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3708 * make sure to enable them. */
3709 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3711 if (!isStateDirty(context
, STATE_SAMPLER(i
)))
3712 sampler(context
, state
, STATE_SAMPLER(i
));
3714 context
->last_was_pshader
= TRUE
;
3718 /* Otherwise all samplers were activated by the code above in
3719 * earlier draws, or by sampler() if a different texture was
3720 * bound. I don't have to do anything. */
3725 /* Disabled the pixel shader - color ops weren't applied while it was
3726 * enabled, so re-apply them. */
3727 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
3729 if (!isStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
)))
3730 context_apply_state(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3732 context
->last_was_pshader
= FALSE
;
3735 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
3738 static void state_geometry_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3740 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
3743 static void shader_bumpenv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3745 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
3748 static void transform_world(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3750 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3751 struct wined3d_matrix mat
;
3753 /* This function is called by transform_view below if the view matrix was changed too
3755 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3756 * does not always update the world matrix, only on a switch between transformed
3757 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3758 * draw, but that should be rather rare and cheaper in total.
3760 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3761 checkGLcall("glMatrixMode");
3763 get_modelview_matrix(context
, state
, 0, &mat
);
3765 gl_info
->gl_ops
.gl
.p_glLoadMatrixf((GLfloat
*)&mat
);
3766 checkGLcall("glLoadMatrixf");
3769 void clipplane(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3771 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3772 UINT index
= state_id
- STATE_CLIPPLANE(0);
3775 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.clipplanes
)
3778 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3779 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3781 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3783 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3785 /* With vertex shaders, clip planes are not transformed in Direct3D,
3786 * while in OpenGL they are still transformed by the model view matrix. */
3787 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3789 plane
[0] = state
->clip_planes
[index
].x
;
3790 plane
[1] = state
->clip_planes
[index
].y
;
3791 plane
[2] = state
->clip_planes
[index
].z
;
3792 plane
[3] = state
->clip_planes
[index
].w
;
3794 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3795 plane
[0], plane
[1], plane
[2], plane
[3]);
3796 gl_info
->gl_ops
.gl
.p_glClipPlane(GL_CLIP_PLANE0
+ index
, plane
);
3797 checkGLcall("glClipPlane");
3799 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3802 static void transform_worldex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3804 UINT matrix
= state_id
- STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3805 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3808 TRACE("Setting world matrix %d\n", matrix
);
3810 if (matrix
>= gl_info
->limits
.blends
)
3812 WARN("Unsupported blend matrix set\n");
3816 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
3819 /* GL_MODELVIEW0_ARB: 0x1700
3820 * GL_MODELVIEW1_ARB: 0x850a
3821 * GL_MODELVIEW2_ARB: 0x8722
3822 * GL_MODELVIEW3_ARB: 0x8723
3824 * GL_MODELVIEW31_ARB: 0x873f
3826 if(matrix
== 1) glMat
= GL_MODELVIEW1_ARB
;
3827 else glMat
= GL_MODELVIEW2_ARB
- 2 + matrix
;
3829 gl_info
->gl_ops
.gl
.p_glMatrixMode(glMat
);
3830 checkGLcall("glMatrixMode(glMat)");
3832 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3833 * matrices while gl uses only 2. To avoid weighting the view matrix
3834 * incorrectly it has to be multiplied into every GL modelview matrix. */
3835 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3836 checkGLcall("glLoadMatrixf");
3837 gl_info
->gl_ops
.gl
.p_glMultMatrixf(&state
->transforms
[WINED3D_TS_WORLD_MATRIX(matrix
)]._11
);
3838 checkGLcall("glMultMatrixf");
3841 static void state_vertexblend_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3843 enum wined3d_vertex_blend_flags f
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3844 static unsigned int once
;
3846 if (f
== WINED3D_VBF_DISABLE
)
3849 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", f
);
3850 else WARN("Vertex blend flags %#x not supported.\n", f
);
3853 static void state_vertexblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3855 enum wined3d_vertex_blend_flags val
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3856 struct wined3d_device
*device
= context
->swapchain
->device
;
3857 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3858 static unsigned int once
;
3862 case WINED3D_VBF_1WEIGHTS
:
3863 case WINED3D_VBF_2WEIGHTS
:
3864 case WINED3D_VBF_3WEIGHTS
:
3865 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_BLEND_ARB
);
3866 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3868 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3869 * This is enabled at context creation with enabling
3870 * GL_WEIGHT_SUM_UNITY_ARB. */
3871 GL_EXTCALL(glVertexBlendARB(state
->render_states
[WINED3D_RS_VERTEXBLEND
] + 1));
3873 if (!device
->vertexBlendUsed
)
3876 for (i
= 1; i
< gl_info
->limits
.blends
; ++i
)
3878 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i
))))
3879 transform_worldex(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i
)));
3881 device
->vertexBlendUsed
= TRUE
;
3885 case WINED3D_VBF_TWEENING
:
3886 case WINED3D_VBF_0WEIGHTS
: /* Indexed vertex blending, not supported. */
3887 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", val
);
3888 else WARN("Vertex blend flags %#x not supported.\n", val
);
3890 case WINED3D_VBF_DISABLE
:
3891 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_BLEND_ARB
);
3892 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3897 static void transform_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3899 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3900 const struct wined3d_light_info
*light
= NULL
;
3903 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3904 * NOTE: We have to reset the positions even if the light/plane is not currently
3905 * enabled, since the call to enable it will not reset the position.
3906 * NOTE2: Apparently texture transforms do NOT need reapplying
3909 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3910 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3911 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3912 checkGLcall("glLoadMatrixf(...)");
3914 /* Reset lights. TODO: Call light apply func */
3915 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
3917 if (!(light
= state
->lights
[k
]))
3919 if (light
->OriginalParms
.type
== WINED3D_LIGHT_DIRECTIONAL
)
3920 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->direction
.x
);
3922 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->position
.x
);
3923 checkGLcall("glLightfv posn");
3924 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, &light
->direction
.x
);
3925 checkGLcall("glLightfv dirn");
3928 /* Reset Clipping Planes */
3929 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
3931 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
3932 clipplane(context
, state
, STATE_CLIPPLANE(k
));
3935 if (context
->last_was_rhw
)
3937 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3938 checkGLcall("glLoadIdentity()");
3939 /* No need to update the world matrix, the identity is fine */
3943 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3944 * No need to do it here if the state is scheduled for update. */
3945 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3946 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3948 /* Avoid looping over a number of matrices if the app never used the functionality */
3949 if (context
->swapchain
->device
->vertexBlendUsed
)
3951 for (k
= 1; k
< gl_info
->limits
.blends
; ++k
)
3953 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k
))))
3954 transform_worldex(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k
)));
3959 static void transform_projection(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3961 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3962 struct wined3d_matrix projection
;
3964 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3965 checkGLcall("glMatrixMode(GL_PROJECTION)");
3967 get_projection_matrix(context
, state
, &projection
);
3968 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&projection
._11
);
3969 checkGLcall("glLoadMatrixf");
3972 /* This should match any arrays loaded in load_vertex_data.
