2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader
);
41 /* Context activation for state handler is done by the caller. */
43 static void state_undefined(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
45 ERR("Undefined state.\n");
48 void state_nop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
50 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id
));
53 static void state_fillmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
55 enum wined3d_fill_mode mode
= state
->render_states
[WINED3D_RS_FILLMODE
];
56 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
60 case WINED3D_FILL_POINT
:
61 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_POINT
);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
64 case WINED3D_FILL_WIREFRAME
:
65 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_LINE
);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
68 case WINED3D_FILL_SOLID
:
69 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
73 FIXME("Unrecognized fill mode %#x.\n", mode
);
77 static void state_lighting(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
79 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
81 /* Lighting is not enabled if transformed vertices are drawn, but lighting
82 * does not affect the stream sources, so it is not grouped for
83 * performance reasons. This state reads the decoded vertex declaration,
84 * so if it is dirty don't do anything. The vertex declaration applying
85 * function calls this function for updating. */
86 if (isStateDirty(context
, STATE_VDECL
))
89 if (state
->render_states
[WINED3D_RS_LIGHTING
]
90 && !context
->stream_info
.position_transformed
)
92 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHTING
);
93 checkGLcall("glEnable GL_LIGHTING");
97 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
98 checkGLcall("glDisable GL_LIGHTING");
102 static void state_zenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
104 enum wined3d_depth_buffer_type zenable
= state
->render_states
[WINED3D_RS_ZENABLE
];
105 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
107 /* No z test without depth stencil buffers */
108 if (!state
->fb
->depth_stencil
)
110 TRACE("No Z buffer - disabling depth test\n");
111 zenable
= WINED3D_ZB_FALSE
;
116 case WINED3D_ZB_FALSE
:
117 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
118 checkGLcall("glDisable GL_DEPTH_TEST");
120 case WINED3D_ZB_TRUE
:
121 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
122 checkGLcall("glEnable GL_DEPTH_TEST");
124 case WINED3D_ZB_USEW
:
125 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
130 FIXME("Unrecognized depth buffer type %#x.\n", zenable
);
134 if (context
->last_was_rhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
135 context_apply_state(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
138 static void state_cullmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
140 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
142 /* glFrontFace() is set in context.c at context init and on an
143 * offscreen / onscreen rendering switch. */
144 switch (state
->render_states
[WINED3D_RS_CULLMODE
])
146 case WINED3D_CULL_NONE
:
147 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
148 checkGLcall("glDisable GL_CULL_FACE");
150 case WINED3D_CULL_CW
:
151 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
152 checkGLcall("glEnable GL_CULL_FACE");
153 gl_info
->gl_ops
.gl
.p_glCullFace(GL_FRONT
);
154 checkGLcall("glCullFace(GL_FRONT)");
156 case WINED3D_CULL_CCW
:
157 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
158 checkGLcall("glEnable GL_CULL_FACE");
159 gl_info
->gl_ops
.gl
.p_glCullFace(GL_BACK
);
160 checkGLcall("glCullFace(GL_BACK)");
163 FIXME("Unrecognized cull mode %#x.\n",
164 state
->render_states
[WINED3D_RS_CULLMODE
]);
168 void state_shademode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
170 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
172 switch (state
->render_states
[WINED3D_RS_SHADEMODE
])
174 case WINED3D_SHADE_FLAT
:
175 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_FLAT
);
176 checkGLcall("glShadeModel(GL_FLAT)");
178 case WINED3D_SHADE_GOURAUD
:
179 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
181 case WINED3D_SHADE_PHONG
:
182 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
183 checkGLcall("glShadeModel(GL_SMOOTH)");
186 FIXME("Unrecognized shade mode %#x.\n",
187 state
->render_states
[WINED3D_RS_SHADEMODE
]);
191 static void state_ditherenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
193 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
195 if (state
->render_states
[WINED3D_RS_DITHERENABLE
])
197 gl_info
->gl_ops
.gl
.p_glEnable(GL_DITHER
);
198 checkGLcall("glEnable GL_DITHER");
202 gl_info
->gl_ops
.gl
.p_glDisable(GL_DITHER
);
203 checkGLcall("glDisable GL_DITHER");
207 static void state_zwritenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
209 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
211 if (state
->render_states
[WINED3D_RS_ZWRITEENABLE
])
213 gl_info
->gl_ops
.gl
.p_glDepthMask(1);
214 checkGLcall("glDepthMask(1)");
218 gl_info
->gl_ops
.gl
.p_glDepthMask(0);
219 checkGLcall("glDepthMask(0)");
223 GLenum
wined3d_gl_compare_func(enum wined3d_cmp_func f
)
227 case WINED3D_CMP_NEVER
:
229 case WINED3D_CMP_LESS
:
231 case WINED3D_CMP_EQUAL
:
233 case WINED3D_CMP_LESSEQUAL
:
235 case WINED3D_CMP_GREATER
:
237 case WINED3D_CMP_NOTEQUAL
:
239 case WINED3D_CMP_GREATEREQUAL
:
241 case WINED3D_CMP_ALWAYS
:
244 FIXME("Unrecognized compare function %#x.\n", f
);
249 static void state_zfunc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
251 GLenum depth_func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ZFUNC
]);
252 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
254 if (!depth_func
) return;
256 gl_info
->gl_ops
.gl
.p_glDepthFunc(depth_func
);
257 checkGLcall("glDepthFunc");
260 static void state_ambient(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
262 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
265 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_AMBIENT
], col
);
266 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col
[0], col
[1], col
[2], col
[3]);
267 gl_info
->gl_ops
.gl
.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, col
);
268 checkGLcall("glLightModel for MODEL_AMBIENT");
271 static void state_blendop_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
273 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
276 static GLenum
gl_blend_op(const struct wined3d_gl_info
*gl_info
, enum wined3d_blend_op op
)
280 case WINED3D_BLEND_OP_ADD
:
282 case WINED3D_BLEND_OP_SUBTRACT
:
283 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_SUBTRACT
: GL_FUNC_ADD
;
284 case WINED3D_BLEND_OP_REVSUBTRACT
:
285 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_REVERSE_SUBTRACT
: GL_FUNC_ADD
;
286 case WINED3D_BLEND_OP_MIN
:
287 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MIN
: GL_FUNC_ADD
;
288 case WINED3D_BLEND_OP_MAX
:
289 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MAX
: GL_FUNC_ADD
;
291 FIXME("Unhandled blend op %#x.\n", op
);
296 static void state_blendop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
298 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
299 GLenum blend_equation_alpha
= GL_FUNC_ADD_EXT
;
300 GLenum blend_equation
= GL_FUNC_ADD_EXT
;
302 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
303 if (state
->render_states
[WINED3D_RS_BLENDOPALPHA
]
304 && !gl_info
->supported
[EXT_BLEND_EQUATION_SEPARATE
])
306 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
310 blend_equation
= gl_blend_op(gl_info
, state
->render_states
[WINED3D_RS_BLENDOP
]);
311 blend_equation_alpha
= gl_blend_op(gl_info
, state
->render_states
[WINED3D_RS_BLENDOPALPHA
]);
312 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation
, blend_equation_alpha
);
314 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
316 GL_EXTCALL(glBlendEquationSeparate(blend_equation
, blend_equation_alpha
));
317 checkGLcall("glBlendEquationSeparate");
321 GL_EXTCALL(glBlendEquation(blend_equation
));
322 checkGLcall("glBlendEquation");
326 static GLenum
gl_blend_factor(enum wined3d_blend factor
, const struct wined3d_format
*dst_format
)
330 case WINED3D_BLEND_ZERO
:
332 case WINED3D_BLEND_ONE
:
334 case WINED3D_BLEND_SRCCOLOR
:
336 case WINED3D_BLEND_INVSRCCOLOR
:
337 return GL_ONE_MINUS_SRC_COLOR
;
338 case WINED3D_BLEND_SRCALPHA
:
340 case WINED3D_BLEND_INVSRCALPHA
:
341 return GL_ONE_MINUS_SRC_ALPHA
;
342 case WINED3D_BLEND_DESTCOLOR
:
344 case WINED3D_BLEND_INVDESTCOLOR
:
345 return GL_ONE_MINUS_DST_COLOR
;
346 /* To compensate for the lack of format switching with backbuffer
347 * offscreen rendering, and with onscreen rendering, we modify the
348 * alpha test parameters for (INV)DESTALPHA if the render target
349 * doesn't support alpha blending. A nonexistent alpha channel
350 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
351 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
352 case WINED3D_BLEND_DESTALPHA
:
353 return dst_format
->alpha_size
? GL_DST_ALPHA
: GL_ONE
;
354 case WINED3D_BLEND_INVDESTALPHA
:
355 return dst_format
->alpha_size
? GL_ONE_MINUS_DST_ALPHA
: GL_ZERO
;
356 case WINED3D_BLEND_SRCALPHASAT
:
357 return GL_SRC_ALPHA_SATURATE
;
358 case WINED3D_BLEND_BLENDFACTOR
:
359 return GL_CONSTANT_COLOR_EXT
;
360 case WINED3D_BLEND_INVBLENDFACTOR
:
361 return GL_ONE_MINUS_CONSTANT_COLOR_EXT
;
363 FIXME("Unhandled blend factor %#x.\n", factor
);
368 static void state_blend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
370 const struct wined3d_format
*rt_format
= state
->fb
->render_targets
[0]->format
;
371 unsigned int rt_fmt_flags
= state
->fb
->render_targets
[0]->format_flags
;
372 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
373 GLenum srcBlend
, dstBlend
;
374 enum wined3d_blend d3d_blend
;
376 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
377 * blending parameters to work. */
378 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
]
379 || state
->render_states
[WINED3D_RS_EDGEANTIALIAS
]
380 || state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
])
382 /* Disable blending in all cases even without pixelshaders.
383 * With blending on we could face a big performance penalty.
384 * The d3d9 visual test confirms the behavior. */
385 if (context
->render_offscreen
&& !(rt_fmt_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
387 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
388 checkGLcall("glDisable GL_BLEND");
393 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
394 checkGLcall("glEnable GL_BLEND");
399 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
400 checkGLcall("glDisable GL_BLEND");
401 /* Nothing more to do - get out */
405 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
406 * source blending values which are still valid up to d3d9. They should
407 * not occur as dest blend values. */
408 d3d_blend
= state
->render_states
[WINED3D_RS_SRCBLEND
];
409 if (d3d_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
411 srcBlend
= GL_SRC_ALPHA
;
412 dstBlend
= GL_ONE_MINUS_SRC_ALPHA
;
414 else if (d3d_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
416 srcBlend
= GL_ONE_MINUS_SRC_ALPHA
;
417 dstBlend
= GL_SRC_ALPHA
;
421 srcBlend
= gl_blend_factor(d3d_blend
, rt_format
);
422 dstBlend
= gl_blend_factor(state
->render_states
[WINED3D_RS_DESTBLEND
], rt_format
);
425 if (state
->render_states
[WINED3D_RS_EDGEANTIALIAS
]
426 || state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
])
428 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_SMOOTH
);
429 checkGLcall("glEnable(GL_LINE_SMOOTH)");
430 if (srcBlend
!= GL_SRC_ALPHA
)
431 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
432 if (dstBlend
!= GL_ONE_MINUS_SRC_ALPHA
&& dstBlend
!= GL_ONE
)
433 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
437 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_SMOOTH
);
438 checkGLcall("glDisable(GL_LINE_SMOOTH)");
441 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
442 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_BLENDOP
)))
443 state_blendop(context
, state
, STATE_RENDER(WINED3D_RS_BLENDOPALPHA
));
445 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
447 GLenum srcBlendAlpha
, dstBlendAlpha
;
449 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
450 if (!context
->gl_info
->supported
[EXT_BLEND_FUNC_SEPARATE
])
452 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
456 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
457 * source blending values which are still valid up to d3d9. They should
458 * not occur as dest blend values. */
459 d3d_blend
= state
->render_states
[WINED3D_RS_SRCBLENDALPHA
];
460 if (d3d_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
462 srcBlendAlpha
= GL_SRC_ALPHA
;
463 dstBlendAlpha
= GL_ONE_MINUS_SRC_ALPHA
;
465 else if (d3d_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
467 srcBlendAlpha
= GL_ONE_MINUS_SRC_ALPHA
;
468 dstBlendAlpha
= GL_SRC_ALPHA
;
472 srcBlendAlpha
= gl_blend_factor(d3d_blend
, rt_format
);
473 dstBlendAlpha
= gl_blend_factor(state
->render_states
[WINED3D_RS_DESTBLENDALPHA
], rt_format
);
476 GL_EXTCALL(glBlendFuncSeparate(srcBlend
, dstBlend
, srcBlendAlpha
, dstBlendAlpha
));
477 checkGLcall("glBlendFuncSeparate");
481 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend
, dstBlend
);
482 gl_info
->gl_ops
.gl
.p_glBlendFunc(srcBlend
, dstBlend
);
483 checkGLcall("glBlendFunc");
486 /* Colorkey fixup for stage 0 alphaop depends on
487 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
488 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
489 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
492 static void state_blendfactor_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
494 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
497 static void state_blendfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
499 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
502 TRACE("Setting blend factor to %#x.\n", state
->render_states
[WINED3D_RS_BLENDFACTOR
]);
504 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_BLENDFACTOR
], col
);
505 GL_EXTCALL(glBlendColor(col
[0], col
[1], col
[2], col
[3]));
506 checkGLcall("glBlendColor");
509 void state_alpha_test(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
511 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
514 BOOL enable_ckey
= FALSE
;
516 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
518 /* Find out if the texture on the first stage has a ckey set. The alpha
519 * state func reads the texture settings, even though alpha and texture
520 * are not grouped together. This is to avoid making a huge alpha +
521 * texture + texture stage + ckey block due to the hardly used
522 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
523 * function will call alpha in case it finds some texture + colorkeyenable
524 * combination which needs extra care. */
525 if (state
->textures
[0] && (state
->textures
[0]->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
528 if (enable_ckey
|| context
->last_was_ckey
)
529 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
530 context
->last_was_ckey
= enable_ckey
;
532 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
533 || (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
))
535 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
536 checkGLcall("glEnable GL_ALPHA_TEST");
540 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
541 checkGLcall("glDisable GL_ALPHA_TEST");
542 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
548 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
550 glParm
= GL_NOTEQUAL
;
555 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
556 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
560 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
561 checkGLcall("glAlphaFunc");
565 void state_clipping(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
567 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
568 DWORD enable
= 0xffffffff;
569 DWORD disable
= 0x00000000;
571 if (use_vs(state
) && !context
->d3d_info
->vs_clipping
)
575 /* The OpenGL spec says that clipping planes are disabled when using
576 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
577 * driver keeps clipping planes activated with shaders in some
578 * conditions I got sick of tracking down. The shader state handler
579 * disables all clip planes because of that - don't do anything here
580 * and keep them disabled. */
581 if (state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] && !warned
++)
582 FIXME("Clipping not supported with vertex shaders\n");
586 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
587 * The enabled / disabled planes are hardcoded into the shader. Update the
588 * shader to update the enabled clipplanes. In case of fixed function, we
589 * need to update the clipping field from ffp_vertex_settings. */
590 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
592 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
593 * of already set values
596 /* If enabling / disabling all
597 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
599 if (state
->render_states
[WINED3D_RS_CLIPPING
])
601 enable
= state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
602 disable
= ~state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
606 disable
= 0xffffffff;
610 if (enable
& WINED3DCLIPPLANE0
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE0
);
611 if (enable
& WINED3DCLIPPLANE1
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE1
);
612 if (enable
& WINED3DCLIPPLANE2
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE2
);
613 if (enable
& WINED3DCLIPPLANE3
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE3
);
614 if (enable
& WINED3DCLIPPLANE4
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE4
);
615 if (enable
& WINED3DCLIPPLANE5
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE5
);
616 checkGLcall("clip plane enable");
618 if (disable
& WINED3DCLIPPLANE0
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
);
619 if (disable
& WINED3DCLIPPLANE1
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE1
);
620 if (disable
& WINED3DCLIPPLANE2
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE2
);
621 if (disable
& WINED3DCLIPPLANE3
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE3
);
622 if (disable
& WINED3DCLIPPLANE4
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE4
);
623 if (disable
& WINED3DCLIPPLANE5
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE5
);
624 checkGLcall("clip plane disable");
627 static void state_specularenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
629 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
630 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
631 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
632 * specular color. This is wrong:
633 * Separate specular color means the specular colour is maintained separately, whereas
634 * single color means it is merged in. However in both cases they are being used to
636 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
637 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
641 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
642 * Instead, we need to setup the FinalCombiner properly.
644 * The default setup for the FinalCombiner is:
646 * <variable> <input> <mapping> <usage>
647 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
648 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
649 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
650 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
651 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
652 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
653 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
655 * That's pretty much fine as it is, except for variable B, which needs to take
656 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
657 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
660 TRACE("Setting specular enable state and materials\n");
661 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
663 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
664 checkGLcall("glMaterialfv");
666 if (state
->material
.power
> gl_info
->limits
.shininess
)
668 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
669 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
670 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
671 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
672 * them, it should be safe to do so without major visual distortions.
