wined3d: Introduce rasterizer state object.
[wine.git] / dlls / wined3d / state.c
blob4096caf33fc9cb6e6cb849898bbc27f69beb96d1
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
31 #include <stdio.h>
32 #ifdef HAVE_FLOAT_H
33 # include <float.h>
34 #endif
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
41 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);
47 return 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);
62 if (!refcount)
63 wined3d_cs_emit_destroy_object(device->cs, wined3d_rasterizer_state_destroy_object, state);
65 return refcount;
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))))
76 return E_OUTOFMEMORY;
78 object->refcount = 1;
79 object->desc = *desc;
80 object->device = device;
82 TRACE("Created rasterizer state %p.\n", object);
83 *state = object;
85 return WINED3D_OK;
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;
105 switch (mode)
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)");
110 break;
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)");
114 break;
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)");
118 break;
119 default:
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))
134 return;
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");
142 else
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;
161 switch (zenable)
163 case WINED3D_ZB_FALSE:
164 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
165 checkGLcall("glDisable GL_DEPTH_TEST");
166 break;
167 case WINED3D_ZB_TRUE:
168 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
169 checkGLcall("glEnable GL_DEPTH_TEST");
170 break;
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");
175 break;
176 default:
177 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
178 break;
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");
196 break;
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)");
202 break;
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)");
208 break;
209 default:
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)");
224 break;
225 case WINED3D_SHADE_GOURAUD:
226 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
227 * in D3D. */
228 case WINED3D_SHADE_PHONG:
229 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
230 checkGLcall("glShadeModel(GL_SMOOTH)");
231 break;
232 default:
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");
247 else
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)");
263 else
265 gl_info->gl_ops.gl.p_glDepthMask(0);
266 checkGLcall("glDepthMask(0)");
270 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
272 switch (f)
274 case WINED3D_CMP_NEVER:
275 return GL_NEVER;
276 case WINED3D_CMP_LESS:
277 return GL_LESS;
278 case WINED3D_CMP_EQUAL:
279 return GL_EQUAL;
280 case WINED3D_CMP_LESSEQUAL:
281 return GL_LEQUAL;
282 case WINED3D_CMP_GREATER:
283 return GL_GREATER;
284 case WINED3D_CMP_NOTEQUAL:
285 return GL_NOTEQUAL;
286 case WINED3D_CMP_GREATEREQUAL:
287 return GL_GEQUAL;
288 case WINED3D_CMP_ALWAYS:
289 return GL_ALWAYS;
290 default:
291 FIXME("Unrecognized compare function %#x.\n", f);
292 return GL_NONE;
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)
325 switch (op)
327 case WINED3D_BLEND_OP_ADD:
328 return GL_FUNC_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;
337 default:
338 FIXME("Unhandled blend op %#x.\n", op);
339 return GL_FUNC_ADD;
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");
354 return;
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");
366 else
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)
375 switch (factor)
377 case WINED3D_BLEND_ZERO:
378 return GL_ZERO;
379 case WINED3D_BLEND_ONE:
380 return GL_ONE;
381 case WINED3D_BLEND_SRCCOLOR:
382 return GL_SRC_COLOR;
383 case WINED3D_BLEND_INVSRCCOLOR:
384 return GL_ONE_MINUS_SRC_COLOR;
385 case WINED3D_BLEND_SRCALPHA:
386 return GL_SRC_ALPHA;
387 case WINED3D_BLEND_INVSRCALPHA:
388 return GL_ONE_MINUS_SRC_ALPHA;
389 case WINED3D_BLEND_DESTCOLOR:
390 return GL_DST_COLOR;
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;
409 default:
410 FIXME("Unhandled blend factor %#x.\n", factor);
411 return GL_NONE;
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);
426 return;
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");
445 return;
447 else
449 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
450 checkGLcall("glEnable GL_BLEND");
453 else
455 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
456 checkGLcall("glDisable GL_BLEND");
457 /* Nothing more to do - get out */
458 return;
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;
475 else
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");
491 else
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");
509 return;
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;
526 else
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");
535 else
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;
568 int glParm = 0;
569 float ref;
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))
582 enable_ckey = TRUE;
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");
594 else
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
599 * enable call
601 return;
604 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
606 glParm = GL_NOTEQUAL;
607 ref = 0.0f;
609 else
611 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
612 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
614 if (glParm)
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)
629 static BOOL warned;
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");
639 return;
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];
660 else
662 enable_mask = 0;
663 disable_mask = ~0u;
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)
673 if (enable_mask & 1)
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
691 * some extent.