3973 * TODO: Only load / unload arrays if we have to. */
3974 static void unload_vertex_data(const struct wined3d_gl_info
*gl_info
)
3976 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_VERTEX_ARRAY
);
3977 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_NORMAL_ARRAY
);
3978 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_COLOR_ARRAY
);
3979 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
3980 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
3981 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
3982 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB
);
3983 unload_tex_coords(gl_info
);
3986 static inline void unload_numbered_array(struct wined3d_context
*context
, int i
)
3988 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3990 GL_EXTCALL(glDisableVertexAttribArray(i
));
3991 checkGLcall("glDisableVertexAttribArray");
3992 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
3993 GL_EXTCALL(glVertexAttribDivisor(i
, 0));
3995 context
->numbered_array_mask
&= ~(1u << i
);
3998 /* This should match any arrays loaded in loadNumberedArrays
3999 * TODO: Only load / unload arrays if we have to. */
4000 static void unload_numbered_arrays(struct wined3d_context
*context
)
4002 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4005 for (i
= 0; i
< context
->gl_info
->limits
.vertex_attribs
; ++i
) {
4006 unload_numbered_array(context
, i
);
4010 static void load_numbered_arrays(struct wined3d_context
*context
,
4011 const struct wined3d_stream_info
*stream_info
, const struct wined3d_state
*state
)
4013 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
4014 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4015 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
4018 /* Default to no instancing */
4019 context
->instance_count
= 0;
4021 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
4023 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[i
];
4024 const struct wined3d_stream_state
*stream
;
4026 if (!(stream_info
->use_map
& (1u << i
)))
4028 if (context
->numbered_array_mask
& (1u << i
))
4029 unload_numbered_array(context
, i
);
4030 if (!use_vs(state
) && i
== WINED3D_FFP_DIFFUSE
)
4031 GL_EXTCALL(glVertexAttrib4f(i
, 1.0f
, 1.0f
, 1.0f
, 1.0f
));
4033 GL_EXTCALL(glVertexAttrib4f(i
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
4037 stream
= &state
->streams
[element
->stream_idx
];
4039 if ((stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !context
->instance_count
)
4040 context
->instance_count
= state
->streams
[0].frequency
? state
->streams
[0].frequency
: 1;
4042 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4044 GL_EXTCALL(glVertexAttribDivisor(i
, element
->divisor
));
4046 else if (element
->divisor
)
4048 /* Unload instanced arrays, they will be loaded using
4049 * immediate mode instead. */
4050 if (context
->numbered_array_mask
& (1u << i
))
4051 unload_numbered_array(context
, i
);
4055 TRACE_(d3d_shader
)("Loading array %u [VBO=%u].\n", i
, element
->data
.buffer_object
);
4057 if (element
->stride
)
4059 if (curVBO
!= element
->data
.buffer_object
)
4061 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, element
->data
.buffer_object
));
4062 checkGLcall("glBindBuffer");
4063 curVBO
= element
->data
.buffer_object
;
4065 /* Use the VBO to find out if a vertex buffer exists, not the vb
4066 * pointer. vb can point to a user pointer data blob. In that case
4067 * curVBO will be 0. If there is a vertex buffer but no vbo we
4068 * won't be load converted attributes anyway. */
4069 if (vs
&& vs
->reg_maps
.shader_version
.major
>= 4
4070 && (element
->format
->flags
[WINED3D_GL_RES_TYPE_BUFFER
] & WINED3DFMT_FLAG_INTEGER
))
4072 GL_EXTCALL(glVertexAttribIPointer(i
, element
->format
->gl_vtx_format
, element
->format
->gl_vtx_type
,
4073 element
->stride
, element
->data
.addr
+ state
->load_base_vertex_index
* element
->stride
));
4077 GL_EXTCALL(glVertexAttribPointer(i
, element
->format
->gl_vtx_format
, element
->format
->gl_vtx_type
,
4078 element
->format
->gl_normalized
, element
->stride
,
4079 element
->data
.addr
+ state
->load_base_vertex_index
* element
->stride
));
4082 if (!(context
->numbered_array_mask
& (1u << i
)))
4084 GL_EXTCALL(glEnableVertexAttribArray(i
));
4085 context
->numbered_array_mask
|= (1u << i
);
4090 /* Stride = 0 means always the same values.
4091 * glVertexAttribPointer doesn't do that. Instead disable the
4092 * pointer and set up the attribute statically. But we have to
4093 * figure out the system memory address. */
4094 const BYTE
*ptr
= element
->data
.addr
;
4095 if (element
->data
.buffer_object
)
4096 ptr
+= (ULONG_PTR
)buffer_get_sysmem(stream
->buffer
, context
);
4098 if (context
->numbered_array_mask
& (1u << i
))
4099 unload_numbered_array(context
, i
);
4101 switch (element
->format
->id
)
4103 case WINED3DFMT_R32_FLOAT
:
4104 GL_EXTCALL(glVertexAttrib1fv(i
, (const GLfloat
*)ptr
));
4106 case WINED3DFMT_R32G32_FLOAT
:
4107 GL_EXTCALL(glVertexAttrib2fv(i
, (const GLfloat
*)ptr
));
4109 case WINED3DFMT_R32G32B32_FLOAT
:
4110 GL_EXTCALL(glVertexAttrib3fv(i
, (const GLfloat
*)ptr
));
4112 case WINED3DFMT_R32G32B32A32_FLOAT
:
4113 GL_EXTCALL(glVertexAttrib4fv(i
, (const GLfloat
*)ptr
));
4116 case WINED3DFMT_R8G8B8A8_UINT
:
4117 GL_EXTCALL(glVertexAttrib4ubv(i
, ptr
));
4119 case WINED3DFMT_B8G8R8A8_UNORM
:
4120 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
4122 const DWORD
*src
= (const DWORD
*)ptr
;
4123 DWORD c
= *src
& 0xff00ff00u
;
4124 c
|= (*src
& 0xff0000u
) >> 16;
4125 c
|= (*src
& 0xffu
) << 16;
4126 GL_EXTCALL(glVertexAttrib4Nubv(i
, (GLubyte
*)&c
));
4129 /* else fallthrough */
4130 case WINED3DFMT_R8G8B8A8_UNORM
:
4131 GL_EXTCALL(glVertexAttrib4Nubv(i
, ptr
));
4134 case WINED3DFMT_R16G16_SINT
:
4135 GL_EXTCALL(glVertexAttrib2sv(i
, (const GLshort
*)ptr
));
4137 case WINED3DFMT_R16G16B16A16_SINT
:
4138 GL_EXTCALL(glVertexAttrib4sv(i
, (const GLshort
*)ptr
));
4141 case WINED3DFMT_R16G16_SNORM
:
4143 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
4144 GL_EXTCALL(glVertexAttrib4Nsv(i
, s
));
4147 case WINED3DFMT_R16G16_UNORM
:
4149 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
4150 GL_EXTCALL(glVertexAttrib4Nusv(i
, s
));
4153 case WINED3DFMT_R16G16B16A16_SNORM
:
4154 GL_EXTCALL(glVertexAttrib4Nsv(i
, (const GLshort
*)ptr
));
4156 case WINED3DFMT_R16G16B16A16_UNORM
:
4157 GL_EXTCALL(glVertexAttrib4Nusv(i
, (const GLushort
*)ptr
));
4160 case WINED3DFMT_R10G10B10X2_UINT
:
4161 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
4162 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4164 case WINED3DFMT_R10G10B10X2_SNORM
:
4165 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
4166 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4169 case WINED3DFMT_R16G16_FLOAT
:
4170 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
4172 /* Not supported by GL_ARB_half_float_vertex. */
4173 GL_EXTCALL(glVertexAttrib2hvNV(i
, (const GLhalfNV
*)ptr
));
4177 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
4178 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
4179 GL_EXTCALL(glVertexAttrib2f(i
, x
, y
));
4182 case WINED3DFMT_R16G16B16A16_FLOAT
:
4183 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
4185 /* Not supported by GL_ARB_half_float_vertex. */
4186 GL_EXTCALL(glVertexAttrib4hvNV(i
, (const GLhalfNV
*)ptr
));
4190 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
4191 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
4192 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
4193 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
4194 GL_EXTCALL(glVertexAttrib4f(i
, x
, y
, z
, w
));
4199 ERR("Unexpected declaration in stride 0 attributes.\n");
4205 checkGLcall("Loading numbered arrays");
4208 static void load_vertex_data(struct wined3d_context
*context
,
4209 const struct wined3d_stream_info
*si
, const struct wined3d_state
*state
)
4211 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4212 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
4213 const struct wined3d_stream_info_element
*e
;
4215 TRACE("Using fast vertex array code\n");
4217 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4218 context
->instance_count
= 0;
4220 /* Blend Data ---------------------------------------------- */
4221 if ((si
->use_map
& (1u << WINED3D_FFP_BLENDWEIGHT
))
4222 || si
->use_map
& (1u << WINED3D_FFP_BLENDINDICES
))
4224 e
= &si
->elements
[WINED3D_FFP_BLENDWEIGHT
];
4226 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4228 TRACE("Blend %u %p %u\n", e
->format
->component_count
,
4229 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
, e
->stride
);
4231 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB
);
4232 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4234 GL_EXTCALL(glVertexBlendARB(e
->format
->component_count
+ 1));
4236 if (curVBO
!= e
->data
.buffer_object
)
4238 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4239 checkGLcall("glBindBuffer");
4240 curVBO
= e
->data
.buffer_object
;
4243 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4244 e
->format
->gl_vtx_format
,
4245 e
->format
->gl_vtx_type
,
