wined3d: Introduce wined3d_rendertarget_view_get_drawable_size() as replacement for...
[wine.git] / dlls / wined3d / state.c
blobcd3763c7b78ba6b7c84f2bd5ab06cb50bbe73186
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
31 #include <stdio.h>
32 #ifdef HAVE_FLOAT_H
33 # include <float.h>
34 #endif
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
41 ULONG CDECL wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state)
43 ULONG refcount = InterlockedIncrement(&state->refcount);
45 TRACE("%p increasing refcount to %u.\n", state, refcount);
47 return refcount;
50 static void wined3d_rasterizer_state_destroy_object(void *object)
52 HeapFree(GetProcessHeap(), 0, object);
55 ULONG CDECL wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state)
57 ULONG refcount = InterlockedDecrement(&state->refcount);
58 struct wined3d_device *device = state->device;
60 TRACE("%p decreasing refcount to %u.\n", state, refcount);
62 if (!refcount)
63 wined3d_cs_emit_destroy_object(device->cs, wined3d_rasterizer_state_destroy_object, state);
65 return refcount;
68 HRESULT CDECL wined3d_rasterizer_state_create(struct wined3d_device *device,
69 const struct wined3d_rasterizer_state_desc *desc, struct wined3d_rasterizer_state **state)
71 struct wined3d_rasterizer_state *object;
73 TRACE("device %p, desc %p, state %p.\n", device, desc, state);
75 if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
76 return E_OUTOFMEMORY;
78 object->refcount = 1;
79 object->desc = *desc;
80 object->device = device;
82 TRACE("Created rasterizer state %p.\n", object);
83 *state = object;
85 return WINED3D_OK;
88 /* Context activation for state handler is done by the caller. */
90 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
92 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id), state_id);
95 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
97 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
100 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
102 enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
103 const struct wined3d_gl_info *gl_info = context->gl_info;
105 switch (mode)
107 case WINED3D_FILL_POINT:
108 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
109 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
110 break;
111 case WINED3D_FILL_WIREFRAME:
112 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
113 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
114 break;
115 case WINED3D_FILL_SOLID:
116 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
117 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
118 break;
119 default:
120 FIXME("Unrecognized fill mode %#x.\n", mode);
124 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
126 const struct wined3d_gl_info *gl_info = context->gl_info;
128 /* Lighting is not enabled if transformed vertices are drawn, but lighting
129 * does not affect the stream sources, so it is not grouped for
130 * performance reasons. This state reads the decoded vertex declaration,
131 * so if it is dirty don't do anything. The vertex declaration applying
132 * function calls this function for updating. */
133 if (isStateDirty(context, STATE_VDECL))
134 return;
136 if (state->render_states[WINED3D_RS_LIGHTING]
137 && !context->stream_info.position_transformed)
139 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
140 checkGLcall("glEnable GL_LIGHTING");
142 else
144 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
145 checkGLcall("glDisable GL_LIGHTING");
149 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
151 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
152 const struct wined3d_gl_info *gl_info = context->gl_info;
154 /* No z test without depth stencil buffers */
155 if (!state->fb->depth_stencil)
157 TRACE("No Z buffer - disabling depth test\n");
158 zenable = WINED3D_ZB_FALSE;
161 switch (zenable)
163 case WINED3D_ZB_FALSE:
164 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
165 checkGLcall("glDisable GL_DEPTH_TEST");
166 break;
167 case WINED3D_ZB_TRUE:
168 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
169 checkGLcall("glEnable GL_DEPTH_TEST");
170 break;
171 case WINED3D_ZB_USEW:
172 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
173 checkGLcall("glEnable GL_DEPTH_TEST");
174 FIXME("W buffer is not well handled\n");
175 break;
176 default:
177 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
178 break;
181 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
182 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
185 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
187 const struct wined3d_gl_info *gl_info = context->gl_info;
189 /* glFrontFace() is set in context.c at context init and on an
190 * offscreen / onscreen rendering switch. */
191 switch (state->render_states[WINED3D_RS_CULLMODE])
193 case WINED3D_CULL_NONE:
194 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
195 checkGLcall("glDisable GL_CULL_FACE");
196 break;
197 case WINED3D_CULL_FRONT:
198 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
199 checkGLcall("glEnable GL_CULL_FACE");
200 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
201 checkGLcall("glCullFace(GL_FRONT)");
202 break;
203 case WINED3D_CULL_BACK:
204 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
205 checkGLcall("glEnable GL_CULL_FACE");
206 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
207 checkGLcall("glCullFace(GL_BACK)");
208 break;
209 default:
210 FIXME("Unrecognized cull mode %#x.\n",
211 state->render_states[WINED3D_RS_CULLMODE]);
215 void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
217 const struct wined3d_gl_info *gl_info = context->gl_info;
219 switch (state->render_states[WINED3D_RS_SHADEMODE])
221 case WINED3D_SHADE_FLAT:
222 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
223 checkGLcall("glShadeModel(GL_FLAT)");
224 break;
225 case WINED3D_SHADE_GOURAUD:
226 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
227 * in D3D. */
228 case WINED3D_SHADE_PHONG:
229 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
230 checkGLcall("glShadeModel(GL_SMOOTH)");
231 break;
232 default:
233 FIXME("Unrecognized shade mode %#x.\n",
234 state->render_states[WINED3D_RS_SHADEMODE]);
238 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
240 const struct wined3d_gl_info *gl_info = context->gl_info;
242 if (state->render_states[WINED3D_RS_DITHERENABLE])
244 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
245 checkGLcall("glEnable GL_DITHER");
247 else
249 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
250 checkGLcall("glDisable GL_DITHER");
254 static void state_zwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
256 const struct wined3d_gl_info *gl_info = context->gl_info;
258 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
260 gl_info->gl_ops.gl.p_glDepthMask(1);
261 checkGLcall("glDepthMask(1)");
263 else
265 gl_info->gl_ops.gl.p_glDepthMask(0);
266 checkGLcall("glDepthMask(0)");
270 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
272 switch (f)
274 case WINED3D_CMP_NEVER:
275 return GL_NEVER;
276 case WINED3D_CMP_LESS:
277 return GL_LESS;
278 case WINED3D_CMP_EQUAL:
279 return GL_EQUAL;
280 case WINED3D_CMP_LESSEQUAL:
281 return GL_LEQUAL;
282 case WINED3D_CMP_GREATER:
283 return GL_GREATER;
284 case WINED3D_CMP_NOTEQUAL:
285 return GL_NOTEQUAL;
286 case WINED3D_CMP_GREATEREQUAL:
287 return GL_GEQUAL;
288 case WINED3D_CMP_ALWAYS:
289 return GL_ALWAYS;
290 default:
291 FIXME("Unrecognized compare function %#x.\n", f);
292 return GL_NONE;
296 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
298 GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
299 const struct wined3d_gl_info *gl_info = context->gl_info;
301 if (!depth_func) return;
303 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
304 checkGLcall("glDepthFunc");
307 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
309 const struct wined3d_gl_info *gl_info = context->gl_info;
310 struct wined3d_color color;
312 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
313 TRACE("Setting ambient to %s.\n", debug_color(&color));
314 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &color.r);
315 checkGLcall("glLightModel for MODEL_AMBIENT");
318 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
320 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
323 static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
325 switch (op)
327 case WINED3D_BLEND_OP_ADD:
328 return GL_FUNC_ADD;
329 case WINED3D_BLEND_OP_SUBTRACT:
330 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
331 case WINED3D_BLEND_OP_REVSUBTRACT:
332 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
333 case WINED3D_BLEND_OP_MIN:
334 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
335 case WINED3D_BLEND_OP_MAX:
336 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
337 default:
338 FIXME("Unhandled blend op %#x.\n", op);
339 return GL_FUNC_ADD;
343 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
345 const struct wined3d_gl_info *gl_info = context->gl_info;
346 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
347 GLenum blend_equation = GL_FUNC_ADD_EXT;
349 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
350 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
351 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
353 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
354 return;
357 blend_equation = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOP]);
358 blend_equation_alpha = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOPALPHA]);
359 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
361 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
363 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
364 checkGLcall("glBlendEquationSeparate");
366 else
368 GL_EXTCALL(glBlendEquation(blend_equation));
369 checkGLcall("glBlendEquation");
373 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
375 switch (factor)
377 case WINED3D_BLEND_ZERO:
378 return GL_ZERO;
379 case WINED3D_BLEND_ONE:
380 return GL_ONE;
381 case WINED3D_BLEND_SRCCOLOR:
382 return GL_SRC_COLOR;
383 case WINED3D_BLEND_INVSRCCOLOR:
384 return GL_ONE_MINUS_SRC_COLOR;
385 case WINED3D_BLEND_SRCALPHA:
386 return GL_SRC_ALPHA;
387 case WINED3D_BLEND_INVSRCALPHA:
388 return GL_ONE_MINUS_SRC_ALPHA;
389 case WINED3D_BLEND_DESTCOLOR:
390 return GL_DST_COLOR;
391 case WINED3D_BLEND_INVDESTCOLOR:
392 return GL_ONE_MINUS_DST_COLOR;
393 /* To compensate for the lack of format switching with backbuffer
394 * offscreen rendering, and with onscreen rendering, we modify the
395 * alpha test parameters for (INV)DESTALPHA if the render target
396 * doesn't support alpha blending. A nonexistent alpha channel
397 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
398 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
399 case WINED3D_BLEND_DESTALPHA:
400 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
401 case WINED3D_BLEND_INVDESTALPHA:
402 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
403 case WINED3D_BLEND_SRCALPHASAT:
404 return GL_SRC_ALPHA_SATURATE;
405 case WINED3D_BLEND_BLENDFACTOR:
406 return GL_CONSTANT_COLOR_EXT;
407 case WINED3D_BLEND_INVBLENDFACTOR:
408 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
409 default:
410 FIXME("Unhandled blend factor %#x.\n", factor);
411 return GL_NONE;
415 static void gl_blend_from_d3d(GLenum *src_blend, GLenum *dst_blend,
416 enum wined3d_blend d3d_src_blend, enum wined3d_blend d3d_dst_blend,
417 const struct wined3d_format *rt_format)
419 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
420 * source blending values which are still valid up to d3d9. They should
421 * not occur as dest blend values. */
422 if (d3d_src_blend == WINED3D_BLEND_BOTHSRCALPHA)
424 *src_blend = GL_SRC_ALPHA;
425 *dst_blend = GL_ONE_MINUS_SRC_ALPHA;
427 else if (d3d_src_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
429 *src_blend = GL_ONE_MINUS_SRC_ALPHA;
430 *dst_blend = GL_SRC_ALPHA;
432 else
434 *src_blend = gl_blend_factor(d3d_src_blend, rt_format);
435 *dst_blend = gl_blend_factor(d3d_dst_blend, rt_format);
439 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
441 const struct wined3d_gl_info *gl_info = context->gl_info;
442 const struct wined3d_format *rt_format;
443 BOOL enable_blend, enable_line_smooth;
444 GLenum src_blend, dst_blend;
445 unsigned int rt_fmt_flags;
447 enable_line_smooth = state->render_states[WINED3D_RS_EDGEANTIALIAS]
448 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE];
449 if (enable_line_smooth)
451 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
452 checkGLcall("glEnable(GL_LINE_SMOOTH)");
454 else
456 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
457 checkGLcall("glDisable(GL_LINE_SMOOTH)");
460 enable_blend = state->fb->render_targets[0] && state->render_states[WINED3D_RS_ALPHABLENDENABLE];
461 if (enable_blend)
463 rt_format = state->fb->render_targets[0]->format;
464 rt_fmt_flags = state->fb->render_targets[0]->format_flags;
466 /* Disable blending in all cases even without pixelshaders.
467 * With blending on we could face a big performance penalty.