674 WARN("Material power = %.8e, limit %.8e\n", state
->material
.power
, gl_info
->limits
.shininess
);
675 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, gl_info
->limits
.shininess
);
679 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, state
->material
.power
);
681 checkGLcall("glMaterialf(GL_SHININESS)");
683 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
684 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_SUM_EXT
);
686 TRACE("Specular colors cannot be enabled in this version of opengl\n");
687 checkGLcall("glEnable(GL_COLOR_SUM)");
689 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
691 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_PLUS_SECONDARY_COLOR_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
692 checkGLcall("glFinalCombinerInputNV()");
695 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
697 /* for the case of enabled lighting: */
698 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
699 checkGLcall("glMaterialfv");
701 /* for the case of disabled lighting: */
702 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
703 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
705 TRACE("Specular colors cannot be disabled in this version of opengl\n");
706 checkGLcall("glDisable(GL_COLOR_SUM)");
708 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
710 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
711 checkGLcall("glFinalCombinerInputNV()");
715 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
716 state
->material
.diffuse
.r
, state
->material
.diffuse
.g
,
717 state
->material
.diffuse
.b
, state
->material
.diffuse
.a
);
718 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
719 state
->material
.ambient
.r
, state
->material
.ambient
.g
,
720 state
->material
.ambient
.b
, state
->material
.ambient
.a
);
721 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
722 state
->material
.specular
.r
, state
->material
.specular
.g
,
723 state
->material
.specular
.b
, state
->material
.specular
.a
);
724 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
725 state
->material
.emissive
.r
, state
->material
.emissive
.g
,
726 state
->material
.emissive
.b
, state
->material
.emissive
.a
);
728 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
729 checkGLcall("glMaterialfv(GL_AMBIENT)");
730 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
731 checkGLcall("glMaterialfv(GL_DIFFUSE)");
732 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
733 checkGLcall("glMaterialfv(GL_EMISSION)");
736 static void state_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
738 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
741 /* Note the texture color applies to all textures whereas
742 * GL_TEXTURE_ENV_COLOR applies to active only. */
744 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
746 /* And now the default texture color as well */
747 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
749 /* Note the WINED3D_RS value applies to all textures, but GL has one
750 * per texture, so apply it now ready to be used! */
751 context_active_texture(context
, gl_info
, i
);
753 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_COLOR
, &col
[0]);
754 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
758 static void renderstate_stencil_twosided(struct wined3d_context
*context
, GLint face
,
759 GLint func
, GLint ref
, GLuint mask
, GLint stencilFail
, GLint depthFail
, GLint stencilPass
)
761 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
763 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
764 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
765 GL_EXTCALL(glActiveStencilFaceEXT(face
));
766 checkGLcall("glActiveStencilFaceEXT(...)");
767 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
768 checkGLcall("glStencilFunc(...)");
769 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
770 checkGLcall("glStencilOp(...)");
773 static GLenum
gl_stencil_op(enum wined3d_stencil_op op
)
777 case WINED3D_STENCIL_OP_KEEP
:
779 case WINED3D_STENCIL_OP_ZERO
:
781 case WINED3D_STENCIL_OP_REPLACE
:
783 case WINED3D_STENCIL_OP_INCR_SAT
:
785 case WINED3D_STENCIL_OP_DECR_SAT
:
787 case WINED3D_STENCIL_OP_INVERT
:
789 case WINED3D_STENCIL_OP_INCR
:
791 case WINED3D_STENCIL_OP_DECR
:
794 FIXME("Unrecognized stencil op %#x.\n", op
);
799 static void state_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
801 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
802 DWORD onesided_enable
;
803 DWORD twosided_enable
;
809 GLint stencilFail_ccw
;
811 GLint stencilPass_ccw
;
815 /* No stencil test without a stencil buffer. */
816 if (!state
->fb
->depth_stencil
)
818 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
819 checkGLcall("glDisable GL_STENCIL_TEST");
823 onesided_enable
= state
->render_states
[WINED3D_RS_STENCILENABLE
];
824 twosided_enable
= state
->render_states
[WINED3D_RS_TWOSIDEDSTENCILMODE
];
825 if (!(func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_STENCILFUNC
])))
827 if (!(func_ccw
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_CCW_STENCILFUNC
])))
828 func_ccw
= GL_ALWAYS
;
829 ref
= state
->render_states
[WINED3D_RS_STENCILREF
];
830 mask
= state
->render_states
[WINED3D_RS_STENCILMASK
];
831 stencilFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILFAIL
]);
832 depthFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILZFAIL
]);
833 stencilPass
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILPASS
]);
834 stencilFail_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILFAIL
]);
835 depthFail_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILZFAIL
]);
836 stencilPass_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILPASS
]);
838 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
839 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
840 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
841 onesided_enable
, twosided_enable
, ref
, mask
,
842 func
, stencilFail
, depthFail
, stencilPass
,
843 func_ccw
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
);
845 if (twosided_enable
&& onesided_enable
)
847 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
848 checkGLcall("glEnable GL_STENCIL_TEST");
850 if (gl_info
->supported
[WINED3D_GL_VERSION_2_0
])
852 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT
, func
, ref
, mask
));
853 GL_EXTCALL(glStencilOpSeparate(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
854 GL_EXTCALL(glStencilFuncSeparate(GL_BACK
, func_ccw
, ref
, mask
));
855 GL_EXTCALL(glStencilOpSeparate(GL_BACK
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
));
856 checkGLcall("setting two sided stencil state");
858 else if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
860 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
861 * which has an effect on the code below too. If we apply the front face
862 * afterwards, we are sure that the active stencil face is set to front,
863 * and other stencil functions which do not use two sided stencil do not have
866 renderstate_stencil_twosided(context
, GL_BACK
,
867 func_ccw
, ref
, mask
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
);
868 renderstate_stencil_twosided(context
, GL_FRONT
,
869 func
, ref
, mask
, stencilFail
, depthFail
, stencilPass
);
871 else if (gl_info
->supported
[ATI_SEPARATE_STENCIL
])
873 GL_EXTCALL(glStencilFuncSeparateATI(func
, func_ccw
, ref
, mask
));
874 checkGLcall("glStencilFuncSeparateATI(...)");
875 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
876 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
877 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
));
878 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
882 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
885 else if(onesided_enable
)
887 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
889 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
890 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
893 /* This code disables the ATI extension as well, since the standard stencil functions are equal
894 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
896 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
897 checkGLcall("glEnable GL_STENCIL_TEST");
898 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
899 checkGLcall("glStencilFunc(...)");
900 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
901 checkGLcall("glStencilOp(...)");
905 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
906 checkGLcall("glDisable GL_STENCIL_TEST");
910 static void state_stencilwrite2s(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
912 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
913 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
915 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK
));
916 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
917 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
918 checkGLcall("glStencilMask");
919 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT
));
920 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
921 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
924 static void state_stencilwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
926 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
927 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
929 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
930 checkGLcall("glStencilMask");
933 static void state_fog_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
935 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
937 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
939 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
942 /* Table fog on: Never use fog coords, and use per-fragment fog */
943 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
945 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_NICEST
);
946 if (context
->fog_coord
)
948 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
949 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
950 context
->fog_coord
= FALSE
;
953 /* Range fog is only used with per-vertex fog in d3d */
954 if (gl_info
->supported
[NV_FOG_DISTANCE
])
956 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
957 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
962 /* Otherwise use per-vertex fog in any case */
963 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_FASTEST
);
965 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
967 /* No fog at all, or transformed vertices: Use fog coord */
968 if (!context
->fog_coord
)
970 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FOG_COORDINATE_EXT
);
971 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
972 context
->fog_coord
= TRUE
;
977 /* Otherwise, use the fragment depth */
978 if (context
->fog_coord
)
980 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
981 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
982 context
->fog_coord
= FALSE
;
985 if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
987 if (gl_info
->supported
[NV_FOG_DISTANCE
])
989 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_RADIAL_NV
);
990 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
994 WARN("Range fog enabled, but not supported by this GL implementation.\n");
997 else if (gl_info
->supported
[NV_FOG_DISTANCE
])
999 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1000 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1005 void state_fogstartend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1007 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1008 float fogstart
, fogend
;
1010 get_fog_start_end(context
, state
, &fogstart
, &fogend
);
1012 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_START
, fogstart
);
1013 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1014 TRACE("Fog Start == %f\n", fogstart
);
1016 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_END
, fogend
);
1017 checkGLcall("glFogf(GL_FOG_END, fogend)");
1018 TRACE("Fog End == %f\n", fogend
);
1021 void state_fog_fragpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1023 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1024 enum fogsource new_source
;
1025 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
1026 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
1028 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1030 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1032 /* No fog? Disable it, and we're done :-) */
1033 glDisableWINE(GL_FOG
);
1034 checkGLcall("glDisable GL_FOG");
1040 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1041 * It can use the Z value of the vertex, or the alpha component of the specular color.
1042 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1043 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1044 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1046 * FOGTABLEMODE != NONE:
1047 * The Z value is used, with the equation specified, no matter what vertex type.
1049 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1050 * Per vertex fog is calculated using the specified fog equation and the parameters
1052 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1053 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1054 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1057 * Rules for vertex fog with shaders:
1059 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1060 * the fog computation to happen during transformation while openGL expects it to happen
1061 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1062 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1063 * To solve this problem, WineD3D does:
1064 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1066 * and 2) disables the fog computation (in either the fixed function or programmable
1067 * rasterizer) if using a vertex program.
1069 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1070 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1071 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1072 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1073 * There are some GL differences between specular fog coords and vertex shaders though.
1075 * With table fog the vertex shader fog coordinate is ignored.
1077 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1081 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1082 * the system will apply only pixel(=table) fog effects."
1084 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
1088 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1089 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1090 new_source
= FOGSOURCE_VS
;
1094 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
1096 /* If processed vertices are used, fall through to the NONE case */
1097 case WINED3D_FOG_EXP
:
1098 if (!context
->last_was_rhw
)
1100 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1101 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1102 new_source
= FOGSOURCE_FFP
;
1107 case WINED3D_FOG_EXP2
:
1108 if (!context
->last_was_rhw
)
1110 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1111 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1112 new_source
= FOGSOURCE_FFP
;
1117 case WINED3D_FOG_LINEAR
:
1118 if (!context
->last_was_rhw
)
1120 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1121 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1122 new_source
= FOGSOURCE_FFP
;
1127 case WINED3D_FOG_NONE
:
1128 /* Both are none? According to msdn the alpha channel of the specular
1129 * color contains a fog factor. Set it in drawStridedSlow.
1130 * Same happens with Vertexfog on transformed vertices
1132 new_source
= FOGSOURCE_COORD
;
1133 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1134 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1138 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1139 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1140 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
1144 new_source
= FOGSOURCE_FFP
;
1146 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
1148 case WINED3D_FOG_EXP
:
1149 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1150 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1153 case WINED3D_FOG_EXP2
:
1154 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1155 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1158 case WINED3D_FOG_LINEAR
:
1159 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1160 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1163 case WINED3D_FOG_NONE
: /* Won't happen */
1165 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1166 state
->render_states
[WINED3D_RS_FOGTABLEMODE
]);
1170 glEnableWINE(GL_FOG
);
1171 checkGLcall("glEnable GL_FOG");
1172 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
1174 context
->fog_source
= new_source
;
1175 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
1179 void state_fogcolor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1181 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1184 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_FOGCOLOR
], col
);
1185 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_COLOR
, col
);
1186 checkGLcall("glFog GL_FOG_COLOR");
1189 void state_fogdensity(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1191 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1197 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1198 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_DENSITY
, &tmpvalue
.f
);
1199 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1202 static void state_colormat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1204 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1207 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1208 * The vertex declaration will call this function if the fixed function pipeline is used.
1211 if(isStateDirty(context
, STATE_VDECL
)) {
1215 context
->num_untracked_materials
= 0;
1216 if ((context
->stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
))
1217 && state
->render_states
[WINED3D_RS_COLORVERTEX
])
1219 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1220 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
],
1221 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
],
1222 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
],
1223 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
]);
1225 if (state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1227 if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1228 Parm
= GL_AMBIENT_AND_DIFFUSE
;
1231 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1233 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1234 context
->num_untracked_materials
++;
1236 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1238 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1239 context
->num_untracked_materials
++;
1242 else if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1245 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1247 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1248 context
->num_untracked_materials
++;
1250 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1252 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1253 context
->num_untracked_materials
++;
1256 else if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1259 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1261 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1262 context
->num_untracked_materials
++;
1265 else if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1271 /* Nothing changed, return. */
1272 if (Parm
== context
->tracking_parm
) return;
1276 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1277 checkGLcall("glDisable GL_COLOR_MATERIAL");
1281 gl_info
->gl_ops
.gl
.p_glColorMaterial(GL_FRONT_AND_BACK
, Parm
);
1282 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1283 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_MATERIAL
);
1284 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1287 /* Apparently calls to glMaterialfv are ignored for properties we're
1288 * tracking with glColorMaterial, so apply those here. */
1289 switch (context
->tracking_parm
)
1291 case GL_AMBIENT_AND_DIFFUSE
:
1292 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1293 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1294 checkGLcall("glMaterialfv");
1298 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1299 checkGLcall("glMaterialfv");
1303 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1304 checkGLcall("glMaterialfv");
1308 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1309 checkGLcall("glMaterialfv");
1313 /* Only change material color if specular is enabled, otherwise it is set to black */
1314 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1316 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
1317 checkGLcall("glMaterialfv");
1321 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1322 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
1323 checkGLcall("glMaterialfv");
1328 context
->tracking_parm
= Parm
;
1331 static void state_linepattern(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1333 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1337 struct wined3d_line_pattern lp
;
1339 tmppattern
.d
= state
->render_states
[WINED3D_RS_LINEPATTERN
];
1341 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1343 if (tmppattern
.lp
.repeat_factor
)
1345 gl_info
->gl_ops
.gl
.p_glLineStipple(tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1346 checkGLcall("glLineStipple(repeat, linepattern)");
1347 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_STIPPLE
);
1348 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1352 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_STIPPLE
);
1353 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1357 static void state_normalize(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1359 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1361 if (isStateDirty(context
, STATE_VDECL
))
1364 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1365 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1366 * by zero and is not properly defined in opengl, so avoid it
1368 if (state
->render_states
[WINED3D_RS_NORMALIZENORMALS
]
1369 && (context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
)))
1371 gl_info
->gl_ops
.gl
.p_glEnable(GL_NORMALIZE
);
1372 checkGLcall("glEnable(GL_NORMALIZE);");
1376 gl_info
->gl_ops
.gl
.p_glDisable(GL_NORMALIZE
);
1377 checkGLcall("glDisable(GL_NORMALIZE);");
1381 static void state_psizemin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1385 get_pointsize_minmax(context
, state
, &min
, &max
);
1388 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min
);
1390 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max
);
1393 static void state_psizemin_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1395 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1398 get_pointsize_minmax(context
, state
, &min
, &max
);
1400 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MIN_EXT
, min
);
1401 checkGLcall("glPointParameterfEXT(...)");
1402 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MAX_EXT
, max
);
1403 checkGLcall("glPointParameterfEXT(...)");
1406 static void state_psizemin_arb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1408 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1411 get_pointsize_minmax(context
, state
, &min
, &max
);
1413 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MIN_ARB
, min
);
1414 checkGLcall("glPointParameterfARB(...)");
1415 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MAX_ARB
, max
);
1416 checkGLcall("glPointParameterfARB(...)");
1419 static void state_pscale(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1421 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1425 get_pointsize(context
, state
, &pointsize
, att
);
1427 if (gl_info
->supported
[ARB_POINT_PARAMETERS
])
1429 GL_EXTCALL(glPointParameterfvARB
)(GL_POINT_DISTANCE_ATTENUATION_ARB
, att
);
1430 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1432 else if (gl_info
->supported
[EXT_POINT_PARAMETERS
])
1434 GL_EXTCALL(glPointParameterfvEXT
)(GL_DISTANCE_ATTENUATION_EXT
, att
);
1435 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1437 else if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1439 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1442 gl_info
->gl_ops
.gl
.p_glPointSize(max(pointsize
, FLT_MIN
));
1443 checkGLcall("glPointSize(...);");
1446 static void state_debug_monitor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1448 WARN("token: %#x.\n", state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
]);
1451 static void state_colorwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1453 DWORD mask0
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE
];
1454 DWORD mask1
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
];
1455 DWORD mask2
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
];
1456 DWORD mask3
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
];
1457 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1459 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1460 mask0
& WINED3DCOLORWRITEENABLE_RED
? 1 : 0,
1461 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? 1 : 0,
1462 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? 1 : 0,
1463 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? 1 : 0);
1464 gl_info
->gl_ops
.gl
.p_glColorMask(mask0
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1465 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1466 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1467 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
);
1468 checkGLcall("glColorMask(...)");
1470 if (!((mask1
== mask0
&& mask2
== mask0
&& mask3
== mask0
)
1471 || (mask1
== 0xf && mask2
== 0xf && mask3
== 0xf)))
1473 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1474 mask0
, mask1
, mask2
, mask3
);
1475 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1479 static void set_color_mask(const struct wined3d_gl_info
*gl_info
, UINT index
, DWORD mask
)
1481 GL_EXTCALL(glColorMaski(index
,
1482 mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1483 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1484 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1485 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
));
1486 checkGLcall("glColorMaski");
1489 static void state_colorwrite0(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1491 set_color_mask(context
->gl_info
, 0, state
->render_states
[WINED3D_RS_COLORWRITEENABLE
]);
1494 static void state_colorwrite1(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1496 set_color_mask(context
->gl_info
, 1, state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
]);
1499 static void state_colorwrite2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1501 set_color_mask(context
->gl_info
, 2, state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
]);
1504 static void state_colorwrite3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1506 set_color_mask(context
->gl_info
, 3, state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
]);
1509 static void state_localviewer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1511 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1513 if (state
->render_states
[WINED3D_RS_LOCALVIEWER
])
1515 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 1);
1516 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1520 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 0);
1521 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1525 static void state_lastpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1527 if (state
->render_states
[WINED3D_RS_LASTPIXEL
])
1529 TRACE("Last Pixel Drawing Enabled\n");
1535 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1538 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1543 void state_pointsprite_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1547 /* TODO: NV_POINT_SPRITE */
1548 if (!warned
&& state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1550 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1551 FIXME("Point sprites not supported\n");
1556 void state_pointsprite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1558 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1560 if (state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1562 gl_info
->gl_ops
.gl
.p_glEnable(GL_POINT_SPRITE_ARB
);
1563 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1567 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1568 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1572 static void state_wrap(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1574 if (state
->render_states
[WINED3D_RS_WRAP0
]
1575 || state
->render_states
[WINED3D_RS_WRAP1
]
1576 || state
->render_states
[WINED3D_RS_WRAP2
]
1577 || state
->render_states
[WINED3D_RS_WRAP3
]
1578 || state
->render_states
[WINED3D_RS_WRAP4
]
1579 || state
->render_states
[WINED3D_RS_WRAP5
]
1580 || state
->render_states
[WINED3D_RS_WRAP6
]
1581 || state
->render_states
[WINED3D_RS_WRAP7
]
1582 || state
->render_states
[WINED3D_RS_WRAP8
]
1583 || state
->render_states
[WINED3D_RS_WRAP9
]
1584 || state
->render_states
[WINED3D_RS_WRAP10
]
1585 || state
->render_states
[WINED3D_RS_WRAP11
]
1586 || state
->render_states
[WINED3D_RS_WRAP12
]
1587 || state
->render_states
[WINED3D_RS_WRAP13
]
1588 || state
->render_states
[WINED3D_RS_WRAP14
]
1589 || state
->render_states
[WINED3D_RS_WRAP15
])
1590 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1593 static void state_msaa_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1595 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1596 WARN("Multisample antialiasing not supported by GL.\n");
1599 static void state_msaa(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1601 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1603 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1605 gl_info
->gl_ops
.gl
.p_glEnable(GL_MULTISAMPLE_ARB
);
1606 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1610 gl_info
->gl_ops
.gl
.p_glDisable(GL_MULTISAMPLE_ARB
);
1611 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1615 static void state_scissor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1617 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1619 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
1621 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
1622 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1626 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1627 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1631 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1632 * OpenGL the bias is specified in units of "the smallest value that is
1633 * guaranteed to produce a resolvable offset for a given implementation". To
1634 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1635 * We try to detect the value from GL with test draws. On most drivers (r300g,
1636 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1637 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1638 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1639 * not depend on the depth buffer precision on any driver.