4247 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4248 GL_EXTCALL(glWeightPointerARB(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4249 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4251 checkGLcall("glWeightPointerARB");
4253 if (si
->use_map
& (1u << WINED3D_FFP_BLENDINDICES
))
4258 FIXME("blendMatrixIndices support\n");
4265 /* TODO: Support vertex blending in immediate mode draws. No need
4266 * to write a FIXME here, this is done after the general vertex
4267 * declaration decoding. */
4268 WARN("Vertex blending not supported.\n");
4273 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4275 static const GLbyte one
= 1;
4276 GL_EXTCALL(glWeightbvARB(1, &one
));
4277 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4281 /* Point Size ----------------------------------------------*/
4282 if (si
->use_map
& (1u << WINED3D_FFP_PSIZE
))
4284 /* no such functionality in the fixed function GL pipeline */
4285 TRACE("Cannot change ptSize here in openGl\n");
4286 /* TODO: Implement this function in using shaders if they are available */
4289 /* Vertex Pointers -----------------------------------------*/
4290 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
4292 e
= &si
->elements
[WINED3D_FFP_POSITION
];
4294 if (curVBO
!= e
->data
.buffer_object
)
4296 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4297 checkGLcall("glBindBuffer");
4298 curVBO
= e
->data
.buffer_object
;
4301 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4302 e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4303 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4304 gl_info
->gl_ops
.gl
.p_glVertexPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4305 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4306 checkGLcall("glVertexPointer(...)");
4307 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_VERTEX_ARRAY
);
4308 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4311 /* Normals -------------------------------------------------*/
4312 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
4314 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
4316 if (curVBO
!= e
->data
.buffer_object
)
4318 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4319 checkGLcall("glBindBuffer");
4320 curVBO
= e
->data
.buffer_object
;
4323 TRACE("glNormalPointer(%#x, %#x, %p);\n", e
->format
->gl_vtx_type
, e
->stride
,
4324 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4325 gl_info
->gl_ops
.gl
.p_glNormalPointer(e
->format
->gl_vtx_type
, e
->stride
,
4326 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4327 checkGLcall("glNormalPointer(...)");
4328 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_NORMAL_ARRAY
);
4329 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4334 gl_info
->gl_ops
.gl
.p_glNormal3f(0, 0, 0);
4335 checkGLcall("glNormal3f(0, 0, 0)");
4338 /* Diffuse Colour --------------------------------------------*/
4339 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
4341 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4343 if (curVBO
!= e
->data
.buffer_object
)
4345 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4346 checkGLcall("glBindBuffer");
4347 curVBO
= e
->data
.buffer_object
;
4350 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4351 e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4352 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4353 gl_info
->gl_ops
.gl
.p_glColorPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4354 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4355 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4356 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_COLOR_ARRAY
);
4357 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4362 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4363 checkGLcall("glColor4f(1, 1, 1, 1)");
4366 /* Specular Colour ------------------------------------------*/
4367 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
4369 TRACE("setting specular colour\n");
4371 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4373 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4375 GLenum type
= e
->format
->gl_vtx_type
;
4376 GLint format
= e
->format
->gl_vtx_format
;
4378 if (curVBO
!= e
->data
.buffer_object
)
4380 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4381 checkGLcall("glBindBuffer");
4382 curVBO
= e
->data
.buffer_object
;
4385 if (format
!= 4 || (gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
4387 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4388 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4389 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4390 * 4 component secondary colors use it
4392 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format
, type
, e
->stride
,
4393 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4394 GL_EXTCALL(glSecondaryColorPointerEXT(format
, type
, e
->stride
,
4395 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4396 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4402 case GL_UNSIGNED_BYTE
:
4403 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e
->stride
,
4404 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4405 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE
, e
->stride
,
4406 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4407 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4411 FIXME("Add 4 component specular color pointers for type %x\n", type
);
4412 /* Make sure that the right color component is dropped */
4413 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type
, e
->stride
,
4414 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4415 GL_EXTCALL(glSecondaryColorPointerEXT(3, type
, e
->stride
,
4416 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4417 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4420 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
4421 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4425 WARN("Specular colour is not supported in this GL implementation.\n");
4430 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4432 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
4433 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4437 WARN("Specular colour is not supported in this GL implementation.\n");
4441 /* Texture coords -------------------------------------------*/
4442 load_tex_coords(context
, si
, &curVBO
, state
);
4445 static void streamsrc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4447 BOOL load_numbered
= context
->d3d_info
->ffp_generic_attributes
4448 || (use_vs(state
) && !context
->use_immediate_mode_draw
);
4449 BOOL load_named
= !context
->d3d_info
->ffp_generic_attributes
4450 && !use_vs(state
) && !context
->use_immediate_mode_draw
;
4452 if (isStateDirty(context
, STATE_VDECL
)) return;
4453 if (context
->numberedArraysLoaded
&& !load_numbered
)
4455 unload_numbered_arrays(context
);
4456 context
->numberedArraysLoaded
= FALSE
;
4457 context
->numbered_array_mask
= 0;
4459 else if (context
->namedArraysLoaded
)
4461 unload_vertex_data(context
->gl_info
);
4462 context
->namedArraysLoaded
= FALSE
;
4467 TRACE("Loading numbered arrays\n");
4468 load_numbered_arrays(context
, &context
->stream_info
, state
);
4469 context
->numberedArraysLoaded
= TRUE
;
4471 else if (load_named
)
4473 TRACE("Loading vertex data\n");
4474 load_vertex_data(context
, &context
->stream_info
, state
);
4475 context
->namedArraysLoaded
= TRUE
;
4479 static void vdecl_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4481 if (isStateDirty(context
, STATE_STREAMSRC
))
4483 streamsrc(context
, state
, STATE_STREAMSRC
);
4486 static void vertexdeclaration(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4488 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4489 BOOL useVertexShaderFunction
= use_vs(state
);
4490 BOOL updateFog
= FALSE
;
4492 BOOL wasrhw
= context
->last_was_rhw
;
4495 transformed
= context
->stream_info
.position_transformed
;
4496 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
4499 context
->last_was_rhw
= transformed
;
4501 if (context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
4502 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
4504 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
4506 /* Don't have to apply the matrices when vertex shaders are used. When
4507 * vshaders are turned off this function will be called again anyway to
4508 * make sure they're properly set. */
4509 if (!useVertexShaderFunction
)
4511 /* TODO: Move this mainly to the viewport state and only apply when
4512 * the vp has changed or transformed / untransformed was switched. */
4513 if (wasrhw
!= context
->last_was_rhw
4514 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
))
4515 && !isStateDirty(context
, STATE_VIEWPORT
))
4516 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4517 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4520 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4521 * this check will fail and the matrix not applied again. This is OK because a simple
4522 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4523 * needs of the vertex declaration.