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
694 * running 1.4 yet!
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);
733 else
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);
741 else
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()");
750 } else {
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);
760 else
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;
788 unsigned int i;
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)
823 switch (op)
825 case WINED3D_STENCIL_OP_KEEP:
826 return GL_KEEP;
827 case WINED3D_STENCIL_OP_ZERO:
828 return GL_ZERO;
829 case WINED3D_STENCIL_OP_REPLACE:
830 return GL_REPLACE;
831 case WINED3D_STENCIL_OP_INCR_SAT:
832 return GL_INCR;
833 case WINED3D_STENCIL_OP_DECR_SAT:
834 return GL_DECR;
835 case WINED3D_STENCIL_OP_INVERT:
836 return GL_INVERT;
837 case WINED3D_STENCIL_OP_INCR:
838 return GL_INCR_WRAP;
839 case WINED3D_STENCIL_OP_DECR:
840 return GL_DECR_WRAP;
841 default:
842 FIXME("Unrecognized stencil op %#x.\n", op);
843 return GL_KEEP;
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;
852 GLint func;
853 GLint func_ccw;
854 GLint ref;
855 GLuint mask;
856 GLint stencilFail;
857 GLint stencilFail_ccw;
858 GLint stencilPass;
859 GLint stencilPass_ccw;
860 GLint depthFail;
861 GLint depthFail_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");
868 return;
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])))
874 func = GL_ALWAYS;
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
912 * to set it back
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, ...)");
928 else
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(...)");
951 else
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])
988 return;
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)");
1007 return;
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;
1023 else
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)");
1040 else
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");
1083 return;
1086 /* Fog Rules:
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
1113 * shader,
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
1126 * without shaders).
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)
1134 if (use_vs(state))
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;
1140 else
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;
1151 break;
1153 /* drop through */
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;
1161 break;
1163 /* drop through */
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;
1171 break;
1173 /* drop through */
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)");
1183 break;
1185 default:
1186 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1187 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1188 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1191 } else {
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)");
1199 break;
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)");
1204 break;
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)");
1209 break;
1211 case WINED3D_FOG_NONE: /* Won't happen */
1212 default:
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;
1240 union {
1241 DWORD d;
1242 float f;
1243 } tmpvalue;
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;
1253 GLenum Parm = 0;
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)) {
1260 return;
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;
1277 else
1278 Parm = GL_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)
1292 Parm = GL_AMBIENT;
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)
1306 Parm = GL_EMISSION;
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)
1315 Parm = GL_SPECULAR;
1319 /* Nothing changed, return. */
1320 if (Parm == context->tracking_parm) return;
1322 if (!Parm)
1324 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1325 checkGLcall("glDisable GL_COLOR_MATERIAL");
1327 else
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");
1343 break;
1345 case GL_DIFFUSE:
1346 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1347 checkGLcall("glMaterialfv");
1348 break;
1350 case GL_AMBIENT:
1351 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1352 checkGLcall("glMaterialfv");
1353 break;
1355 case GL_EMISSION:
1356 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1357 checkGLcall("glMaterialfv");
1358 break;
1360 case GL_SPECULAR:
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");
1367 else
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");
1373 break;
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;
1382 union
1384 DWORD d;
1385 struct wined3d_line_pattern lp;
1386 } tmppattern;
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);");
1398 else
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;
1409 if (!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))
1418 return;
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);");
1430 else
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)
1439 float min, max;
1441 get_pointsize_minmax(context, state, &min, &max);
1443 if (min != 1.0f)
1444 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1445 if (max != 64.0f)
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;
1452 float min, max;
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;
1465 float min, max;
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;
1478 float att[3];
1479 float pointsize;
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)");
1574 else
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");
1587 else
1589 static BOOL warned;
1590 if (!warned) {
1591 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1592 warned = TRUE;