468 * The d3d9 visual test confirms the behavior. */
469 if (context->render_offscreen && !(rt_fmt_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
470 enable_blend = FALSE;
473 if (enable_blend)
475 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
476 checkGLcall("glEnable(GL_BLEND)");
478 else
480 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
481 checkGLcall("glDisable(GL_BLEND)");
482 if (enable_line_smooth)
483 WARN("LINE/EDGEANTIALIAS enabled with disabled blending.\n");
484 return;
487 gl_blend_from_d3d(&src_blend, &dst_blend,
488 state->render_states[WINED3D_RS_SRCBLEND],
489 state->render_states[WINED3D_RS_DESTBLEND], rt_format);
491 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
492 * blending parameters to work. */
493 if (enable_line_smooth)
495 if (src_blend != GL_SRC_ALPHA)
496 WARN("LINE/EDGEANTIALIAS enabled, but unexpected src blending param.\n");
497 if (dst_blend != GL_ONE_MINUS_SRC_ALPHA && dst_blend != GL_ONE)
498 WARN("LINE/EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
501 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
502 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
503 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
505 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
507 GLenum src_blend_alpha, dst_blend_alpha;
509 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
510 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
512 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
513 return;
516 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha,
517 state->render_states[WINED3D_RS_SRCBLENDALPHA],
518 state->render_states[WINED3D_RS_DESTBLENDALPHA], rt_format);
520 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
521 checkGLcall("glBlendFuncSeparate");
523 else
525 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend, dst_blend);
526 gl_info->gl_ops.gl.p_glBlendFunc(src_blend, dst_blend);
527 checkGLcall("glBlendFunc");
530 /* Colorkey fixup for stage 0 alphaop depends on
531 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
532 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
533 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
536 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
538 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
541 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
543 const struct wined3d_gl_info *gl_info = context->gl_info;
544 struct wined3d_color color;
546 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
548 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_BLENDFACTOR]);
549 GL_EXTCALL(glBlendColor(color.r, color.g, color.b, color.a));
550 checkGLcall("glBlendColor");
553 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
555 const struct wined3d_gl_info *gl_info = context->gl_info;
556 int glParm = 0;
557 float ref;
558 BOOL enable_ckey = FALSE;
560 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
562 /* Find out if the texture on the first stage has a ckey set. The alpha
563 * state func reads the texture settings, even though alpha and texture
564 * are not grouped together. This is to avoid making a huge alpha +
565 * texture + texture stage + ckey block due to the hardly used
566 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
567 * function will call alpha in case it finds some texture + colorkeyenable
568 * combination which needs extra care. */
569 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
570 enable_ckey = TRUE;
572 if (enable_ckey || context->last_was_ckey)
573 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
574 context->last_was_ckey = enable_ckey;
576 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
577 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
579 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
580 checkGLcall("glEnable GL_ALPHA_TEST");
582 else
584 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
585 checkGLcall("glDisable GL_ALPHA_TEST");
586 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
587 * enable call
589 return;
592 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
594 glParm = GL_NOTEQUAL;
595 ref = 0.0f;
597 else
599 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
600 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
602 if (glParm)
604 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
605 checkGLcall("glAlphaFunc");
609 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
611 const struct wined3d_gl_info *gl_info = context->gl_info;
612 unsigned int clipplane_count = gl_info->limits.user_clip_distances;
613 unsigned int i, enable_mask, disable_mask;
615 if (use_vs(state) && !context->d3d_info->vs_clipping)
617 static BOOL warned;
619 /* The OpenGL spec says that clipping planes are disabled when using
620 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
621 * driver keeps clipping planes activated with shaders in some
622 * conditions I got sick of tracking down. The shader state handler
623 * disables all clip planes because of that - don't do anything here
624 * and keep them disabled. */
625 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
626 FIXME("Clipping not supported with vertex shaders\n");
627 return;
630 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
631 * The enabled / disabled planes are hardcoded into the shader. Update the
632 * shader to update the enabled clipplanes. In case of fixed function, we
633 * need to update the clipping field from ffp_vertex_settings. */
634 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
636 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
637 * of already set values
640 /* If enabling / disabling all
641 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
643 if (state->render_states[WINED3D_RS_CLIPPING])
645 enable_mask = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
646 disable_mask = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
648 else
650 enable_mask = 0;
651 disable_mask = ~0u;
654 if (clipplane_count < 32)
656 enable_mask &= (1u << clipplane_count) - 1;
657 disable_mask &= (1u << clipplane_count) - 1;
660 for (i = 0; enable_mask && i < clipplane_count; enable_mask >>= 1, ++i)
661 if (enable_mask & 1)
662 gl_info->gl_ops.gl.p_glEnable(GL_CLIP_DISTANCE0 + i);
663 checkGLcall("clip plane enable");
665 for (i = 0; disable_mask && i < clipplane_count; disable_mask >>= 1, ++i)
666 if (disable_mask & 1)
667 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_DISTANCE0 + i);
668 checkGLcall("clip plane disable");
671 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
673 const struct wined3d_gl_info *gl_info = context->gl_info;
674 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
675 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
676 * specular color. This is wrong:
677 * Separate specular color means the specular colour is maintained separately, whereas
678 * single color means it is merged in. However in both cases they are being used to
679 * some extent.
680 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
681 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
682 * running 1.4 yet!
685 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
686 * Instead, we need to setup the FinalCombiner properly.
688 * The default setup for the FinalCombiner is:
690 * <variable> <input> <mapping> <usage>
691 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
692 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
693 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
694 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
695 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
696 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
697 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
699 * That's pretty much fine as it is, except for variable B, which needs to take
700 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
701 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
704 TRACE("Setting specular enable state and materials\n");
705 if (state->render_states[WINED3D_RS_SPECULARENABLE])
707 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
708 checkGLcall("glMaterialfv");
710 if (state->material.power > gl_info->limits.shininess)
712 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
713 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
714 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
715 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
716 * them, it should be safe to do so without major visual distortions.
718 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
719 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
721 else
723 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
725 checkGLcall("glMaterialf(GL_SHININESS)");
727 if (gl_info->supported[EXT_SECONDARY_COLOR])
728 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
729 else
730 TRACE("Specular colors cannot be enabled in this version of opengl\n");
731 checkGLcall("glEnable(GL_COLOR_SUM)");
733 if (gl_info->supported[NV_REGISTER_COMBINERS])
735 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
736 checkGLcall("glFinalCombinerInputNV()");
738 } else {
739 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
741 /* for the case of enabled lighting: */
742 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
743 checkGLcall("glMaterialfv");
745 /* for the case of disabled lighting: */
746 if (gl_info->supported[EXT_SECONDARY_COLOR])
747 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
748 else
749 TRACE("Specular colors cannot be disabled in this version of opengl\n");
750 checkGLcall("glDisable(GL_COLOR_SUM)");
752 if (gl_info->supported[NV_REGISTER_COMBINERS])
754 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
755 checkGLcall("glFinalCombinerInputNV()");
759 TRACE("diffuse %s\n", debug_color(&state->material.diffuse));
760 TRACE("ambient %s\n", debug_color(&state->material.ambient));
761 TRACE("specular %s\n", debug_color(&state->material.specular));
762 TRACE("emissive %s\n", debug_color(&state->material.emissive));
764 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
765 checkGLcall("glMaterialfv(GL_AMBIENT)");
766 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
767 checkGLcall("glMaterialfv(GL_DIFFUSE)");
768 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
769 checkGLcall("glMaterialfv(GL_EMISSION)");
772 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
774 const struct wined3d_gl_info *gl_info = context->gl_info;
775 struct wined3d_color color;
776 unsigned int i;
778 /* Note the texture color applies to all textures whereas
779 * GL_TEXTURE_ENV_COLOR applies to active only. */
780 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
782 /* And now the default texture color as well */
783 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
785 /* Note the WINED3D_RS value applies to all textures, but GL has one
786 * per texture, so apply it now ready to be used! */
787 context_active_texture(context, gl_info, i);
789 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &color.r);
790 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
794 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
795 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
797 const struct wined3d_gl_info *gl_info = context->gl_info;
799 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
800 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
801 GL_EXTCALL(glActiveStencilFaceEXT(face));
802 checkGLcall("glActiveStencilFaceEXT(...)");
803 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
804 checkGLcall("glStencilFunc(...)");
805 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
806 checkGLcall("glStencilOp(...)");
809 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
811 switch (op)
813 case WINED3D_STENCIL_OP_KEEP:
814 return GL_KEEP;
815 case WINED3D_STENCIL_OP_ZERO:
816 return GL_ZERO;
817 case WINED3D_STENCIL_OP_REPLACE:
818 return GL_REPLACE;
819 case WINED3D_STENCIL_OP_INCR_SAT:
820 return GL_INCR;
821 case WINED3D_STENCIL_OP_DECR_SAT:
822 return GL_DECR;
823 case WINED3D_STENCIL_OP_INVERT:
824 return GL_INVERT;
825 case WINED3D_STENCIL_OP_INCR:
826 return GL_INCR_WRAP;
827 case WINED3D_STENCIL_OP_DECR:
828 return GL_DECR_WRAP;
829 default:
830 FIXME("Unrecognized stencil op %#x.\n", op);
831 return GL_KEEP;
835 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
837 const struct wined3d_gl_info *gl_info = context->gl_info;
838 DWORD onesided_enable;
839 DWORD twosided_enable;
840 GLint func;
841 GLint func_ccw;
842 GLint ref;
843 GLuint mask;
844 GLint stencilFail;
845 GLint stencilFail_ccw;
846 GLint stencilPass;
847 GLint stencilPass_ccw;
848 GLint depthFail;
849 GLint depthFail_ccw;
851 /* No stencil test without a stencil buffer. */
852 if (!state->fb->depth_stencil)
854 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
855 checkGLcall("glDisable GL_STENCIL_TEST");
856 return;
859 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
860 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
861 if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
862 func = GL_ALWAYS;
863 if (!(func_ccw = wined3d_gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
864 func_ccw = GL_ALWAYS;
865 ref = state->render_states[WINED3D_RS_STENCILREF];
866 mask = state->render_states[WINED3D_RS_STENCILMASK];
867 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
868 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
869 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
870 stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
871 depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
872 stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
874 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
875 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
876 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
877 onesided_enable, twosided_enable, ref, mask,
878 func, stencilFail, depthFail, stencilPass,
879 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
881 if (twosided_enable && onesided_enable)
883 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
884 checkGLcall("glEnable GL_STENCIL_TEST");
886 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
888 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
889 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
890 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_ccw, ref, mask));
891 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
892 checkGLcall("setting two sided stencil state");
894 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
896 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
897 * which has an effect on the code below too. If we apply the front face
898 * afterwards, we are sure that the active stencil face is set to front,
899 * and other stencil functions which do not use two sided stencil do not have
900 * to set it back
902 renderstate_stencil_twosided(context, GL_BACK,
903 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
904 renderstate_stencil_twosided(context, GL_FRONT,
905 func, ref, mask, stencilFail, depthFail, stencilPass);
907 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
909 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
910 checkGLcall("glStencilFuncSeparateATI(...)");
911 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
912 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
913 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
914 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
916 else
918 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
921 else if(onesided_enable)
923 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
925 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
926 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
929 /* This code disables the ATI extension as well, since the standard stencil functions are equal
930 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
932 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
933 checkGLcall("glEnable GL_STENCIL_TEST");
934 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
935 checkGLcall("glStencilFunc(...)");
936 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
937 checkGLcall("glStencilOp(...)");
939 else
941 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
942 checkGLcall("glDisable GL_STENCIL_TEST");
946 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
948 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
949 const struct wined3d_gl_info *gl_info = context->gl_info;
951 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
952 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
953 gl_info->gl_ops.gl.p_glStencilMask(mask);
954 checkGLcall("glStencilMask");
955 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
956 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
957 gl_info->gl_ops.gl.p_glStencilMask(mask);
960 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
962 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
963 const struct wined3d_gl_info *gl_info = context->gl_info;
965 gl_info->gl_ops.gl.p_glStencilMask(mask);
966 checkGLcall("glStencilMask");
969 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
971 const struct wined3d_gl_info *gl_info = context->gl_info;
973 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
975 if (!state->render_states[WINED3D_RS_FOGENABLE])
976 return;
978 /* Table fog on: Never use fog coords, and use per-fragment fog */
979 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
981 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
982 if (context->fog_coord)
984 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
985 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
986 context->fog_coord = FALSE;
989 /* Range fog is only used with per-vertex fog in d3d */
990 if (gl_info->supported[NV_FOG_DISTANCE])
992 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
993 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
995 return;
998 /* Otherwise use per-vertex fog in any case */
999 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
1001 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
1003 /* No fog at all, or transformed vertices: Use fog coord */
1004 if (!context->fog_coord)
1006 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1007 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1008 context->fog_coord = TRUE;
1011 else
1013 /* Otherwise, use the fragment depth */
1014 if (context->fog_coord)
1016 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1017 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1018 context->fog_coord = FALSE;
1021 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
1023 if (gl_info->supported[NV_FOG_DISTANCE])
1025 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1026 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1028 else
1030 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1033 else if (gl_info->supported[NV_FOG_DISTANCE])
1035 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1036 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1041 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1043 const struct wined3d_gl_info *gl_info = context->gl_info;
1044 float fogstart, fogend;
1046 get_fog_start_end(context, state, &fogstart, &fogend);
1048 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1049 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1050 TRACE("Fog Start == %f\n", fogstart);
1052 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1053 checkGLcall("glFogf(GL_FOG_END, fogend)");
1054 TRACE("Fog End == %f\n", fogend);
1057 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1059 const struct wined3d_gl_info *gl_info = context->gl_info;
1060 enum fogsource new_source;
1061 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1062 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1064 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1066 if (!state->render_states[WINED3D_RS_FOGENABLE])
1068 /* No fog? Disable it, and we're done :-) */
1069 glDisableWINE(GL_FOG);
1070 checkGLcall("glDisable GL_FOG");
1071 return;
1074 /* Fog Rules:
1076 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1077 * It can use the Z value of the vertex, or the alpha component of the specular color.
1078 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1079 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1080 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1082 * FOGTABLEMODE != NONE:
1083 * The Z value is used, with the equation specified, no matter what vertex type.