4525 * World and view matrix go into the same gl matrix, so only apply them when neither is
4528 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4529 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
4530 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4531 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_COLORVERTEX
)))
4532 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_COLORVERTEX
));
4533 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_LIGHTING
)))
4534 state_lighting(context
, state
, STATE_RENDER(WINED3D_RS_LIGHTING
));
4536 if (context
->last_was_vshader
)
4540 if (!context
->d3d_info
->vs_clipping
4541 && !isStateDirty(context
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
)))
4543 state_clipping(context
, state
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
));
4546 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4548 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4551 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
4552 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
4556 if(!context
->last_was_vshader
) {
4557 static BOOL warned
= FALSE
;
4558 if (!context
->d3d_info
->vs_clipping
)
4560 /* Disable all clip planes to get defined results on all drivers. See comment in the
4561 * state_clipping state handler
4563 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4565 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
+ i
);
4566 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4569 if (!warned
&& state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4571 FIXME("Clipping not supported with vertex shaders\n");
4577 /* Apply the transform matrices when switching from rhw
4578 * drawing to vertex shaders. Vertex shaders themselves do
4579 * not need it, but the matrices are not reapplied
4580 * automatically when switching back from vertex shaders to
4581 * fixed function processing. So make sure we leave the fixed
4582 * function vertex processing states back in a sane state
4583 * before switching to shaders. */
4584 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4585 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4586 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4587 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4591 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4592 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4593 * device->vs_clipping is false.
4595 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4597 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4602 context
->last_was_vshader
= useVertexShaderFunction
;
4603 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
4606 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
4608 if (!useVertexShaderFunction
)
4612 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
4614 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ i
)))
4615 transform_texture(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
4618 if (use_ps(state
) && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
4619 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
4620 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
4624 static void viewport_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4626 const struct wined3d_rendertarget_view
*depth_stencil
= state
->fb
->depth_stencil
;
4627 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4628 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4629 struct wined3d_viewport vp
= state
->viewport
;
4630 unsigned int width
, height
;
4634 if (vp
.width
> target
->width
)
4635 vp
.width
= target
->width
;
4636 if (vp
.height
> target
->height
)
4637 vp
.height
= target
->height
;
4639 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target
), context
, &width
, &height
);
4641 else if (depth_stencil
)
4643 width
= depth_stencil
->width
;
4644 height
= depth_stencil
->height
;
4648 FIXME("No attachments draw calls not supported.\n");
4652 gl_info
->gl_ops
.gl
.p_glDepthRange(vp
.min_z
, vp
.max_z
);
4653 checkGLcall("glDepthRange");
4654 /* Note: GL requires lower left, DirectX supplies upper left. This is
4655 * reversed when using offscreen rendering. */
4656 if (context
->render_offscreen
)
4657 gl_info
->gl_ops
.gl
.p_glViewport(vp
.x
, vp
.y
, vp
.width
, vp
.height
);
4659 gl_info
->gl_ops
.gl
.p_glViewport(vp
.x
, (height
- (vp
.y
+ vp
.height
)), vp
.width
, vp
.height
);
4660 checkGLcall("glViewport");
4663 static void viewport_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4665 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4666 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4667 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
4668 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4669 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
4670 /* Update the position fixup. */
4671 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
4674 static void light(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4676 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4677 UINT Index
= state_id
- STATE_ACTIVELIGHT(0);
4678 const struct wined3d_light_info
*lightInfo
= state
->lights
[Index
];
4682 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4683 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4688 float colRGBA
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
4690 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4691 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
4692 gl_info
->gl_ops
.gl
.p_glPushMatrix();
4693 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
4696 colRGBA
[0] = lightInfo
->OriginalParms
.diffuse
.r
;
4697 colRGBA
[1] = lightInfo
->OriginalParms
.diffuse
.g
;
4698 colRGBA
[2] = lightInfo
->OriginalParms
.diffuse
.b
;
4699 colRGBA
[3] = lightInfo
->OriginalParms
.diffuse
.a
;
4700 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_DIFFUSE
, colRGBA
);
4701 checkGLcall("glLightfv");
4704 colRGBA
[0] = lightInfo
->OriginalParms
.specular
.r
;
4705 colRGBA
[1] = lightInfo
->OriginalParms
.specular
.g
;
4706 colRGBA
[2] = lightInfo
->OriginalParms
.specular
.b
;
4707 colRGBA
[3] = lightInfo
->OriginalParms
.specular
.a
;
4708 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPECULAR
, colRGBA
);
4709 checkGLcall("glLightfv");
4712 colRGBA
[0] = lightInfo
->OriginalParms
.ambient
.r
;
4713 colRGBA
[1] = lightInfo
->OriginalParms
.ambient
.g
;
4714 colRGBA
[2] = lightInfo
->OriginalParms
.ambient
.b
;
4715 colRGBA
[3] = lightInfo
->OriginalParms
.ambient
.a
;
4716 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_AMBIENT
, colRGBA
);
4717 checkGLcall("glLightfv");
4719 if ((lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
) >= FLT_MIN
)
4720 quad_att
= 1.4f
/ (lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
);
4722 quad_att
= 0.0f
; /* 0 or MAX? (0 seems to be ok) */
4724 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4725 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4726 * Attenuation0 to NaN and crashes in the gl lib
4729 switch (lightInfo
->OriginalParms
.type
)
4731 case WINED3D_LIGHT_POINT
:
4733 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4734 checkGLcall("glLightfv");
4735 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4736 checkGLcall("glLightf");
4737 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4738 lightInfo
->OriginalParms
.attenuation0
);
4739 checkGLcall("glLightf");
4740 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4741 lightInfo
->OriginalParms
.attenuation1
);
4742 checkGLcall("glLightf");
4743 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4744 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4745 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4746 checkGLcall("glLightf");
4750 case WINED3D_LIGHT_SPOT
:
4752 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4753 checkGLcall("glLightfv");
4755 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPOT_DIRECTION
, &lightInfo
->direction
.x
);
4756 checkGLcall("glLightfv");
4757 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, lightInfo
->exponent
);
4758 checkGLcall("glLightf");
4759 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4760 checkGLcall("glLightf");
4761 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4762 lightInfo
->OriginalParms
.attenuation0
);
4763 checkGLcall("glLightf");
4764 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4765 lightInfo
->OriginalParms
.attenuation1
);
4766 checkGLcall("glLightf");
4767 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4768 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4769 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4770 checkGLcall("glLightf");
4774 case WINED3D_LIGHT_DIRECTIONAL
:
4776 /* Note GL uses w position of 0 for direction! */
4777 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->direction
.x
);
4778 checkGLcall("glLightfv");
4779 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4780 checkGLcall("glLightf");
4781 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, 0.0f
);
4782 checkGLcall("glLightf");
4786 FIXME("Unrecognized light type %#x.\n", lightInfo
->OriginalParms
.type
);
4789 /* Restore the modelview matrix */
4790 gl_info
->gl_ops
.gl
.p_glPopMatrix();
4792 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHT0
+ Index
);
4793 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4797 static void scissorrect(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4799 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4800 const RECT
*r
= &state
->scissor_rect
;
4802 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4803 * so our viewport correction does not apply. Warning2: Even in windowed
4804 * mode the coords are relative to the window, not the screen. */
4805 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r
));
4807 if (context
->render_offscreen
)
4809 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, r
->top
, r
->right
- r
->left
, r
->bottom
- r
->top
);
4813 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4817 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target
), context
, &width
, &height
);
4818 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, height
- r
->bottom
, r
->right
- r
->left
, r
->bottom
- r
->top
);
4820 checkGLcall("glScissor");
4823 static void indexbuffer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4825 const struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
4826 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4828 if (!state
->index_buffer
|| !stream_info
->all_vbo
)
4830 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, 0));
4834 struct wined3d_buffer
*ib
= state
->index_buffer
;
4835 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, ib
->buffer_object
));
4839 static void frontface(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4841 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4844 mode
= state
->rasterizer_state
&& state
->rasterizer_state
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4845 if (context
->render_offscreen
)
4846 mode
= (mode
== GL_CW
) ? GL_CCW
: GL_CW
;
4848 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4849 checkGLcall("glFrontFace");
4852 static void psorigin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4858 WARN("Point sprite coordinate origin switching not supported.\n");
4863 static void psorigin(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4865 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4866 GLint origin
= context
->render_offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
;
4868 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, origin
));
4869 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4872 void state_srgbwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4874 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4876 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4878 if (needs_srgb_write(context
, state
, state
->fb
))
4879 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
4881 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
4884 static void state_cb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4886 enum wined3d_shader_type shader_type