1641 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1642 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1644 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1645 * doesn't need to be scaled to account for GL vs D3D differences. */
1646 static void state_depthbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1648 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1650 if (state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
]
1651 || state
->render_states
[WINED3D_RS_DEPTHBIAS
])
1653 const struct wined3d_rendertarget_view
*depth
= state
->fb
->depth_stencil
;
1660 } scale_bias
, const_bias
;
1662 scale_bias
.d
= state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
];
1663 const_bias
.d
= state
->render_states
[WINED3D_RS_DEPTHBIAS
];
1665 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
1666 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1668 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_DEPTH_BIAS
)
1670 float bias
= -(float)const_bias
.d
;
1671 gl_info
->gl_ops
.gl
.p_glPolygonOffset(bias
, bias
);
1672 checkGLcall("glPolygonOffset");
1678 if (depth
->format_flags
& WINED3DFMT_FLAG_FLOAT
)
1679 scale
= gl_info
->float_polyoffset_scale
;
1681 scale
= gl_info
->fixed_polyoffset_scale
;
1683 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1684 debug_d3dformat(depth
->format
->id
), scale
);
1688 /* The context manager will reapply this state on a depth stencil change */
1689 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1693 gl_info
->gl_ops
.gl
.p_glPolygonOffset(scale_bias
.f
, const_bias
.f
* scale
);
1694 checkGLcall("glPolygonOffset(...)");
1699 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
1700 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1704 static void state_zvisible(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1706 if (state
->render_states
[WINED3D_RS_ZVISIBLE
])
1707 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1710 static void state_stippledalpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1712 if (state
->render_states
[WINED3D_RS_STIPPLEDALPHA
])
1713 FIXME("Stippled Alpha not supported yet.\n");
1716 static void state_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1718 if (state
->render_states
[WINED3D_RS_ANTIALIAS
])
1719 FIXME("Antialias not supported yet.\n");
1722 static void state_multisampmask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1724 if (state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
] != 0xffffffff)
1725 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1726 state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
]);
1729 static void state_patchedgestyle(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1731 if (state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] != WINED3D_PATCH_EDGE_DISCRETE
)
1732 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1733 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
]);
1736 static void state_patchsegments(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1744 if (state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] != tmpvalue
.d
)
1746 static BOOL displayed
= FALSE
;
1748 tmpvalue
.d
= state
->render_states
[WINED3D_RS_PATCHSEGMENTS
];
1750 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
1756 static void state_positiondegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1758 if (state
->render_states
[WINED3D_RS_POSITIONDEGREE
] != WINED3D_DEGREE_CUBIC
)
1759 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1760 state
->render_states
[WINED3D_RS_POSITIONDEGREE
]);
1763 static void state_normaldegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1765 if (state
->render_states
[WINED3D_RS_NORMALDEGREE
] != WINED3D_DEGREE_LINEAR
)
1766 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1767 state
->render_states
[WINED3D_RS_NORMALDEGREE
]);
1770 static void state_tessellation(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1772 if (state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
])
1773 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1774 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
]);
1777 static void state_nvdb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1784 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1786 if (state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] == WINED3DFMT_NVDB
)
1788 zmin
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
];
1789 zmax
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
];
1791 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1792 * In d3d9 test is not performed in this case*/
1793 if (zmin
.f
<= zmax
.f
)
1795 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT
);
1796 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1797 GL_EXTCALL(glDepthBoundsEXT(zmin
.f
, zmax
.f
));
1798 checkGLcall("glDepthBoundsEXT(...)");
1802 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1803 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1808 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1809 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1812 state_tessellation(context
, state
, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
));
1815 static void state_wrapu(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1817 if (state
->render_states
[WINED3D_RS_WRAPU
])
1818 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1821 static void state_wrapv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1823 if (state
->render_states
[WINED3D_RS_WRAPV
])
1824 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1827 static void state_monoenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1829 if (state
->render_states
[WINED3D_RS_MONOENABLE
])
1830 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1833 static void state_rop2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1835 if (state
->render_states
[WINED3D_RS_ROP2
])
1836 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1839 static void state_planemask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1841 if (state
->render_states
[WINED3D_RS_PLANEMASK
])
1842 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1845 static void state_subpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1847 if (state
->render_states
[WINED3D_RS_SUBPIXEL
])
1848 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1851 static void state_subpixelx(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1853 if (state
->render_states
[WINED3D_RS_SUBPIXELX
])
1854 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1857 static void state_stippleenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1859 if (state
->render_states
[WINED3D_RS_STIPPLEENABLE
])
1860 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1863 static void state_mipmaplodbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1865 if (state
->render_states
[WINED3D_RS_MIPMAPLODBIAS
])
1866 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1869 static void state_anisotropy(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1871 if (state
->render_states
[WINED3D_RS_ANISOTROPY
])
1872 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1875 static void state_flushbatch(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1877 if (state
->render_states
[WINED3D_RS_FLUSHBATCH
])
1878 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
1881 static void state_translucentsi(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1883 if (state
->render_states
[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
])
1884 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1887 static void state_extents(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1889 if (state
->render_states
[WINED3D_RS_EXTENTS
])
1890 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
1893 static void state_ckeyblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1895 if (state
->render_states
[WINED3D_RS_COLORKEYBLENDENABLE
])
1896 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
1899 static void state_swvp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1902 if (state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
])
1905 FIXME("Software vertex processing not implemented.\n");
1909 static void get_src_and_opr(DWORD arg
, BOOL is_alpha
, GLenum
* source
, GLenum
* operand
) {
1910 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1911 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1912 * flag specifies the complement of the input should be used. */
1913 BOOL from_alpha
= is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
;
1914 BOOL complement
= arg
& WINED3DTA_COMPLEMENT
;
1916 /* Calculate the operand */
1918 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
1919 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
1921 if (from_alpha
) *operand
= GL_SRC_ALPHA
;
1922 else *operand
= GL_SRC_COLOR
;
1925 /* Calculate the source */
1926 switch (arg
& WINED3DTA_SELECTMASK
) {
1927 case WINED3DTA_CURRENT
: *source
= GL_PREVIOUS_EXT
; break;
1928 case WINED3DTA_DIFFUSE
: *source
= GL_PRIMARY_COLOR_EXT
; break;
1929 case WINED3DTA_TEXTURE
: *source
= GL_TEXTURE
; break;
1930 case WINED3DTA_TFACTOR
: *source
= GL_CONSTANT_EXT
; break;
1931 case WINED3DTA_SPECULAR
:
1933 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1934 * 'Secondary color' and isn't supported until base GL supports it
1935 * There is no concept of temp registers as far as I can tell
1937 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1938 *source
= GL_TEXTURE
;
1941 FIXME("Unrecognized texture arg %#x\n", arg
);
1942 *source
= GL_TEXTURE
;
1947 /* Setup the texture operations texture stage states */
1948 static void set_tex_op(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
1949 BOOL isAlpha
, int Stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
1951 GLenum src1
, src2
, src3
;
1952 GLenum opr1
, opr2
, opr3
;
1954 GLenum src0_target
, src1_target
, src2_target
;
1955 GLenum opr0_target
, opr1_target
, opr2_target
;
1957 GLenum opr
=0, invopr
, src3_target
, opr3_target
;
1958 BOOL Handled
= FALSE
;
1960 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha
, Stage
, debug_d3dtop(op
), arg1
, arg2
, arg3
);
1962 /* Operations usually involve two args, src0 and src1 and are operations
1963 * of the form (a1 <operation> a2). However, some of the more complex
1964 * operations take 3 parameters. Instead of the (sensible) addition of a3,
1965 * Microsoft added in a third parameter called a0. Therefore these are
1966 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
1967 * parameter goes to the front.
1969 * However, below we treat the new (a0) parameter as src2/opr2, so in the
1970 * actual functions below, expect their syntax to differ slightly to those
1971 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
1972 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
1976 comb_target
= GL_COMBINE_ALPHA
;
1977 src0_target
= GL_SOURCE0_ALPHA
;
1978 src1_target
= GL_SOURCE1_ALPHA
;
1979 src2_target
= GL_SOURCE2_ALPHA
;
1980 opr0_target
= GL_OPERAND0_ALPHA
;
1981 opr1_target
= GL_OPERAND1_ALPHA
;
1982 opr2_target
= GL_OPERAND2_ALPHA
;
1983 scal_target
= GL_ALPHA_SCALE
;
1987 comb_target
= GL_COMBINE_RGB
;
1988 src0_target
= GL_SOURCE0_RGB
;
1989 src1_target
= GL_SOURCE1_RGB
;
1990 src2_target
= GL_SOURCE2_RGB
;
1991 opr0_target
= GL_OPERAND0_RGB
;
1992 opr1_target
= GL_OPERAND1_RGB
;
1993 opr2_target
= GL_OPERAND2_RGB
;
1994 scal_target
= GL_RGB_SCALE
;
1997 /* If a texture stage references an invalid texture unit the stage just
1998 * passes through the result from the previous stage */
1999 if (is_invalid_op(state
, Stage
, op
, arg1
, arg2
, arg3
))
2001 arg1
= WINED3DTA_CURRENT
;
2002 op
= WINED3D_TOP_SELECT_ARG1
;
2005 if (isAlpha
&& !state
->textures
[Stage
] && arg1
== WINED3DTA_TEXTURE
)
2007 get_src_and_opr(WINED3DTA_DIFFUSE
, isAlpha
, &src1
, &opr1
);
2009 get_src_and_opr(arg1
, isAlpha
, &src1
, &opr1
);
2011 get_src_and_opr(arg2
, isAlpha
, &src2
, &opr2
);
2012 get_src_and_opr(arg3
, isAlpha
, &src3
, &opr3
);
2014 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target
, src1
, opr1
, src2
, opr2
, src3
, opr3
);
2016 Handled
= TRUE
; /* Assume will be handled */
2018 /* Other texture operations require special extensions: */
2019 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2023 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2024 src3_target
= GL_SOURCE3_ALPHA_NV
;
2025 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2028 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2029 src3_target
= GL_SOURCE3_RGB_NV
;
2030 opr3_target
= GL_OPERAND3_RGB_NV
;
2034 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2035 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2036 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2037 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2038 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2039 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2040 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2041 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2042 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2043 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2044 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2045 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2046 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2047 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2048 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2049 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2050 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2051 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2052 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2055 case WINED3D_TOP_SELECT_ARG1
: /* = a1 * 1 + 0 * 0 */
2056 case WINED3D_TOP_SELECT_ARG2
: /* = a2 * 1 + 0 * 0 */
2057 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2058 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2059 if (op
== WINED3D_TOP_SELECT_ARG1
)
2061 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2062 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2063 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2064 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2068 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2069 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2070 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2071 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2073 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2074 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2075 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2076 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2077 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2078 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2079 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2080 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2081 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2082 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2083 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2084 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2087 case WINED3D_TOP_MODULATE
:
2088 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2089 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2090 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2091 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2092 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2093 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2094 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2095 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2096 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2097 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2098 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2099 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2100 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2101 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2102 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2103 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2104 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2105 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2106 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2107 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2109 case WINED3D_TOP_MODULATE_2X
:
2110 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2111 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2112 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2113 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2114 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2115 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2116 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2117 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2118 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2119 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2120 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2121 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2122 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2123 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2124 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2125 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2126 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2127 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2128 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2129 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2131 case WINED3D_TOP_MODULATE_4X
:
2132 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2133 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2134 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2135 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2136 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2137 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2138 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2139 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2140 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2141 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2142 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2143 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2144 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2145 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2146 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2147 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2148 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2149 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2150 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2151 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2154 case WINED3D_TOP_ADD
:
2155 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2156 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2157 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2158 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2159 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2160 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2161 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2162 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2163 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2164 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2165 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2166 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2167 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2168 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2169 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2170 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2171 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2172 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2173 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2174 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2177 case WINED3D_TOP_ADD_SIGNED
:
2178 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2179 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2180 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2181 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2182 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2183 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2184 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2185 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2186 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2187 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2188 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2189 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2190 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2191 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2192 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2193 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2194 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2195 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2196 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2197 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2200 case WINED3D_TOP_ADD_SIGNED_2X
:
2201 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2202 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2203 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2204 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2205 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2206 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2207 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2208 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2209 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2210 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2211 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2212 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2213 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2214 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2215 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2216 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2217 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2218 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2219 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2220 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2223 case WINED3D_TOP_ADD_SMOOTH
:
2224 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2225 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2226 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2227 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2228 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2229 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2230 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2231 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2232 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2233 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2234 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2235 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2236 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2237 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2238 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2239 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2241 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2242 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2243 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2244 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2246 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2247 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2248 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2249 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2252 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2253 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2254 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2255 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2256 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2257 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2258 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2259 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_PRIMARY_COLOR
);
2260 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2261 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2262 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2263 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2264 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2265 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2266 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2267 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_PRIMARY_COLOR
);
2268 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2269 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2270 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2271 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2272 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2274 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2275 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2276 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2277 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2278 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2279 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2280 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2281 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_TEXTURE
);
2282 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2283 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2284 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2285 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2286 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2287 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2288 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2289 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2290 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2291 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2292 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2293 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2294 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2296 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2297 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2298 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2299 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2300 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2301 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2302 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2303 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_CONSTANT
);
2304 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2305 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2306 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2307 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2308 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2309 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2310 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2311 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_CONSTANT
);
2312 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2313 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2314 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2315 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2316 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2318 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2319 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2320 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2321 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2322 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2323 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2324 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2325 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2326 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2327 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2328 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2329 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2330 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2331 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2332 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2333 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2334 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2335 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2336 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2337 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2338 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2340 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2341 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2342 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2343 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
); /* a0 = src1/opr1 */
2344 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2345 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2346 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2347 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2348 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2349 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2350 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2351 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
); /* a2 = arg2 */
