2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader
);
41 ULONG CDECL
wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state
*state
)
43 ULONG refcount
= InterlockedIncrement(&state
->refcount
);
45 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
50 static void wined3d_rasterizer_state_destroy_object(void *object
)
52 HeapFree(GetProcessHeap(), 0, object
);
55 ULONG CDECL
wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state
*state
)
57 ULONG refcount
= InterlockedDecrement(&state
->refcount
);
58 struct wined3d_device
*device
= state
->device
;
60 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
64 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
65 wined3d_cs_destroy_object(device
->cs
, wined3d_rasterizer_state_destroy_object
, state
);
71 void * CDECL
wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state
*state
)
73 TRACE("rasterizer_state %p.\n", state
);
78 HRESULT CDECL
wined3d_rasterizer_state_create(struct wined3d_device
*device
,
79 const struct wined3d_rasterizer_state_desc
*desc
, void *parent
,
80 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_rasterizer_state
**state
)
82 struct wined3d_rasterizer_state
*object
;
84 TRACE("device %p, desc %p, state %p.\n", device
, desc
, state
);
86 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
91 object
->parent
= parent
;
92 object
->parent_ops
= parent_ops
;
93 object
->device
= device
;
95 TRACE("Created rasterizer state %p.\n", object
);
101 /* Context activation for state handler is done by the caller. */
103 static void state_undefined(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
105 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id
), state_id
);
108 void state_nop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
110 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id
));
113 static void state_fillmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
115 enum wined3d_fill_mode mode
= state
->render_states
[WINED3D_RS_FILLMODE
];
116 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
120 case WINED3D_FILL_POINT
:
121 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_POINT
);
122 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
124 case WINED3D_FILL_WIREFRAME
:
125 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_LINE
);
126 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
128 case WINED3D_FILL_SOLID
:
129 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
130 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
133 FIXME("Unrecognized fill mode %#x.\n", mode
);
137 static void state_lighting(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
139 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
141 /* Lighting is not enabled if transformed vertices are drawn, but lighting
142 * does not affect the stream sources, so it is not grouped for
143 * performance reasons. This state reads the decoded vertex declaration,
144 * so if it is dirty don't do anything. The vertex declaration applying
145 * function calls this function for updating. */
146 if (isStateDirty(context
, STATE_VDECL
))
149 if (state
->render_states
[WINED3D_RS_LIGHTING
]
150 && !context
->stream_info
.position_transformed
)
152 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHTING
);
153 checkGLcall("glEnable GL_LIGHTING");
157 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
158 checkGLcall("glDisable GL_LIGHTING");
162 static void state_zenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
164 enum wined3d_depth_buffer_type zenable
= state
->render_states
[WINED3D_RS_ZENABLE
];
165 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
167 /* No z test without depth stencil buffers */
168 if (!state
->fb
->depth_stencil
)
170 TRACE("No Z buffer - disabling depth test\n");
171 zenable
= WINED3D_ZB_FALSE
;
176 case WINED3D_ZB_FALSE
:
177 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
178 checkGLcall("glDisable GL_DEPTH_TEST");
180 case WINED3D_ZB_TRUE
:
181 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
182 checkGLcall("glEnable GL_DEPTH_TEST");
184 case WINED3D_ZB_USEW
:
185 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
186 checkGLcall("glEnable GL_DEPTH_TEST");
187 FIXME("W buffer is not well handled\n");
190 FIXME("Unrecognized depth buffer type %#x.\n", zenable
);
194 if (context
->last_was_rhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
195 context_apply_state(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
198 static void state_cullmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
200 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
202 /* glFrontFace() is set in context.c at context init and on an
203 * offscreen / onscreen rendering switch. */
204 switch (state
->render_states
[WINED3D_RS_CULLMODE
])
206 case WINED3D_CULL_NONE
:
207 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
208 checkGLcall("glDisable GL_CULL_FACE");
210 case WINED3D_CULL_FRONT
:
211 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
212 checkGLcall("glEnable GL_CULL_FACE");
213 gl_info
->gl_ops
.gl
.p_glCullFace(GL_FRONT
);
214 checkGLcall("glCullFace(GL_FRONT)");
216 case WINED3D_CULL_BACK
:
217 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
218 checkGLcall("glEnable GL_CULL_FACE");
219 gl_info
->gl_ops
.gl
.p_glCullFace(GL_BACK
);
220 checkGLcall("glCullFace(GL_BACK)");
223 FIXME("Unrecognized cull mode %#x.\n",
224 state
->render_states
[WINED3D_RS_CULLMODE
]);
228 void state_shademode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
230 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
232 switch (state
->render_states
[WINED3D_RS_SHADEMODE
])
234 case WINED3D_SHADE_FLAT
:
235 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_FLAT
);
236 checkGLcall("glShadeModel(GL_FLAT)");
238 case WINED3D_SHADE_GOURAUD
:
239 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
241 case WINED3D_SHADE_PHONG
:
242 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
243 checkGLcall("glShadeModel(GL_SMOOTH)");
246 FIXME("Unrecognized shade mode %#x.\n",
247 state
->render_states
[WINED3D_RS_SHADEMODE
]);
251 static void state_ditherenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
253 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
255 if (state
->render_states
[WINED3D_RS_DITHERENABLE
])
257 gl_info
->gl_ops
.gl
.p_glEnable(GL_DITHER
);
258 checkGLcall("glEnable GL_DITHER");
262 gl_info
->gl_ops
.gl
.p_glDisable(GL_DITHER
);
263 checkGLcall("glDisable GL_DITHER");
267 static void state_zwriteenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
269 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
271 if (state
->render_states
[WINED3D_RS_ZWRITEENABLE
])
273 gl_info
->gl_ops
.gl
.p_glDepthMask(1);
274 checkGLcall("glDepthMask(1)");
278 gl_info
->gl_ops
.gl
.p_glDepthMask(0);
279 checkGLcall("glDepthMask(0)");
283 GLenum
wined3d_gl_compare_func(enum wined3d_cmp_func f
)
287 case WINED3D_CMP_NEVER
:
289 case WINED3D_CMP_LESS
:
291 case WINED3D_CMP_EQUAL
:
293 case WINED3D_CMP_LESSEQUAL
:
295 case WINED3D_CMP_GREATER
:
297 case WINED3D_CMP_NOTEQUAL
:
299 case WINED3D_CMP_GREATEREQUAL
:
301 case WINED3D_CMP_ALWAYS
:
305 WARN("Unrecognized compare function %#x.\n", f
);
307 FIXME("Unrecognized compare function %#x.\n", f
);
312 static void state_zfunc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
314 GLenum depth_func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ZFUNC
]);
315 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
317 if (!depth_func
) return;
319 gl_info
->gl_ops
.gl
.p_glDepthFunc(depth_func
);
320 checkGLcall("glDepthFunc");
323 static void state_ambient(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
325 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
326 struct wined3d_color color
;
328 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
329 TRACE("Setting ambient to %s.\n", debug_color(&color
));
330 gl_info
->gl_ops
.gl
.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, &color
.r
);
331 checkGLcall("glLightModel for MODEL_AMBIENT");
334 static void state_blendop_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
336 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
339 static GLenum
gl_blend_op(const struct wined3d_gl_info
*gl_info
, enum wined3d_blend_op op
)
343 case WINED3D_BLEND_OP_ADD
:
345 case WINED3D_BLEND_OP_SUBTRACT
:
346 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_SUBTRACT
: GL_FUNC_ADD
;
347 case WINED3D_BLEND_OP_REVSUBTRACT
:
348 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_REVERSE_SUBTRACT
: GL_FUNC_ADD
;
349 case WINED3D_BLEND_OP_MIN
:
350 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MIN
: GL_FUNC_ADD
;
351 case WINED3D_BLEND_OP_MAX
:
352 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MAX
: GL_FUNC_ADD
;
355 WARN("Unhandled blend op %#x.\n", op
);
357 FIXME("Unhandled blend op %#x.\n", op
);
362 static void state_blendop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
364 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
365 GLenum blend_equation_alpha
= GL_FUNC_ADD_EXT
;
366 GLenum blend_equation
= GL_FUNC_ADD_EXT
;
368 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
369 if (state
->render_states
[WINED3D_RS_BLENDOPALPHA
]
370 && !gl_info
->supported
[EXT_BLEND_EQUATION_SEPARATE
])
372 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
376 blend_equation
= gl_blend_op(gl_info
, state
->render_states
[WINED3D_RS_BLENDOP
]);
377 blend_equation_alpha
= gl_blend_op(gl_info
, state
->render_states
[WINED3D_RS_BLENDOPALPHA
]);
378 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation
, blend_equation_alpha
);
380 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
382 GL_EXTCALL(glBlendEquationSeparate(blend_equation
, blend_equation_alpha
));
383 checkGLcall("glBlendEquationSeparate");
387 GL_EXTCALL(glBlendEquation(blend_equation
));
388 checkGLcall("glBlendEquation");
392 static GLenum
gl_blend_factor(enum wined3d_blend factor
, const struct wined3d_format
*dst_format
)
396 case WINED3D_BLEND_ZERO
:
398 case WINED3D_BLEND_ONE
:
400 case WINED3D_BLEND_SRCCOLOR
:
402 case WINED3D_BLEND_INVSRCCOLOR
:
403 return GL_ONE_MINUS_SRC_COLOR
;
404 case WINED3D_BLEND_SRCALPHA
:
406 case WINED3D_BLEND_INVSRCALPHA
:
407 return GL_ONE_MINUS_SRC_ALPHA
;
408 case WINED3D_BLEND_DESTCOLOR
:
410 case WINED3D_BLEND_INVDESTCOLOR
:
411 return GL_ONE_MINUS_DST_COLOR
;
412 /* To compensate for the lack of format switching with backbuffer
413 * offscreen rendering, and with onscreen rendering, we modify the
414 * alpha test parameters for (INV)DESTALPHA if the render target
415 * doesn't support alpha blending. A nonexistent alpha channel
416 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
417 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
418 case WINED3D_BLEND_DESTALPHA
:
419 return dst_format
->alpha_size
? GL_DST_ALPHA
: GL_ONE
;
420 case WINED3D_BLEND_INVDESTALPHA
:
421 return dst_format
->alpha_size
? GL_ONE_MINUS_DST_ALPHA
: GL_ZERO
;
422 case WINED3D_BLEND_SRCALPHASAT
:
423 return GL_SRC_ALPHA_SATURATE
;
424 case WINED3D_BLEND_BLENDFACTOR
:
425 return GL_CONSTANT_COLOR_EXT
;
426 case WINED3D_BLEND_INVBLENDFACTOR
:
427 return GL_ONE_MINUS_CONSTANT_COLOR_EXT
;
428 case WINED3D_BLEND_SRC1COLOR
:
429 return GL_SRC1_COLOR
;
430 case WINED3D_BLEND_INVSRC1COLOR
:
431 return GL_ONE_MINUS_SRC1_COLOR
;
432 case WINED3D_BLEND_SRC1ALPHA
:
433 return GL_SRC1_ALPHA
;
434 case WINED3D_BLEND_INVSRC1ALPHA
:
435 return GL_ONE_MINUS_SRC1_ALPHA
;
438 WARN("Unhandled blend factor %#x.\n", factor
);
440 FIXME("Unhandled blend factor %#x.\n", factor
);
445 static void gl_blend_from_d3d(GLenum
*src_blend
, GLenum
*dst_blend
,
446 enum wined3d_blend d3d_src_blend
, enum wined3d_blend d3d_dst_blend
,
447 const struct wined3d_format
*rt_format
)
449 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
450 * source blending values which are still valid up to d3d9. They should
451 * not occur as dest blend values. */
452 if (d3d_src_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
454 *src_blend
= GL_SRC_ALPHA
;
455 *dst_blend
= GL_ONE_MINUS_SRC_ALPHA
;
457 else if (d3d_src_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
459 *src_blend
= GL_ONE_MINUS_SRC_ALPHA
;
460 *dst_blend
= GL_SRC_ALPHA
;
464 *src_blend
= gl_blend_factor(d3d_src_blend
, rt_format
);
465 *dst_blend
= gl_blend_factor(d3d_dst_blend
, rt_format
);
469 static void state_blend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
471 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
472 const struct wined3d_format
*rt_format
;
473 GLenum src_blend
, dst_blend
;
474 unsigned int rt_fmt_flags
;
477 enable_blend
= state
->fb
->render_targets
[0] && state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
];
480 rt_format
= state
->fb
->render_targets
[0]->format
;
481 rt_fmt_flags
= state
->fb
->render_targets
[0]->format_flags
;
483 /* Disable blending in all cases even without pixelshaders.
484 * With blending on we could face a big performance penalty.
485 * The d3d9 visual test confirms the behavior. */
486 if (context
->render_offscreen
&& !(rt_fmt_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
487 enable_blend
= FALSE
;
492 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
493 checkGLcall("glDisable(GL_BLEND)");
497 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
498 checkGLcall("glEnable(GL_BLEND)");
500 gl_blend_from_d3d(&src_blend
, &dst_blend
,
501 state
->render_states
[WINED3D_RS_SRCBLEND
],
502 state
->render_states
[WINED3D_RS_DESTBLEND
], rt_format
);
504 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
505 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_BLENDOP
)))
506 state_blendop(context
, state
, STATE_RENDER(WINED3D_RS_BLENDOPALPHA
));
508 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
510 GLenum src_blend_alpha
, dst_blend_alpha
;
512 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
513 if (!context
->gl_info
->supported
[EXT_BLEND_FUNC_SEPARATE
])
515 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
519 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
,
520 state
->render_states
[WINED3D_RS_SRCBLENDALPHA
],
521 state
->render_states
[WINED3D_RS_DESTBLENDALPHA
], rt_format
);
523 GL_EXTCALL(glBlendFuncSeparate(src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
524 checkGLcall("glBlendFuncSeparate");
528 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend
, dst_blend
);
529 gl_info
->gl_ops
.gl
.p_glBlendFunc(src_blend
, dst_blend
);
530 checkGLcall("glBlendFunc");
533 /* Colorkey fixup for stage 0 alphaop depends on
534 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
535 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
536 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
539 static void state_blendfactor_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
541 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
544 static void state_blendfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
546 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
547 struct wined3d_color color
;
549 TRACE("Setting blend factor to %#x.\n", state
->render_states
[WINED3D_RS_BLENDFACTOR
]);
551 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_BLENDFACTOR
]);
552 GL_EXTCALL(glBlendColor(color
.r
, color
.g
, color
.b
, color
.a
));
553 checkGLcall("glBlendColor");
556 void state_alpha_test(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
558 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
561 BOOL enable_ckey
= FALSE
;
563 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
565 /* Find out if the texture on the first stage has a ckey set. The alpha
566 * state func reads the texture settings, even though alpha and texture
567 * are not grouped together. This is to avoid making a huge alpha +
568 * texture + texture stage + ckey block due to the hardly used
569 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
570 * function will call alpha in case it finds some texture + colorkeyenable
571 * combination which needs extra care. */
572 if (state
->textures
[0] && (state
->textures
[0]->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
575 if (enable_ckey
|| context
->last_was_ckey
)
576 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
577 context
->last_was_ckey
= enable_ckey
;
579 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
580 || (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
))
582 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
583 checkGLcall("glEnable GL_ALPHA_TEST");
587 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
588 checkGLcall("glDisable GL_ALPHA_TEST");
589 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
595 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
597 glParm
= GL_NOTEQUAL
;
602 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
603 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
607 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
608 checkGLcall("glAlphaFunc");
612 void state_clipping(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
614 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
615 unsigned int clipplane_count
= gl_info
->limits
.user_clip_distances
;
616 unsigned int i
, enable_mask
, disable_mask
;
618 if (use_vs(state
) && !context
->d3d_info
->vs_clipping
)
622 /* The OpenGL spec says that clipping planes are disabled when using
623 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
624 * driver keeps clipping planes activated with shaders in some
625 * conditions I got sick of tracking down. The shader state handler
626 * disables all clip planes because of that - don't do anything here
627 * and keep them disabled. */
628 if (state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] && !warned
++)
629 FIXME("Clipping not supported with vertex shaders\n");
633 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
634 * The enabled / disabled planes are hardcoded into the shader. Update the
635 * shader to update the enabled clipplanes. In case of fixed function, we
636 * need to update the clipping field from ffp_vertex_settings. */
637 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
639 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
640 * of already set values
643 /* If enabling / disabling all
644 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
646 if (state
->render_states
[WINED3D_RS_CLIPPING
])
648 enable_mask
= state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
649 disable_mask
= ~state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
657 if (clipplane_count
< 32)
659 enable_mask
&= (1u << clipplane_count
) - 1;
660 disable_mask
&= (1u << clipplane_count
) - 1;
663 for (i
= 0; enable_mask
&& i
< clipplane_count
; enable_mask
>>= 1, ++i
)
665 gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_DISTANCE0
+ i
);
666 checkGLcall("clip plane enable");
668 for (i
= 0; disable_mask
&& i
< clipplane_count
; disable_mask
>>= 1, ++i
)
669 if (disable_mask
& 1)
670 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_DISTANCE0
+ i
);
671 checkGLcall("clip plane disable");
674 static void state_specularenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
676 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
677 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
678 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
679 * specular color. This is wrong:
680 * Separate specular color means the specular colour is maintained separately, whereas
681 * single color means it is merged in. However in both cases they are being used to
683 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
684 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
688 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
689 * Instead, we need to setup the FinalCombiner properly.
691 * The default setup for the FinalCombiner is:
693 * <variable> <input> <mapping> <usage>
694 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
695 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
696 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
697 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
698 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
699 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
700 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
702 * That's pretty much fine as it is, except for variable B, which needs to take
703 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
704 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
707 TRACE("Setting specular enable state and materials\n");
708 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
710 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
711 checkGLcall("glMaterialfv");
713 if (state
->material
.power
> gl_info
->limits
.shininess
)
715 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
716 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
717 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
718 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
719 * them, it should be safe to do so without major visual distortions.