1593 } else {
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)
1601 static BOOL warned;
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");
1608 warned = TRUE;
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)");
1621 else
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])
1648 && !once++)
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)");
1667 else
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)");
1683 else
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;
1713 float scale;
1715 union
1717 DWORD d;
1718 float f;
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");
1733 else
1735 if (depth)
1737 if (depth->format_flags & WINED3DFMT_FLAG_FLOAT)
1738 scale = gl_info->float_polyoffset_scale;
1739 else
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);
1745 else
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");
1749 scale = 0.0f;
1752 gl_info->gl_ops.gl.p_glPolygonOffset(scale_bias.f, const_bias.f * scale);
1753 checkGLcall("glPolygonOffset(...)");
1756 else
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)
1797 union {
1798 DWORD d;
1799 float f;
1800 } tmpvalue;
1801 tmpvalue.f = 1.0f;
1803 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1805 static BOOL displayed = FALSE;
1807 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1808 if(!displayed)
1809 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1811 displayed = TRUE;
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)
1838 union {
1839 DWORD d;
1840 float f;
1841 } zmin, zmax;
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(...)");
1859 else
1861 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1862 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1865 else
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)
1960 static int once;
1961 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
1963 if (!once++)
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 */
1976 if (complement) {
1977 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1978 else *operand = GL_ONE_MINUS_SRC_COLOR;
1979 } else {
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;
1998 break;
1999 default:
2000 FIXME("Unrecognized texture arg %#x\n", arg);
2001 *source = GL_TEXTURE;
2002 break;
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;
2012 GLenum comb_target;
2013 GLenum src0_target, src1_target, src2_target;
2014 GLenum opr0_target, opr1_target, opr2_target;
2015 GLenum scal_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. */
2033 if (isAlpha)
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;
2044 else
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);
2067 } else {
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])
2080 if (isAlpha) {
2081 opr = GL_SRC_ALPHA;
2082 invopr = GL_ONE_MINUS_SRC_ALPHA;
2083 src3_target = GL_SOURCE3_ALPHA_NV;
2084 opr3_target = GL_OPERAND3_ALPHA_NV;
2085 } else {
2086 opr = GL_SRC_COLOR;
2087 invopr = GL_ONE_MINUS_SRC_COLOR;
2088 src3_target = GL_SOURCE3_RGB_NV;
2089 opr3_target = GL_OPERAND3_RGB_NV;
2091 switch (op)
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");
2112 break;
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");
2125 else
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");
2144 break;
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");
2167 break;
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");
2189 break;
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");
2211 break;
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");
2234 break;
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");
2257 break;
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");
2280 break;
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");
2299 switch (opr1) {
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");
2309 break;
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");
2332 break;
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");
2354 break;
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");
2376 break;
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");
2398 break;
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");
2416 switch (opr) {
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");
2424 break;
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");
2438 switch (opr1) {
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");
2450 break;
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");
2468 switch (opr1) {
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");
2478 break;
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");
2484 switch (opr1) {
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");
2498 switch (opr1) {
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");
2510 break;
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");
2532 break;
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");
2537 Handled = FALSE;
2538 break;
2540 default:
2541 Handled = FALSE;
2543 if (Handled)
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");
2548 return;
2550 } /* GL_NV_texture_env_combine4 */
2552 Handled = TRUE; /* Again, assume handled */
2553 switch (op) {
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");
2563 break;
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");
2573 break;
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");
2583 break;
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");
2597 break;
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");
2611 break;
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");
2625 break;
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");
2639 break;
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");