2352 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2353 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2354 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2355 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2356 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2358 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2359 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2361 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2362 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2363 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2364 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2366 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2367 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2368 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2369 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2370 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2371 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2372 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2373 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2374 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2375 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2376 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2377 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2378 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2380 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2381 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2383 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2384 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2385 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2386 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2387 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2388 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2389 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2390 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2392 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2393 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2394 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2395 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2396 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2397 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2398 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2399 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2400 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2401 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2402 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2403 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2404 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2405 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2406 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2407 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2408 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2410 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2411 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2412 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2413 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2415 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2416 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2417 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2418 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2420 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2421 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2422 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2423 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2424 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2426 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2427 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2428 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2429 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2431 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2432 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2433 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2434 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2435 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2436 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2437 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2438 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2440 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2441 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2443 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2444 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2445 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2446 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2447 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2448 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2449 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2450 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2452 case WINED3D_TOP_MULTIPLY_ADD
:
2453 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2454 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2455 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src3
);
2456 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2457 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr3
);
2458 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2459 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2460 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2461 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2462 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2463 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2464 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2465 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr1
);
2466 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2467 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src2
);
2468 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2469 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr2
);
2470 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2471 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2472 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2475 case WINED3D_TOP_BUMPENVMAP
:
2476 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2477 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2486 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE4_NV
);
2487 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2491 } /* GL_NV_texture_env_combine4 */
2493 Handled
= TRUE
; /* Again, assume handled */
2495 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2496 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2497 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2498 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2499 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2500 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2501 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2502 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2503 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2505 case WINED3D_TOP_SELECT_ARG1
:
2506 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2507 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2508 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2509 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2510 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2511 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2512 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2513 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2515 case WINED3D_TOP_SELECT_ARG2
:
2516 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2517 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2518 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2519 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2520 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2521 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2522 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2523 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2525 case WINED3D_TOP_MODULATE
:
2526 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2527 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2528 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2529 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2530 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2531 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2532 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2533 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2534 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2535 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2536 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2537 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2539 case WINED3D_TOP_MODULATE_2X
:
2540 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2541 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2542 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2543 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2544 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2545 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2546 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2547 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2548 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2549 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2550 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2551 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2553 case WINED3D_TOP_MODULATE_4X
:
2554 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2555 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2556 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2557 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2558 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2559 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2560 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2561 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2562 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2563 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2564 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2565 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2567 case WINED3D_TOP_ADD
:
2568 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2569 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2570 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2571 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2572 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2573 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2574 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2575 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2576 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2577 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2578 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2579 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2581 case WINED3D_TOP_ADD_SIGNED
:
2582 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2583 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2584 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2585 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2586 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2587 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2588 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2589 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2590 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2591 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2592 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2593 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2595 case WINED3D_TOP_ADD_SIGNED_2X
:
2596 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2597 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2598 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2599 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2600 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2601 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2602 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2603 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2604 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2605 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2606 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2607 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2609 case WINED3D_TOP_SUBTRACT
:
2610 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
])
2612 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_SUBTRACT
);
2613 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2614 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2615 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2616 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2617 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2618 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2619 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2620 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2621 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2622 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2623 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2625 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2629 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2630 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2631 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2632 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2633 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2634 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2635 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2636 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2637 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2638 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2639 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2640 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PRIMARY_COLOR
);
2641 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2642 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2643 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2644 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2645 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2647 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2648 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2649 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2650 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2651 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2652 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2653 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2654 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2655 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2656 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2657 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2658 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_TEXTURE
);
2659 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2660 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2661 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2662 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2663 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2665 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2666 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2667 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2668 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2669 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2670 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2671 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2672 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2673 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2674 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2675 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2676 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_CONSTANT
);
2677 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2678 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2679 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2680 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2681 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2683 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
2684 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2685 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2686 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2687 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2688 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2689 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2690 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2691 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2692 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2693 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2694 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PREVIOUS
);
2695 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2696 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2697 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2698 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2699 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2701 case WINED3D_TOP_DOTPRODUCT3
:
2702 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
2704 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_ARB
);
2705 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2707 else if (gl_info
->supported
[EXT_TEXTURE_ENV_DOT3
])
2709 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_EXT
);
2710 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2712 FIXME("This version of opengl does not support GL_DOT3\n");
2714 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2715 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2716 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2717 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2718 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2719 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2720 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2721 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2722 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2723 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2725 case WINED3D_TOP_LERP
:
2726 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2727 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2728 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2729 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2730 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2731 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2732 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2733 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2734 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2735 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2736 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src3
);
2737 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2738 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr3
);
2739 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2740 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2741 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2743 case WINED3D_TOP_ADD_SMOOTH
:
2744 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2746 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2747 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2748 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2749 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2751 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2752 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2753 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2754 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2756 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2757 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2758 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2759 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2760 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2761 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2762 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2763 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2764 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2765 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2766 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2767 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2771 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2772 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2774 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2775 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2776 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_TEXTURE
);
2777 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2778 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_ONE_MINUS_SRC_ALPHA
);
2779 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2780 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2781 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2782 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2783 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2784 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2785 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2786 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2787 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2788 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2789 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2793 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2794 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2796 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2797 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2798 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2799 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2801 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2802 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2803 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2804 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2806 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2807 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2808 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2809 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2810 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2811 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2812 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2813 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2814 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2815 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2816 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2817 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2821 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2822 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2824 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2825 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2826 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2827 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2828 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2829 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2830 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2831 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2833 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2834 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2835 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2836 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2838 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2839 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2840 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2841 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2842 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2843 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2844 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2845 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2849 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2850 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2852 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2853 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2854 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2855 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2857 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2858 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2859 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2860 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2862 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2863 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2864 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2865 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2866 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2867 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2868 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2869 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2870 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2871 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2872 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2873 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2877 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2878 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2880 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2881 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2882 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2883 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2885 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2886 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2887 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2888 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2890 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2891 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2892 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2893 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2895 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2896 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2897 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2898 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2900 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2901 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2902 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2903 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2904 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2905 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2906 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2907 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2911 case WINED3D_TOP_MULTIPLY_ADD
:
2912 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2914 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2915 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2916 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2917 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2918 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2919 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2920 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src3
);
2921 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2922 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr3
);
2923 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2924 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2925 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2926 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2927 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2928 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2929 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2933 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2934 case WINED3D_TOP_BUMPENVMAP
:
2935 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
2937 /* Technically texture shader support without register combiners is possible, but not expected to occur
2938 * on real world cards, so for now a fixme should be enough
2940 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2950 BOOL combineOK
= TRUE
;
2951 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2956 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
2958 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
2960 /* Note: If COMBINE4 in effect can't go back to combine! */
2963 case WINED3D_TOP_ADD_SMOOTH
:
2964 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2965 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2966 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2967 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2968 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2969 case WINED3D_TOP_MULTIPLY_ADD
:
2970 /* Ignore those implemented in both cases */
2973 case WINED3D_TOP_SELECT_ARG1
:
2974 case WINED3D_TOP_SELECT_ARG2
:
2979 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
2987 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE
);
2988 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
2994 /* After all the extensions, if still unhandled, report fixme */
2995 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op
));
2999 static void tex_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3001 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3002 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3003 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3004 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3006 TRACE("Setting color op for stage %d\n", stage
);
3008 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3009 if (use_ps(state
)) return;
3011 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
3013 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3015 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3017 FIXME("Attempt to enable unsupported stage!\n");
3020 context_active_texture(context
, gl_info
, mapped_stage
);
3023 if (stage
>= context
->lowest_disabled_stage
)
3025 TRACE("Stage disabled\n");
3026 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3028 /* Disable everything here */
3029 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3030 checkGLcall("glDisable(GL_TEXTURE_2D)");
3031 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3032 checkGLcall("glDisable(GL_TEXTURE_3D)");
3033 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3035 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3036 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3038 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3040 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3041 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3048 /* The sampler will also activate the correct texture dimensions, so no
3049 * need to do it here if the sampler for this stage is dirty. */
3050 if (!isStateDirty(context
, STATE_SAMPLER(stage
)) && tex_used
)
3051 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
3053 set_tex_op(gl_info
, state
, FALSE
, stage
,
3054 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
3055 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
3056 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
3057 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
]);
3060 void tex_alphaop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3062 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3063 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3064 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3065 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3066 DWORD op
, arg1
, arg2
, arg0
;
3068 TRACE("Setting alpha op for stage %d\n", stage
);
3069 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3070 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3072 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3074 FIXME("Attempt to enable unsupported stage!\n");
3077 context_active_texture(context
, gl_info
, mapped_stage
);
3080 op
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_OP
];
3081 arg1
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG1
];
3082 arg2
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG2
];
3083 arg0
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG0
];
3085 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !stage
&& state
->textures
[0])
3087 struct wined3d_texture
*texture
= state
->textures
[0];
3088 GLenum texture_dimensions
= texture
->target
;
3090 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3092 if (texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
&& !texture
->resource
.format
->alpha_size
)
3094 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3095 * properly. On the other hand applications can still use texture combiners apparently. This code
3096 * takes care that apps cannot remove the texture's alpha channel entirely.
3098 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3099 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3100 * and alpha component of diffuse color to draw things like translucent text and perform other
3103 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3104 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3105 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3106 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3107 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3108 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3109 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3110 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3111 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3114 * What to do with multitexturing? So far no app has been found that uses color keying with
3116 if (op
== WINED3D_TOP_DISABLE
)
3118 arg1
= WINED3DTA_TEXTURE
;
3119 op
= WINED3D_TOP_SELECT_ARG1
;
3121 else if (op
== WINED3D_TOP_SELECT_ARG1
&& arg1
!= WINED3DTA_TEXTURE
)
3123 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3125 arg2
= WINED3DTA_TEXTURE
;