= state_id
- STATE_CONSTANT_BUFFER(0);
4887 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4888 struct wined3d_buffer
*buffer
;
4889 unsigned int i
, base
, count
;
4891 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4893 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, shader_type
, &base
, &count
);
4894 for (i
= 0; i
< count
; ++i
)
4896 buffer
= state
->cb
[shader_type
][i
];
4897 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER
, base
+ i
, buffer
? buffer
->buffer_object
: 0));
4899 checkGLcall("glBindBufferBase");
4902 static void state_cb_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4904 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4906 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id
));
4909 static void state_shader_resource_binding(struct wined3d_context
*context
,
4910 const struct wined3d_state
*state
, DWORD state_id
)
4912 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4914 context
->update_shader_resource_bindings
= 1;
4917 const struct StateEntryTemplate misc_state_template
[] =
4919 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4920 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4921 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4922 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4923 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4924 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4925 { STATE_SHADER_RESOURCE_BINDING
, { STATE_SHADER_RESOURCE_BINDING
, state_shader_resource_binding
}, WINED3D_GL_EXT_NONE
},
4926 { STATE_RENDER(WINED3D_RS_SRCBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4927 { STATE_RENDER(WINED3D_RS_DESTBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4928 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4929 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4930 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4931 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4932 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4933 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4934 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4935 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4936 { STATE_STREAMSRC
, { STATE_STREAMSRC
, streamsrc
}, WINED3D_GL_EXT_NONE
},
4937 { STATE_VDECL
, { STATE_VDECL
, vdecl_miscpart
}, WINED3D_GL_EXT_NONE
},
4938 { STATE_FRONTFACE
, { STATE_FRONTFACE
, frontface
}, WINED3D_GL_EXT_NONE
},
4939 { STATE_SCISSORRECT
, { STATE_SCISSORRECT
, scissorrect
}, WINED3D_GL_EXT_NONE
},
4940 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin
}, WINED3D_GL_VERSION_2_0
},
4941 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin_w
}, WINED3D_GL_EXT_NONE
},
4943 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4944 * vshader loadings are untied from each other
4946 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4947 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4948 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4949 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4950 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4951 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4952 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4953 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4954 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4955 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4956 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4957 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4958 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4959 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4960 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4961 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4962 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4963 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4964 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4965 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4966 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4967 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4968 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4969 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4970 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4971 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4972 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4973 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4974 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4975 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4976 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4977 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4978 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4979 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4980 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4981 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4982 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4983 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4984 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4985 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4986 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4987 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4988 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4989 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4990 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4991 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4992 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4993 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4995 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart
}, WINED3D_GL_EXT_NONE
},
4996 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, indexbuffer
}, ARB_VERTEX_BUFFER_OBJECT
},
4997 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, state_nop
}, WINED3D_GL_EXT_NONE
},
4998 { STATE_RENDER(WINED3D_RS_ANTIALIAS
), { STATE_RENDER(WINED3D_RS_ANTIALIAS
), state_antialias
}, WINED3D_GL_EXT_NONE
},
4999 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), state_nop
}, WINED3D_GL_EXT_NONE
},
5000 { STATE_RENDER(WINED3D_RS_ZENABLE
), { STATE_RENDER(WINED3D_RS_ZENABLE
), state_zenable
}, WINED3D_GL_EXT_NONE
},
5001 { STATE_RENDER(WINED3D_RS_WRAPU
), { STATE_RENDER(WINED3D_RS_WRAPU
), state_wrapu
}, WINED3D_GL_EXT_NONE
},
5002 { STATE_RENDER(WINED3D_RS_WRAPV
), { STATE_RENDER(WINED3D_RS_WRAPV
), state_wrapv
}, WINED3D_GL_EXT_NONE
},
5003 { STATE_RENDER(WINED3D_RS_FILLMODE
), { STATE_RENDER(WINED3D_RS_FILLMODE
), state_fillmode
}, WINED3D_GL_EXT_NONE
},
5004 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern
}, WINED3D_GL_LEGACY_CONTEXT
},
5005 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern_w
}, WINED3D_GL_EXT_NONE
},
5006 { STATE_RENDER(WINED3D_RS_MONOENABLE
), { STATE_RENDER(WINED3D_RS_MONOENABLE
), state_monoenable
}, WINED3D_GL_EXT_NONE
},
5007 { STATE_RENDER(WINED3D_RS_ROP2
), { STATE_RENDER(WINED3D_RS_ROP2
), state_rop2
}, WINED3D_GL_EXT_NONE
},
5008 { STATE_RENDER(WINED3D_RS_PLANEMASK
), { STATE_RENDER(WINED3D_RS_PLANEMASK
), state_planemask
}, WINED3D_GL_EXT_NONE
},
5009 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), state_zwriteenable
}, WINED3D_GL_EXT_NONE
},
5010 { STATE_RENDER(WINED3D_RS_LASTPIXEL
), { STATE_RENDER(WINED3D_RS_LASTPIXEL
), state_lastpixel
}, WINED3D_GL_EXT_NONE
},
5011 { STATE_RENDER(WINED3D_RS_CULLMODE
), { STATE_RENDER(WINED3D_RS_CULLMODE
), state_cullmode
}, WINED3D_GL_EXT_NONE
},
5012 { STATE_RENDER(WINED3D_RS_ZFUNC
), { STATE_RENDER(WINED3D_RS_ZFUNC
), state_zfunc
}, WINED3D_GL_EXT_NONE
},
5013 { STATE_RENDER(WINED3D_RS_DITHERENABLE
), { STATE_RENDER(WINED3D_RS_DITHERENABLE
), state_ditherenable
}, WINED3D_GL_EXT_NONE
},
5014 { STATE_RENDER(WINED3D_RS_SUBPIXEL
), { STATE_RENDER(WINED3D_RS_SUBPIXEL
), state_subpixel
}, WINED3D_GL_EXT_NONE
},
5015 { STATE_RENDER(WINED3D_RS_SUBPIXELX
), { STATE_RENDER(WINED3D_RS_SUBPIXELX
), state_subpixelx
}, WINED3D_GL_EXT_NONE
},
5016 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), state_stippledalpha
}, WINED3D_GL_EXT_NONE
},
5017 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), state_stippleenable
}, WINED3D_GL_EXT_NONE
},
5018 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), state_mipmaplodbias
}, WINED3D_GL_EXT_NONE
},
5019 { STATE_RENDER(WINED3D_RS_ANISOTROPY
), { STATE_RENDER(WINED3D_RS_ANISOTROPY
), state_anisotropy
}, WINED3D_GL_EXT_NONE
},
5020 { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), state_flushbatch
}, WINED3D_GL_EXT_NONE
},
5021 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),state_translucentsi
}, WINED3D_GL_EXT_NONE
},
5022 { STATE_RENDER(WINED3D_RS_STENCILENABLE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5023 { STATE_RENDER(WINED3D_RS_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5024 { STATE_RENDER(WINED3D_RS_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5025 { STATE_RENDER(WINED3D_RS_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5026 { STATE_RENDER(WINED3D_RS_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5027 { STATE_RENDER(WINED3D_RS_STENCILREF
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5028 { STATE_RENDER(WINED3D_RS_STENCILMASK
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5029 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite2s
}, EXT_STENCIL_TWO_SIDE
},
5030 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite
}, WINED3D_GL_EXT_NONE
},
5031 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5032 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5033 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5034 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5035 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5036 { STATE_RENDER(WINED3D_RS_WRAP0
), { STATE_RENDER(WINED3D_RS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5037 { STATE_RENDER(WINED3D_RS_WRAP1
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5038 { STATE_RENDER(WINED3D_RS_WRAP2
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5039 { STATE_RENDER(WINED3D_RS_WRAP3
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5040 { STATE_RENDER(WINED3D_RS_WRAP4
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5041 { STATE_RENDER(WINED3D_RS_WRAP5
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5042 { STATE_RENDER(WINED3D_RS_WRAP6
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5043 { STATE_RENDER(WINED3D_RS_WRAP7
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5044 { STATE_RENDER(WINED3D_RS_WRAP8
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5045 { STATE_RENDER(WINED3D_RS_WRAP9
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5046 { STATE_RENDER(WINED3D_RS_WRAP10
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5047 { STATE_RENDER(WINED3D_RS_WRAP11
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5048 { STATE_RENDER(WINED3D_RS_WRAP12
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5049 { STATE_RENDER(WINED3D_RS_WRAP13
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5050 { STATE_RENDER(WINED3D_RS_WRAP14
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5051 { STATE_RENDER(WINED3D_RS_WRAP15
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5052 { STATE_RENDER(WINED3D_RS_EXTENTS
), { STATE_RENDER(WINED3D_RS_EXTENTS
), state_extents
}, WINED3D_GL_EXT_NONE
},
5053 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), state_ckeyblend
}, WINED3D_GL_EXT_NONE
},
5054 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), state_swvp
}, WINED3D_GL_EXT_NONE
},
5055 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), state_patchedgestyle
}, WINED3D_GL_EXT_NONE
},
5056 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), state_patchsegments
}, WINED3D_GL_EXT_NONE
},
5057 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), state_positiondegree
}, WINED3D_GL_EXT_NONE
},
5058 { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), state_normaldegree
}, WINED3D_GL_EXT_NONE
},