1085 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1086 * Per vertex fog is calculated using the specified fog equation and the parameters
1088 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1089 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1090 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1093 * Rules for vertex fog with shaders:
1095 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1096 * the fog computation to happen during transformation while openGL expects it to happen
1097 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1098 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1099 * To solve this problem, WineD3D does:
1100 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1101 * shader,
1102 * and 2) disables the fog computation (in either the fixed function or programmable
1103 * rasterizer) if using a vertex program.
1105 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1106 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1107 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1108 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1109 * There are some GL differences between specular fog coords and vertex shaders though.
1111 * With table fog the vertex shader fog coordinate is ignored.
1113 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1114 * without shaders).
1117 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1118 * the system will apply only pixel(=table) fog effects."
1120 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1122 if (use_vs(state))
1124 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1125 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1126 new_source = FOGSOURCE_VS;
1128 else
1130 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1132 /* If processed vertices are used, fall through to the NONE case */
1133 case WINED3D_FOG_EXP:
1134 if (!context->last_was_rhw)
1136 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1137 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1138 new_source = FOGSOURCE_FFP;
1139 break;
1141 /* drop through */
1143 case WINED3D_FOG_EXP2:
1144 if (!context->last_was_rhw)
1146 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1147 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1148 new_source = FOGSOURCE_FFP;
1149 break;
1151 /* drop through */
1153 case WINED3D_FOG_LINEAR:
1154 if (!context->last_was_rhw)
1156 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1157 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1158 new_source = FOGSOURCE_FFP;
1159 break;
1161 /* drop through */
1163 case WINED3D_FOG_NONE:
1164 /* Both are none? According to msdn the alpha channel of
1165 * the specular colour contains a fog factor. Set it in
1166 * draw_primitive_immediate_mode(). Same happens with
1167 * vertex fog on transformed vertices. */
1168 new_source = FOGSOURCE_COORD;
1169 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1170 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1171 break;
1173 default:
1174 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1175 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1176 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1179 } else {
1180 new_source = FOGSOURCE_FFP;
1182 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1184 case WINED3D_FOG_EXP:
1185 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1186 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1187 break;
1189 case WINED3D_FOG_EXP2:
1190 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1191 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1192 break;
1194 case WINED3D_FOG_LINEAR:
1195 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1196 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1197 break;
1199 case WINED3D_FOG_NONE: /* Won't happen */
1200 default:
1201 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1202 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1206 glEnableWINE(GL_FOG);
1207 checkGLcall("glEnable GL_FOG");
1208 if (new_source != context->fog_source || fogstart == fogend)
1210 context->fog_source = new_source;
1211 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1215 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1217 const struct wined3d_gl_info *gl_info = context->gl_info;
1218 struct wined3d_color color;
1220 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1221 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &color.r);
1222 checkGLcall("glFog GL_FOG_COLOR");
1225 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1227 const struct wined3d_gl_info *gl_info = context->gl_info;
1228 union {
1229 DWORD d;
1230 float f;
1231 } tmpvalue;
1233 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1234 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1235 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1238 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1240 const struct wined3d_gl_info *gl_info = context->gl_info;
1241 GLenum Parm = 0;
1243 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1244 * The vertex declaration will call this function if the fixed function pipeline is used.
1247 if(isStateDirty(context, STATE_VDECL)) {
1248 return;
1251 context->num_untracked_materials = 0;
1252 if ((context->stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE))
1253 && state->render_states[WINED3D_RS_COLORVERTEX])
1255 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1256 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1257 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1258 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1259 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1261 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1263 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1264 Parm = GL_AMBIENT_AND_DIFFUSE;
1265 else
1266 Parm = GL_DIFFUSE;
1267 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1269 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1270 context->num_untracked_materials++;
1272 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1274 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1275 context->num_untracked_materials++;
1278 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1280 Parm = GL_AMBIENT;
1281 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1283 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1284 context->num_untracked_materials++;
1286 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1288 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1289 context->num_untracked_materials++;
1292 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1294 Parm = GL_EMISSION;
1295 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1297 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1298 context->num_untracked_materials++;
1301 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1303 Parm = GL_SPECULAR;
1307 /* Nothing changed, return. */
1308 if (Parm == context->tracking_parm) return;
1310 if (!Parm)
1312 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1313 checkGLcall("glDisable GL_COLOR_MATERIAL");
1315 else
1317 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1318 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1319 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1320 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1323 /* Apparently calls to glMaterialfv are ignored for properties we're
1324 * tracking with glColorMaterial, so apply those here. */
1325 switch (context->tracking_parm)
1327 case GL_AMBIENT_AND_DIFFUSE:
1328 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1329 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1330 checkGLcall("glMaterialfv");
1331 break;
1333 case GL_DIFFUSE:
1334 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1335 checkGLcall("glMaterialfv");
1336 break;
1338 case GL_AMBIENT:
1339 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1340 checkGLcall("glMaterialfv");
1341 break;
1343 case GL_EMISSION:
1344 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1345 checkGLcall("glMaterialfv");
1346 break;
1348 case GL_SPECULAR:
1349 /* Only change material color if specular is enabled, otherwise it is set to black */
1350 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1352 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1353 checkGLcall("glMaterialfv");
1355 else
1357 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1358 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1359 checkGLcall("glMaterialfv");
1361 break;
1364 context->tracking_parm = Parm;
1367 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1369 const struct wined3d_gl_info *gl_info = context->gl_info;
1370 union
1372 DWORD d;
1373 struct wined3d_line_pattern lp;
1374 } tmppattern;
1375 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1377 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1379 if (tmppattern.lp.repeat_factor)
1381 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1382 checkGLcall("glLineStipple(repeat, linepattern)");
1383 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1384 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1386 else
1388 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1389 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1393 static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1395 static unsigned int once;
1397 if (!once++)
1398 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1401 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1403 const struct wined3d_gl_info *gl_info = context->gl_info;
1405 if (isStateDirty(context, STATE_VDECL))
1406 return;
1408 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1409 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1410 * by zero and is not properly defined in opengl, so avoid it
1412 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1413 && (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)))
1415 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1416 checkGLcall("glEnable(GL_NORMALIZE);");
1418 else
1420 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1421 checkGLcall("glDisable(GL_NORMALIZE);");
1425 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1427 float min, max;
1429 get_pointsize_minmax(context, state, &min, &max);
1431 if (min != 1.0f)
1432 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1433 if (max != 64.0f)
1434 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
1437 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1439 const struct wined3d_gl_info *gl_info = context->gl_info;
1440 float min, max;
1442 get_pointsize_minmax(context, state, &min, &max);
1444 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
1445 checkGLcall("glPointParameterfEXT(...)");
1446 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
1447 checkGLcall("glPointParameterfEXT(...)");
1450 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1452 const struct wined3d_gl_info *gl_info = context->gl_info;
1453 float min, max;
1455 get_pointsize_minmax(context, state, &min, &max);
1457 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
1458 checkGLcall("glPointParameterfARB(...)");
1459 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
1460 checkGLcall("glPointParameterfARB(...)");
1463 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1465 const struct wined3d_gl_info *gl_info = context->gl_info;
1466 float att[3];
1467 float pointsize;
1469 get_pointsize(context, state, &pointsize, att);
1471 if (gl_info->supported[ARB_POINT_PARAMETERS])
1473 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1474 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1476 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1478 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1479 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1481 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1483 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1486 gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
1487 checkGLcall("glPointSize(...);");
1490 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1492 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1495 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1497 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1498 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1499 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1500 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1501 const struct wined3d_gl_info *gl_info = context->gl_info;
1503 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1504 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1505 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1506 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1507 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1508 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1509 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1510 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1511 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1512 checkGLcall("glColorMask(...)");
1514 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1515 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1517 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1518 mask0, mask1, mask2, mask3);
1519 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1523 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1525 GL_EXTCALL(glColorMaski(index,
1526 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1527 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1528 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1529 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1530 checkGLcall("glColorMaski");
1533 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1535 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1538 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1540 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1543 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1545 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1548 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1550 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1553 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1555 const struct wined3d_gl_info *gl_info = context->gl_info;
1557 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1559 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1560 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1562 else
1564 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1565 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1569 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1571 if (state->render_states[WINED3D_RS_LASTPIXEL])
1573 TRACE("Last Pixel Drawing Enabled\n");
1575 else
1577 static BOOL warned;
1578 if (!warned) {
1579 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1580 warned = TRUE;
1581 } else {
1582 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1587 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1589 static BOOL warned;
1591 /* TODO: NV_POINT_SPRITE */
1592 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1594 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1595 FIXME("Point sprites not supported\n");
1596 warned = TRUE;
1600 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1602 const struct wined3d_gl_info *gl_info = context->gl_info;
1604 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1606 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1607 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1609 else
1611 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1612 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1616 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1618 static unsigned int once;
1620 if ((state->render_states[WINED3D_RS_WRAP0]
1621 || state->render_states[WINED3D_RS_WRAP1]
1622 || state->render_states[WINED3D_RS_WRAP2]
1623 || state->render_states[WINED3D_RS_WRAP3]
1624 || state->render_states[WINED3D_RS_WRAP4]
1625 || state->render_states[WINED3D_RS_WRAP5]
1626 || state->render_states[WINED3D_RS_WRAP6]
1627 || state->render_states[WINED3D_RS_WRAP7]
1628 || state->render_states[WINED3D_RS_WRAP8]
1629 || state->render_states[WINED3D_RS_WRAP9]
1630 || state->render_states[WINED3D_RS_WRAP10]
1631 || state->render_states[WINED3D_RS_WRAP11]
1632 || state->render_states[WINED3D_RS_WRAP12]
1633 || state->render_states[WINED3D_RS_WRAP13]
1634 || state->render_states[WINED3D_RS_WRAP14]
1635 || state->render_states[WINED3D_RS_WRAP15])
1636 && !once++)
1637 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1640 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1642 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1643 WARN("Multisample antialiasing not supported by GL.\n");
1646 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1648 const struct wined3d_gl_info *gl_info = context->gl_info;
1650 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1652 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1653 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1655 else
1657 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1658 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1662 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1664 const struct wined3d_gl_info *gl_info = context->gl_info;
1666 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1668 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1669 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1671 else
1673 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1674 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1678 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1679 * OpenGL the bias is specified in units of "the smallest value that is
1680 * guaranteed to produce a resolvable offset for a given implementation". To
1681 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1682 * We try to detect the value from GL with test draws. On most drivers (r300g,
1683 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1684 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1685 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1686 * not depend on the depth buffer precision on any driver.