3126 op
= WINED3D_TOP_MODULATE
;
3128 else arg1
= WINED3DTA_TEXTURE
;
3130 else if (op
== WINED3D_TOP_SELECT_ARG2
&& arg2
!= WINED3DTA_TEXTURE
)
3132 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3134 arg1
= WINED3DTA_TEXTURE
;
3135 op
= WINED3D_TOP_MODULATE
;
3137 else arg2
= WINED3DTA_TEXTURE
;
3143 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3144 * this if block here, and the other code(color keying, texture unit selection) are the same
3146 TRACE("Setting alpha op for stage %d\n", stage
);
3147 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3149 set_tex_op_nvrc(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
,
3150 mapped_stage
, state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
3154 set_tex_op(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
);
3158 static void transform_texture(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3160 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3161 unsigned int tex
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3162 unsigned int mapped_stage
= context
->tex_unit_map
[tex
];
3163 struct wined3d_matrix mat
;
3165 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3166 if (use_vs(state
) || isStateDirty(context
, STATE_VDECL
))
3168 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3172 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) return;
3173 if (mapped_stage
>= gl_info
->limits
.textures
) return;
3175 context_active_texture(context
, gl_info
, mapped_stage
);
3176 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3177 checkGLcall("glMatrixMode(GL_TEXTURE)");
3179 get_texture_matrix(context
, state
, mapped_stage
, &mat
);
3181 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&mat
._11
);
3182 checkGLcall("glLoadMatrixf");
3185 static void unload_tex_coords(const struct wined3d_gl_info
*gl_info
)
3187 unsigned int texture_idx
;
3189 for (texture_idx
= 0; texture_idx
< gl_info
->limits
.texture_coords
; ++texture_idx
)
3191 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
));
3192 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
3196 static void load_tex_coords(const struct wined3d_context
*context
, const struct wined3d_stream_info
*si
,
3197 GLuint
*curVBO
, const struct wined3d_state
*state
)
3199 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3200 unsigned int mapped_stage
= 0;
3201 unsigned int textureNo
;
3203 for (textureNo
= 0; textureNo
< context
->d3d_info
->limits
.ffp_blend_stages
; ++textureNo
)
3205 int coordIdx
= state
->texture_states
[textureNo
][WINED3D_TSS_TEXCOORD_INDEX
];
3207 mapped_stage
= context
->tex_unit_map
[textureNo
];
3208 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) continue;
3210 if (mapped_stage
>= gl_info
->limits
.texture_coords
)
3212 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage
);
3216 if (coordIdx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coordIdx
))))
3218 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
3220 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3221 textureNo
, mapped_stage
, coordIdx
, e
->data
.buffer_object
, e
->data
.addr
);
3223 if (*curVBO
!= e
->data
.buffer_object
)
3225 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
3226 checkGLcall("glBindBuffer");
3227 *curVBO
= e
->data
.buffer_object
;
3230 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
3231 checkGLcall("glClientActiveTextureARB");
3233 /* The coords to supply depend completely on the fvf / vertex shader */
3234 gl_info
->gl_ops
.gl
.p_glTexCoordPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
3235 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
3236 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
3240 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
3243 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3245 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3246 for (textureNo
= mapped_stage
+ 1; textureNo
< gl_info
->limits
.textures
; ++textureNo
)
3248 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ textureNo
, 0, 0, 0, 1));
3252 checkGLcall("loadTexCoords");
3255 static void tex_coordindex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3257 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3258 static const GLfloat s_plane
[] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
};
3259 static const GLfloat t_plane
[] = { 0.0f
, 1.0f
, 0.0f
, 0.0f
};
3260 static const GLfloat r_plane
[] = { 0.0f
, 0.0f
, 1.0f
, 0.0f
};
3261 static const GLfloat q_plane
[] = { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
3262 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3263 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3265 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3267 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage
);
3271 if (mapped_stage
>= gl_info
->limits
.fragment_samplers
)
3273 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage
, mapped_stage
);
3276 context_active_texture(context
, gl_info
, mapped_stage
);
3278 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3280 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3281 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3282 * means use the vertex position (camera-space) as the input texture coordinates
3283 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3284 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3285 * to the TEXCOORDINDEX value
3287 switch (state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
3289 case WINED3DTSS_TCI_PASSTHRU
:
3290 /* Use the specified texture coordinates contained within the
3291 * vertex format. This value resolves to zero. */
3292 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3293 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3294 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3295 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3296 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3299 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
3300 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3301 * as the input texture coordinates for this stage's texture transformation. This
3302 * equates roughly to EYE_LINEAR */
3304 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3305 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3306 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3307 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3308 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3309 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3310 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3311 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3312 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3314 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3315 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3316 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3317 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3319 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3320 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3321 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3322 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3326 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
3327 /* Note that NV_TEXGEN_REFLECTION support is implied when
3328 * ARB_TEXTURE_CUBE_MAP is supported */
3329 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3331 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3335 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3336 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3337 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3338 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3339 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3340 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3341 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3342 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3343 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3345 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3346 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3347 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3348 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3350 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3351 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3352 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3353 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3357 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
3358 /* Note that NV_TEXGEN_REFLECTION support is implied when
3359 * ARB_TEXTURE_CUBE_MAP is supported */
3360 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3362 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3366 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3367 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3368 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3369 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3370 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3371 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3372 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3373 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3374 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3376 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3377 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3378 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3379 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3381 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3382 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3383 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3384 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3388 case WINED3DTSS_TCI_SPHEREMAP
:
3389 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3390 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3391 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3393 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3394 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3395 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3396 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3401 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3402 state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
]);
3403 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3404 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3405 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3406 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3407 checkGLcall("Disable texgen.");
3412 /* Update the texture matrix. */
3413 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ stage
)))
3414 transform_texture(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3416 if (!isStateDirty(context
, STATE_VDECL
) && context
->namedArraysLoaded
)
3418 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3419 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3420 * and do all the things linked to it
3421 * TODO: Tidy that up to reload only the arrays of the changed unit
3423 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3425 unload_tex_coords(gl_info
);
3426 load_tex_coords(context
, &context
->stream_info
, &curVBO
, state
);
3430 static void sampler_texmatrix(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3432 const DWORD sampler
= state_id
- STATE_SAMPLER(0);
3433 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
3435 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
3437 if(!texture
) return;
3438 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3439 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3440 * scaling is reapplied or removed, the texture matrix has to be reapplied
3442 * The mapped stage is already active because the sampler() function below, which is part of the
3445 if (sampler
< MAX_TEXTURES
)
3447 const BOOL texIsPow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3449 if (texIsPow2
|| (context
->lastWasPow2Texture
& (1u << sampler
)))
3452 context
->lastWasPow2Texture
|= 1u << sampler
;
3454 context
->lastWasPow2Texture
&= ~(1u << sampler
);
3456 transform_texture(context
, state
,
3457 STATE_TEXTURESTAGE(context
->tex_unit_map
[sampler
], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3462 static enum wined3d_texture_address
wined3d_texture_address_mode(const struct wined3d_texture
*texture
,
3463 enum wined3d_texture_address t
)
3465 if (t
< WINED3D_TADDRESS_WRAP
|| t
> WINED3D_TADDRESS_MIRROR_ONCE
)
3467 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t
);
3468 return WINED3D_TADDRESS_WRAP
;
3471 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3472 if (texture
->target
== GL_TEXTURE_CUBE_MAP_ARB
|| ((texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
3473 && t
== WINED3D_TADDRESS_WRAP
))
3474 return WINED3D_TADDRESS_CLAMP
;
3479 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc
*desc
,
3480 const struct wined3d_context
*context
, const DWORD
*sampler_states
, const struct wined3d_texture
*texture
)
3488 desc
->address_u
= wined3d_texture_address_mode(texture
, sampler_states
[WINED3D_SAMP_ADDRESS_U
]);
3489 desc
->address_v
= wined3d_texture_address_mode(texture
, sampler_states
[WINED3D_SAMP_ADDRESS_V
]);
3490 desc
->address_w
= wined3d_texture_address_mode(texture
, sampler_states
[WINED3D_SAMP_ADDRESS_W
]);
3491 D3DCOLORTOGLFLOAT4(sampler_states
[WINED3D_SAMP_BORDER_COLOR
], desc
->border_color
);
3492 if (sampler_states
[WINED3D_SAMP_MAG_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3493 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3494 sampler_states
[WINED3D_SAMP_MAG_FILTER
]);
3495 desc
->mag_filter
= min(max(sampler_states
[WINED3D_SAMP_MAG_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3496 if (sampler_states
[WINED3D_SAMP_MIN_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3497 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3498 sampler_states
[WINED3D_SAMP_MIN_FILTER
]);
3499 desc
->min_filter
= min(max(sampler_states
[WINED3D_SAMP_MIN_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3500 if (sampler_states
[WINED3D_SAMP_MIP_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3501 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3502 sampler_states
[WINED3D_SAMP_MIP_FILTER
]);
3503 desc
->mip_filter
= min(max(sampler_states
[WINED3D_SAMP_MIP_FILTER
], WINED3D_TEXF_NONE
), WINED3D_TEXF_LINEAR
);
3504 lod_bias
.d
= sampler_states
[WINED3D_SAMP_MIPMAP_LOD_BIAS
];
3505 desc
->lod_bias
= lod_bias
.f
;
3506 desc
->min_lod
= -1000.0f
;
3507 desc
->max_lod
= 1000.0f
;
3508 desc
->max_anisotropy
= sampler_states
[WINED3D_SAMP_MAX_ANISOTROPY
];
3509 if ((sampler_states
[WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3510 && sampler_states
[WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3511 && sampler_states
[WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_ANISOTROPIC
)
3512 || (texture
->flags
& WINED3D_TEXTURE_COND_NP2
))
3513 desc
->max_anisotropy
= 1;
3514 desc
->compare
= texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
;
3515 desc
->comparison_func
= WINED3D_CMP_LESSEQUAL
;
3516 desc
->srgb_decode
= sampler_states
[WINED3D_SAMP_SRGB_TEXTURE
];
3518 if (!(texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
))
3520 desc
->mag_filter
= WINED3D_TEXF_POINT
;
3521 desc
->min_filter
= WINED3D_TEXF_POINT
;
3522 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3525 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
3527 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3528 if (context
->gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3529 desc
->min_filter
= WINED3D_TEXF_POINT
;
3533 /* Enabling and disabling texture dimensions is done by texture stage state /
3534 * pixel shader setup, this function only has to bind textures and set the per
3535 * texture states. */
3536 static void sampler(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3538 DWORD sampler_idx
= state_id
- STATE_SAMPLER(0);
3539 DWORD mapped_stage
= context
->tex_unit_map
[sampler_idx
];
3540 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3542 TRACE("Sampler %u.\n", sampler_idx
);
3545 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3547 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx
);
3551 if (mapped_stage
>= gl_info
->limits
.combined_samplers
)
3555 context_active_texture(context
, gl_info
, mapped_stage
);
3557 if (state
->textures
[sampler_idx
])
3559 struct wined3d_texture
*texture
= state
->textures
[sampler_idx
];
3560 BOOL srgb
= state
->sampler_states
[sampler_idx
][WINED3D_SAMP_SRGB_TEXTURE
];
3561 const DWORD
*sampler_states
= state
->sampler_states
[sampler_idx
];
3562 struct wined3d_sampler_desc desc
;
3563 struct gl_texture
*gl_tex
;
3564 unsigned int base_level
;
3566 wined3d_sampler_desc_from_sampler_states(&desc
, context
, sampler_states
, texture
);
3568 wined3d_texture_bind(texture
, context
, srgb
);
3569 if (!gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3571 wined3d_texture_apply_sampler_desc(texture
, &desc
, context
);
3575 struct wined3d_device
*device
= context
->swapchain
->device
;
3576 struct wined3d_sampler
*sampler
;
3577 struct wine_rb_entry
*entry
;
3579 if ((entry
= wine_rb_get(&device
->samplers
, &desc
)))
3581 sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
3585 if (FAILED(wined3d_sampler_create(device
, &desc
, NULL
, &sampler
)))
3587 ERR("Failed to create sampler.\n");
3592 if (wine_rb_put(&device
->samplers
, &desc
, &sampler
->entry
) == -1)
3593 ERR("Failed to insert sampler.\n");
3599 GL_EXTCALL(glBindSampler(mapped_stage
, sampler
->name
));
3600 checkGLcall("glBindSampler");
3604 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
3606 else if (desc
.mip_filter
== WINED3D_TEXF_NONE
)
3607 base_level
= texture
->lod
;
3609 base_level
= min(max(sampler_states
[WINED3D_SAMP_MAX_MIP_LEVEL
],
3610 texture
->lod
), texture
->level_count
- 1);
3612 gl_tex
= wined3d_texture_get_gl_texture(texture
, texture
->flags
& WINED3D_TEXTURE_IS_SRGB
);
3613 if (base_level
!= gl_tex
->base_level
)
3615 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
3616 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
3617 * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
3618 * corresponds to GL_TEXTURE_BASE_LEVEL. */
3619 gl_info
->gl_ops
.gl
.p_glTexParameteri(texture
->target
, GL_TEXTURE_BASE_LEVEL
, base_level
);
3620 gl_tex
->base_level
= base_level
;
3623 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3624 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3625 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
3629 context_bind_texture(context
, GL_NONE
, 0);
3633 void apply_pixelshader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3639 if (!context
->last_was_pshader
)
3641 /* Former draw without a pixel shader, some samplers may be
3642 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3643 * make sure to enable them. */
3644 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3646 if (!isStateDirty(context
, STATE_SAMPLER(i
)))
3647 sampler(context
, state
, STATE_SAMPLER(i
));
3649 context
->last_was_pshader
= TRUE
;
3653 /* Otherwise all samplers were activated by the code above in
3654 * earlier draws, or by sampler() if a different texture was
3655 * bound. I don't have to do anything. */
3660 /* Disabled the pixel shader - color ops weren't applied while it was
3661 * enabled, so re-apply them. */
3662 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
3664 if (!isStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
)))
3665 context_apply_state(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3667 context
->last_was_pshader
= FALSE
;
3670 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
3673 static void state_geometry_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3675 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
3678 static void shader_bumpenv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3680 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
3683 static void transform_world(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3685 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3686 struct wined3d_matrix mat
;
3688 /* This function is called by transform_view below if the view matrix was changed too
3690 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3691 * does not always update the world matrix, only on a switch between transformed
3692 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3693 * draw, but that should be rather rare and cheaper in total.
3695 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3696 checkGLcall("glMatrixMode");
3698 get_modelview_matrix(context
, state
, 0, &mat
);
3700 gl_info
->gl_ops
.gl
.p_glLoadMatrixf((GLfloat
*)&mat
);
3701 checkGLcall("glLoadMatrixf");
3704 void clipplane(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3706 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3707 UINT index
= state_id
- STATE_CLIPPLANE(0);
3710 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.clipplanes
)
3713 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3714 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3716 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3718 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3720 /* With vertex shaders, clip planes are not transformed in Direct3D,
3721 * while in OpenGL they are still transformed by the model view matix. */
3722 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3724 plane
[0] = state
->clip_planes
[index
].x
;
3725 plane
[1] = state
->clip_planes
[index
].y
;
3726 plane
[2] = state
->clip_planes
[index
].z
;
3727 plane
[3] = state
->clip_planes
[index
].w
;
3729 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3730 plane
[0], plane
[1], plane
[2], plane
[3]);
3731 gl_info
->gl_ops
.gl
.p_glClipPlane(GL_CLIP_PLANE0
+ index
, plane
);
3732 checkGLcall("glClipPlane");
3734 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3737 static void transform_worldex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3739 UINT matrix
= state_id
- STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3740 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3743 TRACE("Setting world matrix %d\n", matrix
);
3745 if (matrix
>= gl_info
->limits
.blends
)
3747 WARN("Unsupported blend matrix set\n");
3751 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
3754 /* GL_MODELVIEW0_ARB: 0x1700
3755 * GL_MODELVIEW1_ARB: 0x850a
3756 * GL_MODELVIEW2_ARB: 0x8722
3757 * GL_MODELVIEW3_ARB: 0x8723
3759 * GL_MODELVIEW31_ARB: 0x873f
3761 if(matrix
== 1) glMat
= GL_MODELVIEW1_ARB
;
3762 else glMat
= GL_MODELVIEW2_ARB
- 2 + matrix
;
3764 gl_info
->gl_ops
.gl
.p_glMatrixMode(glMat
);
3765 checkGLcall("glMatrixMode(glMat)");
3767 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3768 * matrices while gl uses only 2. To avoid weighting the view matrix
3769 * incorrectly it has to be multiplied into every GL modelview matrix. */
3770 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3771 checkGLcall("glLoadMatrixf");
3772 gl_info
->gl_ops
.gl
.p_glMultMatrixf(&state
->transforms
[WINED3D_TS_WORLD_MATRIX(matrix
)]._11
);
3773 checkGLcall("glMultMatrixf");
3776 static void state_vertexblend_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3778 enum wined3d_vertex_blend_flags f
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3779 static unsigned int once
;
3781 if (f
== WINED3D_VBF_DISABLE
)
3784 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", f
);
3785 else WARN("Vertex blend flags %#x not supported.\n", f
);
3788 static void state_vertexblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3790 enum wined3d_vertex_blend_flags val
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3791 struct wined3d_device
*device
= context
->swapchain
->device
;
3792 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3793 static unsigned int once
;
3797 case WINED3D_VBF_1WEIGHTS
:
3798 case WINED3D_VBF_2WEIGHTS
:
3799 case WINED3D_VBF_3WEIGHTS
:
3800 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_BLEND_ARB
);
3801 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3803 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3804 * This is enabled at context creation with enabling
3805 * GL_WEIGHT_SUM_UNITY_ARB. */
3806 GL_EXTCALL(glVertexBlendARB(state
->render_states
[WINED3D_RS_VERTEXBLEND
] + 1));
3808 if (!device
->vertexBlendUsed
)
3811 for (i
= 1; i
< gl_info
->limits
.blends
; ++i
)
3813 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i
))))
3814 transform_worldex(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i
)));
3816 device
->vertexBlendUsed
= TRUE
;
3820 case WINED3D_VBF_TWEENING
:
3821 case WINED3D_VBF_0WEIGHTS
: /* Indexed vertex blending, not supported. */
3822 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", val
);
3823 else WARN("Vertex blend flags %#x not supported.\n", val
);
3825 case WINED3D_VBF_DISABLE
:
3826 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_BLEND_ARB
);
3827 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3832 static void transform_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3834 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3835 const struct wined3d_light_info
*light
= NULL
;
3838 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3839 * NOTE: We have to reset the positions even if the light/plane is not currently
3840 * enabled, since the call to enable it will not reset the position.
3841 * NOTE2: Apparently texture transforms do NOT need reapplying
3844 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3845 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3846 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3847 checkGLcall("glLoadMatrixf(...)");
3849 /* Reset lights. TODO: Call light apply func */
3850 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
3852 if (!(light
= state
->lights
[k
]))
3854 if (light
->OriginalParms
.type
== WINED3D_LIGHT_DIRECTIONAL
)
3855 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->direction
.x
);
3857 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->position
.x
);
3858 checkGLcall("glLightfv posn");
3859 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, &light
->direction
.x
);
3860 checkGLcall("glLightfv dirn");
3863 /* Reset Clipping Planes */
3864 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
3866 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
3867 clipplane(context
, state
, STATE_CLIPPLANE(k
));
3870 if (context
->last_was_rhw
)
3872 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3873 checkGLcall("glLoadIdentity()");
3874 /* No need to update the world matrix, the identity is fine */
3878 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3879 * No need to do it here if the state is scheduled for update. */
3880 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3881 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3883 /* Avoid looping over a number of matrices if the app never used the functionality */
3884 if (context
->swapchain
->device
->vertexBlendUsed
)
3886 for (k
= 1; k
< gl_info
->limits
.blends
; ++k
)
3888 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k
))))
3889 transform_worldex(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k
)));
3894 static void transform_projection(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3896 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3897 struct wined3d_matrix projection
;
3899 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3900 checkGLcall("glMatrixMode(GL_PROJECTION)");
3902 get_projection_matrix(context
, state
, &projection
);
3903 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&projection
._11
);
3904 checkGLcall("glLoadMatrixf");
3907 /* This should match any arrays loaded in load_vertex_data.
3908 * TODO: Only load / unload arrays if we have to. */
3909 static void unload_vertex_data(const struct wined3d_gl_info
*gl_info
)
3911 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_VERTEX_ARRAY
);
3912 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_NORMAL_ARRAY
);
3913 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_COLOR_ARRAY
);
3914 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
3915 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
3916 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
3917 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB
);
3918 unload_tex_coords(gl_info
);
3921 static inline void unload_numbered_array(struct wined3d_context
*context
, int i
)
3923 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3925 GL_EXTCALL(glDisableVertexAttribArray(i
));
3926 checkGLcall("glDisableVertexAttribArray");
3927 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
3928 GL_EXTCALL(glVertexAttribDivisor(i
, 0));
3930 context
->numbered_array_mask
&= ~(1u << i
);
3933 /* This should match any arrays loaded in loadNumberedArrays
3934 * TODO: Only load / unload arrays if we have to. */
3935 static void unload_numbered_arrays(struct wined3d_context
*context
)
3937 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3940 for (i
= 0; i
< context
->gl_info
->limits
.vertex_attribs
; ++i
) {
3941 unload_numbered_array(context
, i
);
3945 static void load_numbered_arrays(struct wined3d_context
*context
,
3946 const struct wined3d_stream_info
*stream_info
, const struct wined3d_state
*state
)
3948 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3949 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3952 /* Default to no instancing */
3953 context
->instance_count
= 0;
3955 for (i
= 0; i
< MAX_ATTRIBS
; i
++)
3957 const struct wined3d_stream_state
*stream
;
3959 if (!(stream_info
->use_map
& (1u << i
)))
3961 if (context
->numbered_array_mask
& (1u << i
))
3962 unload_numbered_array(context
, i
);
3963 if (!use_vs(state
) && i
== WINED3D_FFP_DIFFUSE
)
3964 GL_EXTCALL(glVertexAttrib4f(i
, 1.0f
, 1.0f
, 1.0f
, 1.0f
));
3966 GL_EXTCALL(glVertexAttrib4f(i
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
3970 stream
= &state
->streams
[stream_info
->elements
[i
].stream_idx
];
3972 if ((stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !context
->instance_count
)
3973 context
->instance_count
= state
->streams
[0].frequency
? state
->streams
[0].frequency
: 1;
3975 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
3977 GL_EXTCALL(glVertexAttribDivisor(i
, stream_info
->elements
[i
].divisor
));
3979 else if (stream_info
->elements
[i
].divisor
)
3981 /* Unload instanced arrays, they will be loaded using
3982 * immediate mode instead. */
3983 if (context
->numbered_array_mask
& (1u << i
))
3984 unload_numbered_array(context
, i
);
3988 TRACE_(d3d_shader
)("Loading array %u [VBO=%u]\n", i
, stream_info
->elements
[i
].data
.buffer_object
);
3990 if (stream_info
->elements
[i
].stride
)
3992 if (curVBO
!= stream_info
->elements
[i
].data
.buffer_object
)
3994 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, stream_info
->elements
[i
].data
.buffer_object
));
3995 checkGLcall("glBindBuffer");
3996 curVBO
= stream_info
->elements
[i
].data
.buffer_object
;
3998 /* Use the VBO to find out if a vertex buffer exists, not the vb
3999 * pointer. vb can point to a user pointer data blob. In that case
4000 * curVBO will be 0. If there is a vertex buffer but no vbo we
4001 * won't be load converted attributes anyway. */
4002 GL_EXTCALL(glVertexAttribPointer(i
, stream_info
->elements
[i
].format
->gl_vtx_format
,
4003 stream_info
->elements
[i
].format
->gl_vtx_type
,
4004 stream_info
->elements
[i
].format
->gl_normalized
,
4005 stream_info
->elements
[i
].stride
, stream_info
->elements
[i
].data
.addr
4006 + state
->load_base_vertex_index
* stream_info
->elements
[i
].stride
));
4008 if (!(context
->numbered_array_mask
& (1u << i
)))
4010 GL_EXTCALL(glEnableVertexAttribArray(i
));
4011 context
->numbered_array_mask
|= (1u << i
);
4016 /* Stride = 0 means always the same values.