5059 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5060 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5061 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5062 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5063 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5064 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5065 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_nvdb
}, EXT_DEPTH_BOUNDS_TEST
},
5066 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_tessellation
}, WINED3D_GL_EXT_NONE
},
5067 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa
}, ARB_MULTISAMPLE
},
5068 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa_w
}, WINED3D_GL_EXT_NONE
},
5069 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), state_multisampmask
}, WINED3D_GL_EXT_NONE
},
5070 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), state_debug_monitor
}, WINED3D_GL_EXT_NONE
},
5071 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite0
}, EXT_DRAW_BUFFERS2
},
5072 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite
}, WINED3D_GL_EXT_NONE
},
5073 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop
}, WINED3D_GL_BLEND_EQUATION
},
5074 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop_w
}, WINED3D_GL_EXT_NONE
},
5075 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), state_scissor
}, WINED3D_GL_EXT_NONE
},
5076 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), NULL
}, WINED3D_GL_EXT_NONE
},
5077 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), state_colorwrite1
}, EXT_DRAW_BUFFERS2
},
5078 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5079 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), state_colorwrite2
}, EXT_DRAW_BUFFERS2
},
5080 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5081 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), state_colorwrite3
}, EXT_DRAW_BUFFERS2
},
5082 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5083 { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), state_blendfactor
}, EXT_BLEND_COLOR
},
5084 { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), state_blendfactor_w
}, WINED3D_GL_EXT_NONE
},
5085 { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), state_depthbias
}, WINED3D_GL_EXT_NONE
},
5086 { STATE_RENDER(WINED3D_RS_ZVISIBLE
), { STATE_RENDER(WINED3D_RS_ZVISIBLE
), state_zvisible
}, WINED3D_GL_EXT_NONE
},
5088 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler
}, WINED3D_GL_EXT_NONE
},
5089 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler
}, WINED3D_GL_EXT_NONE
},
5090 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler
}, WINED3D_GL_EXT_NONE
},
5091 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler
}, WINED3D_GL_EXT_NONE
},
5092 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler
}, WINED3D_GL_EXT_NONE
},
5093 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler
}, WINED3D_GL_EXT_NONE
},
5094 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler
}, WINED3D_GL_EXT_NONE
},
5095 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler
}, WINED3D_GL_EXT_NONE
},
5096 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler
}, WINED3D_GL_EXT_NONE
},
5097 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler
}, WINED3D_GL_EXT_NONE
},
5098 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler
}, WINED3D_GL_EXT_NONE
},
5099 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler
}, WINED3D_GL_EXT_NONE
},
5100 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler
}, WINED3D_GL_EXT_NONE
},
5101 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler
}, WINED3D_GL_EXT_NONE
},
5102 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler
}, WINED3D_GL_EXT_NONE
},
5103 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler
}, WINED3D_GL_EXT_NONE
},
5104 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler
}, WINED3D_GL_EXT_NONE
},
5105 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler
}, WINED3D_GL_EXT_NONE
},
5106 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler
}, WINED3D_GL_EXT_NONE
},
5107 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler
}, WINED3D_GL_EXT_NONE
},
5108 { STATE_BASEVERTEXINDEX
, { STATE_BASEVERTEXINDEX
, state_nop
, }, ARB_DRAW_ELEMENTS_BASE_VERTEX
},
5109 { STATE_BASEVERTEXINDEX
, { STATE_STREAMSRC
, NULL
, }, WINED3D_GL_EXT_NONE
},
5110 { STATE_FRAMEBUFFER
, { STATE_FRAMEBUFFER
, context_state_fb
}, WINED3D_GL_EXT_NONE
},
5111 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), context_state_drawbuf
},WINED3D_GL_EXT_NONE
},
5112 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), state_geometry_shader
}, WINED3D_GL_EXT_NONE
},
5113 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5116 static const struct StateEntryTemplate vp_ffp_states
[] =
5118 { STATE_VDECL
, { STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
5119 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
5120 { STATE_MATERIAL
, { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5121 { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
5123 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
5124 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
5125 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
5126 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
5127 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
5128 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
5129 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
5130 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
5131 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
5132 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
5133 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
5134 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
5135 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
5136 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
5137 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
5138 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
5139 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
5140 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
5141 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
5142 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
5143 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
5144 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
5145 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
5146 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
5147 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
5148 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
5149 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
5150 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
5151 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
5152 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
5153 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
5154 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
5156 { STATE_LIGHT_TYPE
, { STATE_LIGHT_TYPE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5157 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
5158 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
5159 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
5160 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
5161 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
5162 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
5163 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
5164 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
5166 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
5167 /* Transform states follow */
5168 { STATE_TRANSFORM(WINED3D_TS_VIEW
), { STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
5169 { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
5170 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5171 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5172 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5173 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5174 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5175 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5176 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5177 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5178 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world
}, WINED3D_GL_EXT_NONE
},
5179 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5180 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5181 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5182 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5183 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5184 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5185 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5186 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5187 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5188 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5189 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5190 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5191 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5192 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5193 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5194 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5195 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5196 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5197 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5198 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5199 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5200 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5201 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5202 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5203 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5204 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5205 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5206 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5207 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5208 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5209 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5210 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5211 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5212 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5213 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5214 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5215 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5216 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5217 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5218 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5219 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5220 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5221 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5222 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5223 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5224 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5225 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5226 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5227 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5228 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5229 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5230 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5231 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5232 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5233 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5234 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5235 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5412 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5413 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5414 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5415 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5416 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5417 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5418 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5419 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5420 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5421 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5422 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5423 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5424 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5425 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5426 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5427 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5428 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5429 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5430 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5431 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5432 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5433 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5434 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5435 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5436 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5437 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5438 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5439 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5440 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5441 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5442 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5443 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5444 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5445 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5446 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5447 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5448 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5449 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5451 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