721 WARN("Material power = %.8e, limit %.8e\n", state
->material
.power
, gl_info
->limits
.shininess
);
722 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, gl_info
->limits
.shininess
);
726 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, state
->material
.power
);
728 checkGLcall("glMaterialf(GL_SHININESS)");
730 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
731 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_SUM_EXT
);
733 TRACE("Specular colors cannot be enabled in this version of opengl\n");
734 checkGLcall("glEnable(GL_COLOR_SUM)");
736 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
738 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_PLUS_SECONDARY_COLOR_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
739 checkGLcall("glFinalCombinerInputNV()");
742 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
744 /* for the case of enabled lighting: */
745 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
746 checkGLcall("glMaterialfv");
748 /* for the case of disabled lighting: */
749 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
750 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
752 TRACE("Specular colors cannot be disabled in this version of opengl\n");
753 checkGLcall("glDisable(GL_COLOR_SUM)");
755 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
757 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
758 checkGLcall("glFinalCombinerInputNV()");
762 TRACE("diffuse %s\n", debug_color(&state
->material
.diffuse
));
763 TRACE("ambient %s\n", debug_color(&state
->material
.ambient
));
764 TRACE("specular %s\n", debug_color(&state
->material
.specular
));
765 TRACE("emissive %s\n", debug_color(&state
->material
.emissive
));
767 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
768 checkGLcall("glMaterialfv(GL_AMBIENT)");
769 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
770 checkGLcall("glMaterialfv(GL_DIFFUSE)");
771 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
772 checkGLcall("glMaterialfv(GL_EMISSION)");
775 static void state_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
777 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
778 struct wined3d_color color
;
781 /* Note the texture color applies to all textures whereas
782 * GL_TEXTURE_ENV_COLOR applies to active only. */
783 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
785 /* And now the default texture color as well */
786 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
788 /* Note the WINED3D_RS value applies to all textures, but GL has one
789 * per texture, so apply it now ready to be used! */
790 context_active_texture(context
, gl_info
, i
);
792 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_COLOR
, &color
.r
);
793 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
797 static void renderstate_stencil_twosided(struct wined3d_context
*context
, GLint face
,
798 GLint func
, GLint ref
, GLuint mask
, GLint stencilFail
, GLint depthFail
, GLint stencilPass
)
800 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
802 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
803 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
804 GL_EXTCALL(glActiveStencilFaceEXT(face
));
805 checkGLcall("glActiveStencilFaceEXT(...)");
806 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
807 checkGLcall("glStencilFunc(...)");
808 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
809 checkGLcall("glStencilOp(...)");
812 static GLenum
gl_stencil_op(enum wined3d_stencil_op op
)
816 case WINED3D_STENCIL_OP_KEEP
:
818 case WINED3D_STENCIL_OP_ZERO
:
820 case WINED3D_STENCIL_OP_REPLACE
:
822 case WINED3D_STENCIL_OP_INCR_SAT
:
824 case WINED3D_STENCIL_OP_DECR_SAT
:
826 case WINED3D_STENCIL_OP_INVERT
:
828 case WINED3D_STENCIL_OP_INCR
:
830 case WINED3D_STENCIL_OP_DECR
:
834 WARN("Unrecognized stencil op %#x.\n", op
);
836 FIXME("Unrecognized stencil op %#x.\n", op
);
841 static void state_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
843 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
844 DWORD onesided_enable
;
845 DWORD twosided_enable
;
851 GLint stencilFail_back
;
853 GLint stencilPass_back
;
855 GLint depthFail_back
;
857 /* No stencil test without a stencil buffer. */
858 if (!state
->fb
->depth_stencil
)
860 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
861 checkGLcall("glDisable GL_STENCIL_TEST");
865 onesided_enable
= state
->render_states
[WINED3D_RS_STENCILENABLE
];
866 twosided_enable
= state
->render_states
[WINED3D_RS_TWOSIDEDSTENCILMODE
];
867 if (!(func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_STENCILFUNC
])))
869 if (!(func_back
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_BACK_STENCILFUNC
])))
870 func_back
= GL_ALWAYS
;
871 ref
= state
->render_states
[WINED3D_RS_STENCILREF
];
872 mask
= state
->render_states
[WINED3D_RS_STENCILMASK
];
873 stencilFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILFAIL
]);
874 depthFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILZFAIL
]);
875 stencilPass
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILPASS
]);
876 stencilFail_back
= gl_stencil_op(state
->render_states
[WINED3D_RS_BACK_STENCILFAIL
]);
877 depthFail_back
= gl_stencil_op(state
->render_states
[WINED3D_RS_BACK_STENCILZFAIL
]);
878 stencilPass_back
= gl_stencil_op(state
->render_states
[WINED3D_RS_BACK_STENCILPASS
]);
880 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
881 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
882 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
883 onesided_enable
, twosided_enable
, ref
, mask
,
884 func
, stencilFail
, depthFail
, stencilPass
,
885 func_back
, stencilFail_back
, depthFail_back
, stencilPass_back
);
887 if (twosided_enable
&& onesided_enable
)
889 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
890 checkGLcall("glEnable GL_STENCIL_TEST");
892 if (gl_info
->supported
[WINED3D_GL_VERSION_2_0
])
894 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT
, func
, ref
, mask
));
895 GL_EXTCALL(glStencilOpSeparate(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
896 GL_EXTCALL(glStencilFuncSeparate(GL_BACK
, func_back
, ref
, mask
));
897 GL_EXTCALL(glStencilOpSeparate(GL_BACK
, stencilFail_back
, depthFail_back
, stencilPass_back
));
898 checkGLcall("setting two sided stencil state");
900 else if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
902 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
903 * which has an effect on the code below too. If we apply the front face
904 * afterwards, we are sure that the active stencil face is set to front,
905 * and other stencil functions which do not use two sided stencil do not have
908 renderstate_stencil_twosided(context
, GL_BACK
,
909 func_back
, ref
, mask
, stencilFail_back
, depthFail_back
, stencilPass_back
);
910 renderstate_stencil_twosided(context
, GL_FRONT
,
911 func
, ref
, mask
, stencilFail
, depthFail
, stencilPass
);
913 else if (gl_info
->supported
[ATI_SEPARATE_STENCIL
])
915 GL_EXTCALL(glStencilFuncSeparateATI(func
, func_back
, ref
, mask
));
916 checkGLcall("glStencilFuncSeparateATI(...)");
917 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
918 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
919 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK
, stencilFail_back
, depthFail_back
, stencilPass_back
));
920 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
924 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
927 else if(onesided_enable
)
929 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
931 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
932 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
935 /* This code disables the ATI extension as well, since the standard stencil functions are equal
936 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
938 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
939 checkGLcall("glEnable GL_STENCIL_TEST");
940 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
941 checkGLcall("glStencilFunc(...)");
942 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
943 checkGLcall("glStencilOp(...)");
947 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
948 checkGLcall("glDisable GL_STENCIL_TEST");
952 static void state_stencilwrite2s(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
954 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
955 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
957 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK
));
958 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
959 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
960 checkGLcall("glStencilMask");
961 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT
));
962 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
963 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
966 static void state_stencilwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
968 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
969 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
971 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
972 checkGLcall("glStencilMask");
975 static void state_fog_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
977 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
979 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
981 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
984 /* Table fog on: Never use fog coords, and use per-fragment fog */
985 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
987 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_NICEST
);
988 if (context
->fog_coord
)
990 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
991 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
992 context
->fog_coord
= FALSE
;
995 /* Range fog is only used with per-vertex fog in d3d */
996 if (gl_info
->supported
[NV_FOG_DISTANCE
])
998 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
999 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1004 /* Otherwise use per-vertex fog in any case */
1005 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_FASTEST
);
1007 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
1009 /* No fog at all, or transformed vertices: Use fog coord */
1010 if (!context
->fog_coord
)
1012 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FOG_COORDINATE_EXT
);
1013 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1014 context
->fog_coord
= TRUE
;
1019 /* Otherwise, use the fragment depth */
1020 if (context
->fog_coord
)
1022 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
1023 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1024 context
->fog_coord
= FALSE
;
1027 if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
1029 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1031 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_RADIAL_NV
);
1032 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1036 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1039 else if (gl_info
->supported
[NV_FOG_DISTANCE
])
1041 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1042 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1047 void state_fogstartend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1049 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1050 float fogstart
, fogend
;
1052 get_fog_start_end(context
, state
, &fogstart
, &fogend
);
1054 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_START
, fogstart
);
1055 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1056 TRACE("Fog Start == %f\n", fogstart
);
1058 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_END
, fogend
);
1059 checkGLcall("glFogf(GL_FOG_END, fogend)");
1060 TRACE("Fog End == %f\n", fogend
);
1063 void state_fog_fragpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1065 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1066 enum fogsource new_source
;
1067 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
1068 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
1070 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1072 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1074 /* No fog? Disable it, and we're done :-) */
1075 glDisableWINE(GL_FOG
);
1076 checkGLcall("glDisable GL_FOG");
1082 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1083 * It can use the Z value of the vertex, or the alpha component of the specular color.
1084 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1085 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1086 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1088 * FOGTABLEMODE != NONE:
1089 * The Z value is used, with the equation specified, no matter what vertex type.
1091 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1092 * Per vertex fog is calculated using the specified fog equation and the parameters
1094 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1095 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1096 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1099 * Rules for vertex fog with shaders:
1101 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1102 * the fog computation to happen during transformation while openGL expects it to happen
1103 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1104 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1105 * To solve this problem, WineD3D does:
1106 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1108 * and 2) disables the fog computation (in either the fixed function or programmable
1109 * rasterizer) if using a vertex program.
1111 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1112 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1113 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1114 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1115 * There are some GL differences between specular fog coords and vertex shaders though.
1117 * With table fog the vertex shader fog coordinate is ignored.
1119 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1123 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1124 * the system will apply only pixel(=table) fog effects."
1126 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
1130 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1131 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1132 new_source
= FOGSOURCE_VS
;
1136 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
1138 /* If processed vertices are used, fall through to the NONE case */
1139 case WINED3D_FOG_EXP
:
1140 if (!context
->last_was_rhw
)
1142 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1143 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1144 new_source
= FOGSOURCE_FFP
;
1149 case WINED3D_FOG_EXP2
:
1150 if (!context
->last_was_rhw
)
1152 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1153 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1154 new_source
= FOGSOURCE_FFP
;
1159 case WINED3D_FOG_LINEAR
:
1160 if (!context
->last_was_rhw
)
1162 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1163 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1164 new_source
= FOGSOURCE_FFP
;
1169 case WINED3D_FOG_NONE
:
1170 /* Both are none? According to msdn the alpha channel of
1171 * the specular colour contains a fog factor. Set it in
1172 * draw_primitive_immediate_mode(). Same happens with
1173 * vertex fog on transformed vertices. */
1174 new_source
= FOGSOURCE_COORD
;
1175 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1176 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1180 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1181 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1182 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
1186 new_source
= FOGSOURCE_FFP
;
1188 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
1190 case WINED3D_FOG_EXP
:
1191 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1192 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1195 case WINED3D_FOG_EXP2
:
1196 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1197 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1200 case WINED3D_FOG_LINEAR
:
1201 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1202 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1205 case WINED3D_FOG_NONE
: /* Won't happen */
1207 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1208 state
->render_states
[WINED3D_RS_FOGTABLEMODE
]);
1212 glEnableWINE(GL_FOG
);
1213 checkGLcall("glEnable GL_FOG");
1214 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
1216 context
->fog_source
= new_source
;
1217 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
1221 void state_fogcolor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1223 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1224 struct wined3d_color color
;
1226 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1227 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_COLOR
, &color
.r
);
1228 checkGLcall("glFog GL_FOG_COLOR");
1231 void state_fogdensity(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1233 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1239 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1240 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_DENSITY
, &tmpvalue
.f
);
1241 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1244 static void state_colormat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1246 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1249 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1250 * The vertex declaration will call this function if the fixed function pipeline is used.
1253 if(isStateDirty(context
, STATE_VDECL
)) {
1257 context
->num_untracked_materials
= 0;
1258 if ((context
->stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
))
1259 && state
->render_states
[WINED3D_RS_COLORVERTEX
])
1261 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1262 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
],
1263 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
],
1264 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
],
1265 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
]);
1267 if (state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1269 if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1270 Parm
= GL_AMBIENT_AND_DIFFUSE
;
1273 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1275 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1276 context
->num_untracked_materials
++;
1278 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1280 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1281 context
->num_untracked_materials
++;
1284 else if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1287 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1289 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1290 context
->num_untracked_materials
++;
1292 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1294 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1295 context
->num_untracked_materials
++;
1298 else if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1301 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1303 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1304 context
->num_untracked_materials
++;
1307 else if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1313 /* Nothing changed, return. */
1314 if (Parm
== context
->tracking_parm
) return;
1318 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1319 checkGLcall("glDisable GL_COLOR_MATERIAL");
1323 gl_info
->gl_ops
.gl
.p_glColorMaterial(GL_FRONT_AND_BACK
, Parm
);
1324 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1325 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_MATERIAL
);
1326 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1329 /* Apparently calls to glMaterialfv are ignored for properties we're
1330 * tracking with glColorMaterial, so apply those here. */
1331 switch (context
->tracking_parm
)
1333 case GL_AMBIENT_AND_DIFFUSE
:
1334 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1335 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1336 checkGLcall("glMaterialfv");
1340 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1341 checkGLcall("glMaterialfv");
1345 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1346 checkGLcall("glMaterialfv");
1350 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1351 checkGLcall("glMaterialfv");
1355 /* Only change material color if specular is enabled, otherwise it is set to black */
1356 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1358 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
1359 checkGLcall("glMaterialfv");
1363 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1364 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
1365 checkGLcall("glMaterialfv");
1370 context
->tracking_parm
= Parm
;
1373 static void state_linepattern(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1375 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1379 struct wined3d_line_pattern lp
;
1381 tmppattern
.d
= state
->render_states
[WINED3D_RS_LINEPATTERN
];
1383 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1385 if (tmppattern
.lp
.repeat_factor
)
1387 gl_info
->gl_ops
.gl
.p_glLineStipple(tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1388 checkGLcall("glLineStipple(repeat, linepattern)");
1389 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_STIPPLE
);
1390 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1394 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_STIPPLE
);
1395 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1399 static void state_linepattern_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1401 static unsigned int once
;
1404 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1407 static void state_normalize(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1409 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1411 if (isStateDirty(context
, STATE_VDECL
))
1414 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1415 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1416 * by zero and is not properly defined in opengl, so avoid it
1418 if (state
->render_states
[WINED3D_RS_NORMALIZENORMALS
]
1419 && (context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
)))
1421 gl_info
->gl_ops
.gl
.p_glEnable(GL_NORMALIZE
);
1422 checkGLcall("glEnable(GL_NORMALIZE);");
1426 gl_info
->gl_ops
.gl
.p_glDisable(GL_NORMALIZE
);
1427 checkGLcall("glDisable(GL_NORMALIZE);");
1431 static void state_psizemin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1435 get_pointsize_minmax(context
, state
, &min
, &max
);
1438 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min
);
1440 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max
);
1443 static void state_psizemin_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1445 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1448 get_pointsize_minmax(context
, state
, &min
, &max
);
1450 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MIN_EXT
, min
);
1451 checkGLcall("glPointParameterfEXT(...)");
1452 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MAX_EXT
, max
);
1453 checkGLcall("glPointParameterfEXT(...)");
1456 static void state_psizemin_arb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1458 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1461 get_pointsize_minmax(context
, state
, &min
, &max
);
1463 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MIN_ARB
, min
);
1464 checkGLcall("glPointParameterfARB(...)");
1465 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MAX_ARB
, max
);
1466 checkGLcall("glPointParameterfARB(...)");
1469 static void state_pscale(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1471 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1475 get_pointsize(context
, state
, &pointsize
, att
);
1477 if (gl_info
->supported
[ARB_POINT_PARAMETERS
])
1479 GL_EXTCALL(glPointParameterfvARB
)(GL_POINT_DISTANCE_ATTENUATION_ARB
, att
);
1480 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1482 else if (gl_info
->supported
[EXT_POINT_PARAMETERS
])
1484 GL_EXTCALL(glPointParameterfvEXT
)(GL_DISTANCE_ATTENUATION_EXT
, att
);
1485 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1487 else if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1489 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1492 gl_info
->gl_ops
.gl
.p_glPointSize(max(pointsize
, FLT_MIN
));
1493 checkGLcall("glPointSize(...);");
1496 static void state_debug_monitor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1498 WARN("token: %#x.\n", state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
]);
1501 static void state_colorwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1503 DWORD mask0
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE
];
1504 DWORD mask1
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
];
1505 DWORD mask2
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
];
1506 DWORD mask3
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
];
1507 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1509 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1510 mask0
& WINED3DCOLORWRITEENABLE_RED
? 1 : 0,
1511 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? 1 : 0,
1512 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? 1 : 0,
1513 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? 1 : 0);
1514 gl_info
->gl_ops
.gl
.p_glColorMask(mask0
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1515 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1516 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1517 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
);
1518 checkGLcall("glColorMask(...)");
1520 if (!((mask1
== mask0
&& mask2
== mask0
&& mask3
== mask0
)
1521 || (mask1
== 0xf && mask2
== 0xf && mask3
== 0xf)))
1523 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1524 mask0
, mask1
, mask2
, mask3
);
1525 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1529 static void set_color_mask(const struct wined3d_gl_info
*gl_info
, UINT index
, DWORD mask
)
1531 GL_EXTCALL(glColorMaski(index
,
1532 mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1533 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1534 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1535 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
));
1536 checkGLcall("glColorMaski");
1539 static void state_colorwrite0(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1541 set_color_mask(context
->gl_info
, 0, state
->render_states
[WINED3D_RS_COLORWRITEENABLE
]);
1544 static void state_colorwrite1(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1546 set_color_mask(context
->gl_info
, 1, state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
]);
1549 static void state_colorwrite2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1551 set_color_mask(context
->gl_info
, 2, state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
]);
1554 static void state_colorwrite3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1556 set_color_mask(context
->gl_info
, 3, state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
]);
1559 static void state_localviewer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1561 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1563 if (state
->render_states
[WINED3D_RS_LOCALVIEWER
])
1565 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 1);
1566 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1570 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 0);
1571 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1575 static void state_lastpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1577 if (state
->render_states
[WINED3D_RS_LASTPIXEL
])
1579 TRACE("Last Pixel Drawing Enabled\n");
1585 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1588 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1593 void state_pointsprite_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1597 /* TODO: NV_POINT_SPRITE */
1598 if (!warned
&& state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1600 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1601 FIXME("Point sprites not supported\n");
1606 void state_pointsprite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1608 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1610 if (state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1612 gl_info
->gl_ops
.gl
.p_glEnable(GL_POINT_SPRITE_ARB
);
1613 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1617 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1618 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1622 static void state_wrap(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1624 static unsigned int once
;
1626 if ((state
->render_states
[WINED3D_RS_WRAP0
]
1627 || state
->render_states
[WINED3D_RS_WRAP1
]
1628 || state
->render_states
[WINED3D_RS_WRAP2
]
1629 || state
->render_states
[WINED3D_RS_WRAP3
]
1630 || state
->render_states
[WINED3D_RS_WRAP4
]
1631 || state
->render_states
[WINED3D_RS_WRAP5
]
1632 || state
->render_states
[WINED3D_RS_WRAP6
]
1633 || state
->render_states
[WINED3D_RS_WRAP7
]
1634 || state
->render_states
[WINED3D_RS_WRAP8
]
1635 || state
->render_states
[WINED3D_RS_WRAP9
]
1636 || state
->render_states
[WINED3D_RS_WRAP10
]
1637 || state
->render_states
[WINED3D_RS_WRAP11
]
1638 || state
->render_states
[WINED3D_RS_WRAP12
]
1639 || state
->render_states
[WINED3D_RS_WRAP13
]
1640 || state
->render_states
[WINED3D_RS_WRAP14
]
1641 || state
->render_states
[WINED3D_RS_WRAP15
])
1643 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1646 static void state_msaa_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1648 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1649 WARN("Multisample antialiasing not supported by GL.\n");
1652 static void state_msaa(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1654 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1656 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1658 gl_info
->gl_ops
.gl
.p_glEnable(GL_MULTISAMPLE_ARB
);
1659 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1663 gl_info
->gl_ops
.gl
.p_glDisable(GL_MULTISAMPLE_ARB
);
1664 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1668 static void state_line_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1670 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1672 if (state
->render_states
[WINED3D_RS_EDGEANTIALIAS
]
1673 || state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
])
1675 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_SMOOTH
);
1676 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1680 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_SMOOTH
);
1681 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1685 static void state_scissor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1687 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1689 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
1691 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
1692 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1696 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1697 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1701 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1702 * OpenGL the bias is specified in units of "the smallest value that is
1703 * guaranteed to produce a resolvable offset for a given implementation". To
1704 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1705 * We try to detect the value from GL with test draws. On most drivers (r300g,
1706 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1707 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1708 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1709 * not depend on the depth buffer precision on any driver.