4017 * glVertexAttribPointer doesn't do that. Instead disable the
4018 * pointer and set up the attribute statically. But we have to
4019 * figure out the system memory address. */
4020 const BYTE
*ptr
= stream_info
->elements
[i
].data
.addr
;
4021 if (stream_info
->elements
[i
].data
.buffer_object
)
4023 ptr
+= (ULONG_PTR
)buffer_get_sysmem(stream
->buffer
, context
);
4026 if (context
->numbered_array_mask
& (1u << i
)) unload_numbered_array(context
, i
);
4028 switch (stream_info
->elements
[i
].format
->id
)
4030 case WINED3DFMT_R32_FLOAT
:
4031 GL_EXTCALL(glVertexAttrib1fv(i
, (const GLfloat
*)ptr
));
4033 case WINED3DFMT_R32G32_FLOAT
:
4034 GL_EXTCALL(glVertexAttrib2fv(i
, (const GLfloat
*)ptr
));
4036 case WINED3DFMT_R32G32B32_FLOAT
:
4037 GL_EXTCALL(glVertexAttrib3fv(i
, (const GLfloat
*)ptr
));
4039 case WINED3DFMT_R32G32B32A32_FLOAT
:
4040 GL_EXTCALL(glVertexAttrib4fv(i
, (const GLfloat
*)ptr
));
4043 case WINED3DFMT_R8G8B8A8_UINT
:
4044 GL_EXTCALL(glVertexAttrib4ubv(i
, ptr
));
4046 case WINED3DFMT_B8G8R8A8_UNORM
:
4047 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
4049 const DWORD
*src
= (const DWORD
*)ptr
;
4050 DWORD c
= *src
& 0xff00ff00u
;
4051 c
|= (*src
& 0xff0000u
) >> 16;
4052 c
|= (*src
& 0xffu
) << 16;
4053 GL_EXTCALL(glVertexAttrib4Nubv(i
, (GLubyte
*)&c
));
4056 /* else fallthrough */
4057 case WINED3DFMT_R8G8B8A8_UNORM
:
4058 GL_EXTCALL(glVertexAttrib4Nubv(i
, ptr
));
4061 case WINED3DFMT_R16G16_SINT
:
4062 GL_EXTCALL(glVertexAttrib2sv(i
, (const GLshort
*)ptr
));
4064 case WINED3DFMT_R16G16B16A16_SINT
:
4065 GL_EXTCALL(glVertexAttrib4sv(i
, (const GLshort
*)ptr
));
4068 case WINED3DFMT_R16G16_SNORM
:
4070 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
4071 GL_EXTCALL(glVertexAttrib4Nsv(i
, s
));
4074 case WINED3DFMT_R16G16_UNORM
:
4076 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
4077 GL_EXTCALL(glVertexAttrib4Nusv(i
, s
));
4080 case WINED3DFMT_R16G16B16A16_SNORM
:
4081 GL_EXTCALL(glVertexAttrib4Nsv(i
, (const GLshort
*)ptr
));
4083 case WINED3DFMT_R16G16B16A16_UNORM
:
4084 GL_EXTCALL(glVertexAttrib4Nusv(i
, (const GLushort
*)ptr
));
4087 case WINED3DFMT_R10G10B10A2_UINT
:
4088 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4089 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4091 case WINED3DFMT_R10G10B10A2_SNORM
:
4092 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4093 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4096 case WINED3DFMT_R16G16_FLOAT
:
4097 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
4099 /* Not supported by GL_ARB_half_float_vertex. */
4100 GL_EXTCALL(glVertexAttrib2hvNV(i
, (const GLhalfNV
*)ptr
));
4104 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
4105 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
4106 GL_EXTCALL(glVertexAttrib2f(i
, x
, y
));
4109 case WINED3DFMT_R16G16B16A16_FLOAT
:
4110 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
4112 /* Not supported by GL_ARB_half_float_vertex. */
4113 GL_EXTCALL(glVertexAttrib4hvNV(i
, (const GLhalfNV
*)ptr
));
4117 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
4118 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
4119 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
4120 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
4121 GL_EXTCALL(glVertexAttrib4f(i
, x
, y
, z
, w
));
4126 ERR("Unexpected declaration in stride 0 attributes\n");
4132 checkGLcall("Loading numbered arrays");
4135 static void load_vertex_data(struct wined3d_context
*context
,
4136 const struct wined3d_stream_info
*si
, const struct wined3d_state
*state
)
4138 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4139 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
4140 const struct wined3d_stream_info_element
*e
;
4142 TRACE("Using fast vertex array code\n");
4144 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4145 context
->instance_count
= 0;
4147 /* Blend Data ---------------------------------------------- */
4148 if ((si
->use_map
& (1u << WINED3D_FFP_BLENDWEIGHT
))
4149 || si
->use_map
& (1u << WINED3D_FFP_BLENDINDICES
))
4151 e
= &si
->elements
[WINED3D_FFP_BLENDWEIGHT
];
4153 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4155 TRACE("Blend %u %p %u\n", e
->format
->component_count
,
4156 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
, e
->stride
);
4158 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB
);
4159 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4161 GL_EXTCALL(glVertexBlendARB(e
->format
->component_count
+ 1));
4163 if (curVBO
!= e
->data
.buffer_object
)
4165 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4166 checkGLcall("glBindBuffer");
4167 curVBO
= e
->data
.buffer_object
;
4170 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4171 e
->format
->gl_vtx_format
,
4172 e
->format
->gl_vtx_type
,
4174 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4175 GL_EXTCALL(glWeightPointerARB(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4176 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4178 checkGLcall("glWeightPointerARB");
4180 if (si
->use_map
& (1u << WINED3D_FFP_BLENDINDICES
))
4185 FIXME("blendMatrixIndices support\n");
4190 /* TODO: support blends in drawStridedSlow
4191 * No need to write a FIXME here, this is done after the general vertex decl decoding
4193 WARN("unsupported blending in openGl\n");
4198 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4200 static const GLbyte one
= 1;
4201 GL_EXTCALL(glWeightbvARB(1, &one
));
4202 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4206 /* Point Size ----------------------------------------------*/
4207 if (si
->use_map
& (1u << WINED3D_FFP_PSIZE
))
4209 /* no such functionality in the fixed function GL pipeline */
4210 TRACE("Cannot change ptSize here in openGl\n");
4211 /* TODO: Implement this function in using shaders if they are available */
4214 /* Vertex Pointers -----------------------------------------*/
4215 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
4217 e
= &si
->elements
[WINED3D_FFP_POSITION
];
4219 if (curVBO
!= e
->data
.buffer_object
)
4221 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4222 checkGLcall("glBindBuffer");
4223 curVBO
= e
->data
.buffer_object
;
4226 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4227 e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4228 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4229 gl_info
->gl_ops
.gl
.p_glVertexPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4230 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4231 checkGLcall("glVertexPointer(...)");
4232 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_VERTEX_ARRAY
);
4233 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4236 /* Normals -------------------------------------------------*/
4237 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
4239 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
4241 if (curVBO
!= e
->data
.buffer_object
)
4243 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4244 checkGLcall("glBindBuffer");
4245 curVBO
= e
->data
.buffer_object
;
4248 TRACE("glNormalPointer(%#x, %#x, %p);\n", e
->format
->gl_vtx_type
, e
->stride
,
4249 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4250 gl_info
->gl_ops
.gl
.p_glNormalPointer(e
->format
->gl_vtx_type
, e
->stride
,
4251 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4252 checkGLcall("glNormalPointer(...)");
4253 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_NORMAL_ARRAY
);
4254 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4259 gl_info
->gl_ops
.gl
.p_glNormal3f(0, 0, 0);
4260 checkGLcall("glNormal3f(0, 0, 0)");
4263 /* Diffuse Colour --------------------------------------------*/
4264 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
4266 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4268 if (curVBO
!= e
->data
.buffer_object
)
4270 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4271 checkGLcall("glBindBuffer");
4272 curVBO
= e
->data
.buffer_object
;
4275 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4276 e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4277 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4278 gl_info
->gl_ops
.gl
.p_glColorPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4279 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4280 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4281 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_COLOR_ARRAY
);
4282 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4287 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4288 checkGLcall("glColor4f(1, 1, 1, 1)");
4291 /* Specular Colour ------------------------------------------*/
4292 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
4294 TRACE("setting specular colour\n");
4296 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4298 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4300 GLenum type
= e
->format
->gl_vtx_type
;
4301 GLint format
= e
->format
->gl_vtx_format
;
4303 if (curVBO
!= e
->data
.buffer_object
)
4305 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4306 checkGLcall("glBindBuffer");
4307 curVBO
= e
->data
.buffer_object
;
4310 if (format
!= 4 || (gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
4312 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4313 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4314 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4315 * 4 component secondary colors use it
4317 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format
, type
, e
->stride
,
4318 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4319 GL_EXTCALL(glSecondaryColorPointerEXT(format
, type
, e
->stride
,
4320 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4321 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4327 case GL_UNSIGNED_BYTE
:
4328 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e
->stride
,
4329 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4330 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE
, e
->stride
,
4331 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4332 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4336 FIXME("Add 4 component specular color pointers for type %x\n", type
);
4337 /* Make sure that the right color component is dropped */
4338 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type
, e
->stride
,
4339 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4340 GL_EXTCALL(glSecondaryColorPointerEXT(3, type
, e
->stride
,
4341 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4342 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4345 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
4346 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4350 WARN("Specular colour is not supported in this GL implementation.\n");
4355 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4357 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
4358 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4362 WARN("Specular colour is not supported in this GL implementation.\n");
4366 /* Texture coords -------------------------------------------*/
4367 load_tex_coords(context
, si
, &curVBO
, state
);
4370 static void streamsrc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4372 BOOL load_numbered
= context
->d3d_info
->ffp_generic_attributes
4373 || (use_vs(state
) && !context
->use_immediate_mode_draw
);
4374 BOOL load_named
= !context
->d3d_info
->ffp_generic_attributes
4375 && !use_vs(state
) && !context
->use_immediate_mode_draw
;
4377 if (isStateDirty(context
, STATE_VDECL
)) return;
4378 if (context
->numberedArraysLoaded
&& !load_numbered
)
4380 unload_numbered_arrays(context
);
4381 context
->numberedArraysLoaded
= FALSE
;
4382 context
->numbered_array_mask
= 0;
4384 else if (context
->namedArraysLoaded
)
4386 unload_vertex_data(context
->gl_info
);
4387 context
->namedArraysLoaded
= FALSE
;
4392 TRACE("Loading numbered arrays\n");
4393 load_numbered_arrays(context
, &context
->stream_info
, state
);
4394 context
->numberedArraysLoaded
= TRUE
;
4396 else if (load_named
)
4398 TRACE("Loading vertex data\n");
4399 load_vertex_data(context
, &context
->stream_info
, state
);
4400 context
->namedArraysLoaded
= TRUE
;
4404 static void vdecl_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4406 if (isStateDirty(context
, STATE_STREAMSRC
))
4408 streamsrc(context
, state
, STATE_STREAMSRC
);
4411 static void vertexdeclaration(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4413 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4414 BOOL useVertexShaderFunction
= use_vs(state
);
4415 BOOL updateFog
= FALSE
;
4417 BOOL wasrhw
= context
->last_was_rhw
;
4420 transformed
= context
->stream_info
.position_transformed
;
4421 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
4424 context
->last_was_rhw
= transformed
;
4426 /* Don't have to apply the matrices when vertex shaders are used. When
4427 * vshaders are turned off this function will be called again anyway to
4428 * make sure they're properly set. */
4429 if (!useVertexShaderFunction
)
4431 /* TODO: Move this mainly to the viewport state and only apply when
4432 * the vp has changed or transformed / untransformed was switched. */
4433 if (wasrhw
!= context
->last_was_rhw
4434 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
))
4435 && !isStateDirty(context
, STATE_VIEWPORT
))
4436 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4437 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4440 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4441 * this check will fail and the matrix not applied again. This is OK because a simple
4442 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4443 * needs of the vertex declaration.
4445 * World and view matrix go into the same gl matrix, so only apply them when neither is
4448 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4449 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
4450 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4451 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_COLORVERTEX
)))
4452 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_COLORVERTEX
));
4453 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_LIGHTING
)))
4454 state_lighting(context
, state
, STATE_RENDER(WINED3D_RS_LIGHTING
));
4456 if (context
->last_was_vshader
)
4460 if (!context
->d3d_info
->vs_clipping
4461 && !isStateDirty(context
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
)))
4463 state_clipping(context
, state
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
));
4466 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4468 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4471 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
4472 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
4476 if(!context
->last_was_vshader
) {
4477 static BOOL warned
= FALSE
;
4478 if (!context
->d3d_info
->vs_clipping
)
4480 /* Disable all clip planes to get defined results on all drivers. See comment in the
4481 * state_clipping state handler
4483 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4485 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
+ i
);
4486 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4489 if (!warned
&& state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4491 FIXME("Clipping not supported with vertex shaders\n");
4497 /* Apply the transform matrices when switching from rhw
4498 * drawing to vertex shaders. Vertex shaders themselves do
4499 * not need it, but the matrices are not reapplied
4500 * automatically when switching back from vertex shaders to
4501 * fixed function processing. So make sure we leave the fixed
4502 * function vertex processing states back in a sane state
4503 * before switching to shaders. */
4504 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4505 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4506 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4507 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4511 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4512 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4513 * device->vs_clipping is false.