5452 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5453 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5454 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5455 { STATE_RENDER(WINED3D_RS_CLIPPING
), { STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
5456 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), { STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
5457 { STATE_RENDER(WINED3D_RS_LIGHTING
), { STATE_RENDER(WINED3D_RS_LIGHTING
), state_lighting
}, WINED3D_GL_EXT_NONE
},
5458 { STATE_RENDER(WINED3D_RS_AMBIENT
), { STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
5459 { STATE_RENDER(WINED3D_RS_COLORVERTEX
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5460 { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), state_localviewer
}, WINED3D_GL_EXT_NONE
},
5461 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), state_normalize
}, WINED3D_GL_EXT_NONE
},
5462 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5463 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5464 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5465 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5466 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend
}, ARB_VERTEX_BLEND
},
5467 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend_w
}, WINED3D_GL_EXT_NONE
},
5468 { STATE_RENDER(WINED3D_RS_POINTSIZE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5469 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
5470 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
5471 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
5472 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
5473 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
5474 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5475 { STATE_RENDER(WINED3D_RS_POINTSCALE_A
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5476 { STATE_RENDER(WINED3D_RS_POINTSCALE_B
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5477 { STATE_RENDER(WINED3D_RS_POINTSCALE_C
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5478 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
5479 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
5480 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
5481 { STATE_RENDER(WINED3D_RS_TWEENFACTOR
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5482 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5484 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5485 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5486 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5488 { STATE_SAMPLER(0), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5489 { STATE_SAMPLER(0), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5490 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5491 { STATE_SAMPLER(1), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5492 { STATE_SAMPLER(1), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5493 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5494 { STATE_SAMPLER(2), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5495 { STATE_SAMPLER(2), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5496 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5497 { STATE_SAMPLER(3), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5498 { STATE_SAMPLER(3), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5499 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5500 { STATE_SAMPLER(4), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5501 { STATE_SAMPLER(4), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5502 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5503 { STATE_SAMPLER(5), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5504 { STATE_SAMPLER(5), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5505 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5506 { STATE_SAMPLER(6), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5507 { STATE_SAMPLER(6), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5508 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5509 { STATE_SAMPLER(7), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5510 { STATE_SAMPLER(7), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5511 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5512 { STATE_POINT_ENABLE
, { STATE_POINT_ENABLE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5513 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5516 static const struct StateEntryTemplate ffp_fragmentstate_template
[] = {
5517 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5518 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5519 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5520 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5521 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5522 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5523 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5524 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5525 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5526 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5527 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5528 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5529 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5530 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5531 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5532 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5533 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5534 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5535 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5536 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5537 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5538 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5539 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5540 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5541 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5542 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5543 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5544 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5545 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5546 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5547 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5548 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5549 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5550 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5551 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5552 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5553 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5554 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5555 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5556 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5557 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5558 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5559 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5560 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5561 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5562 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5563 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5564 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5565 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5566 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5567 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5568 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5569 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5570 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5571 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5572 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5573 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5574 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5575 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5576 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5577 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5578 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5579 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5580 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5581 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5582 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5583 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5584 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5585 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5586 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5587 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5588 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5589 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5590 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5591 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5592 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5593 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5594 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5595 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5596 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5597 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
5598 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5599 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5600 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
5601 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5602 { STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
5603 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
5604 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor
}, WINED3D_GL_EXT_NONE
},
5605 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
5606 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
5607 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5608 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5609 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5610 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
5611 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
5612 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
5613 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5614 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5615 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5616 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5617 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5618 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5619 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5620 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5621 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5624 /* Context activation is done by the caller. */