1688 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1689 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1691 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1692 * doesn't need to be scaled to account for GL vs D3D differences. */
1693 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1695 const struct wined3d_gl_info *gl_info = context->gl_info;
1697 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1698 || state->render_states[WINED3D_RS_DEPTHBIAS])
1700 const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil;
1701 float scale;
1703 union
1705 DWORD d;
1706 float f;
1707 } scale_bias, const_bias;
1709 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1710 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1712 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1713 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1715 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_DEPTH_BIAS)
1717 float bias = -(float)const_bias.d;
1718 gl_info->gl_ops.gl.p_glPolygonOffset(bias, bias);
1719 checkGLcall("glPolygonOffset");
1721 else
1723 if (depth)
1725 if (depth->format_flags & WINED3DFMT_FLAG_FLOAT)
1726 scale = gl_info->float_polyoffset_scale;
1727 else
1728 scale = gl_info->fixed_polyoffset_scale;
1730 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1731 debug_d3dformat(depth->format->id), scale);
1733 else
1735 /* The context manager will reapply this state on a depth stencil change */
1736 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1737 scale = 0.0f;
1740 gl_info->gl_ops.gl.p_glPolygonOffset(scale_bias.f, const_bias.f * scale);
1741 checkGLcall("glPolygonOffset(...)");
1744 else
1746 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1747 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1751 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1753 if (state->render_states[WINED3D_RS_ZVISIBLE])
1754 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1757 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1759 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1760 FIXME("Stippled Alpha not supported yet.\n");
1763 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1765 if (state->render_states[WINED3D_RS_ANTIALIAS])
1766 FIXME("Antialias not supported yet.\n");
1769 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1771 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1772 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1773 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1776 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1778 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1779 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1780 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1783 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1785 union {
1786 DWORD d;
1787 float f;
1788 } tmpvalue;
1789 tmpvalue.f = 1.0f;
1791 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1793 static BOOL displayed = FALSE;
1795 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1796 if(!displayed)
1797 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1799 displayed = TRUE;
1803 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1805 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1806 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1807 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1810 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1812 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1813 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1814 state->render_states[WINED3D_RS_NORMALDEGREE]);
1817 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1819 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1820 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1821 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1824 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1826 union {
1827 DWORD d;
1828 float f;
1829 } zmin, zmax;
1831 const struct wined3d_gl_info *gl_info = context->gl_info;
1833 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1835 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1836 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1838 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1839 * In d3d9 test is not performed in this case*/
1840 if (zmin.f <= zmax.f)
1842 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1843 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1844 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1845 checkGLcall("glDepthBoundsEXT(...)");
1847 else
1849 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1850 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1853 else
1855 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1856 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1859 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1862 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1864 if (state->render_states[WINED3D_RS_WRAPU])
1865 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1868 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1870 if (state->render_states[WINED3D_RS_WRAPV])
1871 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1874 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1876 if (state->render_states[WINED3D_RS_MONOENABLE])
1877 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1880 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1882 if (state->render_states[WINED3D_RS_ROP2])
1883 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1886 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1888 if (state->render_states[WINED3D_RS_PLANEMASK])
1889 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1892 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1894 if (state->render_states[WINED3D_RS_SUBPIXEL])
1895 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1898 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1900 if (state->render_states[WINED3D_RS_SUBPIXELX])
1901 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1904 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1906 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1907 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1910 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1912 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1913 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1916 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1918 if (state->render_states[WINED3D_RS_ANISOTROPY])
1919 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1922 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1924 if (state->render_states[WINED3D_RS_FLUSHBATCH])
1925 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
1928 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1930 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
1931 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1934 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1936 if (state->render_states[WINED3D_RS_EXTENTS])
1937 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
1940 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1942 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
1943 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
1946 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1948 static int once;
1949 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
1951 if (!once++)
1952 FIXME("Software vertex processing not implemented.\n");
1956 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1957 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1958 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1959 * flag specifies the complement of the input should be used. */
1960 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1961 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1963 /* Calculate the operand */
1964 if (complement) {
1965 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1966 else *operand = GL_ONE_MINUS_SRC_COLOR;
1967 } else {
1968 if (from_alpha) *operand = GL_SRC_ALPHA;
1969 else *operand = GL_SRC_COLOR;
1972 /* Calculate the source */
1973 switch (arg & WINED3DTA_SELECTMASK) {
1974 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1975 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1976 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1977 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1978 case WINED3DTA_SPECULAR:
1980 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1981 * 'Secondary color' and isn't supported until base GL supports it
1982 * There is no concept of temp registers as far as I can tell
1984 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1985 *source = GL_TEXTURE;
1986 break;
1987 default:
1988 FIXME("Unrecognized texture arg %#x\n", arg);
1989 *source = GL_TEXTURE;
1990 break;
1994 /* Setup the texture operations texture stage states */
1995 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
1996 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
1998 GLenum src1, src2, src3;
1999 GLenum opr1, opr2, opr3;
2000 GLenum comb_target;
2001 GLenum src0_target, src1_target, src2_target;
2002 GLenum opr0_target, opr1_target, opr2_target;
2003 GLenum scal_target;
2004 GLenum opr=0, invopr, src3_target, opr3_target;
2005 BOOL Handled = FALSE;
2007 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2009 /* Operations usually involve two args, src0 and src1 and are operations
2010 * of the form (a1 <operation> a2). However, some of the more complex
2011 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2012 * Microsoft added in a third parameter called a0. Therefore these are
2013 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2014 * parameter goes to the front.
2016 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2017 * actual functions below, expect their syntax to differ slightly to those
2018 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2019 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2021 if (isAlpha)
2023 comb_target = GL_COMBINE_ALPHA;
2024 src0_target = GL_SOURCE0_ALPHA;
2025 src1_target = GL_SOURCE1_ALPHA;
2026 src2_target = GL_SOURCE2_ALPHA;
2027 opr0_target = GL_OPERAND0_ALPHA;
2028 opr1_target = GL_OPERAND1_ALPHA;
2029 opr2_target = GL_OPERAND2_ALPHA;
2030 scal_target = GL_ALPHA_SCALE;
2032 else
2034 comb_target = GL_COMBINE_RGB;
2035 src0_target = GL_SOURCE0_RGB;
2036 src1_target = GL_SOURCE1_RGB;
2037 src2_target = GL_SOURCE2_RGB;
2038 opr0_target = GL_OPERAND0_RGB;
2039 opr1_target = GL_OPERAND1_RGB;
2040 opr2_target = GL_OPERAND2_RGB;
2041 scal_target = GL_RGB_SCALE;
2044 /* If a texture stage references an invalid texture unit the stage just
2045 * passes through the result from the previous stage */
2046 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2048 arg1 = WINED3DTA_CURRENT;
2049 op = WINED3D_TOP_SELECT_ARG1;
2052 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2054 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2055 } else {
2056 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2058 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2059 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2061 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2063 Handled = TRUE; /* Assume will be handled */
2065 /* Other texture operations require special extensions: */
2066 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2068 if (isAlpha) {
2069 opr = GL_SRC_ALPHA;
2070 invopr = GL_ONE_MINUS_SRC_ALPHA;
2071 src3_target = GL_SOURCE3_ALPHA_NV;
2072 opr3_target = GL_OPERAND3_ALPHA_NV;
2073 } else {
2074 opr = GL_SRC_COLOR;
2075 invopr = GL_ONE_MINUS_SRC_COLOR;
2076 src3_target = GL_SOURCE3_RGB_NV;
2077 opr3_target = GL_OPERAND3_RGB_NV;
2079 switch (op)
2081 case WINED3D_TOP_DISABLE: /* Only for alpha */
2082 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2083 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2084 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2085 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2086 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2087 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2088 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2089 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2090 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2091 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2092 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2093 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2094 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2095 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2096 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2097 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2098 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2099 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2100 break;
2102 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2103 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2104 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2105 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2106 if (op == WINED3D_TOP_SELECT_ARG1)
2108 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2109 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2110 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2111 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2113 else
2115 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2116 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2117 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2118 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2120 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2121 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2122 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2123 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2124 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2125 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2126 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2127 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2128 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2129 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2130 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2131 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2132 break;
2134 case WINED3D_TOP_MODULATE:
2135 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2136 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2137 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2138 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2139 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2140 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2141 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2142 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2143 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2144 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2145 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2146 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2147 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2148 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2149 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2150 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2151 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2152 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2153 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2154 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2155 break;
2156 case WINED3D_TOP_MODULATE_2X:
2157 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2158 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2159 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2160 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2161 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2162 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2163 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2164 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2165 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2166 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2167 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2168 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2169 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2170 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2171 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2172 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2173 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2174 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2175 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2176 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2177 break;
2178 case WINED3D_TOP_MODULATE_4X:
2179 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2180 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2181 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2182 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2183 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2184 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2185 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2186 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2187 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2188 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2189 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2190 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2191 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2192 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2193 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2194 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2195 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2196 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2197 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2198 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2199 break;
2201 case WINED3D_TOP_ADD:
2202 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2203 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
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, GL_ZERO);
2209 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2210 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2211 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2212 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2213 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2214 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
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, invopr);
2219 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2220 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2221 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2222 break;
2224 case WINED3D_TOP_ADD_SIGNED:
2225 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2226 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
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");
2245 break;
2247 case WINED3D_TOP_ADD_SIGNED_2X:
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, 2);
2267 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2268 break;
2270 case WINED3D_TOP_ADD_SMOOTH:
2271 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2272 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
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, src1);
2286 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2287 switch (opr1) {
2288 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2289 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2290 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2291 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2293 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2294 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2295 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2296 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2297 break;
2299 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2300 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2301 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2302 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2303 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2304 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2305 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2306 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2307 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2308 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2309 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2310 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2311 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2312 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2313 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2314 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2315 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2316 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2317 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2318 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2319 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2320 break;
2321 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2322 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2323 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2324 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2325 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2326 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2327 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2328 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2329 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2330 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2331 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2332 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2333 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2334 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2335 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2337 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2338 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2339 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2340 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2341 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2342 break;
2343 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2344 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2345 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2346 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2347 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2348 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2349 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2350 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2351 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2352 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2353 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2354 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2355 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2356 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2357 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2358 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2359 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2360 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2361 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2362 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2363 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2364 break;
2365 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2366 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2367 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2368 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2369 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2370 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2371 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2372 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2373 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2374 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2375 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2376 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2377 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2378 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2379 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2380 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2381 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2382 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2383 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2385 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2386 break;
2387 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2389 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2391 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2393 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2394 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2395 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2397 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2398 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2399 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2400 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2401 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2402 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2403 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2404 switch (opr) {
2405 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2406 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2408 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2409 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2410 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2411 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2412 break;
2413 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2414 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2415 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2416 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2417 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2418 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2419 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2420 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2421 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2422 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2423 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2424 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2425 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2426 switch (opr1) {
2427 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2428 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2430 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2431 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2432 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2433 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2434 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2435 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2436 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2437 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2438 break;
2439 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2440 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2441 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2442 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2443 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2444 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2445 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2446 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2447 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2448 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2449 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2451 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2453 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2454 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2455 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2456 switch (opr1) {
2457 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2458 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2459 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2460 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2462 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2463 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2464 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2465 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2466 break;
2467 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2468 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2469 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2470 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2471 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2472 switch (opr1) {
2473 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2474 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2475 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2476 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2478 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2479 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2480 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2481 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2482 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2483 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2484 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2485 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2486 switch (opr1) {
2487 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2488 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2490 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2491 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2492 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2493 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2494 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2495 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2496 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2497 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2498 break;