2653 break;
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");
2667 break;
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");
2683 } else {
2684 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2686 break;
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");
2705 break;
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");
2723 break;
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");
2741 break;
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");
2759 break;
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");
2770 } else {
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");
2783 break;
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");
2801 break;
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");
2809 switch (opr1) {
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");
2827 } else
2828 Handled = FALSE;
2829 break;
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");
2849 } else
2850 Handled = FALSE;
2851 break;
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");
2859 switch (opr1) {
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");
2877 } else
2878 Handled = FALSE;
2879 break;
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");
2891 switch (opr1) {
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");
2905 } else
2906 Handled = FALSE;
2907 break;
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");
2915 switch (opr1) {
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");
2933 } else
2934 Handled = FALSE;
2935 break;
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");
2943 switch (opr1) {
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");
2953 switch (opr1) {
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");
2967 } else
2968 Handled = FALSE;
2969 break;
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");
2989 } else
2990 Handled = FALSE;
2991 break;
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");
3001 Handled = FALSE;
3002 break;
3004 default:
3005 Handled = FALSE;
3008 if (Handled) {
3009 BOOL combineOK = TRUE;
3010 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3012 DWORD op2;
3014 if (isAlpha)
3015 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3016 else
3017 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3019 /* Note: If COMBINE4 in effect can't go back to combine! */
3020 switch (op2)
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 */
3030 switch (op)
3032 case WINED3D_TOP_SELECT_ARG1:
3033 case WINED3D_TOP_SELECT_ARG2:
3034 combineOK = FALSE;
3035 Handled = FALSE;
3036 break;
3037 default:
3038 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3039 return;
3044 if (combineOK)
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");
3049 return;
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");
3077 return;
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)");
3103 /* All done */
3104 return;
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");
3134 return;
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
3160 * blending effects.
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
3171 * alpha.
3173 * What to do with multitexturing? So far no app has been found that uses color keying with
3174 * multitexturing */
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]);
3211 else
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");
3228 return;
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);
3272 continue;
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);
3297 else
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);
3327 return;
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);
3333 return;
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.");
3356 break;
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.");
3383 break;
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");
3391 break;
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.");
3414 break;
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");
3422 break;
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.");
3445 break;
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.");
3457 break;
3459 default:
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.");
3468 break;
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
3502 * misc pipeline
3504 if (sampler < MAX_TEXTURES)
3506 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3508 if (texIsPow2 || (context->lastWasPow2Texture & (1u << sampler)))
3510 if (texIsPow2)
3511 context->lastWasPow2Texture |= 1u << sampler;
3512 else
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;
3535 return t;
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)
3541 union
3543 float f;
3544 DWORD d;
3545 } lod_bias;
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);
3608 return;
3611 if (mapped_stage >= gl_info->limits.combined_samplers)
3613 return;
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);
3633 else
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);
3643 else
3645 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &sampler)))
3647 ERR("Failed to create sampler.\n");
3648 sampler = NULL;
3650 else
3652 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3653 ERR("Failed to insert sampler.\n");
3657 if (sampler)
3659 GL_EXTCALL(glBindSampler(mapped_stage, sampler->name));
3660 checkGLcall("glBindSampler");
3664 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3665 base_level = 0;
3666 else if (desc.mip_filter == WINED3D_TEXF_NONE)
3667 base_level = texture->lod;
3668 else
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;
3687 else
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)