1711 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1712 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1714 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1715 * doesn't need to be scaled to account for GL vs D3D differences. */
1716 static void state_depthbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1718 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1720 if (state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
]
1721 || state
->render_states
[WINED3D_RS_DEPTHBIAS
])
1723 const struct wined3d_rendertarget_view
*depth
= state
->fb
->depth_stencil
;
1730 } scale_bias
, const_bias
;
1732 scale_bias
.d
= state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
];
1733 const_bias
.d
= state
->render_states
[WINED3D_RS_DEPTHBIAS
];
1735 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
1736 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1738 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_DEPTH_BIAS
)
1740 float bias
= -(float)const_bias
.d
;
1741 gl_info
->gl_ops
.gl
.p_glPolygonOffset(bias
, bias
);
1742 checkGLcall("glPolygonOffset");
1748 if (depth
->format_flags
& WINED3DFMT_FLAG_FLOAT
)
1749 scale
= gl_info
->float_polyoffset_scale
;
1751 scale
= gl_info
->fixed_polyoffset_scale
;
1753 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1754 debug_d3dformat(depth
->format
->id
), scale
);
1758 /* The context manager will reapply this state on a depth stencil change */
1759 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1763 gl_info
->gl_ops
.gl
.p_glPolygonOffset(scale_bias
.f
, const_bias
.f
* scale
);
1764 checkGLcall("glPolygonOffset(...)");
1769 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
1770 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1774 static void state_zvisible(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1776 if (state
->render_states
[WINED3D_RS_ZVISIBLE
])
1777 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1780 static void state_stippledalpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1782 if (state
->render_states
[WINED3D_RS_STIPPLEDALPHA
])
1783 FIXME("Stippled Alpha not supported yet.\n");
1786 static void state_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1788 if (state
->render_states
[WINED3D_RS_ANTIALIAS
])
1789 FIXME("Antialias not supported yet.\n");
1792 static void state_multisampmask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1794 if (state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
] != 0xffffffff)
1795 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1796 state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
]);
1799 static void state_patchedgestyle(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1801 if (state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] != WINED3D_PATCH_EDGE_DISCRETE
)
1802 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1803 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
]);
1806 static void state_patchsegments(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1814 if (state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] != tmpvalue
.d
)
1816 static BOOL displayed
= FALSE
;
1818 tmpvalue
.d
= state
->render_states
[WINED3D_RS_PATCHSEGMENTS
];
1820 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
1826 static void state_positiondegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1828 if (state
->render_states
[WINED3D_RS_POSITIONDEGREE
] != WINED3D_DEGREE_CUBIC
)
1829 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1830 state
->render_states
[WINED3D_RS_POSITIONDEGREE
]);
1833 static void state_normaldegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1835 if (state
->render_states
[WINED3D_RS_NORMALDEGREE
] != WINED3D_DEGREE_LINEAR
)
1836 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1837 state
->render_states
[WINED3D_RS_NORMALDEGREE
]);
1840 static void state_tessellation(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1842 if (state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
])
1843 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1844 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
]);
1847 static void state_nvdb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1854 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1856 if (state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] == WINED3DFMT_NVDB
)
1858 zmin
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
];
1859 zmax
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
];
1861 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1862 * In d3d9 test is not performed in this case*/
1863 if (zmin
.f
<= zmax
.f
)
1865 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT
);
1866 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1867 GL_EXTCALL(glDepthBoundsEXT(zmin
.f
, zmax
.f
));
1868 checkGLcall("glDepthBoundsEXT(...)");
1872 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1873 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1878 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1879 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1882 state_tessellation(context
, state
, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
));
1885 static void state_wrapu(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1887 if (state
->render_states
[WINED3D_RS_WRAPU
])
1888 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1891 static void state_wrapv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1893 if (state
->render_states
[WINED3D_RS_WRAPV
])
1894 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1897 static void state_monoenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1899 if (state
->render_states
[WINED3D_RS_MONOENABLE
])
1900 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1903 static void state_rop2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1905 if (state
->render_states
[WINED3D_RS_ROP2
])
1906 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1909 static void state_planemask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1911 if (state
->render_states
[WINED3D_RS_PLANEMASK
])
1912 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1915 static void state_subpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1917 if (state
->render_states
[WINED3D_RS_SUBPIXEL
])
1918 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1921 static void state_subpixelx(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1923 if (state
->render_states
[WINED3D_RS_SUBPIXELX
])
1924 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1927 static void state_stippleenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1929 if (state
->render_states
[WINED3D_RS_STIPPLEENABLE
])
1930 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1933 static void state_mipmaplodbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1935 if (state
->render_states
[WINED3D_RS_MIPMAPLODBIAS
])
1936 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1939 static void state_anisotropy(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1941 if (state
->render_states
[WINED3D_RS_ANISOTROPY
])
1942 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1945 static void state_flushbatch(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1947 if (state
->render_states
[WINED3D_RS_FLUSHBATCH
])
1948 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
1951 static void state_translucentsi(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1953 if (state
->render_states
[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
])
1954 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1957 static void state_extents(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1959 if (state
->render_states
[WINED3D_RS_EXTENTS
])
1960 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
1963 static void state_ckeyblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1965 if (state
->render_states
[WINED3D_RS_COLORKEYBLENDENABLE
])
1966 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
1969 static void state_swvp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1972 if (state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
])
1975 FIXME("Software vertex processing not implemented.\n");
1979 static void get_src_and_opr(DWORD arg
, BOOL is_alpha
, GLenum
* source
, GLenum
* operand
) {
1980 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1981 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1982 * flag specifies the complement of the input should be used. */
1983 BOOL from_alpha
= is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
;
1984 BOOL complement
= arg
& WINED3DTA_COMPLEMENT
;
1986 /* Calculate the operand */
1988 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
1989 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
1991 if (from_alpha
) *operand
= GL_SRC_ALPHA
;
1992 else *operand
= GL_SRC_COLOR
;
1995 /* Calculate the source */
1996 switch (arg
& WINED3DTA_SELECTMASK
) {
1997 case WINED3DTA_CURRENT
: *source
= GL_PREVIOUS_EXT
; break;
1998 case WINED3DTA_DIFFUSE
: *source
= GL_PRIMARY_COLOR_EXT
; break;
1999 case WINED3DTA_TEXTURE
: *source
= GL_TEXTURE
; break;
2000 case WINED3DTA_TFACTOR
: *source
= GL_CONSTANT_EXT
; break;
2001 case WINED3DTA_SPECULAR
:
2003 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2004 * 'Secondary color' and isn't supported until base GL supports it
2005 * There is no concept of temp registers as far as I can tell
2007 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2008 *source
= GL_TEXTURE
;
2011 FIXME("Unrecognized texture arg %#x\n", arg
);
2012 *source
= GL_TEXTURE
;
2017 /* Setup the texture operations texture stage states */
2018 static void set_tex_op(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
2019 BOOL isAlpha
, int Stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
2021 GLenum src1
, src2
, src3
;
2022 GLenum opr1
, opr2
, opr3
;
2024 GLenum src0_target
, src1_target
, src2_target
;
2025 GLenum opr0_target
, opr1_target
, opr2_target
;
2027 GLenum opr
=0, invopr
, src3_target
, opr3_target
;
2028 BOOL Handled
= FALSE
;
2030 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha
, Stage
, debug_d3dtop(op
), arg1
, arg2
, arg3
);
2032 /* Operations usually involve two args, src0 and src1 and are operations
2033 * of the form (a1 <operation> a2). However, some of the more complex
2034 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2035 * Microsoft added in a third parameter called a0. Therefore these are
2036 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2037 * parameter goes to the front.
2039 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2040 * actual functions below, expect their syntax to differ slightly to those
2041 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2042 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2046 comb_target
= GL_COMBINE_ALPHA
;
2047 src0_target
= GL_SOURCE0_ALPHA
;
2048 src1_target
= GL_SOURCE1_ALPHA
;
2049 src2_target
= GL_SOURCE2_ALPHA
;
2050 opr0_target
= GL_OPERAND0_ALPHA
;
2051 opr1_target
= GL_OPERAND1_ALPHA
;
2052 opr2_target
= GL_OPERAND2_ALPHA
;
2053 scal_target
= GL_ALPHA_SCALE
;
2057 comb_target
= GL_COMBINE_RGB
;
2058 src0_target
= GL_SOURCE0_RGB
;
2059 src1_target
= GL_SOURCE1_RGB
;
2060 src2_target
= GL_SOURCE2_RGB
;
2061 opr0_target
= GL_OPERAND0_RGB
;
2062 opr1_target
= GL_OPERAND1_RGB
;
2063 opr2_target
= GL_OPERAND2_RGB
;
2064 scal_target
= GL_RGB_SCALE
;
2067 /* If a texture stage references an invalid texture unit the stage just
2068 * passes through the result from the previous stage */
2069 if (is_invalid_op(state
, Stage
, op
, arg1
, arg2
, arg3
))
2071 arg1
= WINED3DTA_CURRENT
;
2072 op
= WINED3D_TOP_SELECT_ARG1
;
2075 if (isAlpha
&& !state
->textures
[Stage
] && arg1
== WINED3DTA_TEXTURE
)
2077 get_src_and_opr(WINED3DTA_DIFFUSE
, isAlpha
, &src1
, &opr1
);
2079 get_src_and_opr(arg1
, isAlpha
, &src1
, &opr1
);
2081 get_src_and_opr(arg2
, isAlpha
, &src2
, &opr2
);
2082 get_src_and_opr(arg3
, isAlpha
, &src3
, &opr3
);
2084 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target
, src1
, opr1
, src2
, opr2
, src3
, opr3
);
2086 Handled
= TRUE
; /* Assume will be handled */
2088 /* Other texture operations require special extensions: */
2089 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2093 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2094 src3_target
= GL_SOURCE3_ALPHA_NV
;
2095 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2098 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2099 src3_target
= GL_SOURCE3_RGB_NV
;
2100 opr3_target
= GL_OPERAND3_RGB_NV
;
2104 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2105 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2106 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2107 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2108 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2109 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2110 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2111 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2112 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2113 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2114 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2115 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2116 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2117 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2118 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2119 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2120 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2121 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2122 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2125 case WINED3D_TOP_SELECT_ARG1
: /* = a1 * 1 + 0 * 0 */
2126 case WINED3D_TOP_SELECT_ARG2
: /* = a2 * 1 + 0 * 0 */
2127 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2128 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2129 if (op
== WINED3D_TOP_SELECT_ARG1
)
2131 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2132 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2133 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2134 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2138 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2139 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2140 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2141 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2143 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2144 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2145 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2146 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2147 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2148 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2149 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2150 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2151 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2152 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2153 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2154 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2157 case WINED3D_TOP_MODULATE
:
2158 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2159 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2160 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2161 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2162 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2163 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2164 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2165 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2166 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2167 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2168 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2169 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2170 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2171 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2172 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2173 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2174 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2175 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2176 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2177 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2179 case WINED3D_TOP_MODULATE_2X
:
2180 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2181 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2182 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2183 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2184 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2185 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2186 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2187 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2188 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2189 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2190 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2191 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2192 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2193 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2194 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2195 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2196 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2197 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2198 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2199 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2201 case WINED3D_TOP_MODULATE_4X
:
2202 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2203 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2204 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2205 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2206 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2207 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2208 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2209 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2210 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2211 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2212 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2213 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2214 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2215 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2216 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2217 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2218 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2219 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2220 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2221 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2224 case WINED3D_TOP_ADD
:
2225 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2226 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2227 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2228 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2229 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2230 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2231 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2232 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2233 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2234 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2235 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2236 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2237 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2238 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2239 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2240 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2241 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2242 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2243 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2244 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2247 case WINED3D_TOP_ADD_SIGNED
:
2248 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2249 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2250 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2251 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2252 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2253 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2254 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2255 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2256 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2257 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2258 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2259 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2260 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2261 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2262 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2263 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2264 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2265 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2266 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2267 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2270 case WINED3D_TOP_ADD_SIGNED_2X
:
2271 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2272 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2273 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2274 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2275 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2276 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2277 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2278 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2279 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2280 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2281 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2282 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2283 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2284 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2285 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2286 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2287 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2288 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2289 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2290 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2293 case WINED3D_TOP_ADD_SMOOTH
:
2294 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2295 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2296 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2297 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2298 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2299 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2300 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2301 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2302 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2303 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2304 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2305 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2306 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2307 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2308 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2309 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2311 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2312 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2313 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2314 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2316 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2317 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2318 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2319 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2322 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2323 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2324 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2325 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2326 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2327 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2328 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2329 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_PRIMARY_COLOR
);
2330 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2331 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2332 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2333 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2334 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2335 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2336 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2337 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_PRIMARY_COLOR
);
2338 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2339 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2340 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2341 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2342 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2344 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2345 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2346 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2347 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2348 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2349 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2350 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2351 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_TEXTURE
);
2352 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2353 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2354 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2355 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2356 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2357 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2358 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2359 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2360 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2361 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2362 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
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_BLEND_FACTOR_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
, GL_CONSTANT
);
2374 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2375 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2376 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2377 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2378 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2379 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2380 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2381 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_CONSTANT
);
2382 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2383 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2384 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2385 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2386 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2388 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2389 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2390 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2391 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2392 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2393 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2394 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2395 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2396 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2397 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2398 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2399 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2400 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2401 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2402 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2403 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2404 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2405 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2406 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2407 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2408 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2410 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2411 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2412 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2413 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
); /* a0 = src1/opr1 */
2414 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2415 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2416 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2417 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2418 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2419 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2420 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2421 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
); /* a2 = arg2 */
2422 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2423 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2424 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2425 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2426 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2428 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2429 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2431 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2432 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2433 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2434 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2436 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2437 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2438 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2439 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2440 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2441 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2442 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2443 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2444 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2445 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2446 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2447 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2448 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2450 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2451 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2453 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2454 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2455 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2456 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2457 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2458 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2459 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2460 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2462 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2463 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2464 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2465 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2466 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2467 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2468 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2469 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2470 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2471 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2472 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2473 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2474 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2475 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2476 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2477 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2478 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2480 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2481 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2482 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2483 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2485 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2486 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2487 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2488 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2490 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2491 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2492 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2493 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2494 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2496 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2497 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2498 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2499 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2501 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2502 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2503 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2504 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2505 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2506 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2507 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2508 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2510 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2511 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2513 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2514 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2515 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2516 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2517 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2518 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2519 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2520 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2522 case WINED3D_TOP_MULTIPLY_ADD
:
2523 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2524 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2525 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src3
);
2526 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2527 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr3
);
2528 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2529 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2530 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2531 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2532 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2533 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2534 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2535 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr1
);
2536 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2537 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src2
);
2538 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2539 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr2
);
2540 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2541 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2542 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2545 case WINED3D_TOP_BUMPENVMAP
:
2546 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2547 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2556 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE4_NV
);
2557 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2561 } /* GL_NV_texture_env_combine4 */
2563 Handled
= TRUE
; /* Again, assume handled */
2565 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2566 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2567 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2568 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2569 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2570 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2571 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2572 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2573 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2575 case WINED3D_TOP_SELECT_ARG1
:
2576 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2577 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2578 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2579 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2580 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2581 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2582 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2583 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2585 case WINED3D_TOP_SELECT_ARG2
:
2586 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2587 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2588 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2589 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2590 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2591 checkGLcall("GL_TEXTURE_ENV, opr0_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_MODULATE
:
2596 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2597 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
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
, 1);
2607 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2609 case WINED3D_TOP_MODULATE_2X
:
2610 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2611 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2612 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2613 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2614 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2615 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2616 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2617 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2618 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2619 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2620 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2621 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2623 case WINED3D_TOP_MODULATE_4X
:
2624 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2625 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2626 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2627 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2628 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2629 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2630 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2631 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2632 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2633 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2634 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2635 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2637 case WINED3D_TOP_ADD
:
2638 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2639 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2640 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2641 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2642 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2643 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2644 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2645 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2646 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2647 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2648 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2649 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2651 case WINED3D_TOP_ADD_SIGNED
:
2652 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2653 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2654 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2655 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2656 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2657 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2658 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2659 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2660 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2661 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
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_ADD_SIGNED_2X
:
2666 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2667 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
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
, scal_target
, 2);
2677 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2679 case WINED3D_TOP_SUBTRACT
:
2680 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
])
2682 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_SUBTRACT
);