2499 case WINED3D_TOP_MULTIPLY_ADD:
2500 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2501 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2502 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2503 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2504 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2505 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2506 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2507 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2508 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2509 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2510 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2511 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2512 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2513 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2515 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2516 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2517 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2518 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2519 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2520 break;
2522 case WINED3D_TOP_BUMPENVMAP:
2523 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2524 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2525 Handled = FALSE;
2526 break;
2528 default:
2529 Handled = FALSE;
2531 if (Handled)
2533 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2534 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2536 return;
2538 } /* GL_NV_texture_env_combine4 */
2540 Handled = TRUE; /* Again, assume handled */
2541 switch (op) {
2542 case WINED3D_TOP_DISABLE: /* Only for alpha */
2543 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2544 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2545 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2546 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2547 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2548 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2549 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2550 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2551 break;
2552 case WINED3D_TOP_SELECT_ARG1:
2553 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2554 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2555 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2556 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2557 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2558 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2559 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2560 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2561 break;
2562 case WINED3D_TOP_SELECT_ARG2:
2563 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2564 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2565 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2566 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2567 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2568 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2569 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2570 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2571 break;
2572 case WINED3D_TOP_MODULATE:
2573 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2574 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2575 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2576 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2577 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2578 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2579 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2580 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2581 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2582 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2583 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2584 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2585 break;
2586 case WINED3D_TOP_MODULATE_2X:
2587 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2588 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2589 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2590 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2591 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2592 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2593 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2594 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2595 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2596 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2597 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2598 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2599 break;
2600 case WINED3D_TOP_MODULATE_4X:
2601 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2602 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2603 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2604 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2605 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2606 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2607 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2608 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2609 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2610 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2611 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2612 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2613 break;
2614 case WINED3D_TOP_ADD:
2615 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2616 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2617 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2618 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2619 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2620 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2621 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2622 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2623 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2624 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2625 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2626 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2627 break;
2628 case WINED3D_TOP_ADD_SIGNED:
2629 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2630 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2631 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2632 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2633 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2634 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2635 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2636 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2637 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2638 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2639 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2640 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2641 break;
2642 case WINED3D_TOP_ADD_SIGNED_2X:
2643 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2644 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2645 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2646 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2648 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2649 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2650 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2651 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2652 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2653 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2654 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2655 break;
2656 case WINED3D_TOP_SUBTRACT:
2657 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2659 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2660 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2662 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2663 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2664 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2665 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2666 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2667 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2668 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2669 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2670 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2671 } else {
2672 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2674 break;
2676 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2677 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2678 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2679 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2680 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2681 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2682 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2683 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2684 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2685 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2686 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2687 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2688 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2690 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2691 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2692 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2693 break;
2694 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2695 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2696 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2697 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2698 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2699 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2700 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2701 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2702 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2703 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2704 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2705 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2706 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2707 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2708 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2710 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2711 break;
2712 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2713 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2714 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2715 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2716 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2717 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2718 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2719 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2720 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2721 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2722 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2723 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2724 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2725 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2726 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2727 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2728 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2729 break;
2730 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2731 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2732 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2733 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2734 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2735 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2736 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2737 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2738 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2739 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2740 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2741 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2742 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2743 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2744 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2745 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2746 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2747 break;
2748 case WINED3D_TOP_DOTPRODUCT3:
2749 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2751 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2752 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2754 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2756 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2757 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2758 } else {
2759 FIXME("This version of opengl does not support GL_DOT3\n");
2761 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2762 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2763 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2764 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2765 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2766 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2767 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2768 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2769 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2770 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2771 break;
2772 case WINED3D_TOP_LERP:
2773 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2774 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2775 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2776 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2777 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2778 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2779 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2780 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2781 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2782 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2783 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2784 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2785 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2786 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2787 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2788 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2789 break;
2790 case WINED3D_TOP_ADD_SMOOTH:
2791 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2793 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2794 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2795 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2796 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2797 switch (opr1) {
2798 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2799 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2800 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2801 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2803 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2804 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2805 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2806 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2807 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2808 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2809 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2810 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2811 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2812 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2813 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2814 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2815 } else
2816 Handled = FALSE;
2817 break;
2818 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2819 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2821 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2822 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2823 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2824 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2825 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2826 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2827 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2828 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2829 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2830 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2831 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2832 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2833 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2834 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2835 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2836 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2837 } else
2838 Handled = FALSE;
2839 break;
2840 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2841 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2843 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2844 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2845 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2846 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2847 switch (opr1) {
2848 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2849 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2850 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2851 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2853 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2854 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2855 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2856 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2857 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2858 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2859 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2860 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2861 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2862 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2863 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2864 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2865 } else
2866 Handled = FALSE;
2867 break;
2868 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2869 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2871 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2872 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2873 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2874 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2875 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2876 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2877 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2878 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2879 switch (opr1) {
2880 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2881 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2882 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2883 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2885 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2886 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2887 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2888 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2889 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2890 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2891 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2892 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2893 } else
2894 Handled = FALSE;
2895 break;
2896 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2897 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2899 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2900 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2901 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2902 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2903 switch (opr1) {
2904 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2905 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2906 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2907 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2909 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2910 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2911 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2912 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2913 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2914 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2915 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2916 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2917 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2918 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2919 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2920 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2921 } else
2922 Handled = FALSE;
2923 break;
2924 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2925 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2927 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2928 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2929 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2930 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2931 switch (opr1) {
2932 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2933 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2934 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2935 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2937 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2938 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2939 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2940 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2941 switch (opr1) {
2942 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2943 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2944 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2945 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2947 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2948 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2949 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2950 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2951 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2952 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2953 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2954 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2955 } else
2956 Handled = FALSE;
2957 break;
2958 case WINED3D_TOP_MULTIPLY_ADD:
2959 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2961 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2962 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2963 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2964 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2965 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2966 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2967 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2968 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2969 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2970 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2971 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2972 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2973 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2974 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2975 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2976 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2977 } else
2978 Handled = FALSE;
2979 break;
2980 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2981 case WINED3D_TOP_BUMPENVMAP:
2982 if (gl_info->supported[NV_TEXTURE_SHADER2])
2984 /* Technically texture shader support without register combiners is possible, but not expected to occur
2985 * on real world cards, so for now a fixme should be enough
2987 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2989 Handled = FALSE;
2990 break;
2992 default:
2993 Handled = FALSE;
2996 if (Handled) {
2997 BOOL combineOK = TRUE;
2998 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3000 DWORD op2;
3002 if (isAlpha)
3003 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3004 else
3005 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3007 /* Note: If COMBINE4 in effect can't go back to combine! */
3008 switch (op2)
3010 case WINED3D_TOP_ADD_SMOOTH:
3011 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3012 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3013 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3014 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3015 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3016 case WINED3D_TOP_MULTIPLY_ADD:
3017 /* Ignore those implemented in both cases */
3018 switch (op)
3020 case WINED3D_TOP_SELECT_ARG1:
3021 case WINED3D_TOP_SELECT_ARG2:
3022 combineOK = FALSE;
3023 Handled = FALSE;
3024 break;
3025 default:
3026 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3027 return;
3032 if (combineOK)
3034 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3035 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3037 return;
3041 /* After all the extensions, if still unhandled, report fixme */
3042 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3046 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3048 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3049 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3050 DWORD mapped_stage = context->tex_unit_map[stage];
3051 const struct wined3d_gl_info *gl_info = context->gl_info;
3053 TRACE("Setting color op for stage %d\n", stage);
3055 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3056 if (use_ps(state)) return;
3058 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3060 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3062 if (tex_used && mapped_stage >= gl_info->limits.textures)
3064 FIXME("Attempt to enable unsupported stage!\n");
3065 return;
3067 context_active_texture(context, gl_info, mapped_stage);
3070 if (stage >= context->lowest_disabled_stage)
3072 TRACE("Stage disabled\n");
3073 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3075 /* Disable everything here */
3076 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3077 checkGLcall("glDisable(GL_TEXTURE_2D)");
3078 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3079 checkGLcall("glDisable(GL_TEXTURE_3D)");
3080 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3082 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3083 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3085 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3087 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3088 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3091 /* All done */
3092 return;
3095 /* The sampler will also activate the correct texture dimensions, so no
3096 * need to do it here if the sampler for this stage is dirty. */
3097 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3098 texture_activate_dimensions(state->textures[stage], gl_info);
3100 set_tex_op(gl_info, state, FALSE, stage,
3101 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3102 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3103 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3104 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3107 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3109 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3110 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3111 DWORD mapped_stage = context->tex_unit_map[stage];
3112 const struct wined3d_gl_info *gl_info = context->gl_info;
3113 DWORD op, arg1, arg2, arg0;
3115 TRACE("Setting alpha op for stage %d\n", stage);
3116 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3117 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3119 if (tex_used && mapped_stage >= gl_info->limits.textures)
3121 FIXME("Attempt to enable unsupported stage!\n");
3122 return;
3124 context_active_texture(context, gl_info, mapped_stage);
3127 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3128 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3129 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3130 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3132 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3134 struct wined3d_texture *texture = state->textures[0];
3135 GLenum texture_dimensions = texture->target;
3137 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3139 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3141 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3142 * properly. On the other hand applications can still use texture combiners apparently. This code
3143 * takes care that apps cannot remove the texture's alpha channel entirely.
3145 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3146 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3147 * and alpha component of diffuse color to draw things like translucent text and perform other
3148 * blending effects.
3150 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3151 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3152 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3153 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3154 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3155 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3156 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3157 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3158 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3159 * alpha.
3161 * What to do with multitexturing? So far no app has been found that uses color keying with
3162 * multitexturing */
3163 if (op == WINED3D_TOP_DISABLE)
3165 arg1 = WINED3DTA_TEXTURE;
3166 op = WINED3D_TOP_SELECT_ARG1;
3168 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3170 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3172 arg2 = WINED3DTA_TEXTURE;
3173 op = WINED3D_TOP_MODULATE;
3175 else arg1 = WINED3DTA_TEXTURE;
3177 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3179 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3181 arg1 = WINED3DTA_TEXTURE;
3182 op = WINED3D_TOP_MODULATE;