4515 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4517 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4522 context
->last_was_vshader
= useVertexShaderFunction
;
4523 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
4526 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
4528 if (!useVertexShaderFunction
)
4532 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
4534 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ i
)))
4535 transform_texture(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
4538 if (use_ps(state
) && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
4539 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
4540 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
4544 static void viewport_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4546 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4547 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4548 struct wined3d_viewport vp
= state
->viewport
;
4550 if (vp
.width
> target
->width
)
4551 vp
.width
= target
->width
;
4552 if (vp
.height
> target
->height
)
4553 vp
.height
= target
->height
;
4555 gl_info
->gl_ops
.gl
.p_glDepthRange(vp
.min_z
, vp
.max_z
);
4556 checkGLcall("glDepthRange");
4557 /* Note: GL requires lower left, DirectX supplies upper left. This is
4558 * reversed when using offscreen rendering. */
4559 if (context
->render_offscreen
)
4561 gl_info
->gl_ops
.gl
.p_glViewport(vp
.x
, vp
.y
, vp
.width
, vp
.height
);
4567 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target
), context
, &width
, &height
);
4568 gl_info
->gl_ops
.gl
.p_glViewport(vp
.x
, (height
- (vp
.y
+ vp
.height
)),
4569 vp
.width
, vp
.height
);
4571 checkGLcall("glViewport");
4574 static void viewport_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4576 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4577 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4578 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
4579 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4580 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
4581 /* Update the position fixup. */
4582 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
4585 static void light(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4587 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4588 UINT Index
= state_id
- STATE_ACTIVELIGHT(0);
4589 const struct wined3d_light_info
*lightInfo
= state
->lights
[Index
];
4593 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4594 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4599 float colRGBA
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
4601 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4602 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
4603 gl_info
->gl_ops
.gl
.p_glPushMatrix();
4604 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
4607 colRGBA
[0] = lightInfo
->OriginalParms
.diffuse
.r
;
4608 colRGBA
[1] = lightInfo
->OriginalParms
.diffuse
.g
;
4609 colRGBA
[2] = lightInfo
->OriginalParms
.diffuse
.b
;
4610 colRGBA
[3] = lightInfo
->OriginalParms
.diffuse
.a
;
4611 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_DIFFUSE
, colRGBA
);
4612 checkGLcall("glLightfv");
4615 colRGBA
[0] = lightInfo
->OriginalParms
.specular
.r
;
4616 colRGBA
[1] = lightInfo
->OriginalParms
.specular
.g
;
4617 colRGBA
[2] = lightInfo
->OriginalParms
.specular
.b
;
4618 colRGBA
[3] = lightInfo
->OriginalParms
.specular
.a
;
4619 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPECULAR
, colRGBA
);
4620 checkGLcall("glLightfv");
4623 colRGBA
[0] = lightInfo
->OriginalParms
.ambient
.r
;
4624 colRGBA
[1] = lightInfo
->OriginalParms
.ambient
.g
;
4625 colRGBA
[2] = lightInfo
->OriginalParms
.ambient
.b
;
4626 colRGBA
[3] = lightInfo
->OriginalParms
.ambient
.a
;
4627 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_AMBIENT
, colRGBA
);
4628 checkGLcall("glLightfv");
4630 if ((lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
) >= FLT_MIN
)
4631 quad_att
= 1.4f
/ (lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
);
4633 quad_att
= 0.0f
; /* 0 or MAX? (0 seems to be ok) */
4635 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4636 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4637 * Attenuation0 to NaN and crashes in the gl lib
4640 switch (lightInfo
->OriginalParms
.type
)
4642 case WINED3D_LIGHT_POINT
:
4644 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4645 checkGLcall("glLightfv");
4646 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4647 checkGLcall("glLightf");
4648 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4649 lightInfo
->OriginalParms
.attenuation0
);
4650 checkGLcall("glLightf");
4651 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4652 lightInfo
->OriginalParms
.attenuation1
);
4653 checkGLcall("glLightf");
4654 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4655 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4656 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4657 checkGLcall("glLightf");
4661 case WINED3D_LIGHT_SPOT
:
4663 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4664 checkGLcall("glLightfv");
4666 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPOT_DIRECTION
, &lightInfo
->direction
.x
);
4667 checkGLcall("glLightfv");
4668 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, lightInfo
->exponent
);
4669 checkGLcall("glLightf");
4670 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4671 checkGLcall("glLightf");
4672 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4673 lightInfo
->OriginalParms
.attenuation0
);
4674 checkGLcall("glLightf");
4675 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4676 lightInfo
->OriginalParms
.attenuation1
);
4677 checkGLcall("glLightf");
4678 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4679 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4680 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4681 checkGLcall("glLightf");
4685 case WINED3D_LIGHT_DIRECTIONAL
:
4687 /* Note GL uses w position of 0 for direction! */
4688 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->direction
.x
);
4689 checkGLcall("glLightfv");
4690 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4691 checkGLcall("glLightf");
4692 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, 0.0f
);
4693 checkGLcall("glLightf");
4697 FIXME("Unrecognized light type %#x.\n", lightInfo
->OriginalParms
.type
);
4700 /* Restore the modelview matrix */
4701 gl_info
->gl_ops
.gl
.p_glPopMatrix();
4703 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHT0
+ Index
);
4704 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4708 static void scissorrect(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4710 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4711 const RECT
*r
= &state
->scissor_rect
;
4713 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4714 * so our viewport correction does not apply. Warning2: Even in windowed
4715 * mode the coords are relative to the window, not the screen. */
4716 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r
));
4718 if (context
->render_offscreen
)
4720 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, r
->top
, r
->right
- r
->left
, r
->bottom
- r
->top
);
4724 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4728 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target
), context
, &width
, &height
);
4729 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, height
- r
->bottom
, r
->right
- r
->left
, r
->bottom
- r
->top
);
4731 checkGLcall("glScissor");
4734 static void indexbuffer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4736 const struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
4737 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4739 if (!state
->index_buffer
|| !stream_info
->all_vbo
)
4741 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, 0));
4745 struct wined3d_buffer
*ib
= state
->index_buffer
;
4746 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, ib
->buffer_object
));
4750 static void frontface(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4752 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4754 if (context
->render_offscreen
)
4756 gl_info
->gl_ops
.gl
.p_glFrontFace(GL_CCW
);
4757 checkGLcall("glFrontFace(GL_CCW)");
4761 gl_info
->gl_ops
.gl
.p_glFrontFace(GL_CW
);
4762 checkGLcall("glFrontFace(GL_CW)");
4766 static void psorigin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4772 WARN("Point sprite coordinate origin switching not supported.\n");
4777 static void psorigin(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4779 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4780 GLint origin
= context
->render_offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
;
4782 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, origin
));
4783 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4786 void state_srgbwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4788 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4790 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4792 if (needs_srgb_write(context
, state
, state
->fb
))
4793 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
4795 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
4798 static void state_cb(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
4799 enum wined3d_shader_type type
, unsigned int base
, unsigned int count
)
4801 struct wined3d_buffer
*buffer
;
4804 for (i
= 0; i
< count
; ++i
)
4806 buffer
= state
->cb
[type
][i
];
4807 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER
, base
+ i
, buffer
? buffer
->buffer_object
: 0));
4809 checkGLcall("glBindBufferBase");
4812 static void state_cb_vs(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4814 const struct wined3d_gl_limits
*limits
= &context
->gl_info
->limits
;
4816 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4818 state_cb(context
->gl_info
, state
, WINED3D_SHADER_TYPE_VERTEX
, 0, limits
->vertex_uniform_blocks
);
4821 static void state_cb_gs(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4823 const struct wined3d_gl_limits
*limits
= &context
->gl_info
->limits
;
4825 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4827 state_cb(context
->gl_info
, state
, WINED3D_SHADER_TYPE_GEOMETRY
,
4828 limits
->vertex_uniform_blocks
, limits
->geometry_uniform_blocks
);
4831 static void state_cb_ps(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4833 const struct wined3d_gl_limits
*limits
= &context
->gl_info
->limits
;
4835 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4837 state_cb(context
->gl_info
, state
, WINED3D_SHADER_TYPE_PIXEL
,
4838 limits
->vertex_uniform_blocks
+ limits
->geometry_uniform_blocks
, limits
->fragment_uniform_blocks
);
4841 static void state_cb_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4843 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4845 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id
));
4848 static void state_shader_resource_binding(struct wined3d_context
*context
,
4849 const struct wined3d_state
*state
, DWORD state_id
)
4851 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4853 context
->update_shader_resource_bindings
= 1;
4856 const struct StateEntryTemplate misc_state_template
[] =
4858 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb_vs
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4859 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4860 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb_gs
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4861 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4862 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb_ps
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4863 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4864 { STATE_SHADER_RESOURCE_BINDING
, { STATE_SHADER_RESOURCE_BINDING
, state_shader_resource_binding
}, WINED3D_GL_EXT_NONE
},
4865 { STATE_RENDER(WINED3D_RS_SRCBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4866 { STATE_RENDER(WINED3D_RS_DESTBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4867 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4868 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4869 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4870 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4871 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4872 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4873 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4874 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4875 { STATE_STREAMSRC
, { STATE_STREAMSRC
, streamsrc
}, WINED3D_GL_EXT_NONE
},
4876 { STATE_VDECL
, { STATE_VDECL
, vdecl_miscpart
}, WINED3D_GL_EXT_NONE
},
4877 { STATE_FRONTFACE
, { STATE_FRONTFACE
, frontface
}, WINED3D_GL_EXT_NONE
},
4878 { STATE_SCISSORRECT
, { STATE_SCISSORRECT
, scissorrect
}, WINED3D_GL_EXT_NONE
},
4879 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin
}, WINED3D_GL_VERSION_2_0
},
4880 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin_w
}, WINED3D_GL_EXT_NONE
},
4882 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4883 * vshader loadings are untied from each other
4885 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4886 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4887 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4888 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4889 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4890 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4891 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4892 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4893 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4894 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4895 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4896 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4897 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4898 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4899 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4900 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4901 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4902 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4903 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4904 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4905 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4906 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4907 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4908 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4909 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4910 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4911 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4912 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4913 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4914 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4915 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4916 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4917 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4918 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4919 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4920 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4921 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4922 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4923 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4924 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4925 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4926 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4927 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4928 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4929 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4930 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4931 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4932 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4934 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart
}, WINED3D_GL_EXT_NONE
},
4935 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, indexbuffer
}, ARB_VERTEX_BUFFER_OBJECT
},
4936 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, state_nop
}, WINED3D_GL_EXT_NONE
},
4937 { STATE_RENDER(WINED3D_RS_ANTIALIAS
), { STATE_RENDER(WINED3D_RS_ANTIALIAS
), state_antialias
}, WINED3D_GL_EXT_NONE
},
4938 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), state_nop
}, WINED3D_GL_EXT_NONE
},
4939 { STATE_RENDER(WINED3D_RS_ZENABLE
), { STATE_RENDER(WINED3D_RS_ZENABLE
), state_zenable
}, WINED3D_GL_EXT_NONE
},
4940 { STATE_RENDER(WINED3D_RS_WRAPU
), { STATE_RENDER(WINED3D_RS_WRAPU
), state_wrapu
}, WINED3D_GL_EXT_NONE
},
4941 { STATE_RENDER(WINED3D_RS_WRAPV
), { STATE_RENDER(WINED3D_RS_WRAPV
), state_wrapv
}, WINED3D_GL_EXT_NONE
},
4942 { STATE_RENDER(WINED3D_RS_FILLMODE
), { STATE_RENDER(WINED3D_RS_FILLMODE
), state_fillmode
}, WINED3D_GL_EXT_NONE
},
4943 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern
}, WINED3D_GL_EXT_NONE
},
4944 { STATE_RENDER(WINED3D_RS_MONOENABLE
), { STATE_RENDER(WINED3D_RS_MONOENABLE
), state_monoenable
}, WINED3D_GL_EXT_NONE
},
4945 { STATE_RENDER(WINED3D_RS_ROP2
), { STATE_RENDER(WINED3D_RS_ROP2
), state_rop2
}, WINED3D_GL_EXT_NONE
},
4946 { STATE_RENDER(WINED3D_RS_PLANEMASK
), { STATE_RENDER(WINED3D_RS_PLANEMASK
), state_planemask
}, WINED3D_GL_EXT_NONE
},
4947 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), state_zwritenable
}, WINED3D_GL_EXT_NONE
},
4948 { STATE_RENDER(WINED3D_RS_LASTPIXEL
), { STATE_RENDER(WINED3D_RS_LASTPIXEL
), state_lastpixel
}, WINED3D_GL_EXT_NONE
},
4949 { STATE_RENDER(WINED3D_RS_CULLMODE
), { STATE_RENDER(WINED3D_RS_CULLMODE
), state_cullmode
}, WINED3D_GL_EXT_NONE
},
4950 { STATE_RENDER(WINED3D_RS_ZFUNC
), { STATE_RENDER(WINED3D_RS_ZFUNC
), state_zfunc
}, WINED3D_GL_EXT_NONE
},
4951 { STATE_RENDER(WINED3D_RS_DITHERENABLE
), { STATE_RENDER(WINED3D_RS_DITHERENABLE
), state_ditherenable
}, WINED3D_GL_EXT_NONE
},
4952 { STATE_RENDER(WINED3D_RS_SUBPIXEL
), { STATE_RENDER(WINED3D_RS_SUBPIXEL
), state_subpixel
}, WINED3D_GL_EXT_NONE
},
4953 { STATE_RENDER(WINED3D_RS_SUBPIXELX
), { STATE_RENDER(WINED3D_RS_SUBPIXELX
), state_subpixelx
}, WINED3D_GL_EXT_NONE
},
4954 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), state_stippledalpha
}, WINED3D_GL_EXT_NONE
},
4955 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), state_stippleenable
}, WINED3D_GL_EXT_NONE
},
4956 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), state_mipmaplodbias
}, WINED3D_GL_EXT_NONE
},
4957 { STATE_RENDER(WINED3D_RS_ANISOTROPY
), { STATE_RENDER(WINED3D_RS_ANISOTROPY
), state_anisotropy
}, WINED3D_GL_EXT_NONE
},
4958 { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), state_flushbatch
}, WINED3D_GL_EXT_NONE
},
4959 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),state_translucentsi
}, WINED3D_GL_EXT_NONE
},
4960 { STATE_RENDER(WINED3D_RS_STENCILENABLE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
4961 { STATE_RENDER(WINED3D_RS_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4962 { STATE_RENDER(WINED3D_RS_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4963 { STATE_RENDER(WINED3D_RS_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4964 { STATE_RENDER(WINED3D_RS_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4965 { STATE_RENDER(WINED3D_RS_STENCILREF
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4966 { STATE_RENDER(WINED3D_RS_STENCILMASK
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4967 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite2s
}, EXT_STENCIL_TWO_SIDE
},
4968 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite
}, WINED3D_GL_EXT_NONE
},
4969 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4970 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4971 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4972 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4973 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4974 { STATE_RENDER(WINED3D_RS_WRAP0
), { STATE_RENDER(WINED3D_RS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
4975 { STATE_RENDER(WINED3D_RS_WRAP1
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4976 { STATE_RENDER(WINED3D_RS_WRAP2
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4977 { STATE_RENDER(WINED3D_RS_WRAP3
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4978 { STATE_RENDER(WINED3D_RS_WRAP4
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4979 { STATE_RENDER(WINED3D_RS_WRAP5
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4980 { STATE_RENDER(WINED3D_RS_WRAP6
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4981 { STATE_RENDER(WINED3D_RS_WRAP7
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4982 { STATE_RENDER(WINED3D_RS_WRAP8
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4983 { STATE_RENDER(WINED3D_RS_WRAP9
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4984 { STATE_RENDER(WINED3D_RS_WRAP10
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4985 { STATE_RENDER(WINED3D_RS_WRAP11
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4986 { STATE_RENDER(WINED3D_RS_WRAP12
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4987 { STATE_RENDER(WINED3D_RS_WRAP13
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4988 { STATE_RENDER(WINED3D_RS_WRAP14
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4989 { STATE_RENDER(WINED3D_RS_WRAP15
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4990 { STATE_RENDER(WINED3D_RS_EXTENTS
), { STATE_RENDER(WINED3D_RS_EXTENTS
), state_extents
}, WINED3D_GL_EXT_NONE
},
4991 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), state_ckeyblend
}, WINED3D_GL_EXT_NONE
},
4992 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), state_swvp
}, WINED3D_GL_EXT_NONE
},
4993 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), state_patchedgestyle
}, WINED3D_GL_EXT_NONE
},
4994 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), state_patchsegments
}, WINED3D_GL_EXT_NONE
},
4995 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), state_positiondegree
}, WINED3D_GL_EXT_NONE
},
4996 { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), state_normaldegree
}, WINED3D_GL_EXT_NONE
},
4997 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4998 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4999 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5000 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5001 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5002 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5003 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_nvdb
}, EXT_DEPTH_BOUNDS_TEST
},
5004 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_tessellation
}, WINED3D_GL_EXT_NONE
},
5005 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa
}, ARB_MULTISAMPLE
},
5006 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa_w
}, WINED3D_GL_EXT_NONE
},
5007 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), state_multisampmask
}, WINED3D_GL_EXT_NONE
},
5008 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), state_debug_monitor
}, WINED3D_GL_EXT_NONE
},
5009 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite0
}, EXT_DRAW_BUFFERS2
},
5010 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite
}, WINED3D_GL_EXT_NONE
},
5011 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop
}, WINED3D_GL_BLEND_EQUATION
},
5012 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop_w
}, WINED3D_GL_EXT_NONE
},
5013 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), state_scissor
}, WINED3D_GL_EXT_NONE
},
5014 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), NULL
}, WINED3D_GL_EXT_NONE
},
5015 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), state_colorwrite1
}, EXT_DRAW_BUFFERS2
},
5016 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5017 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), state_colorwrite2
}, EXT_DRAW_BUFFERS2
},
5018 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5019 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), state_colorwrite3
}, EXT_DRAW_BUFFERS2
},
5020 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5021 { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), state_blendfactor
}, EXT_BLEND_COLOR
},
5022 { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), state_blendfactor_w
}, WINED3D_GL_EXT_NONE
},
5023 { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), state_depthbias
}, WINED3D_GL_EXT_NONE
},
5024 { STATE_RENDER(WINED3D_RS_ZVISIBLE
), { STATE_RENDER(WINED3D_RS_ZVISIBLE
), state_zvisible
}, WINED3D_GL_EXT_NONE
},
5026 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler
}, WINED3D_GL_EXT_NONE
},
5027 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler
}, WINED3D_GL_EXT_NONE
},
5028 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler
}, WINED3D_GL_EXT_NONE
},
5029 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler
}, WINED3D_GL_EXT_NONE
},
5030 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler
}, WINED3D_GL_EXT_NONE
},
5031 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler
}, WINED3D_GL_EXT_NONE
},
5032 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler
}, WINED3D_GL_EXT_NONE
},
5033 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler
}, WINED3D_GL_EXT_NONE
},
5034 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler
}, WINED3D_GL_EXT_NONE
},
5035 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler
}, WINED3D_GL_EXT_NONE
},
5036 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler
}, WINED3D_GL_EXT_NONE
},
5037 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler
}, WINED3D_GL_EXT_NONE
},
5038 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler
}, WINED3D_GL_EXT_NONE
},
5039 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler
}, WINED3D_GL_EXT_NONE
},
5040 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler
}, WINED3D_GL_EXT_NONE
},
5041 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler
}, WINED3D_GL_EXT_NONE
},
5042 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler
}, WINED3D_GL_EXT_NONE
},
5043 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler
}, WINED3D_GL_EXT_NONE
},
5044 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler
}, WINED3D_GL_EXT_NONE
},
5045 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler
}, WINED3D_GL_EXT_NONE
},
5046 { STATE_BASEVERTEXINDEX
, { STATE_BASEVERTEXINDEX
, state_nop
, }, ARB_DRAW_ELEMENTS_BASE_VERTEX
},
5047 { STATE_BASEVERTEXINDEX
, { STATE_STREAMSRC
, NULL
, }, WINED3D_GL_EXT_NONE
},
5048 { STATE_FRAMEBUFFER
, { STATE_FRAMEBUFFER
, context_state_fb
}, WINED3D_GL_EXT_NONE
},
5049 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), context_state_drawbuf
},WINED3D_GL_EXT_NONE
},
5050 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), state_geometry_shader
}, WINED3D_GL_EXT_NONE
},
5051 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5054 static const struct StateEntryTemplate vp_ffp_states
[] =
5056 { STATE_VDECL
, { STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
5057 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
5058 { STATE_MATERIAL
, { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5059 { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
5061 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
5062 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
5063 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
5064 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
5065 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
5066 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
5067 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
5068 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
5069 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
5070 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
5071 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
5072 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
5073 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
5074 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
5075 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
5076 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
5077 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
5078 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
5079 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
5080 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
5081 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
5082 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
5083 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
5084 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
5085 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
5086 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
5087 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
5088 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
5089 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
5090 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
5091 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
5092 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
5094 { STATE_LIGHT_TYPE
, { STATE_LIGHT_TYPE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5095 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
5096 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
5097 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
5098 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
5099 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
5100 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
5101 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
5102 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
5104 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
5105 /* Transform states follow */
5106 { STATE_TRANSFORM(WINED3D_TS_VIEW
), { STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
5107 { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
5108 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5109 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5110 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5111 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5112 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5113 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5114 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5115 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5116 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world
}, WINED3D_GL_EXT_NONE
},