2683 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2684 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2685 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2686 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2687 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2688 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2689 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2690 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2691 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2692 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2693 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2695 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2699 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2700 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2701 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2702 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2703 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2704 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2705 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2706 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2707 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2708 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2709 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2710 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PRIMARY_COLOR
);
2711 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2712 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2713 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2714 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2715 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2717 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2718 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2719 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2720 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2721 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2722 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2723 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2724 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2725 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2726 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2727 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2728 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_TEXTURE
);
2729 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2730 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2731 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2732 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2733 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2735 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2736 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2737 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2738 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2739 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2740 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2741 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2742 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2743 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2744 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2745 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2746 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_CONSTANT
);
2747 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2748 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2749 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2750 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2751 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2753 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
2754 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2755 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2756 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2757 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2758 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2759 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2760 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2761 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2762 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2763 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2764 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PREVIOUS
);
2765 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2766 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2767 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2768 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2769 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2771 case WINED3D_TOP_DOTPRODUCT3
:
2772 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
2774 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_ARB
);
2775 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2777 else if (gl_info
->supported
[EXT_TEXTURE_ENV_DOT3
])
2779 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_EXT
);
2780 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2782 FIXME("This version of opengl does not support GL_DOT3\n");
2784 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2785 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2786 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2787 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2788 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2789 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2790 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2791 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2792 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2793 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2795 case WINED3D_TOP_LERP
:
2796 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2797 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2798 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2799 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2800 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2801 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2802 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2803 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2804 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2805 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2806 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src3
);
2807 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2808 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr3
);
2809 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2810 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2811 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2813 case WINED3D_TOP_ADD_SMOOTH
:
2814 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2816 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2817 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2818 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2819 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2821 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2822 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2823 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2824 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2826 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2827 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2828 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2829 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2830 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2831 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2832 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2833 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2834 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2835 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2836 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2837 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2841 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2842 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2844 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2845 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2846 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_TEXTURE
);
2847 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2848 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_ONE_MINUS_SRC_ALPHA
);
2849 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2850 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2851 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2852 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2853 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2854 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2855 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2856 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2857 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2858 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2859 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2863 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2864 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2866 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2867 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2868 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2869 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2871 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2872 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2873 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2874 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2876 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2877 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2878 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2879 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2880 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2881 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2882 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2883 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2884 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2885 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2886 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2887 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2891 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2892 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2894 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2895 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2896 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2897 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2898 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2899 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2900 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2901 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2903 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2904 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2905 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2906 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2908 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2909 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2910 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2911 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2912 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2913 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2914 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2915 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2919 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2920 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2922 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2923 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2924 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2925 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2927 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2928 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2929 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2930 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2932 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2933 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2934 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2935 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2936 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2937 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2938 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2939 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2940 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2941 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2942 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2943 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2947 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2948 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2950 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2951 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2952 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2953 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2955 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2956 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2957 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2958 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2960 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2961 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2962 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2963 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2965 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2966 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2967 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2968 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2970 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2971 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2972 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2973 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2974 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2975 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2976 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2977 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2981 case WINED3D_TOP_MULTIPLY_ADD
:
2982 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2984 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2985 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2986 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2987 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2988 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2989 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2990 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src3
);
2991 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2992 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr3
);
2993 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2994 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2995 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2996 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2997 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2998 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2999 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3003 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
3004 case WINED3D_TOP_BUMPENVMAP
:
3005 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
3007 /* Technically texture shader support without register combiners is possible, but not expected to occur
3008 * on real world cards, so for now a fixme should be enough
3010 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3020 BOOL combineOK
= TRUE
;
3021 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
3026 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
3028 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
3030 /* Note: If COMBINE4 in effect can't go back to combine! */
3033 case WINED3D_TOP_ADD_SMOOTH
:
3034 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
3035 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
3036 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
3037 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
3038 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3039 case WINED3D_TOP_MULTIPLY_ADD
:
3040 /* Ignore those implemented in both cases */
3043 case WINED3D_TOP_SELECT_ARG1
:
3044 case WINED3D_TOP_SELECT_ARG2
:
3049 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
3057 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE
);
3058 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3064 /* After all the extensions, if still unhandled, report fixme */
3065 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op
));
3069 static void tex_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3071 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3072 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3073 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3074 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3076 TRACE("Setting color op for stage %d\n", stage
);
3078 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3079 if (use_ps(state
)) return;
3081 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
3083 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3085 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3087 FIXME("Attempt to enable unsupported stage!\n");
3090 context_active_texture(context
, gl_info
, mapped_stage
);
3093 if (stage
>= context
->lowest_disabled_stage
)
3095 TRACE("Stage disabled\n");
3096 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3098 /* Disable everything here */
3099 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3100 checkGLcall("glDisable(GL_TEXTURE_2D)");
3101 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3102 checkGLcall("glDisable(GL_TEXTURE_3D)");
3103 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3105 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3106 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3108 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3110 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3111 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3118 /* The sampler will also activate the correct texture dimensions, so no
3119 * need to do it here if the sampler for this stage is dirty. */
3120 if (!isStateDirty(context
, STATE_SAMPLER(stage
)) && tex_used
)
3121 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
3123 set_tex_op(gl_info
, state
, FALSE
, stage
,
3124 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
3125 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
3126 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
3127 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
]);
3130 void tex_alphaop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3132 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3133 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3134 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3135 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3136 DWORD op
, arg1
, arg2
, arg0
;
3138 TRACE("Setting alpha op for stage %d\n", stage
);
3139 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3140 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3142 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3144 FIXME("Attempt to enable unsupported stage!\n");
3147 context_active_texture(context
, gl_info
, mapped_stage
);
3150 op
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_OP
];
3151 arg1
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG1
];
3152 arg2
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG2
];
3153 arg0
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG0
];
3155 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !stage
&& state
->textures
[0])
3157 struct wined3d_texture
*texture
= state
->textures
[0];
3158 GLenum texture_dimensions
= texture
->target
;
3160 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3162 if (texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
&& !texture
->resource
.format
->alpha_size
)
3164 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3165 * properly. On the other hand applications can still use texture combiners apparently. This code
3166 * takes care that apps cannot remove the texture's alpha channel entirely.
3168 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3169 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3170 * and alpha component of diffuse color to draw things like translucent text and perform other
3173 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3174 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3175 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3176 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3177 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3178 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3179 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3180 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3181 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3184 * What to do with multitexturing? So far no app has been found that uses color keying with
3186 if (op
== WINED3D_TOP_DISABLE
)
3188 arg1
= WINED3DTA_TEXTURE
;
3189 op
= WINED3D_TOP_SELECT_ARG1
;
3191 else if (op
== WINED3D_TOP_SELECT_ARG1
&& arg1
!= WINED3DTA_TEXTURE
)
3193 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3195 arg2
= WINED3DTA_TEXTURE
;
3196 op
= WINED3D_TOP_MODULATE
;
3198 else arg1
= WINED3DTA_TEXTURE
;
3200 else if (op
== WINED3D_TOP_SELECT_ARG2
&& arg2
!= WINED3DTA_TEXTURE
)
3202 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3204 arg1
= WINED3DTA_TEXTURE
;
3205 op
= WINED3D_TOP_MODULATE
;
3207 else arg2
= WINED3DTA_TEXTURE
;
3213 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3214 * this if block here, and the other code(color keying, texture unit selection) are the same
3216 TRACE("Setting alpha op for stage %d\n", stage
);
3217 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3219 set_tex_op_nvrc(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
,
3220 mapped_stage
, state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
3224 set_tex_op(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
);
3228 static void transform_texture(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3230 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3231 unsigned int tex
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3232 unsigned int mapped_stage
= context
->tex_unit_map
[tex
];
3233 struct wined3d_matrix mat
;
3235 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3236 if (use_vs(state
) || isStateDirty(context
, STATE_VDECL
))
3238 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3242 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) return;
3243 if (mapped_stage
>= gl_info
->limits
.textures
) return;
3245 context_active_texture(context
, gl_info
, mapped_stage
);
3246 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3247 checkGLcall("glMatrixMode(GL_TEXTURE)");
3249 get_texture_matrix(context
, state
, mapped_stage
, &mat
);
3251 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&mat
._11
);
3252 checkGLcall("glLoadMatrixf");
3255 static void unload_tex_coords(const struct wined3d_gl_info
*gl_info
)
3257 unsigned int texture_idx
;
3259 for (texture_idx
= 0; texture_idx
< gl_info
->limits
.texture_coords
; ++texture_idx
)
3261 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
));
3262 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
3266 static void load_tex_coords(const struct wined3d_context
*context
, const struct wined3d_stream_info
*si
,
3267 GLuint
*curVBO
, const struct wined3d_state
*state
)
3269 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3270 unsigned int mapped_stage
= 0;
3271 unsigned int textureNo
;
3273 for (textureNo
= 0; textureNo
< context
->d3d_info
->limits
.ffp_blend_stages
; ++textureNo
)
3275 int coordIdx
= state
->texture_states
[textureNo
][WINED3D_TSS_TEXCOORD_INDEX
];
3277 mapped_stage
= context
->tex_unit_map
[textureNo
];
3278 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) continue;
3280 if (mapped_stage
>= gl_info
->limits
.texture_coords
)
3282 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage
);
3286 if (coordIdx
< MAX_TEXTURES
&& (si
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ coordIdx
))))
3288 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
3290 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3291 textureNo
, mapped_stage
, coordIdx
, e
->data
.buffer_object
, e
->data
.addr
);
3293 if (*curVBO
!= e
->data
.buffer_object
)
3295 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
3296 checkGLcall("glBindBuffer");
3297 *curVBO
= e
->data
.buffer_object
;
3300 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
3301 checkGLcall("glClientActiveTextureARB");
3303 /* The coords to supply depend completely on the fvf / vertex shader */
3304 gl_info
->gl_ops
.gl
.p_glTexCoordPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
3305 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
3306 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
3310 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
3313 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3315 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3316 for (textureNo
= mapped_stage
+ 1; textureNo
< gl_info
->limits
.textures
; ++textureNo
)
3318 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ textureNo
, 0, 0, 0, 1));
3322 checkGLcall("loadTexCoords");
3325 static void tex_coordindex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3327 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3328 static const GLfloat s_plane
[] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
};
3329 static const GLfloat t_plane
[] = { 0.0f
, 1.0f
, 0.0f
, 0.0f
};
3330 static const GLfloat r_plane
[] = { 0.0f
, 0.0f
, 1.0f
, 0.0f
};
3331 static const GLfloat q_plane
[] = { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
3332 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3333 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3335 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3337 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage
);
3341 if (mapped_stage
>= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], MAX_FRAGMENT_SAMPLERS
))
3343 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage
, mapped_stage
);
3346 context_active_texture(context
, gl_info
, mapped_stage
);
3348 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3350 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3351 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3352 * means use the vertex position (camera-space) as the input texture coordinates
3353 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3354 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3355 * to the TEXCOORDINDEX value
3357 switch (state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
3359 case WINED3DTSS_TCI_PASSTHRU
:
3360 /* Use the specified texture coordinates contained within the
3361 * vertex format. This value resolves to zero. */
3362 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3363 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3364 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3365 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3366 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3369 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
3370 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3371 * as the input texture coordinates for this stage's texture transformation. This
3372 * equates roughly to EYE_LINEAR */
3374 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3375 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3376 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3377 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3378 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3379 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3380 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3381 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3382 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3384 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3385 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3386 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3387 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3389 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3390 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3391 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3392 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3396 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
3397 /* Note that NV_TEXGEN_REFLECTION support is implied when
3398 * ARB_TEXTURE_CUBE_MAP is supported */
3399 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3401 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3405 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3406 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3407 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3408 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3409 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3410 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3411 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3412 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3413 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3415 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3416 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3417 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3418 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3420 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3421 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3422 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3423 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3427 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
3428 /* Note that NV_TEXGEN_REFLECTION support is implied when
3429 * ARB_TEXTURE_CUBE_MAP is supported */
3430 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3432 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3436 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3437 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3438 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3439 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3440 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3441 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3442 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3443 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3444 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3446 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3447 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3448 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3449 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3451 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3452 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3453 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3454 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3458 case WINED3DTSS_TCI_SPHEREMAP
:
3459 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3460 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3461 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3463 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3464 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3465 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3466 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3471 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3472 state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
]);
3473 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3474 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3475 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3476 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3477 checkGLcall("Disable texgen.");
3482 /* Update the texture matrix. */
3483 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ stage
)))
3484 transform_texture(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3486 if (!isStateDirty(context
, STATE_VDECL
) && context
->namedArraysLoaded
)
3488 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3489 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3490 * and do all the things linked to it
3491 * TODO: Tidy that up to reload only the arrays of the changed unit
3493 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3495 unload_tex_coords(gl_info
);
3496 load_tex_coords(context
, &context
->stream_info
, &curVBO
, state
);
3500 static void sampler_texmatrix(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3502 const DWORD sampler
= state_id
- STATE_SAMPLER(0);
3503 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
3505 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
3510 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3511 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3512 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3514 if (sampler
< MAX_TEXTURES
)
3516 const BOOL tex_is_pow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3518 if (tex_is_pow2
|| (context
->lastWasPow2Texture
& (1u << sampler
)))
3521 context
->lastWasPow2Texture
|= 1u << sampler
;
3523 context
->lastWasPow2Texture
&= ~(1u << sampler
);
3525 transform_texture(context
, state
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3530 static enum wined3d_texture_address
wined3d_texture_address_mode(const struct wined3d_texture
*texture
,
3531 enum wined3d_texture_address t
)
3533 if (t
< WINED3D_TADDRESS_WRAP
|| t
> WINED3D_TADDRESS_MIRROR_ONCE
)
3535 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t
);
3536 return WINED3D_TADDRESS_WRAP
;
3539 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3540 if (texture
->target
== GL_TEXTURE_CUBE_MAP_ARB
|| ((texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
3541 && t
== WINED3D_TADDRESS_WRAP
))
3542 return WINED3D_TADDRESS_CLAMP
;
3547 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc
*desc
,
3548 const struct wined3d_context
*context
, const DWORD
*sampler_states
, const struct wined3d_texture
*texture
)
3556 desc
->address_u
= wined3d_texture_address_mode(texture
, sampler_states
[WINED3D_SAMP_ADDRESS_U
]);
3557 desc
->address_v
= wined3d_texture_address_mode(texture
, sampler_states
[WINED3D_SAMP_ADDRESS_V
]);
3558 desc
->address_w
= wined3d_texture_address_mode(texture
, sampler_states
[WINED3D_SAMP_ADDRESS_W
]);
3559 wined3d_color_from_d3dcolor((struct wined3d_color
*)desc
->border_color
,
3560 sampler_states
[WINED3D_SAMP_BORDER_COLOR
]);
3561 if (sampler_states
[WINED3D_SAMP_MAG_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3562 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3563 sampler_states
[WINED3D_SAMP_MAG_FILTER
]);
3564 desc
->mag_filter
= min(max(sampler_states
[WINED3D_SAMP_MAG_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3565 if (sampler_states
[WINED3D_SAMP_MIN_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3566 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3567 sampler_states
[WINED3D_SAMP_MIN_FILTER
]);
3568 desc
->min_filter
= min(max(sampler_states
[WINED3D_SAMP_MIN_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3569 if (sampler_states
[WINED3D_SAMP_MIP_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3570 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3571 sampler_states
[WINED3D_SAMP_MIP_FILTER
]);
3572 desc
->mip_filter
= min(max(sampler_states
[WINED3D_SAMP_MIP_FILTER
], WINED3D_TEXF_NONE
), WINED3D_TEXF_LINEAR
);
3573 lod_bias
.d
= sampler_states
[WINED3D_SAMP_MIPMAP_LOD_BIAS
];
3574 desc
->lod_bias
= lod_bias
.f
;
3575 desc
->min_lod
= -1000.0f
;
3576 desc
->max_lod
= 1000.0f
;
3577 desc
->mip_base_level
= sampler_states
[WINED3D_SAMP_MAX_MIP_LEVEL
];
3578 desc
->max_anisotropy
= sampler_states
[WINED3D_SAMP_MAX_ANISOTROPY
];
3579 if ((sampler_states
[WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3580 && sampler_states
[WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3581 && sampler_states
[WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_ANISOTROPIC
)
3582 || (texture
->flags
& WINED3D_TEXTURE_COND_NP2
))
3583 desc
->max_anisotropy
= 1;
3584 desc
->compare
= texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
;
3585 desc
->comparison_func
= WINED3D_CMP_LESSEQUAL
;
3586 desc
->srgb_decode
= sampler_states
[WINED3D_SAMP_SRGB_TEXTURE
];
3588 if (!(texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
))
3590 desc
->mag_filter
= WINED3D_TEXF_POINT
;
3591 desc
->min_filter
= WINED3D_TEXF_POINT
;
3592 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3595 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
3597 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3598 if (context
->gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3599 desc
->min_filter
= WINED3D_TEXF_POINT
;
3603 /* Enabling and disabling texture dimensions is done by texture stage state /
3604 * pixel shader setup, this function only has to bind textures and set the per
3605 * texture states. */
3606 static void sampler(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3608 DWORD sampler_idx
= state_id
- STATE_SAMPLER(0);
3609 DWORD mapped_stage
= context
->tex_unit_map
[sampler_idx
];
3610 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3612 TRACE("Sampler %u.\n", sampler_idx
);
3614 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3616 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx
);
3620 if (mapped_stage
>= gl_info
->limits
.graphics_samplers
)
3622 context_active_texture(context
, gl_info
, mapped_stage
);
3624 if (state
->textures
[sampler_idx
])
3626 BOOL srgb
= state
->sampler_states
[sampler_idx
][WINED3D_SAMP_SRGB_TEXTURE
];
3627 const DWORD
*sampler_states
= state
->sampler_states
[sampler_idx
];
3628 struct wined3d_texture
*texture
= state
->textures
[sampler_idx
];
3629 struct wined3d_device
*device
= context
->device
;
3630 struct wined3d_sampler_desc desc
;
3631 struct wined3d_sampler
*sampler
;
3632 struct wine_rb_entry
*entry
;
3634 wined3d_sampler_desc_from_sampler_states(&desc
, context
, sampler_states
, texture
);
3636 wined3d_texture_bind(texture
, context
, srgb
);
3638 if ((entry
= wine_rb_get(&device
->samplers
, &desc
)))
3640 sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
3644 if (FAILED(wined3d_sampler_create(device
, &desc
, NULL
, &wined3d_null_parent_ops
, &sampler
)))
3646 ERR("Failed to create sampler.\n");
3649 if (wine_rb_put(&device
->samplers
, &desc
, &sampler
->entry
) == -1)
3651 ERR("Failed to insert sampler.\n");
3652 wined3d_sampler_decref(sampler
);
3657 wined3d_sampler_bind(sampler
, mapped_stage
, texture
, context
);
3659 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3660 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3661 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
3665 context_bind_texture(context
, GL_NONE
, 0);
3666 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3668 GL_EXTCALL(glBindSampler(mapped_stage
, 0));
3669 checkGLcall("glBindSampler");
3674 void apply_pixelshader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3680 if (!context
->last_was_pshader
)
3682 /* Former draw without a pixel shader, some samplers may be
3683 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3684 * make sure to enable them. */
3685 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3687 if (!isStateDirty(context
, STATE_SAMPLER(i
)))
3688 sampler(context
, state
, STATE_SAMPLER(i
));
3690 context
->last_was_pshader
= TRUE
;
3694 /* Otherwise all samplers were activated by the code above in
3695 * earlier draws, or by sampler() if a different texture was
3696 * bound. I don't have to do anything. */
3701 /* Disabled the pixel shader - color ops weren't applied while it was
3702 * enabled, so re-apply them. */
3703 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
3705 if (!isStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
)))
3706 context_apply_state(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3708 context
->last_was_pshader
= FALSE
;
3711 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
3714 static void state_compute_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3716 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
3719 static void state_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3721 enum wined3d_shader_type shader_type
= state_id
- STATE_SHADER(0);
3722 context
->shader_update_mask
|= 1u << shader_type
;
3725 static void shader_bumpenv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3727 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
3730 static void transform_world(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3732 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3733 struct wined3d_matrix mat
;
3735 /* This function is called by transform_view below if the view matrix was changed too
3737 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3738 * does not always update the world matrix, only on a switch between transformed
3739 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3740 * draw, but that should be rather rare and cheaper in total.