3184 else arg2 = WINED3DTA_TEXTURE;
3190 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3191 * this if block here, and the other code(color keying, texture unit selection) are the same
3193 TRACE("Setting alpha op for stage %d\n", stage);
3194 if (gl_info->supported[NV_REGISTER_COMBINERS])
3196 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3197 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3199 else
3201 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3205 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3207 const struct wined3d_gl_info *gl_info = context->gl_info;
3208 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3209 unsigned int mapped_stage = context->tex_unit_map[tex];
3210 struct wined3d_matrix mat;
3212 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3213 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3215 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3216 return;
3219 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3220 if (mapped_stage >= gl_info->limits.textures) return;
3222 context_active_texture(context, gl_info, mapped_stage);
3223 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3224 checkGLcall("glMatrixMode(GL_TEXTURE)");
3226 get_texture_matrix(context, state, mapped_stage, &mat);
3228 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3229 checkGLcall("glLoadMatrixf");
3232 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3234 unsigned int texture_idx;
3236 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3238 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3239 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3243 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3244 GLuint *curVBO, const struct wined3d_state *state)
3246 const struct wined3d_gl_info *gl_info = context->gl_info;
3247 unsigned int mapped_stage = 0;
3248 unsigned int textureNo;
3250 for (textureNo = 0; textureNo < context->d3d_info->limits.ffp_blend_stages; ++textureNo)
3252 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
3254 mapped_stage = context->tex_unit_map[textureNo];
3255 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3257 if (mapped_stage >= gl_info->limits.texture_coords)
3259 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3260 continue;
3263 if (coordIdx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3265 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3267 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3268 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3270 if (*curVBO != e->data.buffer_object)
3272 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
3273 checkGLcall("glBindBuffer");
3274 *curVBO = e->data.buffer_object;
3277 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3278 checkGLcall("glClientActiveTextureARB");
3280 /* The coords to supply depend completely on the fvf / vertex shader */
3281 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3282 e->data.addr + state->load_base_vertex_index * e->stride);
3283 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3285 else
3287 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3290 if (gl_info->supported[NV_REGISTER_COMBINERS])
3292 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3293 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3295 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3299 checkGLcall("loadTexCoords");
3302 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3304 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3305 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3306 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3307 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3308 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3309 const struct wined3d_gl_info *gl_info = context->gl_info;
3310 DWORD mapped_stage = context->tex_unit_map[stage];
3312 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3314 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3315 return;
3318 if (mapped_stage >= gl_info->limits.fragment_samplers)
3320 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3321 return;
3323 context_active_texture(context, gl_info, mapped_stage);
3325 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3327 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3328 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3329 * means use the vertex position (camera-space) as the input texture coordinates
3330 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3331 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3332 * to the TEXCOORDINDEX value
3334 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3336 case WINED3DTSS_TCI_PASSTHRU:
3337 /* Use the specified texture coordinates contained within the
3338 * vertex format. This value resolves to zero. */
3339 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3340 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3341 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3342 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3343 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3344 break;
3346 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3347 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3348 * as the input texture coordinates for this stage's texture transformation. This
3349 * equates roughly to EYE_LINEAR */
3351 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3352 gl_info->gl_ops.gl.p_glPushMatrix();
3353 gl_info->gl_ops.gl.p_glLoadIdentity();
3354 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3355 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3356 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3357 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3358 gl_info->gl_ops.gl.p_glPopMatrix();
3359 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3361 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3362 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3363 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3364 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3366 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3367 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3368 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3369 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3371 break;
3373 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3374 /* Note that NV_TEXGEN_REFLECTION support is implied when
3375 * ARB_TEXTURE_CUBE_MAP is supported */
3376 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3378 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3379 break;
3382 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3383 gl_info->gl_ops.gl.p_glPushMatrix();
3384 gl_info->gl_ops.gl.p_glLoadIdentity();
3385 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3386 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3387 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3388 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3389 gl_info->gl_ops.gl.p_glPopMatrix();
3390 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3392 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3393 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3394 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3395 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3397 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3398 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3399 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3400 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3402 break;
3404 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3405 /* Note that NV_TEXGEN_REFLECTION support is implied when
3406 * ARB_TEXTURE_CUBE_MAP is supported */
3407 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3409 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3410 break;
3413 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3414 gl_info->gl_ops.gl.p_glPushMatrix();
3415 gl_info->gl_ops.gl.p_glLoadIdentity();
3416 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3417 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3418 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3419 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3420 gl_info->gl_ops.gl.p_glPopMatrix();
3421 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3423 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3424 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3425 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3426 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3428 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3429 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3430 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3431 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3433 break;
3435 case WINED3DTSS_TCI_SPHEREMAP:
3436 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3437 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3438 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3440 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3441 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3442 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3443 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3445 break;
3447 default:
3448 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3449 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3450 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3451 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3452 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3453 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3454 checkGLcall("Disable texgen.");
3456 break;
3459 /* Update the texture matrix. */
3460 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3461 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3463 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3465 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3466 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3467 * and do all the things linked to it
3468 * TODO: Tidy that up to reload only the arrays of the changed unit
3470 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3472 unload_tex_coords(gl_info);
3473 load_tex_coords(context, &context->stream_info, &curVBO, state);
3477 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3479 const DWORD sampler = state_id - STATE_SAMPLER(0);
3480 const struct wined3d_texture *texture = state->textures[sampler];
3482 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3484 if(!texture) return;
3485 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3486 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3487 * scaling is reapplied or removed, the texture matrix has to be reapplied
3489 * The mapped stage is already active because the sampler() function below, which is part of the
3490 * misc pipeline
3492 if (sampler < MAX_TEXTURES)
3494 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3496 if (texIsPow2 || (context->lastWasPow2Texture & (1u << sampler)))
3498 if (texIsPow2)
3499 context->lastWasPow2Texture |= 1u << sampler;
3500 else
3501 context->lastWasPow2Texture &= ~(1u << sampler);
3503 transform_texture(context, state,
3504 STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3509 static enum wined3d_texture_address wined3d_texture_address_mode(const struct wined3d_texture *texture,
3510 enum wined3d_texture_address t)
3512 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3514 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3515 return WINED3D_TADDRESS_WRAP;
3518 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3519 if (texture->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture->flags & WINED3D_TEXTURE_COND_NP2)
3520 && t == WINED3D_TADDRESS_WRAP))
3521 return WINED3D_TADDRESS_CLAMP;
3523 return t;
3526 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3527 const struct wined3d_context *context, const DWORD *sampler_states, const struct wined3d_texture *texture)
3529 union
3531 float f;
3532 DWORD d;
3533 } lod_bias;
3535 desc->address_u = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3536 desc->address_v = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3537 desc->address_w = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3538 wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color,
3539 sampler_states[WINED3D_SAMP_BORDER_COLOR]);
3540 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3541 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3542 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3543 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3544 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3545 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3546 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3547 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3548 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3549 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3550 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3551 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3552 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3553 desc->lod_bias = lod_bias.f;
3554 desc->min_lod = -1000.0f;
3555 desc->max_lod = 1000.0f;
3556 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3557 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3558 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3559 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3560 || (texture->flags & WINED3D_TEXTURE_COND_NP2))
3561 desc->max_anisotropy = 1;
3562 desc->compare = texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW;
3563 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3564 desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
3566 if (!(texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING))
3568 desc->mag_filter = WINED3D_TEXF_POINT;
3569 desc->min_filter = WINED3D_TEXF_POINT;
3570 desc->mip_filter = WINED3D_TEXF_NONE;
3573 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3575 desc->mip_filter = WINED3D_TEXF_NONE;
3576 if (context->gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3577 desc->min_filter = WINED3D_TEXF_POINT;
3581 /* Enabling and disabling texture dimensions is done by texture stage state /
3582 * pixel shader setup, this function only has to bind textures and set the per
3583 * texture states. */
3584 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3586 DWORD sampler_idx = state_id - STATE_SAMPLER(0);
3587 DWORD mapped_stage = context->tex_unit_map[sampler_idx];
3588 const struct wined3d_gl_info *gl_info = context->gl_info;
3590 TRACE("Sampler %u.\n", sampler_idx);
3593 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3595 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3596 return;
3599 if (mapped_stage >= gl_info->limits.combined_samplers)
3601 return;
3603 context_active_texture(context, gl_info, mapped_stage);
3605 if (state->textures[sampler_idx])
3607 struct wined3d_texture *texture = state->textures[sampler_idx];
3608 BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE];
3609 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3610 struct wined3d_sampler_desc desc;
3611 struct gl_texture *gl_tex;
3612 unsigned int base_level;
3614 wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, texture);
3616 wined3d_texture_bind(texture, context, srgb);
3617 if (!gl_info->supported[ARB_SAMPLER_OBJECTS])
3619 wined3d_texture_apply_sampler_desc(texture, &desc, context);
3621 else
3623 struct wined3d_device *device = context->device;
3624 struct wined3d_sampler *sampler;
3625 struct wine_rb_entry *entry;
3627 if ((entry = wine_rb_get(&device->samplers, &desc)))
3629 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3631 else
3633 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &sampler)))
3635 ERR("Failed to create sampler.\n");
3636 sampler = NULL;
3638 else
3640 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3641 ERR("Failed to insert sampler.\n");
3645 if (sampler)
3647 GL_EXTCALL(glBindSampler(mapped_stage, sampler->name));
3648 checkGLcall("glBindSampler");
3652 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3653 base_level = 0;
3654 else if (desc.mip_filter == WINED3D_TEXF_NONE)
3655 base_level = texture->lod;
3656 else
3657 base_level = min(max(sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL],
3658 texture->lod), texture->level_count - 1);
3660 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
3661 if (base_level != gl_tex->base_level)
3663 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
3664 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
3665 * mipmap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
3666 * corresponds to GL_TEXTURE_BASE_LEVEL. */
3667 gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
3668 gl_tex->base_level = base_level;
3671 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3672 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3673 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3675 else
3677 context_bind_texture(context, GL_NONE, 0);
3678 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3680 GL_EXTCALL(glBindSampler(mapped_stage, 0));
3681 checkGLcall("glBindSampler");
3686 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3688 unsigned int i;
3690 if (use_ps(state))
3692 if (!context->last_was_pshader)
3694 /* Former draw without a pixel shader, some samplers may be
3695 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3696 * make sure to enable them. */
3697 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3699 if (!isStateDirty(context, STATE_SAMPLER(i)))
3700 sampler(context, state, STATE_SAMPLER(i));
3702 context->last_was_pshader = TRUE;
3704 else
3706 /* Otherwise all samplers were activated by the code above in
3707 * earlier draws, or by sampler() if a different texture was
3708 * bound. I don't have to do anything. */
3711 else
3713 /* Disabled the pixel shader - color ops weren't applied while it was
3714 * enabled, so re-apply them. */
3715 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3717 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3718 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3720 context->last_was_pshader = FALSE;
3723 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3726 static void state_geometry_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3728 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_GEOMETRY;
3731 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3733 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3736 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3738 const struct wined3d_gl_info *gl_info = context->gl_info;
3739 struct wined3d_matrix mat;
3741 /* This function is called by transform_view below if the view matrix was changed too
3743 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3744 * does not always update the world matrix, only on a switch between transformed
3745 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3746 * draw, but that should be rather rare and cheaper in total.
3748 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3749 checkGLcall("glMatrixMode");
3751 get_modelview_matrix(context, state, 0, &mat);
3753 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3754 checkGLcall("glLoadMatrixf");
3757 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3759 const struct wined3d_gl_info *gl_info = context->gl_info;
3760 UINT index = state_id - STATE_CLIPPLANE(0);
3761 GLdouble plane[4];
3763 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.user_clip_distances)
3764 return;
3766 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3767 gl_info->gl_ops.gl.p_glPushMatrix();
3769 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3770 if (!use_vs(state))
3771 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3772 else
3773 /* With vertex shaders, clip planes are not transformed in Direct3D,
3774 * while in OpenGL they are still transformed by the model view matrix. */
3775 gl_info->gl_ops.gl.p_glLoadIdentity();
3777 plane[0] = state->clip_planes[index].x;
3778 plane[1] = state->clip_planes[index].y;
3779 plane[2] = state->clip_planes[index].z;
3780 plane[3] = state->clip_planes[index].w;
3782 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3783 plane[0], plane[1], plane[2], plane[3]);
3784 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3785 checkGLcall("glClipPlane");
3787 gl_info->gl_ops.gl.p_glPopMatrix();
3790 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3792 UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3793 const struct wined3d_gl_info *gl_info = context->gl_info;
3794 GLenum glMat;
3796 TRACE("Setting world matrix %d\n", matrix);
3798 if (matrix >= gl_info->limits.blends)
3800 WARN("Unsupported blend matrix set\n");
3801 return;
3804 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3805 return;
3807 /* GL_MODELVIEW0_ARB: 0x1700
3808 * GL_MODELVIEW1_ARB: 0x850a
3809 * GL_MODELVIEW2_ARB: 0x8722
3810 * GL_MODELVIEW3_ARB: 0x8723
3811 * etc
3812 * GL_MODELVIEW31_ARB: 0x873f
3814 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3815 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3817 gl_info->gl_ops.gl.p_glMatrixMode(glMat);
3818 checkGLcall("glMatrixMode(glMat)");
3820 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3821 * matrices while gl uses only 2. To avoid weighting the view matrix
3822 * incorrectly it has to be multiplied into every GL modelview matrix. */
3823 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3824 checkGLcall("glLoadMatrixf");
3825 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)]._11);
3826 checkGLcall("glMultMatrixf");
3829 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3831 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3832 static unsigned int once;
3834 if (f == WINED3D_VBF_DISABLE)
3835 return;
3837 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3838 else WARN("Vertex blend flags %#x not supported.\n", f);
3841 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3843 enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
3844 const struct wined3d_gl_info *gl_info = context->gl_info;
3845 struct wined3d_device *device = context->device;
3846 static unsigned int once;
3848 switch (val)
3850 case WINED3D_VBF_1WEIGHTS:
3851 case WINED3D_VBF_2WEIGHTS:
3852 case WINED3D_VBF_3WEIGHTS:
3853 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_BLEND_ARB);
3854 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3856 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3857 * This is enabled at context creation with enabling
3858 * GL_WEIGHT_SUM_UNITY_ARB. */
3859 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
3861 if (!device->vertexBlendUsed)
3863 unsigned int i;
3864 for (i = 1; i < gl_info->limits.blends; ++i)
3866 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))))
3867 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)));
3869 device->vertexBlendUsed = TRUE;
3871 break;
3873 case WINED3D_VBF_TWEENING:
3874 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3875 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3876 else WARN("Vertex blend flags %#x not supported.\n", val);
3877 /* Fall through. */
3878 case WINED3D_VBF_DISABLE:
3879 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_BLEND_ARB);
3880 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3881 break;
3885 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3887 const struct wined3d_gl_info *gl_info = context->gl_info;
3888 const struct wined3d_light_info *light = NULL;
3889 unsigned int k;
3891 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3892 * NOTE: We have to reset the positions even if the light/plane is not currently
3893 * enabled, since the call to enable it will not reset the position.
3894 * NOTE2: Apparently texture transforms do NOT need reapplying
3897 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3898 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3899 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3900 checkGLcall("glLoadMatrixf(...)");
3902 /* Reset lights. TODO: Call light apply func */
3903 for (k = 0; k < gl_info->limits.lights; ++k)
3905 if (!(light = state->lights[k]))
3906 continue;
3907 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3908 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3909 else
3910 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3911 checkGLcall("glLightfv posn");
3912 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3913 checkGLcall("glLightfv dirn");
3916 /* Reset Clipping Planes */
3917 for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
3919 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3920 clipplane(context, state, STATE_CLIPPLANE(k));
3923 if (context->last_was_rhw)
3925 gl_info->gl_ops.gl.p_glLoadIdentity();
3926 checkGLcall("glLoadIdentity()");
3927 /* No need to update the world matrix, the identity is fine */
3928 return;
3931 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3932 * No need to do it here if the state is scheduled for update. */
3933 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3934 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3936 /* Avoid looping over a number of matrices if the app never used the functionality */
3937 if (context->device->vertexBlendUsed)
3939 for (k = 1; k < gl_info->limits.blends; ++k)
3941 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))))
3942 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)));
3947 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3949 const struct wined3d_gl_info *gl_info = context->gl_info;
3950 struct wined3d_matrix projection;
3952 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3953 checkGLcall("glMatrixMode(GL_PROJECTION)");
3955 get_projection_matrix(context, state, &projection);
3956 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
3957 checkGLcall("glLoadMatrixf");
3960 /* This should match any arrays loaded in load_vertex_data.
3961 * TODO: Only load / unload arrays if we have to. */
3962 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
3964 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
3965 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
3966 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
3967 if (gl_info->supported[EXT_SECONDARY_COLOR])
3968 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3969 if (gl_info->supported[ARB_VERTEX_BLEND])
3970 gl_info->gl_ops.gl.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3971 unload_tex_coords(gl_info);
3974 static inline void unload_numbered_array(struct wined3d_context *context, int i)
3976 const struct wined3d_gl_info *gl_info = context->gl_info;
3978 GL_EXTCALL(glDisableVertexAttribArray(i));
3979 checkGLcall("glDisableVertexAttribArray");
3980 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
3981 GL_EXTCALL(glVertexAttribDivisor(i, 0));
3983 context->numbered_array_mask &= ~(1u << i);
3986 /* This should match any arrays loaded in loadNumberedArrays
3987 * TODO: Only load / unload arrays if we have to. */
3988 static void unload_numbered_arrays(struct wined3d_context *context)
3990 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3991 int i;
3993 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
3994 unload_numbered_array(context, i);
3998 static void load_numbered_arrays(struct wined3d_context *context,
3999 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
4001 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
4002 const struct wined3d_gl_info *gl_info = context->gl_info;
4003 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4004 unsigned int i;
4006 /* Default to no instancing */
4007 context->instance_count = 0;
4009 for (i = 0; i < MAX_ATTRIBS; ++i)
4011 const struct wined3d_stream_info_element *element = &stream_info->elements[i];
4012 const struct wined3d_stream_state *stream;
4014 if (!(stream_info->use_map & (1u << i)))
4016 if (context->numbered_array_mask & (1u << i))
4017 unload_numbered_array(context, i);
4018 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
4019 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
4020 else
4021 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
4022 continue;
4025 stream = &state->streams[element->stream_idx];
4027 if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
4028 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
4030 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
4032 GL_EXTCALL(glVertexAttribDivisor(i, element->divisor));
4034 else if (element->divisor)
4036 /* Unload instanced arrays, they will be loaded using
4037 * immediate mode instead. */
4038 if (context->numbered_array_mask & (1u << i))
4039 unload_numbered_array(context, i);
4040 continue;
4043 TRACE_(d3d_shader)("Loading array %u [VBO=%u].\n", i, element->data.buffer_object);
4045 if (element->stride)
4047 if (curVBO != element->data.buffer_object)
4049 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, element->data.buffer_object));
4050 checkGLcall("glBindBuffer");
4051 curVBO = element->data.buffer_object;
4053 /* Use the VBO to find out if a vertex buffer exists, not the vb
4054 * pointer. vb can point to a user pointer data blob. In that case
4055 * curVBO will be 0. If there is a vertex buffer but no vbo we
4056 * won't be load converted attributes anyway. */
4057 if (vs && vs->reg_maps.shader_version.major >= 4
4058 && (element->format->flags[WINED3D_GL_RES_TYPE_BUFFER] & WINED3DFMT_FLAG_INTEGER))
4060 GL_EXTCALL(glVertexAttribIPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
4061 element->stride, element->data.addr + state->load_base_vertex_index * element->stride));
4063 else
4065 GL_EXTCALL(glVertexAttribPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
4066 element->format->gl_normalized, element->stride,
4067 element->data.addr + state->load_base_vertex_index * element->stride));
4070 if (!(context->numbered_array_mask & (1u << i)))
4072 GL_EXTCALL(glEnableVertexAttribArray(i));
4073 context->numbered_array_mask |= (1u << i);
4076 else
4078 /* Stride = 0 means always the same values.