3700 unsigned int i;
3702 if (use_ps(state))
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;
3716 else
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. */
3723 else
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);
3773 GLdouble plane[4];
3775 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.clipplanes)
3776 return;
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 */
3782 if (!use_vs(state))
3783 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3784 else
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;
3806 GLenum glMat;
3808 TRACE("Setting world matrix %d\n", matrix);
3810 if (matrix >= gl_info->limits.blends)
3812 WARN("Unsupported blend matrix set\n");
3813 return;
3816 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3817 return;
3819 /* GL_MODELVIEW0_ARB: 0x1700
3820 * GL_MODELVIEW1_ARB: 0x850a
3821 * GL_MODELVIEW2_ARB: 0x8722
3822 * GL_MODELVIEW3_ARB: 0x8723
3823 * etc
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)
3847 return;
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;
3860 switch (val)
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)
3875 unsigned int i;
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;
3883 break;
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);
3889 /* Fall through. */
3890 case WINED3D_VBF_DISABLE:
3891 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_BLEND_ARB);
3892 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3893 break;
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;
3901 unsigned int k;
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]))
3918 continue;
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);
3921 else
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 */
3940 return;
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) */
4003 int i;
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;
4016 unsigned int i;
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));
4032 else
4033 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
4034 continue;
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);
4052 continue;
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));
4075 else
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);
4088 else
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));
4105 break;
4106 case WINED3DFMT_R32G32_FLOAT:
4107 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
4108 break;
4109 case WINED3DFMT_R32G32B32_FLOAT:
4110 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
4111 break;
4112 case WINED3DFMT_R32G32B32A32_FLOAT:
4113 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
4114 break;
4116 case WINED3DFMT_R8G8B8A8_UINT:
4117 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
4118 break;
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));
4127 break;
4129 /* else fallthrough */
4130 case WINED3DFMT_R8G8B8A8_UNORM:
4131 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
4132 break;
4134 case WINED3DFMT_R16G16_SINT:
4135 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
4136 break;
4137 case WINED3DFMT_R16G16B16A16_SINT:
4138 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
4139 break;
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));
4145 break;
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));
4151 break;
4153 case WINED3DFMT_R16G16B16A16_SNORM:
4154 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
4155 break;
4156 case WINED3DFMT_R16G16B16A16_UNORM:
4157 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
4158 break;
4160 case WINED3DFMT_R10G10B10X2_UINT:
4161 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
4162 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4163 break;
4164 case WINED3DFMT_R10G10B10X2_SNORM:
4165 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
4166 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4167 break;
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));
4175 else
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));
4181 break;
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));
4188 else
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));
4196 break;
4198 default:
4199 ERR("Unexpected declaration in stride 0 attributes.\n");
4200 break;
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,
4246 e->stride,
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))
4255 static BOOL warned;
4256 if (!warned)
4258 FIXME("blendMatrixIndices support\n");
4259 warned = TRUE;
4263 else
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");
4271 else
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)");
4332 else
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)");
4360 else
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, ...)");
4398 else
4400 switch(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, ...)");
4408 break;
4410 default:
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)");
4423 else
4425 WARN("Specular colour is not supported in this GL implementation.\n");
4428 else
4430 if (gl_info->supported[EXT_SECONDARY_COLOR])
4432 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4433 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4435 else
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;
4465 if (load_numbered)
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))
4482 return;
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;
4491 BOOL transformed;
4492 BOOL wasrhw = context->last_was_rhw;
4493 unsigned int i;
4495 transformed = context->stream_info.position_transformed;
4496 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4497 updateFog = TRUE;
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
4518 * mode.