3742 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3743 checkGLcall("glMatrixMode");
3745 get_modelview_matrix(context
, state
, 0, &mat
);
3747 gl_info
->gl_ops
.gl
.p_glLoadMatrixf((GLfloat
*)&mat
);
3748 checkGLcall("glLoadMatrixf");
3751 void clipplane(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3753 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3754 UINT index
= state_id
- STATE_CLIPPLANE(0);
3757 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.user_clip_distances
)
3760 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3761 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3763 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3765 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3767 /* With vertex shaders, clip planes are not transformed in Direct3D,
3768 * while in OpenGL they are still transformed by the model view matrix. */
3769 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3771 plane
[0] = state
->clip_planes
[index
].x
;
3772 plane
[1] = state
->clip_planes
[index
].y
;
3773 plane
[2] = state
->clip_planes
[index
].z
;
3774 plane
[3] = state
->clip_planes
[index
].w
;
3776 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3777 plane
[0], plane
[1], plane
[2], plane
[3]);
3778 gl_info
->gl_ops
.gl
.p_glClipPlane(GL_CLIP_PLANE0
+ index
, plane
);
3779 checkGLcall("glClipPlane");
3781 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3784 static void transform_worldex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3786 UINT matrix
= state_id
- STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3787 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3790 TRACE("Setting world matrix %d\n", matrix
);
3792 if (matrix
>= gl_info
->limits
.blends
)
3794 WARN("Unsupported blend matrix set\n");
3798 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
3801 /* GL_MODELVIEW0_ARB: 0x1700
3802 * GL_MODELVIEW1_ARB: 0x850a
3803 * GL_MODELVIEW2_ARB: 0x8722
3804 * GL_MODELVIEW3_ARB: 0x8723
3806 * GL_MODELVIEW31_ARB: 0x873f
3808 if(matrix
== 1) glMat
= GL_MODELVIEW1_ARB
;
3809 else glMat
= GL_MODELVIEW2_ARB
- 2 + matrix
;
3811 gl_info
->gl_ops
.gl
.p_glMatrixMode(glMat
);
3812 checkGLcall("glMatrixMode(glMat)");
3814 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3815 * matrices while gl uses only 2. To avoid weighting the view matrix
3816 * incorrectly it has to be multiplied into every GL modelview matrix. */
3817 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3818 checkGLcall("glLoadMatrixf");
3819 gl_info
->gl_ops
.gl
.p_glMultMatrixf(&state
->transforms
[WINED3D_TS_WORLD_MATRIX(matrix
)]._11
);
3820 checkGLcall("glMultMatrixf");
3823 static void state_vertexblend_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3825 enum wined3d_vertex_blend_flags f
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3826 static unsigned int once
;
3828 if (f
== WINED3D_VBF_DISABLE
)
3831 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", f
);
3832 else WARN("Vertex blend flags %#x not supported.\n", f
);
3835 static void state_vertexblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3837 enum wined3d_vertex_blend_flags val
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3838 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3839 struct wined3d_device
*device
= context
->device
;
3840 static unsigned int once
;
3844 case WINED3D_VBF_1WEIGHTS
:
3845 case WINED3D_VBF_2WEIGHTS
:
3846 case WINED3D_VBF_3WEIGHTS
:
3847 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_BLEND_ARB
);
3848 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3850 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3851 * This is enabled at context creation with enabling
3852 * GL_WEIGHT_SUM_UNITY_ARB. */
3853 GL_EXTCALL(glVertexBlendARB(state
->render_states
[WINED3D_RS_VERTEXBLEND
] + 1));
3855 if (!device
->vertexBlendUsed
)
3858 for (i
= 1; i
< gl_info
->limits
.blends
; ++i
)
3860 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i
))))
3861 transform_worldex(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i
)));
3863 device
->vertexBlendUsed
= TRUE
;
3867 case WINED3D_VBF_TWEENING
:
3868 case WINED3D_VBF_0WEIGHTS
: /* Indexed vertex blending, not supported. */
3869 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", val
);
3870 else WARN("Vertex blend flags %#x not supported.\n", val
);
3872 case WINED3D_VBF_DISABLE
:
3873 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_BLEND_ARB
);
3874 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3879 static void transform_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3881 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3882 const struct wined3d_light_info
*light
= NULL
;
3885 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3886 * NOTE: We have to reset the positions even if the light/plane is not currently
3887 * enabled, since the call to enable it will not reset the position.
3888 * NOTE2: Apparently texture transforms do NOT need reapplying
3891 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3892 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3893 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3894 checkGLcall("glLoadMatrixf(...)");
3896 /* Reset lights. TODO: Call light apply func */
3897 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
3899 if (!(light
= state
->lights
[k
]))
3901 if (light
->OriginalParms
.type
== WINED3D_LIGHT_DIRECTIONAL
)
3902 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->direction
.x
);
3904 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->position
.x
);
3905 checkGLcall("glLightfv posn");
3906 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, &light
->direction
.x
);
3907 checkGLcall("glLightfv dirn");
3910 /* Reset Clipping Planes */
3911 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
3913 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
3914 clipplane(context
, state
, STATE_CLIPPLANE(k
));
3917 if (context
->last_was_rhw
)
3919 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3920 checkGLcall("glLoadIdentity()");
3921 /* No need to update the world matrix, the identity is fine */
3925 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3926 * No need to do it here if the state is scheduled for update. */
3927 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3928 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3930 /* Avoid looping over a number of matrices if the app never used the functionality */
3931 if (context
->device
->vertexBlendUsed
)
3933 for (k
= 1; k
< gl_info
->limits
.blends
; ++k
)
3935 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k
))))
3936 transform_worldex(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k
)));
3941 static void transform_projection(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3943 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3944 struct wined3d_matrix projection
;
3946 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3947 checkGLcall("glMatrixMode(GL_PROJECTION)");
3949 get_projection_matrix(context
, state
, &projection
);
3950 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&projection
._11
);
3951 checkGLcall("glLoadMatrixf");
3954 /* This should match any arrays loaded in load_vertex_data.
3955 * TODO: Only load / unload arrays if we have to. */
3956 static void unload_vertex_data(const struct wined3d_gl_info
*gl_info
)
3958 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_VERTEX_ARRAY
);
3959 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_NORMAL_ARRAY
);
3960 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_COLOR_ARRAY
);
3961 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
3962 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
3963 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
3964 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB
);
3965 unload_tex_coords(gl_info
);
3968 static inline void unload_numbered_array(struct wined3d_context
*context
, int i
)
3970 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3972 GL_EXTCALL(glDisableVertexAttribArray(i
));
3973 checkGLcall("glDisableVertexAttribArray");
3974 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
3975 GL_EXTCALL(glVertexAttribDivisor(i
, 0));
3977 context
->numbered_array_mask
&= ~(1u << i
);
3980 /* This should match any arrays loaded in loadNumberedArrays
3981 * TODO: Only load / unload arrays if we have to. */
3982 static void unload_numbered_arrays(struct wined3d_context
*context
)
3984 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3987 for (i
= 0; i
< context
->gl_info
->limits
.vertex_attribs
; ++i
) {
3988 unload_numbered_array(context
, i
);
3992 static void load_numbered_arrays(struct wined3d_context
*context
,
3993 const struct wined3d_stream_info
*stream_info
, const struct wined3d_state
*state
)
3995 const struct wined3d_shader
*vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3996 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3997 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
4000 /* Default to no instancing */
4001 context
->instance_count
= 0;
4003 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
4005 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[i
];
4006 const struct wined3d_stream_state
*stream
;
4008 if (!(stream_info
->use_map
& (1u << i
)))
4010 if (context
->numbered_array_mask
& (1u << i
))
4011 unload_numbered_array(context
, i
);
4012 if (!use_vs(state
) && i
== WINED3D_FFP_DIFFUSE
)
4013 GL_EXTCALL(glVertexAttrib4f(i
, 1.0f
, 1.0f
, 1.0f
, 1.0f
));
4015 GL_EXTCALL(glVertexAttrib4f(i
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
4019 stream
= &state
->streams
[element
->stream_idx
];
4021 if ((stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !context
->instance_count
)
4022 context
->instance_count
= state
->streams
[0].frequency
? state
->streams
[0].frequency
: 1;
4024 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4026 GL_EXTCALL(glVertexAttribDivisor(i
, element
->divisor
));
4028 else if (element
->divisor
)
4030 /* Unload instanced arrays, they will be loaded using
4031 * immediate mode instead. */
4032 if (context
->numbered_array_mask
& (1u << i
))
4033 unload_numbered_array(context
, i
);
4037 TRACE_(d3d_shader
)("Loading array %u [VBO=%u].\n", i
, element
->data
.buffer_object
);
4039 if (element
->stride
)
4041 if (curVBO
!= element
->data
.buffer_object
)
4043 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, element
->data
.buffer_object
));
4044 checkGLcall("glBindBuffer");
4045 curVBO
= element
->data
.buffer_object
;
4047 /* Use the VBO to find out if a vertex buffer exists, not the vb
4048 * pointer. vb can point to a user pointer data blob. In that case
4049 * curVBO will be 0. If there is a vertex buffer but no vbo we
4050 * won't be load converted attributes anyway. */
4051 if (vs
&& vs
->reg_maps
.shader_version
.major
>= 4
4052 && (element
->format
->flags
[WINED3D_GL_RES_TYPE_BUFFER
] & WINED3DFMT_FLAG_INTEGER
))
4054 GL_EXTCALL(glVertexAttribIPointer(i
, element
->format
->gl_vtx_format
, element
->format
->gl_vtx_type
,
4055 element
->stride
, element
->data
.addr
+ state
->load_base_vertex_index
* element
->stride
));
4059 GL_EXTCALL(glVertexAttribPointer(i
, element
->format
->gl_vtx_format
, element
->format
->gl_vtx_type
,
4060 element
->format
->gl_normalized
, element
->stride
,
4061 element
->data
.addr
+ state
->load_base_vertex_index
* element
->stride
));
4064 if (!(context
->numbered_array_mask
& (1u << i
)))
4066 GL_EXTCALL(glEnableVertexAttribArray(i
));
4067 context
->numbered_array_mask
|= (1u << i
);
4072 /* Stride = 0 means always the same values.