4079 * glVertexAttribPointer doesn't do that. Instead disable the
4080 * pointer and set up the attribute statically. But we have to
4081 * figure out the system memory address. */
4082 const BYTE *ptr = element->data.addr;
4083 if (element->data.buffer_object)
4084 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
4086 if (context->numbered_array_mask & (1u << i))
4087 unload_numbered_array(context, i);
4089 switch (element->format->id)
4091 case WINED3DFMT_R32_FLOAT:
4092 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
4093 break;
4094 case WINED3DFMT_R32G32_FLOAT:
4095 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
4096 break;
4097 case WINED3DFMT_R32G32B32_FLOAT:
4098 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
4099 break;
4100 case WINED3DFMT_R32G32B32A32_FLOAT:
4101 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
4102 break;
4104 case WINED3DFMT_R8G8B8A8_UINT:
4105 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
4106 break;
4107 case WINED3DFMT_B8G8R8A8_UNORM:
4108 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4110 const DWORD *src = (const DWORD *)ptr;
4111 DWORD c = *src & 0xff00ff00u;
4112 c |= (*src & 0xff0000u) >> 16;
4113 c |= (*src & 0xffu) << 16;
4114 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
4115 break;
4117 /* else fallthrough */
4118 case WINED3DFMT_R8G8B8A8_UNORM:
4119 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
4120 break;
4122 case WINED3DFMT_R16G16_SINT:
4123 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
4124 break;
4125 case WINED3DFMT_R16G16B16A16_SINT:
4126 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
4127 break;
4129 case WINED3DFMT_R16G16_SNORM:
4131 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4132 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
4133 break;
4135 case WINED3DFMT_R16G16_UNORM:
4137 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4138 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
4139 break;
4141 case WINED3DFMT_R16G16B16A16_SNORM:
4142 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
4143 break;
4144 case WINED3DFMT_R16G16B16A16_UNORM:
4145 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
4146 break;
4148 case WINED3DFMT_R10G10B10X2_UINT:
4149 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
4150 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4151 break;
4152 case WINED3DFMT_R10G10B10X2_SNORM:
4153 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
4154 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4155 break;
4157 case WINED3DFMT_R16G16_FLOAT:
4158 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4160 /* Not supported by GL_ARB_half_float_vertex. */
4161 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
4163 else
4165 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4166 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4167 GL_EXTCALL(glVertexAttrib2f(i, x, y));
4169 break;
4170 case WINED3DFMT_R16G16B16A16_FLOAT:
4171 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4173 /* Not supported by GL_ARB_half_float_vertex. */
4174 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
4176 else
4178 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4179 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4180 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
4181 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
4182 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
4184 break;
4186 default:
4187 ERR("Unexpected declaration in stride 0 attributes.\n");
4188 break;
4193 checkGLcall("Loading numbered arrays");
4196 static void load_vertex_data(struct wined3d_context *context,
4197 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4199 const struct wined3d_gl_info *gl_info = context->gl_info;
4200 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4201 const struct wined3d_stream_info_element *e;
4203 TRACE("Using fast vertex array code\n");
4205 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4206 context->instance_count = 0;
4208 /* Blend Data ---------------------------------------------- */
4209 if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
4210 || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
4212 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4214 if (gl_info->supported[ARB_VERTEX_BLEND])
4216 TRACE("Blend %u %p %u\n", e->format->component_count,
4217 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4219 gl_info->gl_ops.gl.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4220 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4222 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4224 if (curVBO != e->data.buffer_object)
4226 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4227 checkGLcall("glBindBuffer");
4228 curVBO = e->data.buffer_object;
4231 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4232 e->format->gl_vtx_format,
4233 e->format->gl_vtx_type,
4234 e->stride,
4235 e->data.addr + state->load_base_vertex_index * e->stride);
4236 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4237 e->data.addr + state->load_base_vertex_index * e->stride));
4239 checkGLcall("glWeightPointerARB");
4241 if (si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
4243 static BOOL warned;
4244 if (!warned)
4246 FIXME("blendMatrixIndices support\n");
4247 warned = TRUE;
4251 else
4253 /* TODO: Support vertex blending in immediate mode draws. No need
4254 * to write a FIXME here, this is done after the general vertex
4255 * declaration decoding. */
4256 WARN("Vertex blending not supported.\n");
4259 else
4261 if (gl_info->supported[ARB_VERTEX_BLEND])
4263 static const GLbyte one = 1;
4264 GL_EXTCALL(glWeightbvARB(1, &one));
4265 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4269 /* Point Size ----------------------------------------------*/
4270 if (si->use_map & (1u << WINED3D_FFP_PSIZE))
4272 /* no such functionality in the fixed function GL pipeline */
4273 TRACE("Cannot change ptSize here in openGl\n");
4274 /* TODO: Implement this function in using shaders if they are available */
4277 /* Vertex Pointers -----------------------------------------*/
4278 if (si->use_map & (1u << WINED3D_FFP_POSITION))
4280 e = &si->elements[WINED3D_FFP_POSITION];
4282 if (curVBO != e->data.buffer_object)
4284 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4285 checkGLcall("glBindBuffer");
4286 curVBO = e->data.buffer_object;
4289 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4290 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4291 e->data.addr + state->load_base_vertex_index * e->stride);
4292 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4293 e->data.addr + state->load_base_vertex_index * e->stride);
4294 checkGLcall("glVertexPointer(...)");
4295 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
4296 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4299 /* Normals -------------------------------------------------*/
4300 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
4302 e = &si->elements[WINED3D_FFP_NORMAL];
4304 if (curVBO != e->data.buffer_object)
4306 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4307 checkGLcall("glBindBuffer");
4308 curVBO = e->data.buffer_object;
4311 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4312 e->data.addr + state->load_base_vertex_index * e->stride);
4313 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
4314 e->data.addr + state->load_base_vertex_index * e->stride);
4315 checkGLcall("glNormalPointer(...)");
4316 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
4317 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4320 else
4322 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
4323 checkGLcall("glNormal3f(0, 0, 0)");
4326 /* Diffuse Colour --------------------------------------------*/
4327 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
4329 e = &si->elements[WINED3D_FFP_DIFFUSE];
4331 if (curVBO != e->data.buffer_object)
4333 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4334 checkGLcall("glBindBuffer");
4335 curVBO = e->data.buffer_object;
4338 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4339 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4340 e->data.addr + state->load_base_vertex_index * e->stride);
4341 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4342 e->data.addr + state->load_base_vertex_index * e->stride);
4343 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4344 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
4345 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4348 else
4350 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4351 checkGLcall("glColor4f(1, 1, 1, 1)");
4354 /* Specular Colour ------------------------------------------*/
4355 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
4357 TRACE("setting specular colour\n");
4359 e = &si->elements[WINED3D_FFP_SPECULAR];
4361 if (gl_info->supported[EXT_SECONDARY_COLOR])
4363 GLenum type = e->format->gl_vtx_type;
4364 GLint format = e->format->gl_vtx_format;
4366 if (curVBO != e->data.buffer_object)
4368 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4369 checkGLcall("glBindBuffer");
4370 curVBO = e->data.buffer_object;
4373 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4375 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4376 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4377 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4378 * 4 component secondary colors use it
4380 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4381 e->data.addr + state->load_base_vertex_index * e->stride);
4382 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4383 e->data.addr + state->load_base_vertex_index * e->stride));
4384 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4386 else
4388 switch(type)
4390 case GL_UNSIGNED_BYTE:
4391 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4392 e->data.addr + state->load_base_vertex_index * e->stride);
4393 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4394 e->data.addr + state->load_base_vertex_index * e->stride));
4395 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4396 break;
4398 default:
4399 FIXME("Add 4 component specular color pointers for type %x\n", type);
4400 /* Make sure that the right color component is dropped */
4401 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4402 e->data.addr + state->load_base_vertex_index * e->stride);
4403 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4404 e->data.addr + state->load_base_vertex_index * e->stride));
4405 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4408 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4409 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4411 else
4413 WARN("Specular colour is not supported in this GL implementation.\n");
4416 else
4418 if (gl_info->supported[EXT_SECONDARY_COLOR])
4420 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4421 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4423 else
4425 WARN("Specular colour is not supported in this GL implementation.\n");
4429 /* Texture coords -------------------------------------------*/
4430 load_tex_coords(context, si, &curVBO, state);
4433 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4435 BOOL load_numbered = context->d3d_info->ffp_generic_attributes
4436 || (use_vs(state) && !context->use_immediate_mode_draw);
4437 BOOL load_named = !context->d3d_info->ffp_generic_attributes
4438 && !use_vs(state) && !context->use_immediate_mode_draw;
4440 if (isStateDirty(context, STATE_VDECL)) return;
4441 if (context->numberedArraysLoaded && !load_numbered)
4443 unload_numbered_arrays(context);
4444 context->numberedArraysLoaded = FALSE;
4445 context->numbered_array_mask = 0;
4447 else if (context->namedArraysLoaded)
4449 unload_vertex_data(context->gl_info);
4450 context->namedArraysLoaded = FALSE;
4453 if (load_numbered)
4455 TRACE("Loading numbered arrays\n");
4456 load_numbered_arrays(context, &context->stream_info, state);
4457 context->numberedArraysLoaded = TRUE;
4459 else if (load_named)
4461 TRACE("Loading vertex data\n");
4462 load_vertex_data(context, &context->stream_info, state);
4463 context->namedArraysLoaded = TRUE;
4467 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4469 if (isStateDirty(context, STATE_STREAMSRC))
4470 return;
4471 streamsrc(context, state, STATE_STREAMSRC);
4474 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4476 const struct wined3d_gl_info *gl_info = context->gl_info;
4477 BOOL useVertexShaderFunction = use_vs(state);
4478 BOOL updateFog = FALSE;
4479 BOOL transformed;
4480 BOOL wasrhw = context->last_was_rhw;
4481 unsigned int i;
4483 transformed = context->stream_info.position_transformed;
4484 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4485 updateFog = TRUE;
4487 context->last_was_rhw = transformed;
4489 if (context->stream_info.swizzle_map != context->last_swizzle_map)
4490 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
4492 context->last_swizzle_map = context->stream_info.swizzle_map;
4494 /* Don't have to apply the matrices when vertex shaders are used. When
4495 * vshaders are turned off this function will be called again anyway to
4496 * make sure they're properly set. */
4497 if (!useVertexShaderFunction)
4499 /* TODO: Move this mainly to the viewport state and only apply when
4500 * the vp has changed or transformed / untransformed was switched. */
4501 if (wasrhw != context->last_was_rhw
4502 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4503 && !isStateDirty(context, STATE_VIEWPORT))
4504 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4505 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4506 * mode.
4508 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4509 * this check will fail and the matrix not applied again. This is OK because a simple
4510 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4511 * needs of the vertex declaration.
4513 * World and view matrix go into the same gl matrix, so only apply them when neither is
4514 * dirty
4516 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4517 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4518 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4519 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4520 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4521 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4522 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4524 if (context->last_was_vshader)
4526 updateFog = TRUE;
4528 if (!context->d3d_info->vs_clipping
4529 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4531 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4534 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
4536 clipplane(context, state, STATE_CLIPPLANE(i));
4539 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4540 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4542 else
4544 if(!context->last_was_vshader) {
4545 static BOOL warned = FALSE;
4546 if (!context->d3d_info->vs_clipping)
4548 /* Disable all clip planes to get defined results on all drivers. See comment in the
4549 * state_clipping state handler
4551 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
4553 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0 + i);
4554 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4557 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4559 FIXME("Clipping not supported with vertex shaders\n");
4560 warned = TRUE;
4563 if (wasrhw)
4565 /* Apply the transform matrices when switching from rhw
4566 * drawing to vertex shaders. Vertex shaders themselves do
4567 * not need it, but the matrices are not reapplied
4568 * automatically when switching back from vertex shaders to
4569 * fixed function processing. So make sure we leave the fixed
4570 * function vertex processing states back in a sane state
4571 * before switching to shaders. */
4572 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4573 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4574 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4575 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4577 updateFog = TRUE;
4579 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4580 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4581 * device->vs_clipping is false.