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
4526 * dirty
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)
4538 updateFog = TRUE;
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));
4554 else
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");
4572 warned = TRUE;
4575 if (wasrhw)
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)));
4589 updateFog = TRUE;
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;
4605 if (updateFog)
4606 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4608 if (!useVertexShaderFunction)
4610 unsigned int i;
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;
4632 if (target)
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;
4646 else
4648 FIXME("No attachments draw calls not supported.\n");
4649 return;
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);
4658 else
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];
4680 if (!lightInfo)
4682 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4683 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4685 else
4687 float quad_att;
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);
4695 /* Diffuse: */
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");
4703 /* Specular */
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");
4711 /* Ambient */
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);
4721 else
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:
4732 /* Position */
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");
4747 /* FIXME: Range */
4748 break;
4750 case WINED3D_LIGHT_SPOT:
4751 /* Position */
4752 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4753 checkGLcall("glLightfv");
4754 /* Direction */
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");
4771 /* FIXME: Range */
4772 break;
4774 case WINED3D_LIGHT_DIRECTIONAL:
4775 /* Direction */
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");
4783 break;
4785 default:
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);
4811 else
4813 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4814 UINT height;
4815 UINT width;
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));
4832 else
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;
4842 GLenum mode;
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)
4854 static BOOL warned;
4856 if (!warned)
4858 WARN("Point sprite coordinate origin switching not supported.\n");
4859 warned = TRUE;
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);
4880 else
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 },
5087 /* Samplers */
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 },
5122 /* Clip planes */
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 },
5155 /* Lights */
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 },
5165 /* Viewport */
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 },
5450 /* Fog */
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)
5629 return 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 =
5662 ffp_enable,
5663 vp_ffp_get_caps,
5664 vp_ffp_get_emul_mask,
5665 ffp_alloc,
5666 ffp_free,
5667 vp_ffp_states,
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)
5718 if (TRACE_ON(d3d))
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))
5727 TRACE("[OK]\n");
5728 return TRUE;
5731 TRACE("[FAILED]\n");
5732 return FALSE;
5735 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5737 return TRUE;
5740 static void ffp_none_context_free(struct wined3d_context *context)
5744 const struct fragment_pipeline ffp_fragment_pipeline = {
5745 ffp_enable,
5746 ffp_fragment_get_caps,
5747 ffp_fragment_get_emul_mask,
5748 ffp_alloc,
5749 ffp_free,
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)
5760 return 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)
5772 return 0;
5775 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5777 none_enable,
5778 vp_none_get_caps,
5779 vp_none_get_emul_mask,
5780 none_alloc,
5781 none_free,
5782 NULL,
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)
5792 return 0;
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 =
5802 none_enable,
5803 fp_none_get_caps,
5804 fp_none_get_emul_mask,
5805 none_alloc,
5806 none_free,
5807 ffp_none_context_alloc,
5808 ffp_none_context_free,
5809 fp_none_color_fixup_supported,
5810 NULL,
5813 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5815 unsigned int i;
5816 for(i = 0; funcs[i]; i++);
5817 return 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)
5865 static const struct
5867 DWORD first;
5868 DWORD last;
5870 rs_holes[] =
5872 { 1, 1},
5873 { 3, 3},
5874 { 17, 18},
5875 { 21, 21},
5876 { 42, 45},
5877 { 47, 47},
5878 { 61, 127},
5879 {149, 150},
5880 {169, 169},
5881 {177, 177},
5882 {196, 197},
5883 { 0, 0},
5885 static const DWORD simple_states[] =
5887 STATE_MATERIAL,
5888 STATE_VDECL,
5889 STATE_STREAMSRC,
5890 STATE_INDEXBUFFER,
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,
5898 STATE_VIEWPORT,
5899 STATE_LIGHT_TYPE,
5900 STATE_SCISSORRECT,
5901 STATE_FRONTFACE,
5902 STATE_POINTSPRITECOORDORIGIN,
5903 STATE_BASEVERTEXINDEX,
5904 STATE_FRAMEBUFFER,
5905 STATE_POINT_ENABLE,
5906 STATE_COLOR_KEY,
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;
5933 if (rep)
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;
5942 if (rep != i)
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 */
5974 switch(type) {
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 */
5980 if(!cur) continue;
5982 /* GL extension filtering should not prevent multiple handlers being applied from different
5983 * pipeline parts
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.
5991 * e.g.
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
6006 * table
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;
6012 switch(handlers) {
6013 case 0:
6014 StateTable[cur[i].state].apply = cur[i].content.apply;
6015 break;
6016 case 1:
6017 StateTable[cur[i].state].apply = multistate_apply_2;
6018 if (!(dev_multistate_funcs[cur[i].state] = wined3d_calloc(2, sizeof(**dev_multistate_funcs))))
6019 goto out_of_mem;
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];
6023 break;
6024 case 2:
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);
6030 if (!funcs_array) {
6031 goto out_of_mem;
6034 dev_multistate_funcs[cur[i].state] = funcs_array;
6035 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
6036 break;
6037 default:
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);
6055 return WINED3D_OK;
6057 out_of_mem:
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;