4073 * glVertexAttribPointer doesn't do that. Instead disable the
4074 * pointer and set up the attribute statically. But we have to
4075 * figure out the system memory address. */
4076 const BYTE
*ptr
= element
->data
.addr
;
4077 if (element
->data
.buffer_object
)
4078 ptr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(stream
->buffer
, context
);
4080 if (context
->numbered_array_mask
& (1u << i
))
4081 unload_numbered_array(context
, i
);
4083 switch (element
->format
->id
)
4085 case WINED3DFMT_R32_FLOAT
:
4086 GL_EXTCALL(glVertexAttrib1fv(i
, (const GLfloat
*)ptr
));
4088 case WINED3DFMT_R32G32_FLOAT
:
4089 GL_EXTCALL(glVertexAttrib2fv(i
, (const GLfloat
*)ptr
));
4091 case WINED3DFMT_R32G32B32_FLOAT
:
4092 GL_EXTCALL(glVertexAttrib3fv(i
, (const GLfloat
*)ptr
));
4094 case WINED3DFMT_R32G32B32A32_FLOAT
:
4095 GL_EXTCALL(glVertexAttrib4fv(i
, (const GLfloat
*)ptr
));
4098 case WINED3DFMT_R8G8B8A8_UINT
:
4099 GL_EXTCALL(glVertexAttrib4ubv(i
, ptr
));
4101 case WINED3DFMT_B8G8R8A8_UNORM
:
4102 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
4104 const DWORD
*src
= (const DWORD
*)ptr
;
4105 DWORD c
= *src
& 0xff00ff00u
;
4106 c
|= (*src
& 0xff0000u
) >> 16;
4107 c
|= (*src
& 0xffu
) << 16;
4108 GL_EXTCALL(glVertexAttrib4Nubv(i
, (GLubyte
*)&c
));
4111 /* else fallthrough */
4112 case WINED3DFMT_R8G8B8A8_UNORM
:
4113 GL_EXTCALL(glVertexAttrib4Nubv(i
, ptr
));
4116 case WINED3DFMT_R16G16_SINT
:
4117 GL_EXTCALL(glVertexAttrib2sv(i
, (const GLshort
*)ptr
));
4119 case WINED3DFMT_R16G16B16A16_SINT
:
4120 GL_EXTCALL(glVertexAttrib4sv(i
, (const GLshort
*)ptr
));
4123 case WINED3DFMT_R16G16_SNORM
:
4125 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
4126 GL_EXTCALL(glVertexAttrib4Nsv(i
, s
));
4129 case WINED3DFMT_R16G16_UNORM
:
4131 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
4132 GL_EXTCALL(glVertexAttrib4Nusv(i
, s
));
4135 case WINED3DFMT_R16G16B16A16_SNORM
:
4136 GL_EXTCALL(glVertexAttrib4Nsv(i
, (const GLshort
*)ptr
));
4138 case WINED3DFMT_R16G16B16A16_UNORM
:
4139 GL_EXTCALL(glVertexAttrib4Nusv(i
, (const GLushort
*)ptr
));
4142 case WINED3DFMT_R10G10B10X2_UINT
:
4143 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
4144 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4146 case WINED3DFMT_R10G10B10X2_SNORM
:
4147 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
4148 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4151 case WINED3DFMT_R16G16_FLOAT
:
4152 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
4154 /* Not supported by GL_ARB_half_float_vertex. */
4155 GL_EXTCALL(glVertexAttrib2hvNV(i
, (const GLhalfNV
*)ptr
));
4159 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
4160 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
4161 GL_EXTCALL(glVertexAttrib2f(i
, x
, y
));
4164 case WINED3DFMT_R16G16B16A16_FLOAT
:
4165 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
4167 /* Not supported by GL_ARB_half_float_vertex. */
4168 GL_EXTCALL(glVertexAttrib4hvNV(i
, (const GLhalfNV
*)ptr
));
4172 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
4173 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
4174 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
4175 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
4176 GL_EXTCALL(glVertexAttrib4f(i
, x
, y
, z
, w
));
4181 ERR("Unexpected declaration in stride 0 attributes.\n");
4187 checkGLcall("Loading numbered arrays");
4190 static void load_vertex_data(struct wined3d_context
*context
,
4191 const struct wined3d_stream_info
*si
, const struct wined3d_state
*state
)
4193 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4194 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
4195 const struct wined3d_stream_info_element
*e
;
4197 TRACE("Using fast vertex array code\n");
4199 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4200 context
->instance_count
= 0;
4202 /* Blend Data ---------------------------------------------- */
4203 if ((si
->use_map
& (1u << WINED3D_FFP_BLENDWEIGHT
))
4204 || si
->use_map
& (1u << WINED3D_FFP_BLENDINDICES
))
4206 e
= &si
->elements
[WINED3D_FFP_BLENDWEIGHT
];
4208 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4210 TRACE("Blend %u %p %u\n", e
->format
->component_count
,
4211 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
, e
->stride
);
4213 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB
);
4214 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4216 GL_EXTCALL(glVertexBlendARB(e
->format
->component_count
+ 1));
4218 if (curVBO
!= e
->data
.buffer_object
)
4220 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4221 checkGLcall("glBindBuffer");
4222 curVBO
= e
->data
.buffer_object
;
4225 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4226 e
->format
->gl_vtx_format
,
4227 e
->format
->gl_vtx_type
,
4229 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4230 GL_EXTCALL(glWeightPointerARB(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4231 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4233 checkGLcall("glWeightPointerARB");
4235 if (si
->use_map
& (1u << WINED3D_FFP_BLENDINDICES
))
4240 FIXME("blendMatrixIndices support\n");
4247 /* TODO: Support vertex blending in immediate mode draws. No need
4248 * to write a FIXME here, this is done after the general vertex
4249 * declaration decoding. */
4250 WARN("Vertex blending not supported.\n");
4255 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4257 static const GLbyte one
= 1;
4258 GL_EXTCALL(glWeightbvARB(1, &one
));
4259 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4263 /* Point Size ----------------------------------------------*/
4264 if (si
->use_map
& (1u << WINED3D_FFP_PSIZE
))
4266 /* no such functionality in the fixed function GL pipeline */
4267 TRACE("Cannot change ptSize here in openGl\n");
4268 /* TODO: Implement this function in using shaders if they are available */
4271 /* Vertex Pointers -----------------------------------------*/
4272 if (si
->use_map
& (1u << WINED3D_FFP_POSITION
))
4274 e
= &si
->elements
[WINED3D_FFP_POSITION
];
4276 if (curVBO
!= e
->data
.buffer_object
)
4278 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4279 checkGLcall("glBindBuffer");
4280 curVBO
= e
->data
.buffer_object
;
4283 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4284 e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4285 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4286 gl_info
->gl_ops
.gl
.p_glVertexPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4287 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4288 checkGLcall("glVertexPointer(...)");
4289 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_VERTEX_ARRAY
);
4290 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4293 /* Normals -------------------------------------------------*/
4294 if (si
->use_map
& (1u << WINED3D_FFP_NORMAL
))
4296 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
4298 if (curVBO
!= e
->data
.buffer_object
)
4300 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4301 checkGLcall("glBindBuffer");
4302 curVBO
= e
->data
.buffer_object
;
4305 TRACE("glNormalPointer(%#x, %#x, %p);\n", e
->format
->gl_vtx_type
, e
->stride
,
4306 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4307 gl_info
->gl_ops
.gl
.p_glNormalPointer(e
->format
->gl_vtx_type
, e
->stride
,
4308 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4309 checkGLcall("glNormalPointer(...)");
4310 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_NORMAL_ARRAY
);
4311 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4316 gl_info
->gl_ops
.gl
.p_glNormal3f(0, 0, 0);
4317 checkGLcall("glNormal3f(0, 0, 0)");
4320 /* Diffuse Colour --------------------------------------------*/
4321 if (si
->use_map
& (1u << WINED3D_FFP_DIFFUSE
))
4323 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4325 if (curVBO
!= e
->data
.buffer_object
)
4327 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4328 checkGLcall("glBindBuffer");
4329 curVBO
= e
->data
.buffer_object
;
4332 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4333 e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4334 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4335 gl_info
->gl_ops
.gl
.p_glColorPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4336 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4337 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4338 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_COLOR_ARRAY
);
4339 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4344 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4345 checkGLcall("glColor4f(1, 1, 1, 1)");
4348 /* Specular Colour ------------------------------------------*/
4349 if (si
->use_map
& (1u << WINED3D_FFP_SPECULAR
))
4351 TRACE("setting specular colour\n");
4353 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4355 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4357 GLenum type
= e
->format
->gl_vtx_type
;
4358 GLint format
= e
->format
->gl_vtx_format
;
4360 if (curVBO
!= e
->data
.buffer_object
)
4362 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4363 checkGLcall("glBindBuffer");
4364 curVBO
= e
->data
.buffer_object
;
4367 if (format
!= 4 || (gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
4369 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4370 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4371 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4372 * 4 component secondary colors use it
4374 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format
, type
, e
->stride
,
4375 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4376 GL_EXTCALL(glSecondaryColorPointerEXT(format
, type
, e
->stride
,
4377 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4378 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4384 case GL_UNSIGNED_BYTE
:
4385 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e
->stride
,
4386 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4387 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE
, e
->stride
,
4388 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4389 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4393 FIXME("Add 4 component specular color pointers for type %x\n", type
);
4394 /* Make sure that the right color component is dropped */
4395 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type
, e
->stride
,
4396 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4397 GL_EXTCALL(glSecondaryColorPointerEXT(3, type
, e
->stride
,
4398 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4399 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4402 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
4403 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4407 WARN("Specular colour is not supported in this GL implementation.\n");
4412 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4414 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
4415 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4419 WARN("Specular colour is not supported in this GL implementation.\n");
4423 /* Texture coords -------------------------------------------*/
4424 load_tex_coords(context
, si
, &curVBO
, state
);
4427 static void streamsrc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4429 BOOL load_numbered
= context
->d3d_info
->ffp_generic_attributes
4430 || (use_vs(state
) && !context
->use_immediate_mode_draw
);
4431 BOOL load_named
= !context
->d3d_info
->ffp_generic_attributes
4432 && !use_vs(state
) && !context
->use_immediate_mode_draw
;
4434 if (isStateDirty(context
, STATE_VDECL
)) return;
4435 if (context
->numberedArraysLoaded
&& !load_numbered
)
4437 unload_numbered_arrays(context
);
4438 context
->numberedArraysLoaded
= FALSE
;
4439 context
->numbered_array_mask
= 0;
4441 else if (context
->namedArraysLoaded
)
4443 unload_vertex_data(context
->gl_info
);
4444 context
->namedArraysLoaded
= FALSE
;
4449 TRACE("Loading numbered arrays\n");
4450 load_numbered_arrays(context
, &context
->stream_info
, state
);
4451 context
->numberedArraysLoaded
= TRUE
;
4453 else if (load_named
)
4455 TRACE("Loading vertex data\n");
4456 load_vertex_data(context
, &context
->stream_info
, state
);
4457 context
->namedArraysLoaded
= TRUE
;
4461 static void vdecl_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4463 if (isStateDirty(context
, STATE_STREAMSRC
))
4465 streamsrc(context
, state
, STATE_STREAMSRC
);
4468 static void vertexdeclaration(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4470 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4471 BOOL useVertexShaderFunction
= use_vs(state
);
4472 BOOL updateFog
= FALSE
;
4474 BOOL wasrhw
= context
->last_was_rhw
;
4477 transformed
= context
->stream_info
.position_transformed
;
4478 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
4481 context
->last_was_rhw
= transformed
;
4483 if (context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
4484 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
4486 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
4488 /* Don't have to apply the matrices when vertex shaders are used. When
4489 * vshaders are turned off this function will be called again anyway to
4490 * make sure they're properly set. */
4491 if (!useVertexShaderFunction
)
4493 /* TODO: Move this mainly to the viewport state and only apply when
4494 * the vp has changed or transformed / untransformed was switched. */
4495 if (wasrhw
!= context
->last_was_rhw
4496 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
))
4497 && !isStateDirty(context
, STATE_VIEWPORT
))
4498 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4499 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4502 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4503 * this check will fail and the matrix not applied again. This is OK because a simple
4504 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4505 * needs of the vertex declaration.
4507 * World and view matrix go into the same gl matrix, so only apply them when neither is
4510 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4511 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
4512 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4513 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_COLORVERTEX
)))
4514 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_COLORVERTEX
));
4515 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_LIGHTING
)))
4516 state_lighting(context
, state
, STATE_RENDER(WINED3D_RS_LIGHTING
));
4518 if (context
->last_was_vshader
)
4522 if (!context
->d3d_info
->vs_clipping
4523 && !isStateDirty(context
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
)))
4525 state_clipping(context
, state
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
));
4528 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
4530 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4533 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
4534 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
4538 if(!context
->last_was_vshader
) {
4539 static BOOL warned
= FALSE
;
4540 if (!context
->d3d_info
->vs_clipping
)
4542 /* Disable all clip planes to get defined results on all drivers. See comment in the
4543 * state_clipping state handler
4545 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
4547 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
+ i
);
4548 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4551 if (!warned
&& state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4553 FIXME("Clipping not supported with vertex shaders\n");
4559 /* Apply the transform matrices when switching from rhw
4560 * drawing to vertex shaders. Vertex shaders themselves do
4561 * not need it, but the matrices are not reapplied
4562 * automatically when switching back from vertex shaders to
4563 * fixed function processing. So make sure we leave the fixed
4564 * function vertex processing states back in a sane state
4565 * before switching to shaders. */
4566 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4567 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4568 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4569 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4573 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4574 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4575 * device->vs_clipping is false.
4577 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
4579 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4584 context
->last_was_vshader
= useVertexShaderFunction
;
4585 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
4588 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
4590 if (!useVertexShaderFunction
)
4594 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
4596 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ i
)))
4597 transform_texture(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
4600 if (use_ps(state
) && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
4601 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
4602 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
4606 static void viewport_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4608 const struct wined3d_rendertarget_view
*depth_stencil
= state
->fb
->depth_stencil
;
4609 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4610 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4611 struct wined3d_viewport vp
= state
->viewport
;
4612 unsigned int width
, height
;
4617 if (vp
.width
> target
->width
)
4618 vp
.width
= target
->width
;
4619 if (vp
.height
> target
->height
)
4620 vp
.height
= target
->height
;
4622 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
4624 else if (depth_stencil
)
4626 width
= depth_stencil
->width
;
4627 height
= depth_stencil
->height
;
4631 FIXME("No attachments draw calls not supported.\n");
4635 gl_info
->gl_ops
.gl
.p_glDepthRange(vp
.min_z
, vp
.max_z
);
4636 checkGLcall("glDepthRange");
4637 /* Note: GL requires lower left, DirectX supplies upper left. This is
4638 * reversed when using offscreen rendering. */
4639 y
= context
->render_offscreen
? vp
.y
: height
- (vp
.y
+ vp
.height
);
4641 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
4642 GL_EXTCALL(glViewportIndexedf(0, vp
.x
, y
, vp
.width
, vp
.height
));
4644 gl_info
->gl_ops
.gl
.p_glViewport(vp
.x
, y
, vp
.width
, vp
.height
);
4645 checkGLcall("glViewport");
4648 static void viewport_miscpart_cc(struct wined3d_context
*context
,
4649 const struct wined3d_state
*state
, DWORD state_id
)
4651 const struct wined3d_rendertarget_view
*depth_stencil
= state
->fb
->depth_stencil
;
4652 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4653 /* See get_projection_matrix() in utils.c for a discussion about those
4655 float pixel_center_offset
= context
->d3d_info
->wined3d_creation_flags
4656 & WINED3D_PIXEL_CENTER_INTEGER
? 63.0f
/ 128.0f
: -1.0f
/ 128.0f
;
4657 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4658 struct wined3d_viewport vp
= state
->viewport
;
4659 unsigned int width
, height
;
4663 if (vp
.width
> target
->width
)
4664 vp
.width
= target
->width
;
4665 if (vp
.height
> target
->height
)
4666 vp
.height
= target
->height
;
4668 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
4670 else if (depth_stencil
)
4672 width
= depth_stencil
->width
;
4673 height
= depth_stencil
->height
;
4677 FIXME("No attachments draw calls not supported.\n");
4681 gl_info
->gl_ops
.gl
.p_glDepthRange(vp
.min_z
, vp
.max_z
);
4682 checkGLcall("glDepthRange");
4684 if (context
->render_offscreen
)
4686 GL_EXTCALL(glClipControl(GL_UPPER_LEFT
, GL_ZERO_TO_ONE
));
4687 GL_EXTCALL(glViewportIndexedf(0, vp
.x
+ pixel_center_offset
, vp
.y
+ pixel_center_offset
,
4688 vp
.width
, vp
.height
));
4692 GL_EXTCALL(glClipControl(GL_LOWER_LEFT
, GL_ZERO_TO_ONE
));
4693 GL_EXTCALL(glViewportIndexedf(0, vp
.x
+ pixel_center_offset
,
4694 (height
- (vp
.y
+ vp
.height
)) + pixel_center_offset
, vp
.width
, vp
.height
));
4696 checkGLcall("setting clip space and viewport");
4699 static void viewport_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4701 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4702 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4703 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
4704 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4705 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
4706 /* Update the position fixup. */
4707 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
4710 static void light(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4712 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4713 UINT Index
= state_id
- STATE_ACTIVELIGHT(0);
4714 const struct wined3d_light_info
*lightInfo
= state
->lights
[Index
];
4718 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4719 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4724 float colRGBA
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
4726 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4727 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
4728 gl_info
->gl_ops
.gl
.p_glPushMatrix();
4729 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
4732 colRGBA
[0] = lightInfo
->OriginalParms
.diffuse
.r
;
4733 colRGBA
[1] = lightInfo
->OriginalParms
.diffuse
.g
;
4734 colRGBA
[2] = lightInfo
->OriginalParms
.diffuse
.b
;
4735 colRGBA
[3] = lightInfo
->OriginalParms
.diffuse
.a
;
4736 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_DIFFUSE
, colRGBA
);
4737 checkGLcall("glLightfv");
4740 colRGBA
[0] = lightInfo
->OriginalParms
.specular
.r
;
4741 colRGBA
[1] = lightInfo
->OriginalParms
.specular
.g
;
4742 colRGBA
[2] = lightInfo
->OriginalParms
.specular
.b
;
4743 colRGBA
[3] = lightInfo
->OriginalParms
.specular
.a
;
4744 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPECULAR
, colRGBA
);
4745 checkGLcall("glLightfv");
4748 colRGBA
[0] = lightInfo
->OriginalParms
.ambient
.r
;
4749 colRGBA
[1] = lightInfo
->OriginalParms
.ambient
.g
;
4750 colRGBA
[2] = lightInfo
->OriginalParms
.ambient
.b
;
4751 colRGBA
[3] = lightInfo
->OriginalParms
.ambient
.a
;
4752 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_AMBIENT
, colRGBA
);
4753 checkGLcall("glLightfv");
4755 if ((lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
) >= FLT_MIN
)
4756 quad_att
= 1.4f
/ (lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
);
4758 quad_att
= 0.0f
; /* 0 or MAX? (0 seems to be ok) */
4760 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4761 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4762 * Attenuation0 to NaN and crashes in the gl lib
4765 switch (lightInfo
->OriginalParms
.type
)
4767 case WINED3D_LIGHT_POINT
:
4769 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4770 checkGLcall("glLightfv");
4771 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4772 checkGLcall("glLightf");
4773 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4774 lightInfo
->OriginalParms
.attenuation0
);
4775 checkGLcall("glLightf");
4776 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4777 lightInfo
->OriginalParms
.attenuation1
);
4778 checkGLcall("glLightf");
4779 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4780 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4781 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4782 checkGLcall("glLightf");
4786 case WINED3D_LIGHT_SPOT
:
4788 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4789 checkGLcall("glLightfv");
4791 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPOT_DIRECTION
, &lightInfo
->direction
.x
);
4792 checkGLcall("glLightfv");
4793 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, lightInfo
->exponent
);
4794 checkGLcall("glLightf");
4795 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4796 checkGLcall("glLightf");
4797 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4798 lightInfo
->OriginalParms
.attenuation0
);
4799 checkGLcall("glLightf");
4800 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4801 lightInfo
->OriginalParms
.attenuation1
);
4802 checkGLcall("glLightf");
4803 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4804 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4805 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4806 checkGLcall("glLightf");
4810 case WINED3D_LIGHT_DIRECTIONAL
:
4812 /* Note GL uses w position of 0 for direction! */
4813 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->direction
.x
);
4814 checkGLcall("glLightfv");
4815 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4816 checkGLcall("glLightf");
4817 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, 0.0f
);
4818 checkGLcall("glLightf");
4822 FIXME("Unrecognized light type %#x.\n", lightInfo
->OriginalParms
.type
);
4825 /* Restore the modelview matrix */
4826 gl_info
->gl_ops
.gl
.p_glPopMatrix();
4828 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHT0
+ Index
);
4829 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4833 static void scissorrect(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4835 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4836 const RECT
*r
= &state
->scissor_rect
;
4838 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4839 * so our viewport correction does not apply. Warning2: Even in windowed
4840 * mode the coords are relative to the window, not the screen. */
4841 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r
));
4843 if (context
->render_offscreen
)
4845 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, r
->top
, r
->right
- r
->left
, r
->bottom
- r
->top
);
4849 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4853 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
4854 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, height
- r
->bottom
, r
->right
- r
->left
, r
->bottom
- r
->top
);
4856 checkGLcall("glScissor");
4859 static void indexbuffer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4861 const struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
4862 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4864 if (!state
->index_buffer
|| !stream_info
->all_vbo
)
4866 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, 0));
4870 struct wined3d_buffer
*ib
= state
->index_buffer
;
4871 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, ib
->buffer_object
));
4875 static void frontface(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4877 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4880 mode
= state
->rasterizer_state
&& state
->rasterizer_state
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4881 if (context
->render_offscreen
)
4882 mode
= (mode
== GL_CW
) ? GL_CCW
: GL_CW
;
4884 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4885 checkGLcall("glFrontFace");
4888 static void frontface_cc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4890 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4893 mode
= state
->rasterizer_state
&& state
->rasterizer_state
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4895 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4896 checkGLcall("glFrontFace");
4899 static void psorigin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4905 WARN("Point sprite coordinate origin switching not supported.\n");
4910 static void psorigin(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4912 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4913 GLint origin
= context
->render_offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
;
4915 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, origin
));
4916 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4919 void state_srgbwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4921 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4923 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4925 if (needs_srgb_write(context
, state
, state
->fb
))
4926 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
4928 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
4931 static void state_cb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4933 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4934 enum wined3d_shader_type shader_type
;
4935 struct wined3d_buffer
*buffer
;
4936 unsigned int i
, base
, count
;
4938 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4940 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id
))
4941 shader_type
= state_id
- STATE_GRAPHICS_CONSTANT_BUFFER(0);
4943 shader_type
= WINED3D_SHADER_TYPE_COMPUTE
;