5117 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5118 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5119 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5120 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5121 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5122 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5123 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5124 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5125 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5126 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5127 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5128 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5129 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5130 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5131 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5132 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5133 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5134 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5135 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5136 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5137 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5138 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5139 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5140 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5141 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5142 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5143 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5144 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5145 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5146 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5147 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5148 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5149 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5150 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5151 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5152 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5153 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5154 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5155 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5156 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5157 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5158 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5159 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5160 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5161 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5162 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5163 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5164 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5165 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5166 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5167 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5168 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5169 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5170 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5171 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5172 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5173 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5174 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5175 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5176 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5177 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5178 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5179 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5180 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5181 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5182 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5183 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5184 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5185 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5186 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5187 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5188 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5189 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5190 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5191 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5192 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5193 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5194 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5195 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5196 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5197 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5198 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5199 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5200 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5201 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5202 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5203 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5204 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5205 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5206 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5207 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5208 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5209 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5210 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5211 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5212 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5213 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5214 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5215 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5216 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5217 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5218 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5219 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5220 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5221 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5222 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5223 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5224 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5225 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5226 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5227 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5228 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5229 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5230 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5231 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5232 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5233 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5234 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5235 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5372 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5373 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5374 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5375 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5376 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5377 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5378 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5379 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5380 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5381 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5382 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5383 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5384 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5385 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5386 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5387 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5389 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
5390 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5391 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5392 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5393 { STATE_RENDER(WINED3D_RS_CLIPPING
), { STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
5394 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), { STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
5395 { STATE_RENDER(WINED3D_RS_LIGHTING
), { STATE_RENDER(WINED3D_RS_LIGHTING
), state_lighting
}, WINED3D_GL_EXT_NONE
},
5396 { STATE_RENDER(WINED3D_RS_AMBIENT
), { STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
5397 { STATE_RENDER(WINED3D_RS_COLORVERTEX
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5398 { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), state_localviewer
}, WINED3D_GL_EXT_NONE
},
5399 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), state_normalize
}, WINED3D_GL_EXT_NONE
},
5400 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5401 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5402 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5403 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5404 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend
}, ARB_VERTEX_BLEND
},
5405 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend_w
}, WINED3D_GL_EXT_NONE
},
5406 { STATE_RENDER(WINED3D_RS_POINTSIZE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5407 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
5408 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
5409 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
5410 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
5411 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
5412 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5413 { STATE_RENDER(WINED3D_RS_POINTSCALE_A
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5414 { STATE_RENDER(WINED3D_RS_POINTSCALE_B
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5415 { STATE_RENDER(WINED3D_RS_POINTSCALE_C
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5416 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
5417 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
5418 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
5419 { STATE_RENDER(WINED3D_RS_TWEENFACTOR
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5420 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5422 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5423 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5424 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5426 { STATE_SAMPLER(0), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5427 { STATE_SAMPLER(0), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5428 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5429 { STATE_SAMPLER(1), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5430 { STATE_SAMPLER(1), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5431 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5432 { STATE_SAMPLER(2), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5433 { STATE_SAMPLER(2), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5434 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5435 { STATE_SAMPLER(3), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5436 { STATE_SAMPLER(3), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5437 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5438 { STATE_SAMPLER(4), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5439 { STATE_SAMPLER(4), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5440 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5441 { STATE_SAMPLER(5), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5442 { STATE_SAMPLER(5), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5443 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5444 { STATE_SAMPLER(6), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5445 { STATE_SAMPLER(6), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5446 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5447 { STATE_SAMPLER(7), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5448 { STATE_SAMPLER(7), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5449 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5450 { STATE_POINT_ENABLE
, { STATE_POINT_ENABLE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5451 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5454 static const struct StateEntryTemplate ffp_fragmentstate_template
[] = {
5455 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5456 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5457 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5458 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5459 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5460 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5461 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5462 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5463 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5464 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5465 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5466 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5467 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5468 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5469 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5470 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5471 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5472 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5473 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5474 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5475 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5476 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5477 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5478 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5479 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5480 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5481 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5482 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5483 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5484 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5485 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5486 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5487 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5488 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5489 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5490 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5491 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5492 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5493 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5494 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5495 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5496 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5497 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5498 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5499 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5500 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5501 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5502 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5503 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5504 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5505 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5506 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5507 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5508 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5509 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5510 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5511 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5512 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5513 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5514 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5515 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5516 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5517 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5518 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5519 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5520 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5521 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5522 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5523 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5524 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5525 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5526 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5527 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5528 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5529 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5530 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5531 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5532 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5533 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5534 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5535 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
5536 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5537 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5538 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
5539 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5540 { STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
5541 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
5542 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor
}, WINED3D_GL_EXT_NONE
},
5543 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
5544 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
5545 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5546 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5547 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5548 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
5549 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
5550 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
5551 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5552 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5553 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5554 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5555 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5556 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5557 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5558 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5559 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5562 /* Context activation is done by the caller. */
5563 static void ffp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5565 static void *ffp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5570 static void ffp_free(struct wined3d_device
*device
) {}
5572 static void vp_ffp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5574 caps
->xyzrhw
= FALSE
;
5575 caps
->ffp_generic_attributes
= FALSE
;
5576 caps
->max_active_lights
= gl_info
->limits
.lights
;
5577 caps
->max_vertex_blend_matrices
= gl_info
->limits
.blends
;
5578 caps
->max_vertex_blend_matrix_index
= 0;
5579 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5580 | WINED3DVTXPCAPS_MATERIALSOURCE7
5581 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5582 | WINED3DVTXPCAPS_LOCALVIEWER
5583 | WINED3DVTXPCAPS_VERTEXFOG
5584 | WINED3DVTXPCAPS_TEXGEN
5585 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
5586 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
5587 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
5588 caps
->raster_caps
= 0;
5589 if (gl_info
->supported
[NV_FOG_DISTANCE
])
5590 caps
->raster_caps
|= WINED3DPRASTERCAPS_FOGRANGE
;
5593 static DWORD
vp_ffp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5595 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5598 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe
=
5602 vp_ffp_get_emul_mask
,
5608 static void ffp_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5610 caps
->wined3d_caps
= 0;
5611 caps
->PrimitiveMiscCaps
= 0;
5612 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
5613 | WINED3DTEXOPCAPS_ADDSIGNED
5614 | WINED3DTEXOPCAPS_ADDSIGNED2X
5615 | WINED3DTEXOPCAPS_MODULATE
5616 | WINED3DTEXOPCAPS_MODULATE2X
5617 | WINED3DTEXOPCAPS_MODULATE4X
5618 | WINED3DTEXOPCAPS_SELECTARG1
5619 | WINED3DTEXOPCAPS_SELECTARG2
5620 | WINED3DTEXOPCAPS_DISABLE
;
5622 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
]
5623 || gl_info
->supported
[EXT_TEXTURE_ENV_COMBINE
]
5624 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5626 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5627 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5628 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5629 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5630 | WINED3DTEXOPCAPS_LERP
5631 | WINED3DTEXOPCAPS_SUBTRACT
;
5633 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
]
5634 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5636 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
5637 | WINED3DTEXOPCAPS_MULTIPLYADD
5638 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5639 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5640 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
5642 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
5643 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
5645 caps
->MaxTextureBlendStages
= gl_info
->limits
.textures
;
5646 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
5649 static DWORD
ffp_fragment_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5651 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5654 static BOOL
ffp_color_fixup_supported(struct color_fixup_desc fixup
)
5658 TRACE("Checking support for fixup:\n");
5659 dump_color_fixup_desc(fixup
);
5662 /* We only support identity conversions. */
5663 if (is_identity_fixup(fixup
))
5669 TRACE("[FAILED]\n");
5673 static BOOL
ffp_none_context_alloc(struct wined3d_context
*context
)
5678 static void ffp_none_context_free(struct wined3d_context
*context
)
5682 const struct fragment_pipeline ffp_fragment_pipeline
= {
5684 ffp_fragment_get_caps
,
5685 ffp_fragment_get_emul_mask
,
5688 ffp_none_context_alloc
,
5689 ffp_none_context_free
,
5690 ffp_color_fixup_supported
,
5691 ffp_fragmentstate_template
,
5694 static void none_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5696 static void *none_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5701 static void none_free(struct wined3d_device
*device
) {}
5703 static void vp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5705 memset(caps
, 0, sizeof(*caps
));
5708 static DWORD
vp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5713 const struct wined3d_vertex_pipe_ops none_vertex_pipe
=
5717 vp_none_get_emul_mask
,
5723 static void fp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5725 memset(caps
, 0, sizeof(*caps
));
5728 static DWORD
fp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5733 static BOOL
fp_none_color_fixup_supported(struct color_fixup_desc fixup
)
5735 return is_identity_fixup(fixup
);
5738 const struct fragment_pipeline none_fragment_pipe
=
5742 fp_none_get_emul_mask
,
5745 ffp_none_context_alloc
,
5746 ffp_none_context_free
,
5747 fp_none_color_fixup_supported
,
5751 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5754 for(i
= 0; funcs
[i
]; i
++);
5758 static void multistate_apply_2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5760 context
->swapchain
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5761 context
->swapchain
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5764 static void multistate_apply_3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5766 context
->swapchain
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5767 context
->swapchain
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5768 context
->swapchain
->device
->multistate_funcs
[state_id
][2](context
, state
, state_id
);
5771 static void prune_invalid_states(struct StateEntry
*state_table
, const struct wined3d_gl_info
*gl_info
,
5772 const struct wined3d_d3d_info
*d3d_info
)
5774 unsigned int start
, last
, i
;
5776 start
= STATE_TEXTURESTAGE(d3d_info
->limits
.ffp_blend_stages
, 0);
5777 last
= STATE_TEXTURESTAGE(MAX_TEXTURES
- 1, WINED3D_HIGHEST_TEXTURE_STATE
);
5778 for (i
= start
; i
<= last
; ++i
)
5780 state_table
[i
].representative
= 0;
5781 state_table
[i
].apply
= state_undefined
;
5784 start
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ d3d_info
->limits
.ffp_blend_stages
);
5785 last
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ MAX_TEXTURES
- 1);
5786 for (i
= start
; i
<= last
; ++i
)
5788 state_table
[i
].representative
= 0;
5789 state_table
[i
].apply
= state_undefined
;
5792 start
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info
->limits
.ffp_vertex_blend_matrices
));
5793 last
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5794 for (i
= start
; i
<= last
; ++i
)
5796 state_table
[i
].representative
= 0;
5797 state_table
[i
].apply
= state_undefined
;
5801 static void validate_state_table(struct StateEntry
*state_table
)
5823 static const DWORD simple_states
[] =
5829 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
),
5830 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
),
5831 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
),
5832 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
),
5833 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),
5834 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
),
5835 STATE_SHADER_RESOURCE_BINDING
,
5840 STATE_POINTSPRITECOORDORIGIN
,
5841 STATE_BASEVERTEXINDEX
,
5846 unsigned int i
, current
;
5848 for (i
= STATE_RENDER(1), current
= 0; i
<= STATE_RENDER(WINEHIGHEST_RENDER_STATE
); ++i
)
5850 if (!rs_holes
[current
].first
|| i
< STATE_RENDER(rs_holes
[current
].first
))
5852 if (!state_table
[i
].representative
)
5853 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i
), i
);
5855 else if (state_table
[i
].representative
)
5856 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i
), i
);
5858 if (i
== STATE_RENDER(rs_holes
[current
].last
)) ++current
;
5861 for (i
= 0; i
< sizeof(simple_states
) / sizeof(*simple_states
); ++i
)
5863 if (!state_table
[simple_states
[i
]].representative
)
5864 ERR("State %s (%#x) should have a representative.\n",
5865 debug_d3dstate(simple_states
[i
]), simple_states
[i
]);
5868 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5870 DWORD rep
= state_table
[i
].representative
;
5873 if (state_table
[rep
].representative
!= rep
)
5875 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5876 debug_d3dstate(i
), i
, debug_d3dstate(rep
), rep
);
5877 state_table
[i
].representative
= 0;
5882 if (state_table
[i
].apply
)
5883 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i
), i
);
5885 else if (!state_table
[i
].apply
)
5887 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i
), i
);
5893 HRESULT
compile_state_table(struct StateEntry
*StateTable
, APPLYSTATEFUNC
**dev_multistate_funcs
,
5894 const struct wined3d_gl_info
*gl_info
, const struct wined3d_d3d_info
*d3d_info
,
5895 const struct wined3d_vertex_pipe_ops
*vertex
, const struct fragment_pipeline
*fragment
,
5896 const struct StateEntryTemplate
*misc
)
5898 unsigned int i
, type
, handlers
;
5899 APPLYSTATEFUNC multistate_funcs
[STATE_HIGHEST
+ 1][3];
5900 const struct StateEntryTemplate
*cur
;
5901 BOOL set
[STATE_HIGHEST
+ 1];
5903 memset(multistate_funcs
, 0, sizeof(multistate_funcs
));
5905 for(i
= 0; i
< STATE_HIGHEST
+ 1; i
++) {
5906 StateTable
[i
].representative
= 0;
5907 StateTable
[i
].apply
= state_undefined
;
5910 for(type
= 0; type
< 3; type
++) {
5911 /* This switch decides the order in which the states are applied */
5913 case 0: cur
= misc
; break;
5914 case 1: cur
= fragment
->states
; break;
5915 case 2: cur
= vertex
->vp_states
; break;
5916 default: cur
= NULL
; /* Stupid compiler */
5920 /* GL extension filtering should not prevent multiple handlers being applied from different
5923 memset(set
, 0, sizeof(set
));
5925 for(i
= 0; cur
[i
].state
; i
++) {
5926 APPLYSTATEFUNC
*funcs_array
;
5928 /* Only use the first matching state with the available extension from one template.
5930 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5931 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5933 * if GL_XYZ_fancy is supported, ignore the 2nd line
5935 if(set
[cur
[i
].state
]) continue;
5936 /* Skip state lines depending on unsupported extensions */
5937 if (!gl_info
->supported
[cur
[i
].extension
]) continue;
5938 set
[cur
[i
].state
] = TRUE
;
5939 /* In some cases having an extension means that nothing has to be
5940 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5941 * supported, the texture coordinate fixup can be ignored. If the
5942 * apply function is used, mark the state set(done above) to prevent
5943 * applying later lines, but do not record anything in the state
5946 if (!cur
[i
].content
.representative
) continue;
5948 handlers
= num_handlers(multistate_funcs
[cur
[i
].state
]);
5949 multistate_funcs
[cur
[i
].state
][handlers
] = cur
[i
].content
.apply
;
5952 StateTable
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
5955 StateTable
[cur
[i
].state
].apply
= multistate_apply_2
;
5956 dev_multistate_funcs
[cur
[i
].state
] = HeapAlloc(GetProcessHeap(),
5958 sizeof(**dev_multistate_funcs
) * 2);
5959 if (!dev_multistate_funcs
[cur
[i
].state
]) {
5963 dev_multistate_funcs
[cur
[i
].state
][0] = multistate_funcs
[cur
[i
].state
][0];
5964 dev_multistate_funcs
[cur
[i
].state
][1] = multistate_funcs
[cur
[i
].state
][1];
5967 StateTable
[cur
[i
].state
].apply
= multistate_apply_3
;
5968 funcs_array
= HeapReAlloc(GetProcessHeap(),
5970 dev_multistate_funcs
[cur
[i
].state
],
5971 sizeof(**dev_multistate_funcs
) * 3);
5976 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
5977 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
5980 ERR("Unexpected amount of state handlers for state %u: %u\n",
5981 cur
[i
].state
, handlers
+ 1);
5984 if (StateTable
[cur
[i
].state
].representative
5985 && StateTable
[cur
[i
].state
].representative
!= cur
[i
].content
.representative
)
5987 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5988 debug_d3dstate(cur
[i
].state
), cur
[i
].state
);
5990 StateTable
[cur
[i
].state
].representative
= cur
[i
].content
.representative
;
5994 prune_invalid_states(StateTable
, gl_info
, d3d_info
);
5995 validate_state_table(StateTable
);
6000 for (i
= 0; i
<= STATE_HIGHEST
; ++i
) {
6001 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs
[i
]);
6004 memset(dev_multistate_funcs
, 0, (STATE_HIGHEST
+ 1)*sizeof(*dev_multistate_funcs
));
6006 return E_OUTOFMEMORY
;