5625 static void ffp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5627 static void *ffp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5632 static void ffp_free(struct wined3d_device
*device
) {}
5634 static void vp_ffp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5636 caps
->xyzrhw
= FALSE
;
5637 caps
->ffp_generic_attributes
= FALSE
;
5638 caps
->max_active_lights
= gl_info
->limits
.lights
;
5639 caps
->max_vertex_blend_matrices
= gl_info
->limits
.blends
;
5640 caps
->max_vertex_blend_matrix_index
= 0;
5641 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5642 | WINED3DVTXPCAPS_MATERIALSOURCE7
5643 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5644 | WINED3DVTXPCAPS_LOCALVIEWER
5645 | WINED3DVTXPCAPS_VERTEXFOG
5646 | WINED3DVTXPCAPS_TEXGEN
5647 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
5648 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
5649 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
5650 caps
->raster_caps
= 0;
5651 if (gl_info
->supported
[NV_FOG_DISTANCE
])
5652 caps
->raster_caps
|= WINED3DPRASTERCAPS_FOGRANGE
;
5655 static DWORD
vp_ffp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5657 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5660 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe
=
5664 vp_ffp_get_emul_mask
,
5670 static void ffp_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5672 caps
->wined3d_caps
= 0;
5673 caps
->PrimitiveMiscCaps
= 0;
5674 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
5675 | WINED3DTEXOPCAPS_ADDSIGNED
5676 | WINED3DTEXOPCAPS_ADDSIGNED2X
5677 | WINED3DTEXOPCAPS_MODULATE
5678 | WINED3DTEXOPCAPS_MODULATE2X
5679 | WINED3DTEXOPCAPS_MODULATE4X
5680 | WINED3DTEXOPCAPS_SELECTARG1
5681 | WINED3DTEXOPCAPS_SELECTARG2
5682 | WINED3DTEXOPCAPS_DISABLE
;
5684 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
]
5685 || gl_info
->supported
[EXT_TEXTURE_ENV_COMBINE
]
5686 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5688 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5689 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5690 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5691 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5692 | WINED3DTEXOPCAPS_LERP
5693 | WINED3DTEXOPCAPS_SUBTRACT
;
5695 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
]
5696 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5698 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
5699 | WINED3DTEXOPCAPS_MULTIPLYADD
5700 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5701 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5702 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
5704 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
5705 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
5707 caps
->MaxTextureBlendStages
= gl_info
->limits
.textures
;
5708 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
5711 static DWORD
ffp_fragment_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5713 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5716 static BOOL
ffp_color_fixup_supported(struct color_fixup_desc fixup
)
5720 TRACE("Checking support for fixup:\n");
5721 dump_color_fixup_desc(fixup
);
5724 /* We only support identity conversions. */
5725 if (is_identity_fixup(fixup
))
5731 TRACE("[FAILED]\n");
5735 static BOOL
ffp_none_context_alloc(struct wined3d_context
*context
)
5740 static void ffp_none_context_free(struct wined3d_context
*context
)
5744 const struct fragment_pipeline ffp_fragment_pipeline
= {
5746 ffp_fragment_get_caps
,
5747 ffp_fragment_get_emul_mask
,
5750 ffp_none_context_alloc
,
5751 ffp_none_context_free
,
5752 ffp_color_fixup_supported
,
5753 ffp_fragmentstate_template
,
5756 static void none_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5758 static void *none_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5763 static void none_free(struct wined3d_device
*device
) {}
5765 static void vp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5767 memset(caps
, 0, sizeof(*caps
));
5770 static DWORD
vp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5775 const struct wined3d_vertex_pipe_ops none_vertex_pipe
=
5779 vp_none_get_emul_mask
,
5785 static void fp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5787 memset(caps
, 0, sizeof(*caps
));
5790 static DWORD
fp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5795 static BOOL
fp_none_color_fixup_supported(struct color_fixup_desc fixup
)
5797 return is_identity_fixup(fixup
);
5800 const struct fragment_pipeline none_fragment_pipe
=
5804 fp_none_get_emul_mask
,
5807 ffp_none_context_alloc
,
5808 ffp_none_context_free
,
5809 fp_none_color_fixup_supported
,
5813 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5816 for(i
= 0; funcs
[i
]; i
++);
5820 static void multistate_apply_2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5822 context
->swapchain
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5823 context
->swapchain
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5826 static void multistate_apply_3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5828 context
->swapchain
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5829 context
->swapchain
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5830 context
->swapchain
->device
->multistate_funcs
[state_id
][2](context
, state
, state_id
);
5833 static void prune_invalid_states(struct StateEntry
*state_table
, const struct wined3d_gl_info
*gl_info
,
5834 const struct wined3d_d3d_info
*d3d_info
)
5836 unsigned int start
, last
, i
;
5838 start
= STATE_TEXTURESTAGE(d3d_info
->limits
.ffp_blend_stages
, 0);
5839 last
= STATE_TEXTURESTAGE(MAX_TEXTURES
- 1, WINED3D_HIGHEST_TEXTURE_STATE
);
5840 for (i
= start
; i
<= last
; ++i
)
5842 state_table
[i
].representative
= 0;
5843 state_table
[i
].apply
= state_undefined
;
5846 start
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ d3d_info
->limits
.ffp_blend_stages
);
5847 last
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ MAX_TEXTURES
- 1);
5848 for (i
= start
; i
<= last
; ++i
)
5850 state_table
[i
].representative
= 0;
5851 state_table
[i
].apply
= state_undefined
;
5854 start
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info
->limits
.ffp_vertex_blend_matrices
));
5855 last
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5856 for (i
= start
; i
<= last
; ++i
)
5858 state_table
[i
].representative
= 0;
5859 state_table
[i
].apply
= state_undefined
;
5863 static void validate_state_table(struct StateEntry
*state_table
)
5885 static const DWORD simple_states
[] =
5891 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
),
5892 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
),
5893 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
),
5894 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
),
5895 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),
5896 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
),
5897 STATE_SHADER_RESOURCE_BINDING
,
5902 STATE_POINTSPRITECOORDORIGIN
,
5903 STATE_BASEVERTEXINDEX
,
5908 unsigned int i
, current
;
5910 for (i
= STATE_RENDER(1), current
= 0; i
<= STATE_RENDER(WINEHIGHEST_RENDER_STATE
); ++i
)
5912 if (!rs_holes
[current
].first
|| i
< STATE_RENDER(rs_holes
[current
].first
))
5914 if (!state_table
[i
].representative
)
5915 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i
), i
);
5917 else if (state_table
[i
].representative
)
5918 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i
), i
);
5920 if (i
== STATE_RENDER(rs_holes
[current
].last
)) ++current
;
5923 for (i
= 0; i
< sizeof(simple_states
) / sizeof(*simple_states
); ++i
)
5925 if (!state_table
[simple_states
[i
]].representative
)
5926 ERR("State %s (%#x) should have a representative.\n",
5927 debug_d3dstate(simple_states
[i
]), simple_states
[i
]);
5930 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5932 DWORD rep
= state_table
[i
].representative
;
5935 if (state_table
[rep
].representative
!= rep
)
5937 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5938 debug_d3dstate(i
), i
, debug_d3dstate(rep
), rep
);
5939 state_table
[i
].representative
= 0;
5944 if (state_table
[i
].apply
)
5945 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i
), i
);
5947 else if (!state_table
[i
].apply
)
5949 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i
), i
);
5955 HRESULT
compile_state_table(struct StateEntry
*StateTable
, APPLYSTATEFUNC
**dev_multistate_funcs
,
5956 const struct wined3d_gl_info
*gl_info
, const struct wined3d_d3d_info
*d3d_info
,
5957 const struct wined3d_vertex_pipe_ops
*vertex
, const struct fragment_pipeline
*fragment
,
5958 const struct StateEntryTemplate
*misc
)
5960 unsigned int i
, type
, handlers
;
5961 APPLYSTATEFUNC multistate_funcs
[STATE_HIGHEST
+ 1][3];
5962 const struct StateEntryTemplate
*cur
;
5963 BOOL set
[STATE_HIGHEST
+ 1];
5965 memset(multistate_funcs
, 0, sizeof(multistate_funcs
));
5967 for(i
= 0; i
< STATE_HIGHEST
+ 1; i
++) {
5968 StateTable
[i
].representative
= 0;
5969 StateTable
[i
].apply
= state_undefined
;
5972 for(type
= 0; type
< 3; type
++) {
5973 /* This switch decides the order in which the states are applied */
5975 case 0: cur
= misc
; break;
5976 case 1: cur
= fragment
->states
; break;
5977 case 2: cur
= vertex
->vp_states
; break;
5978 default: cur
= NULL
; /* Stupid compiler */
5982 /* GL extension filtering should not prevent multiple handlers being applied from different
5985 memset(set
, 0, sizeof(set
));
5987 for(i
= 0; cur
[i
].state
; i
++) {
5988 APPLYSTATEFUNC
*funcs_array
;
5990 /* Only use the first matching state with the available extension from one template.
5992 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5993 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5995 * if GL_XYZ_fancy is supported, ignore the 2nd line
5997 if(set
[cur
[i
].state
]) continue;
5998 /* Skip state lines depending on unsupported extensions */
5999 if (!gl_info
->supported
[cur
[i
].extension
]) continue;
6000 set
[cur
[i
].state
] = TRUE
;
6001 /* In some cases having an extension means that nothing has to be
6002 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
6003 * supported, the texture coordinate fixup can be ignored. If the
6004 * apply function is used, mark the state set(done above) to prevent
6005 * applying later lines, but do not record anything in the state
6008 if (!cur
[i
].content
.representative
) continue;
6010 handlers
= num_handlers(multistate_funcs
[cur
[i
].state
]);
6011 multistate_funcs
[cur
[i
].state
][handlers
] = cur
[i
].content
.apply
;
6014 StateTable
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
6017 StateTable
[cur
[i
].state
].apply
= multistate_apply_2
;
6018 if (!(dev_multistate_funcs
[cur
[i
].state
] = wined3d_calloc(2, sizeof(**dev_multistate_funcs
))))
6021 dev_multistate_funcs
[cur
[i
].state
][0] = multistate_funcs
[cur
[i
].state
][0];
6022 dev_multistate_funcs
[cur
[i
].state
][1] = multistate_funcs
[cur
[i
].state
][1];
6025 StateTable
[cur
[i
].state
].apply
= multistate_apply_3
;
6026 funcs_array
= HeapReAlloc(GetProcessHeap(),
6028 dev_multistate_funcs
[cur
[i
].state
],
6029 sizeof(**dev_multistate_funcs
) * 3);
6034 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
6035 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
6038 ERR("Unexpected amount of state handlers for state %u: %u\n",
6039 cur
[i
].state
, handlers
+ 1);
6042 if (StateTable
[cur
[i
].state
].representative
6043 && StateTable
[cur
[i
].state
].representative
!= cur
[i
].content
.representative
)
6045 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
6046 debug_d3dstate(cur
[i
].state
), cur
[i
].state
);
6048 StateTable
[cur
[i
].state
].representative
= cur
[i
].content
.representative
;
6052 prune_invalid_states(StateTable
, gl_info
, d3d_info
);
6053 validate_state_table(StateTable
);
6058 for (i
= 0; i
<= STATE_HIGHEST
; ++i
) {
6059 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs
[i
]);
6062 memset(dev_multistate_funcs
, 0, (STATE_HIGHEST
+ 1)*sizeof(*dev_multistate_funcs
));
6064 return E_OUTOFMEMORY
;