4945 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, shader_type
, &base
, &count
);
4946 for (i
= 0; i
< count
; ++i
)
4948 buffer
= state
->cb
[shader_type
][i
];
4949 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER
, base
+ i
, buffer
? buffer
->buffer_object
: 0));
4951 checkGLcall("bind constant buffers");
4954 static void state_cb_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4956 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4958 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id
));
4961 static void state_shader_resource_binding(struct wined3d_context
*context
,
4962 const struct wined3d_state
*state
, DWORD state_id
)
4964 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4966 context
->update_shader_resource_bindings
= 1;
4969 static void state_cs_resource_binding(struct wined3d_context
*context
,
4970 const struct wined3d_state
*state
, DWORD state_id
)
4972 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4973 context
->update_compute_shader_resource_bindings
= 1;
4976 static void state_uav_binding(struct wined3d_context
*context
,
4977 const struct wined3d_state
*state
, DWORD state_id
)
4979 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4980 context
->update_unordered_access_view_bindings
= 1;
4983 static void state_cs_uav_binding(struct wined3d_context
*context
,
4984 const struct wined3d_state
*state
, DWORD state_id
)
4986 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4987 context
->update_compute_unordered_access_view_bindings
= 1;
4990 static void state_uav_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4992 WARN("ARB_image_load_store is not supported by OpenGL implementation.\n");
4995 static void state_so(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4997 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4998 struct wined3d_buffer
*buffer
;
4999 unsigned int offset
, size
, i
;
5001 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
5003 context_end_transform_feedback(context
);
5005 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
5007 if (!(buffer
= state
->stream_output
[i
].buffer
))
5009 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER
, i
, 0));
5013 offset
= state
->stream_output
[i
].offset
;
5016 FIXME("Appending to stream output buffers not implemented.\n");
5019 size
= buffer
->resource
.size
- offset
;
5020 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER
, i
,
5021 buffer
->buffer_object
, offset
, size
));
5023 checkGLcall("bind transform feedback buffers");
5026 static void state_so_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5028 WARN("Transform feedback not supported.\n");
5031 const struct StateEntryTemplate misc_state_template
[] =
5033 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
5034 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
5035 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
5036 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
5037 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
5038 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
5039 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
5040 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
5041 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
5042 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
5043 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
5044 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
5045 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING
, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING
, state_shader_resource_binding
}, WINED3D_GL_EXT_NONE
},
5046 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_binding
}, ARB_SHADER_IMAGE_LOAD_STORE
},
5047 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_warn
}, WINED3D_GL_EXT_NONE
},
5048 { STATE_COMPUTE_SHADER_RESOURCE_BINDING
, { STATE_COMPUTE_SHADER_RESOURCE_BINDING
, state_cs_resource_binding
}, WINED3D_GL_EXT_NONE
},
5049 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, state_cs_uav_binding
}, ARB_SHADER_IMAGE_LOAD_STORE
},
5050 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_warn
}, WINED3D_GL_EXT_NONE
},
5051 { STATE_STREAM_OUTPUT
, { STATE_STREAM_OUTPUT
, state_so
, }, WINED3D_GL_VERSION_3_2
},
5052 { STATE_STREAM_OUTPUT
, { STATE_STREAM_OUTPUT
, state_so_warn
, }, WINED3D_GL_EXT_NONE
},
5053 { STATE_RENDER(WINED3D_RS_SRCBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5054 { STATE_RENDER(WINED3D_RS_DESTBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5055 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
5056 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS
), { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS
), state_line_antialias
}, WINED3D_GL_EXT_NONE
},
5057 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE
), { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE
), state_line_antialias
}, WINED3D_GL_EXT_NONE
},
5058 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5059 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5060 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5061 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5062 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5063 { STATE_STREAMSRC
, { STATE_STREAMSRC
, streamsrc
}, WINED3D_GL_EXT_NONE
},
5064 { STATE_VDECL
, { STATE_VDECL
, vdecl_miscpart
}, WINED3D_GL_EXT_NONE
},
5065 { STATE_FRONTFACE
, { STATE_FRONTFACE
, frontface_cc
}, ARB_CLIP_CONTROL
},
5066 { STATE_FRONTFACE
, { STATE_FRONTFACE
, frontface
}, WINED3D_GL_EXT_NONE
},
5067 { STATE_SCISSORRECT
, { STATE_SCISSORRECT
, scissorrect
}, WINED3D_GL_EXT_NONE
},
5068 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, state_nop
}, ARB_CLIP_CONTROL
},
5069 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin
}, WINED3D_GL_VERSION_2_0
},
5070 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin_w
}, WINED3D_GL_EXT_NONE
},
5072 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
5073 * vshader loadings are untied from each other
5075 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5076 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5077 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5078 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5079 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5080 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5081 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5082 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5083 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5084 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5085 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5086 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5087 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5088 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5089 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5090 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5091 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5092 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5093 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5094 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5095 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5096 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5097 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5098 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5099 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5100 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5101 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5102 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5103 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5104 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5105 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5106 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5107 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5108 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5109 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5110 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5111 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5112 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5113 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5114 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5115 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5116 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5117 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5118 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5119 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5120 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5121 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5122 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5124 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart_cc
}, ARB_CLIP_CONTROL
},
5125 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart
}, WINED3D_GL_EXT_NONE
},
5126 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, indexbuffer
}, ARB_VERTEX_BUFFER_OBJECT
},
5127 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, state_nop
}, WINED3D_GL_EXT_NONE
},
5128 { STATE_RENDER(WINED3D_RS_ANTIALIAS
), { STATE_RENDER(WINED3D_RS_ANTIALIAS
), state_antialias
}, WINED3D_GL_EXT_NONE
},
5129 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), state_nop
}, WINED3D_GL_EXT_NONE
},
5130 { STATE_RENDER(WINED3D_RS_ZENABLE
), { STATE_RENDER(WINED3D_RS_ZENABLE
), state_zenable
}, WINED3D_GL_EXT_NONE
},
5131 { STATE_RENDER(WINED3D_RS_WRAPU
), { STATE_RENDER(WINED3D_RS_WRAPU
), state_wrapu
}, WINED3D_GL_EXT_NONE
},
5132 { STATE_RENDER(WINED3D_RS_WRAPV
), { STATE_RENDER(WINED3D_RS_WRAPV
), state_wrapv
}, WINED3D_GL_EXT_NONE
},
5133 { STATE_RENDER(WINED3D_RS_FILLMODE
), { STATE_RENDER(WINED3D_RS_FILLMODE
), state_fillmode
}, WINED3D_GL_EXT_NONE
},
5134 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern
}, WINED3D_GL_LEGACY_CONTEXT
},
5135 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern_w
}, WINED3D_GL_EXT_NONE
},
5136 { STATE_RENDER(WINED3D_RS_MONOENABLE
), { STATE_RENDER(WINED3D_RS_MONOENABLE
), state_monoenable
}, WINED3D_GL_EXT_NONE
},
5137 { STATE_RENDER(WINED3D_RS_ROP2
), { STATE_RENDER(WINED3D_RS_ROP2
), state_rop2
}, WINED3D_GL_EXT_NONE
},
5138 { STATE_RENDER(WINED3D_RS_PLANEMASK
), { STATE_RENDER(WINED3D_RS_PLANEMASK
), state_planemask
}, WINED3D_GL_EXT_NONE
},
5139 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), state_zwriteenable
}, WINED3D_GL_EXT_NONE
},
5140 { STATE_RENDER(WINED3D_RS_LASTPIXEL
), { STATE_RENDER(WINED3D_RS_LASTPIXEL
), state_lastpixel
}, WINED3D_GL_EXT_NONE
},
5141 { STATE_RENDER(WINED3D_RS_CULLMODE
), { STATE_RENDER(WINED3D_RS_CULLMODE
), state_cullmode
}, WINED3D_GL_EXT_NONE
},
5142 { STATE_RENDER(WINED3D_RS_ZFUNC
), { STATE_RENDER(WINED3D_RS_ZFUNC
), state_zfunc
}, WINED3D_GL_EXT_NONE
},
5143 { STATE_RENDER(WINED3D_RS_DITHERENABLE
), { STATE_RENDER(WINED3D_RS_DITHERENABLE
), state_ditherenable
}, WINED3D_GL_EXT_NONE
},
5144 { STATE_RENDER(WINED3D_RS_SUBPIXEL
), { STATE_RENDER(WINED3D_RS_SUBPIXEL
), state_subpixel
}, WINED3D_GL_EXT_NONE
},
5145 { STATE_RENDER(WINED3D_RS_SUBPIXELX
), { STATE_RENDER(WINED3D_RS_SUBPIXELX
), state_subpixelx
}, WINED3D_GL_EXT_NONE
},
5146 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), state_stippledalpha
}, WINED3D_GL_EXT_NONE
},
5147 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), state_stippleenable
}, WINED3D_GL_EXT_NONE
},
5148 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), state_mipmaplodbias
}, WINED3D_GL_EXT_NONE
},
5149 { STATE_RENDER(WINED3D_RS_ANISOTROPY
), { STATE_RENDER(WINED3D_RS_ANISOTROPY
), state_anisotropy
}, WINED3D_GL_EXT_NONE
},
5150 { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), state_flushbatch
}, WINED3D_GL_EXT_NONE
},
5151 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),state_translucentsi
}, WINED3D_GL_EXT_NONE
},
5152 { STATE_RENDER(WINED3D_RS_STENCILENABLE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5153 { STATE_RENDER(WINED3D_RS_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5154 { STATE_RENDER(WINED3D_RS_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5155 { STATE_RENDER(WINED3D_RS_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5156 { STATE_RENDER(WINED3D_RS_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5157 { STATE_RENDER(WINED3D_RS_STENCILREF
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5158 { STATE_RENDER(WINED3D_RS_STENCILMASK
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5159 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite2s
}, EXT_STENCIL_TWO_SIDE
},
5160 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite
}, WINED3D_GL_EXT_NONE
},
5161 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5162 { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5163 { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5164 { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5165 { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5166 { STATE_RENDER(WINED3D_RS_WRAP0
), { STATE_RENDER(WINED3D_RS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5167 { STATE_RENDER(WINED3D_RS_WRAP1
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5168 { STATE_RENDER(WINED3D_RS_WRAP2
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5169 { STATE_RENDER(WINED3D_RS_WRAP3
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5170 { STATE_RENDER(WINED3D_RS_WRAP4
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5171 { STATE_RENDER(WINED3D_RS_WRAP5
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5172 { STATE_RENDER(WINED3D_RS_WRAP6
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5173 { STATE_RENDER(WINED3D_RS_WRAP7
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5174 { STATE_RENDER(WINED3D_RS_WRAP8
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5175 { STATE_RENDER(WINED3D_RS_WRAP9
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5176 { STATE_RENDER(WINED3D_RS_WRAP10
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5177 { STATE_RENDER(WINED3D_RS_WRAP11
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5178 { STATE_RENDER(WINED3D_RS_WRAP12
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5179 { STATE_RENDER(WINED3D_RS_WRAP13
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5180 { STATE_RENDER(WINED3D_RS_WRAP14
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5181 { STATE_RENDER(WINED3D_RS_WRAP15
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5182 { STATE_RENDER(WINED3D_RS_EXTENTS
), { STATE_RENDER(WINED3D_RS_EXTENTS
), state_extents
}, WINED3D_GL_EXT_NONE
},
5183 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), state_ckeyblend
}, WINED3D_GL_EXT_NONE
},
5184 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), state_swvp
}, WINED3D_GL_EXT_NONE
},
5185 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), state_patchedgestyle
}, WINED3D_GL_EXT_NONE
},
5186 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), state_patchsegments
}, WINED3D_GL_EXT_NONE
},
5187 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), state_positiondegree
}, WINED3D_GL_EXT_NONE
},
5188 { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), state_normaldegree
}, WINED3D_GL_EXT_NONE
},
5189 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5190 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5191 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5192 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5193 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5194 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5195 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_nvdb
}, EXT_DEPTH_BOUNDS_TEST
},
5196 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_tessellation
}, WINED3D_GL_EXT_NONE
},
5197 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa
}, ARB_MULTISAMPLE
},
5198 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa_w
}, WINED3D_GL_EXT_NONE
},
5199 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), state_multisampmask
}, WINED3D_GL_EXT_NONE
},
5200 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), state_debug_monitor
}, WINED3D_GL_EXT_NONE
},
5201 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite0
}, EXT_DRAW_BUFFERS2
},
5202 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite
}, WINED3D_GL_EXT_NONE
},
5203 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop
}, WINED3D_GL_BLEND_EQUATION
},
5204 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop_w
}, WINED3D_GL_EXT_NONE
},
5205 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), state_scissor
}, WINED3D_GL_EXT_NONE
},
5206 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), NULL
}, WINED3D_GL_EXT_NONE
},
5207 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), state_colorwrite1
}, EXT_DRAW_BUFFERS2
},
5208 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5209 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), state_colorwrite2
}, EXT_DRAW_BUFFERS2
},
5210 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5211 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), state_colorwrite3
}, EXT_DRAW_BUFFERS2
},
5212 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5213 { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), state_blendfactor
}, EXT_BLEND_COLOR
},
5214 { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), state_blendfactor_w
}, WINED3D_GL_EXT_NONE
},
5215 { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), state_depthbias
}, WINED3D_GL_EXT_NONE
},
5216 { STATE_RENDER(WINED3D_RS_ZVISIBLE
), { STATE_RENDER(WINED3D_RS_ZVISIBLE
), state_zvisible
}, WINED3D_GL_EXT_NONE
},
5218 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler
}, WINED3D_GL_EXT_NONE
},
5219 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler
}, WINED3D_GL_EXT_NONE
},
5220 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler
}, WINED3D_GL_EXT_NONE
},
5221 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler
}, WINED3D_GL_EXT_NONE
},
5222 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler
}, WINED3D_GL_EXT_NONE
},
5223 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler
}, WINED3D_GL_EXT_NONE
},
5224 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler
}, WINED3D_GL_EXT_NONE
},
5225 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler
}, WINED3D_GL_EXT_NONE
},
5226 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler
}, WINED3D_GL_EXT_NONE
},
5227 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler
}, WINED3D_GL_EXT_NONE
},
5228 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler
}, WINED3D_GL_EXT_NONE
},
5229 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler
}, WINED3D_GL_EXT_NONE
},
5230 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler
}, WINED3D_GL_EXT_NONE
},
5231 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler
}, WINED3D_GL_EXT_NONE
},
5232 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler
}, WINED3D_GL_EXT_NONE
},
5233 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler
}, WINED3D_GL_EXT_NONE
},
5234 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler
}, WINED3D_GL_EXT_NONE
},
5235 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler
}, WINED3D_GL_EXT_NONE
},
5236 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler
}, WINED3D_GL_EXT_NONE
},
5237 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler
}, WINED3D_GL_EXT_NONE
},
5238 { STATE_BASEVERTEXINDEX
, { STATE_BASEVERTEXINDEX
, state_nop
, }, ARB_DRAW_ELEMENTS_BASE_VERTEX
},
5239 { STATE_BASEVERTEXINDEX
, { STATE_STREAMSRC
, NULL
, }, WINED3D_GL_EXT_NONE
},
5240 { STATE_FRAMEBUFFER
, { STATE_FRAMEBUFFER
, context_state_fb
}, WINED3D_GL_EXT_NONE
},
5241 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), context_state_drawbuf
},WINED3D_GL_EXT_NONE
},
5242 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), state_shader
}, WINED3D_GL_EXT_NONE
},
5243 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
), state_shader
}, WINED3D_GL_EXT_NONE
},
5244 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), state_shader
}, WINED3D_GL_EXT_NONE
},
5245 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
), state_compute_shader
}, WINED3D_GL_EXT_NONE
},
5246 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5249 static const struct StateEntryTemplate vp_ffp_states
[] =
5251 { STATE_VDECL
, { STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
5252 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
5253 { STATE_MATERIAL
, { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5254 { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
5256 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
5257 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
5258 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
5259 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
5260 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
5261 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
5262 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
5263 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
5264 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
5265 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
5266 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
5267 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
5268 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
5269 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
5270 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
5271 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
5272 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
5273 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
5274 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
5275 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
5276 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
5277 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
5278 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
5279 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
5280 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
5281 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
5282 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
5283 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
5284 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
5285 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
5286 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
5287 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
5289 { STATE_LIGHT_TYPE
, { STATE_LIGHT_TYPE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5290 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
5291 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
5292 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
5293 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
5294 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
5295 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
5296 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
5297 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
5299 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
5300 /* Transform states follow */
5301 { STATE_TRANSFORM(WINED3D_TS_VIEW
), { STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
5302 { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
5303 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5304 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5305 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5306 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5307 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5308 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5309 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5310 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world
}, WINED3D_GL_EXT_NONE
},
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5412 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5413 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5414 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5415 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5416 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5417 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5418 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5419 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5420 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5421 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5422 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5423 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5424 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5425 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5426 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5427 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5428 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5429 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5430 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5431 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5432 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5433 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5434 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5435 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5436 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5437 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5438 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5439 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5440 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5441 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5442 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5443 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5444 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5445 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5446 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5447 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5448 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5449 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5450 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5451 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5452 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5453 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5454 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5455 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5456 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5457 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5458 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5459 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5460 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5461 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5462 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5463 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5464 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5465 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5466 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5467 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5468 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5469 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5470 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5471 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5472 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5473 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5474 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5475 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5476 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5477 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5478 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5479 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5480 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5481 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5482 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5483 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5484 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5485 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5486 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5487 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5488 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5489 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5490 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5491 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5492 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5493 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5494 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5495 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5496 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5497 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5498 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5499 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5500 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5501 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5502 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5503 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5504 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5505 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5506 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5507 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5508 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5509 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5510 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5511 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5512 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5513 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5514 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5515 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5516 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5517 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5518 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5519 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5520 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5521 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5522 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5523 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5524 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5525 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5526 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5527 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5528 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5529 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5530 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5531 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5532 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5533 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5534 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5535 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5536 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5537 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5538 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5539 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5540 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5541 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5542 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5543 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5544 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5545 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5546 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5547 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5548 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5549 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5550 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5551 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5552 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5553 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5554 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5555 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5556 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5557 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5558 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5559 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5560 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5561 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5562 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5563 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5564 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5565 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5566 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5567 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5568 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5569 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5570 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5571 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5572 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5573 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5574 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5575 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5576 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5577 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5578 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5579 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5580 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5581 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5582 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5584 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
5585 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5586 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5587 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5588 { STATE_RENDER(WINED3D_RS_CLIPPING
), { STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
5589 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), { STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
5590 { STATE_RENDER(WINED3D_RS_LIGHTING
), { STATE_RENDER(WINED3D_RS_LIGHTING
), state_lighting
}, WINED3D_GL_EXT_NONE
},
5591 { STATE_RENDER(WINED3D_RS_AMBIENT
), { STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
5592 { STATE_RENDER(WINED3D_RS_COLORVERTEX
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5593 { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), state_localviewer
}, WINED3D_GL_EXT_NONE
},
5594 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), state_normalize
}, WINED3D_GL_EXT_NONE
},
5595 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5596 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5597 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5598 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5599 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend
}, ARB_VERTEX_BLEND
},
5600 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend_w
}, WINED3D_GL_EXT_NONE
},
5601 { STATE_RENDER(WINED3D_RS_POINTSIZE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5602 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
5603 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
5604 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
5605 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
5606 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
5607 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5608 { STATE_RENDER(WINED3D_RS_POINTSCALE_A
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5609 { STATE_RENDER(WINED3D_RS_POINTSCALE_B
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5610 { STATE_RENDER(WINED3D_RS_POINTSCALE_C
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5611 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
5612 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
5613 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
5614 { STATE_RENDER(WINED3D_RS_TWEENFACTOR
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5615 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5617 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5618 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5619 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5621 { STATE_SAMPLER(0), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5622 { STATE_SAMPLER(0), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5623 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5624 { STATE_SAMPLER(1), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5625 { STATE_SAMPLER(1), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5626 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5627 { STATE_SAMPLER(2), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5628 { STATE_SAMPLER(2), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5629 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5630 { STATE_SAMPLER(3), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5631 { STATE_SAMPLER(3), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5632 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5633 { STATE_SAMPLER(4), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5634 { STATE_SAMPLER(4), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5635 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5636 { STATE_SAMPLER(5), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5637 { STATE_SAMPLER(5), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5638 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5639 { STATE_SAMPLER(6), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5640 { STATE_SAMPLER(6), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5641 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5642 { STATE_SAMPLER(7), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5643 { STATE_SAMPLER(7), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5644 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5645 { STATE_POINT_ENABLE
, { STATE_POINT_ENABLE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5646 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5649 static const struct StateEntryTemplate ffp_fragmentstate_template
[] = {
5650 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5651 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5652 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5653 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5654 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5655 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5656 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5657 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5658 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5659 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5660 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5661 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5662 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5663 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5664 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5665 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5666 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5667 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5668 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5669 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5670 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5671 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5672 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5673 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5674 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5675 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5676 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5677 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5678 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5679 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5680 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5681 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5682 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5683 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5684 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5685 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5686 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5687 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5688 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5689 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5690 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5691 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5692 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5693 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5694 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5695 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5696 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5697 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5698 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5699 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5700 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5701 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5702 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5703 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5704 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5705 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5706 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5707 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5708 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5709 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5710 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5711 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5712 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5713 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5714 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5715 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5716 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5717 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5718 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5719 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5720 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5721 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5722 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5723 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5724 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5725 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5726 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5727 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5728 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5729 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5730 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
5731 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5732 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5733 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
5734 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5735 { STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
5736 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
5737 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor
}, WINED3D_GL_EXT_NONE
},
5738 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
5739 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
5740 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5741 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5742 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5743 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
5744 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
5745 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
5746 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5747 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5748 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5749 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5750 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5751 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5752 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5753 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5754 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5757 /* Context activation is done by the caller. */
5758 static void ffp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5760 static void *ffp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5765 static void ffp_free(struct wined3d_device
*device
) {}
5767 static void vp_ffp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5769 caps
->xyzrhw
= FALSE
;
5770 caps
->ffp_generic_attributes
= FALSE
;
5771 caps
->max_active_lights
= gl_info
->limits
.lights
;
5772 caps
->max_vertex_blend_matrices
= gl_info
->limits
.blends
;
5773 caps
->max_vertex_blend_matrix_index
= 0;
5774 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5775 | WINED3DVTXPCAPS_MATERIALSOURCE7
5776 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5777 | WINED3DVTXPCAPS_LOCALVIEWER
5778 | WINED3DVTXPCAPS_VERTEXFOG
5779 | WINED3DVTXPCAPS_TEXGEN
5780 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
5781 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
5782 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
5783 caps
->raster_caps
= 0;
5784 if (gl_info
->supported
[NV_FOG_DISTANCE
])
5785 caps
->raster_caps
|= WINED3DPRASTERCAPS_FOGRANGE
;
5788 static DWORD
vp_ffp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5790 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5793 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe
=
5797 vp_ffp_get_emul_mask
,
5803 static void ffp_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5805 caps
->wined3d_caps
= 0;
5806 caps
->PrimitiveMiscCaps
= 0;
5807 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
5808 | WINED3DTEXOPCAPS_ADDSIGNED
5809 | WINED3DTEXOPCAPS_ADDSIGNED2X
5810 | WINED3DTEXOPCAPS_MODULATE
5811 | WINED3DTEXOPCAPS_MODULATE2X
5812 | WINED3DTEXOPCAPS_MODULATE4X
5813 | WINED3DTEXOPCAPS_SELECTARG1
5814 | WINED3DTEXOPCAPS_SELECTARG2
5815 | WINED3DTEXOPCAPS_DISABLE
;
5817 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
]
5818 || gl_info
->supported
[EXT_TEXTURE_ENV_COMBINE
]
5819 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5821 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5822 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5823 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5824 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5825 | WINED3DTEXOPCAPS_LERP
5826 | WINED3DTEXOPCAPS_SUBTRACT
;
5828 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
]
5829 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5831 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
5832 | WINED3DTEXOPCAPS_MULTIPLYADD
5833 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5834 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5835 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
5837 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
5838 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
5840 caps
->MaxTextureBlendStages
= gl_info
->limits
.textures
;
5841 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
5844 static DWORD
ffp_fragment_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5846 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5849 static BOOL
ffp_color_fixup_supported(struct color_fixup_desc fixup
)
5851 /* We only support identity conversions. */
5852 return is_identity_fixup(fixup
);
5855 static BOOL
ffp_none_context_alloc(struct wined3d_context
*context
)
5860 static void ffp_none_context_free(struct wined3d_context
*context
)
5864 const struct fragment_pipeline ffp_fragment_pipeline
= {
5866 ffp_fragment_get_caps
,
5867 ffp_fragment_get_emul_mask
,
5870 ffp_none_context_alloc
,
5871 ffp_none_context_free
,
5872 ffp_color_fixup_supported
,
5873 ffp_fragmentstate_template
,
5876 static void none_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5878 static void *none_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5883 static void none_free(struct wined3d_device
*device
) {}
5885 static void vp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5887 memset(caps
, 0, sizeof(*caps
));
5890 static DWORD
vp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5895 const struct wined3d_vertex_pipe_ops none_vertex_pipe
=
5899 vp_none_get_emul_mask
,
5905 static void fp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5907 memset(caps
, 0, sizeof(*caps
));
5910 static DWORD
fp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5915 static BOOL
fp_none_color_fixup_supported(struct color_fixup_desc fixup
)
5917 return is_identity_fixup(fixup
);
5920 const struct fragment_pipeline none_fragment_pipe
=
5924 fp_none_get_emul_mask
,
5927 ffp_none_context_alloc
,
5928 ffp_none_context_free
,
5929 fp_none_color_fixup_supported
,
5933 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5936 for(i
= 0; funcs
[i
]; i
++);
5940 static void multistate_apply_2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5942 context
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5943 context
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5946 static void multistate_apply_3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5948 context
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5949 context
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5950 context
->device
->multistate_funcs
[state_id
][2](context
, state
, state_id
);
5953 static void prune_invalid_states(struct StateEntry
*state_table
, const struct wined3d_gl_info
*gl_info
,
5954 const struct wined3d_d3d_info
*d3d_info
)
5956 unsigned int start
, last
, i
;
5958 start
= STATE_TEXTURESTAGE(d3d_info
->limits
.ffp_blend_stages
, 0);
5959 last
= STATE_TEXTURESTAGE(MAX_TEXTURES
- 1, WINED3D_HIGHEST_TEXTURE_STATE
);
5960 for (i
= start
; i
<= last
; ++i
)
5962 state_table
[i
].representative
= 0;
5963 state_table
[i
].apply
= state_undefined
;
5966 start
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ d3d_info
->limits
.ffp_blend_stages
);
5967 last
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ MAX_TEXTURES
- 1);
5968 for (i
= start
; i
<= last
; ++i
)
5970 state_table
[i
].representative
= 0;
5971 state_table
[i
].apply
= state_undefined
;
5974 start
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info
->limits
.ffp_vertex_blend_matrices
));
5975 last
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5976 for (i
= start
; i
<= last
; ++i
)
5978 state_table
[i
].representative
= 0;
5979 state_table
[i
].apply
= state_undefined
;
5983 static void validate_state_table(struct StateEntry
*state_table
)
6005 static const DWORD simple_states
[] =
6011 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
),
6012 STATE_SHADER(WINED3D_SHADER_TYPE_HULL
),
6013 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
),
6014 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
),
6015 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
),
6016 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
),
6017 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
),
6018 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
),
6019 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
),
6020 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),
6021 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
),
6022 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
),
6023 STATE_COMPUTE_SHADER_RESOURCE_BINDING
,
6024 STATE_GRAPHICS_SHADER_RESOURCE_BINDING
,
6025 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
,
6026 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
,
6031 STATE_POINTSPRITECOORDORIGIN
,
6032 STATE_BASEVERTEXINDEX
,
6037 unsigned int i
, current
;
6039 for (i
= STATE_RENDER(1), current
= 0; i
<= STATE_RENDER(WINEHIGHEST_RENDER_STATE
); ++i
)
6041 if (!rs_holes
[current
].first
|| i
< STATE_RENDER(rs_holes
[current
].first
))
6043 if (!state_table
[i
].representative
)
6044 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i
), i
);
6046 else if (state_table
[i
].representative
)
6047 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i
), i
);
6049 if (i
== STATE_RENDER(rs_holes
[current
].last
)) ++current
;
6052 for (i
= 0; i
< ARRAY_SIZE(simple_states
); ++i
)
6054 if (!state_table
[simple_states
[i
]].representative
)
6055 ERR("State %s (%#x) should have a representative.\n",
6056 debug_d3dstate(simple_states
[i
]), simple_states
[i
]);
6059 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
6061 DWORD rep
= state_table
[i
].representative
;
6064 if (state_table
[rep
].representative
!= rep
)
6066 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
6067 debug_d3dstate(i
), i
, debug_d3dstate(rep
), rep
);
6068 state_table
[i
].representative
= 0;
6073 if (state_table
[i
].apply
)
6074 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i
), i
);
6076 else if (!state_table
[i
].apply
)
6078 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i
), i
);
6084 HRESULT
compile_state_table(struct StateEntry
*StateTable
, APPLYSTATEFUNC
**dev_multistate_funcs
,
6085 const struct wined3d_gl_info
*gl_info
, const struct wined3d_d3d_info
*d3d_info
,
6086 const struct wined3d_vertex_pipe_ops
*vertex
, const struct fragment_pipeline
*fragment
,
6087 const struct StateEntryTemplate
*misc
)
6089 unsigned int i
, type
, handlers
;
6090 APPLYSTATEFUNC multistate_funcs
[STATE_HIGHEST
+ 1][3];
6091 const struct StateEntryTemplate
*cur
;
6092 BOOL set
[STATE_HIGHEST
+ 1];
6094 memset(multistate_funcs
, 0, sizeof(multistate_funcs
));
6096 for(i
= 0; i
< STATE_HIGHEST
+ 1; i
++) {
6097 StateTable
[i
].representative
= 0;
6098 StateTable
[i
].apply
= state_undefined
;
6101 for(type
= 0; type
< 3; type
++) {
6102 /* This switch decides the order in which the states are applied */
6104 case 0: cur
= misc
; break;
6105 case 1: cur
= fragment
->states
; break;
6106 case 2: cur
= vertex
->vp_states
; break;
6107 default: cur
= NULL
; /* Stupid compiler */
6111 /* GL extension filtering should not prevent multiple handlers being applied from different
6114 memset(set
, 0, sizeof(set
));
6116 for(i
= 0; cur
[i
].state
; i
++) {
6117 APPLYSTATEFUNC
*funcs_array
;
6119 /* Only use the first matching state with the available extension from one template.
6121 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
6122 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
6124 * if GL_XYZ_fancy is supported, ignore the 2nd line
6126 if(set
[cur
[i
].state
]) continue;
6127 /* Skip state lines depending on unsupported extensions */
6128 if (!gl_info
->supported
[cur
[i
].extension
]) continue;
6129 set
[cur
[i
].state
] = TRUE
;
6130 /* In some cases having an extension means that nothing has to be
6131 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
6132 * supported, the texture coordinate fixup can be ignored. If the
6133 * apply function is used, mark the state set(done above) to prevent
6134 * applying later lines, but do not record anything in the state
6137 if (!cur
[i
].content
.representative
) continue;
6139 handlers
= num_handlers(multistate_funcs
[cur
[i
].state
]);
6140 multistate_funcs
[cur
[i
].state
][handlers
] = cur
[i
].content
.apply
;
6143 StateTable
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
6146 StateTable
[cur
[i
].state
].apply
= multistate_apply_2
;
6147 if (!(dev_multistate_funcs
[cur
[i
].state
] = wined3d_calloc(2, sizeof(**dev_multistate_funcs
))))
6150 dev_multistate_funcs
[cur
[i
].state
][0] = multistate_funcs
[cur
[i
].state
][0];
6151 dev_multistate_funcs
[cur
[i
].state
][1] = multistate_funcs
[cur
[i
].state
][1];
6154 StateTable
[cur
[i
].state
].apply
= multistate_apply_3
;
6155 funcs_array
= HeapReAlloc(GetProcessHeap(),
6157 dev_multistate_funcs
[cur
[i
].state
],
6158 sizeof(**dev_multistate_funcs
) * 3);
6163 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
6164 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
6167 ERR("Unexpected amount of state handlers for state %u: %u\n",
6168 cur
[i
].state
, handlers
+ 1);
6171 if (StateTable
[cur
[i
].state
].representative
6172 && StateTable
[cur
[i
].state
].representative
!= cur
[i
].content
.representative
)
6174 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
6175 debug_d3dstate(cur
[i
].state
), cur
[i
].state
);
6177 StateTable
[cur
[i
].state
].representative
= cur
[i
].content
.representative
;
6181 prune_invalid_states(StateTable
, gl_info
, d3d_info
);
6182 validate_state_table(StateTable
);
6187 for (i
= 0; i
<= STATE_HIGHEST
; ++i
) {
6188 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs
[i
]);
6191 memset(dev_multistate_funcs
, 0, (STATE_HIGHEST
+ 1)*sizeof(*dev_multistate_funcs
));
6193 return E_OUTOFMEMORY
;