4583 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
4585 clipplane(context, state, STATE_CLIPPLANE(i));
4590 context->last_was_vshader = useVertexShaderFunction;
4591 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
4593 if (updateFog)
4594 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4596 if (!useVertexShaderFunction)
4598 unsigned int i;
4600 for (i = 0; i < MAX_TEXTURES; ++i)
4602 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4603 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4606 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4607 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4608 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
4612 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4614 const struct wined3d_rendertarget_view *depth_stencil = state->fb->depth_stencil;
4615 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4616 const struct wined3d_gl_info *gl_info = context->gl_info;
4617 struct wined3d_viewport vp = state->viewport;
4618 unsigned int width, height;
4620 if (target)
4622 if (vp.width > target->width)
4623 vp.width = target->width;
4624 if (vp.height > target->height)
4625 vp.height = target->height;
4627 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4629 else if (depth_stencil)
4631 width = depth_stencil->width;
4632 height = depth_stencil->height;
4634 else
4636 FIXME("No attachments draw calls not supported.\n");
4637 return;
4640 gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
4641 checkGLcall("glDepthRange");
4642 /* Note: GL requires lower left, DirectX supplies upper left. This is
4643 * reversed when using offscreen rendering. */
4644 if (context->render_offscreen)
4645 gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
4646 else
4647 gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)), vp.width, vp.height);
4648 checkGLcall("glViewport");
4651 static void viewport_miscpart_cc(struct wined3d_context *context,
4652 const struct wined3d_state *state, DWORD state_id)
4654 const struct wined3d_rendertarget_view *depth_stencil = state->fb->depth_stencil;
4655 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4656 /* See get_projection_matrix() in utils.c for a discussion about those
4657 * values. */
4658 float pixel_center_offset = context->d3d_info->wined3d_creation_flags
4659 & WINED3D_PIXEL_CENTER_INTEGER ? 63.0f / 128.0f : -1.0f / 128.0f;
4660 const struct wined3d_gl_info *gl_info = context->gl_info;
4661 struct wined3d_viewport vp = state->viewport;
4662 unsigned int width, height;
4664 if (target)
4666 if (vp.width > target->width)
4667 vp.width = target->width;
4668 if (vp.height > target->height)
4669 vp.height = target->height;
4671 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4673 else if (depth_stencil)
4675 width = depth_stencil->width;
4676 height = depth_stencil->height;
4678 else
4680 FIXME("No attachments draw calls not supported.\n");
4681 return;
4684 gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
4685 checkGLcall("glDepthRange");
4687 if (context->render_offscreen)
4689 GL_EXTCALL(glClipControl(GL_UPPER_LEFT, GL_ZERO_TO_ONE));
4690 GL_EXTCALL(glViewportIndexedf(0, vp.x + pixel_center_offset, vp.y + pixel_center_offset,
4691 vp.width, vp.height));
4693 else
4695 GL_EXTCALL(glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE));
4696 GL_EXTCALL(glViewportIndexedf(0, vp.x + pixel_center_offset,
4697 (height - (vp.y + vp.height)) + pixel_center_offset, vp.width, vp.height));
4699 checkGLcall("setting clip space and viewport");
4702 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4704 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4705 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4706 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4707 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4708 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4709 /* Update the position fixup. */
4710 context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
4713 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4715 const struct wined3d_gl_info *gl_info = context->gl_info;
4716 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4717 const struct wined3d_light_info *lightInfo = state->lights[Index];
4719 if (!lightInfo)
4721 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4722 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4724 else
4726 float quad_att;
4727 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4729 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4730 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4731 gl_info->gl_ops.gl.p_glPushMatrix();
4732 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4734 /* Diffuse: */
4735 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4736 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4737 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4738 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4739 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4740 checkGLcall("glLightfv");
4742 /* Specular */
4743 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4744 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4745 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4746 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4747 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4748 checkGLcall("glLightfv");
4750 /* Ambient */
4751 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4752 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4753 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4754 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4755 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4756 checkGLcall("glLightfv");
4758 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4759 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4760 else
4761 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4763 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4764 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4765 * Attenuation0 to NaN and crashes in the gl lib
4768 switch (lightInfo->OriginalParms.type)
4770 case WINED3D_LIGHT_POINT:
4771 /* Position */
4772 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4773 checkGLcall("glLightfv");
4774 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4775 checkGLcall("glLightf");
4776 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4777 lightInfo->OriginalParms.attenuation0);
4778 checkGLcall("glLightf");
4779 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4780 lightInfo->OriginalParms.attenuation1);
4781 checkGLcall("glLightf");
4782 if (quad_att < lightInfo->OriginalParms.attenuation2)
4783 quad_att = lightInfo->OriginalParms.attenuation2;
4784 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4785 checkGLcall("glLightf");
4786 /* FIXME: Range */
4787 break;
4789 case WINED3D_LIGHT_SPOT:
4790 /* Position */
4791 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4792 checkGLcall("glLightfv");
4793 /* Direction */
4794 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4795 checkGLcall("glLightfv");
4796 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4797 checkGLcall("glLightf");
4798 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4799 checkGLcall("glLightf");
4800 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4801 lightInfo->OriginalParms.attenuation0);
4802 checkGLcall("glLightf");
4803 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4804 lightInfo->OriginalParms.attenuation1);
4805 checkGLcall("glLightf");
4806 if (quad_att < lightInfo->OriginalParms.attenuation2)
4807 quad_att = lightInfo->OriginalParms.attenuation2;
4808 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4809 checkGLcall("glLightf");
4810 /* FIXME: Range */
4811 break;
4813 case WINED3D_LIGHT_DIRECTIONAL:
4814 /* Direction */
4815 /* Note GL uses w position of 0 for direction! */
4816 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4817 checkGLcall("glLightfv");
4818 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4819 checkGLcall("glLightf");
4820 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4821 checkGLcall("glLightf");
4822 break;
4824 default:
4825 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4828 /* Restore the modelview matrix */
4829 gl_info->gl_ops.gl.p_glPopMatrix();
4831 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4832 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4836 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4838 const struct wined3d_gl_info *gl_info = context->gl_info;
4839 const RECT *r = &state->scissor_rect;
4841 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4842 * so our viewport correction does not apply. Warning2: Even in windowed
4843 * mode the coords are relative to the window, not the screen. */
4844 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4846 if (context->render_offscreen)
4848 gl_info->gl_ops.gl.p_glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4850 else
4852 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4853 UINT height;
4854 UINT width;
4856 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4857 gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4859 checkGLcall("glScissor");
4862 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4864 const struct wined3d_stream_info *stream_info = &context->stream_info;
4865 const struct wined3d_gl_info *gl_info = context->gl_info;
4867 if (!state->index_buffer || !stream_info->all_vbo)
4869 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4871 else
4873 struct wined3d_buffer *ib = state->index_buffer;
4874 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
4878 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4880 const struct wined3d_gl_info *gl_info = context->gl_info;
4881 GLenum mode;
4883 mode = state->rasterizer_state && state->rasterizer_state->desc.front_ccw ? GL_CCW : GL_CW;
4884 if (context->render_offscreen)
4885 mode = (mode == GL_CW) ? GL_CCW : GL_CW;
4887 gl_info->gl_ops.gl.p_glFrontFace(mode);
4888 checkGLcall("glFrontFace");
4891 static void frontface_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4893 const struct wined3d_gl_info *gl_info = context->gl_info;
4894 GLenum mode;
4896 mode = state->rasterizer_state && state->rasterizer_state->desc.front_ccw ? GL_CCW : GL_CW;
4898 gl_info->gl_ops.gl.p_glFrontFace(mode);
4899 checkGLcall("glFrontFace");
4902 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4904 static BOOL warned;
4906 if (!warned)
4908 WARN("Point sprite coordinate origin switching not supported.\n");
4909 warned = TRUE;
4913 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4915 const struct wined3d_gl_info *gl_info = context->gl_info;
4916 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4918 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4919 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4922 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4924 const struct wined3d_gl_info *gl_info = context->gl_info;
4926 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4928 if (needs_srgb_write(context, state, state->fb))
4929 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4930 else
4931 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4934 static void state_cb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4936 enum wined3d_shader_type shader_type = state_id - STATE_CONSTANT_BUFFER(0);
4937 const struct wined3d_gl_info *gl_info = context->gl_info;
4938 struct wined3d_buffer *buffer;
4939 unsigned int i, base, count;
4941 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4943 wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
4944 for (i = 0; i < count; ++i)
4946 buffer = state->cb[shader_type][i];
4947 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
4949 checkGLcall("glBindBufferBase");
4952 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4954 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4956 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4959 static void state_shader_resource_binding(struct wined3d_context *context,
4960 const struct wined3d_state *state, DWORD state_id)
4962 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4964 context->update_shader_resource_bindings = 1;
4967 const struct StateEntryTemplate misc_state_template[] =
4969 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4970 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4971 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4972 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
4973 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4974 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4975 { STATE_SHADER_RESOURCE_BINDING, { STATE_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4986 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4987 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4988 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface_cc }, ARB_CLIP_CONTROL },
4989 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4990 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4991 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL },
4992 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4993 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4995 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4996 * vshader loadings are untied from each other
4998 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4999 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5000 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5001 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5003 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5004 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5005 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5007 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5009 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5011 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5013 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5015 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5019 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5021 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5022 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5023 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5024 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5025 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5026 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5027 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5031 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5032 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5033 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5034 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5035 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5036 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5037 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5038 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5039 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5040 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5041 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5042 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5043 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5044 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5045 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5047 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart_cc}, ARB_CLIP_CONTROL },
5048 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
5049 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
5050 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
5051 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
5052 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE },
5053 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
5054 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
5055 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
5056 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
5057 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
5058 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
5059 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
5060 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
5061 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
5062 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwriteenable }, WINED3D_GL_EXT_NONE },
5063 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
5064 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
5065 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
5066 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
5067 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
5068 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5069 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5070 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5071 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5072 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5073 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5074 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
5075 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5076 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5077 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5078 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5079 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5080 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5081 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5082 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5083 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5084 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5085 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5086 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5087 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5088 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5089 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5090 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5091 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5092 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5093 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5094 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5095 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5096 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5098 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5099 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5101 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5104 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5105 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5106 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5107 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5108 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5109 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5110 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5111 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5112 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5113 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5114 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5115 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5116 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5117 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5118 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5119 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
5120 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5121 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5122 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5123 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5124 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5125 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5126 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, WINED3D_GL_BLEND_EQUATION },
5127 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5128 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5129 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5130 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5131 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5132 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5133 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5134 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5135 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5136 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5137 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5138 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5139 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5140 /* Samplers */
5141 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5142 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5143 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5144 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5145 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5146 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5147 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5148 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5149 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5150 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5151 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5152 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5153 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5154 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5155 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5156 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5157 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5158 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5159 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5160 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5161 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5162 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5163 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5164 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
5165 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_geometry_shader}, WINED3D_GL_EXT_NONE },
5166 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5169 static const struct StateEntryTemplate vp_ffp_states[] =
5171 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5172 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5173 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5174 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5175 /* Clip planes */
5176 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5177 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5178 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5179 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5180 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5181 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5182 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5183 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5184 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5185 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5186 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5187 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5188 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5189 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5190 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5191 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5192 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5193 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5194 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5195 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5196 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5197 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5198 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5199 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5200 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5201 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5202 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5203 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5204 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5205 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5206 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5207 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5208 /* Lights */
5209 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
5210 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5211 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5212 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5213 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5214 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5215 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5216 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5217 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5218 /* Viewport */
5219 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5220 /* Transform states follow */
5221 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5420 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5424 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5425 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5426 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5427 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5428 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5429 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5430 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5431 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5432 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5433 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5434 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5435 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5436 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5437 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5438 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5439 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5440 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5441 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5442 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5443 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5444 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5445 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5446 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5447 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5448 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5449 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5450 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5451 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5452 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5453 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5454 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5455 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5456 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5457 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5458 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5459 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5460 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5461 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5462 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5463 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5464 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5465 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5466 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5467 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5468 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5469 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5470 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5471 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5472 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5473 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5474 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5475 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5476 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5477 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5478 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5479 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5480 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5481 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5482 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5483 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5484 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5485 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5486 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5503 /* Fog */
5504 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5505 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5506 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5509 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5511 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5512 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5513 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5514 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5515 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5516 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5519 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5520 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5521 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5523 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5524 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5525 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5526 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5527 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5528 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5529 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5532 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5533 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5535 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5537 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5538 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5539 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5541 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5542 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5543 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5544 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5545 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5546 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5547 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5548 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5549 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5550 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5551 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5552 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5553 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5554 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5555 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5556 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5557 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5558 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5559 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5560 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5561 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5562 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5563 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5564 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5565 { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5566 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5569 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5570 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5571 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5572 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5573 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5574 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5575 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5576 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5577 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5578 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5579 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5580 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5581 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5582 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5583 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5584 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5585 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5586 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5587 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5588 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5589 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5590 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5591 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5592 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5593 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5594 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5595 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5596 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5597 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5598 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5599 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5600 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5601 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5602 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5603 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5604 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5605 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5606 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5607 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5608 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5609 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5610 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5611 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5612 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5613 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5614 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5615 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5616 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5617 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5618 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5619 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5620 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5621 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5622 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5623 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5624 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5625 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5626 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5627 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5628 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5629 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5630 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5631 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5632 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5633 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5634 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5635 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5636 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5637 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5638 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5639 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5640 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5641 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5642 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5643 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5644 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5645 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5646 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5647 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5648 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5649 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5650 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5651 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5652 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5653 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5654 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5655 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5656 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5657 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5658 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5659 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5660 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5661 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5662 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5663 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5664 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5665 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5666 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5667 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5668 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5669 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5670 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5671 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5672 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5673 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5674 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5677 /* Context activation is done by the caller. */
5678 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5680 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5682 return shader_priv;
5685 static void ffp_free(struct wined3d_device *device) {}
5687 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5689 caps->xyzrhw = FALSE;
5690 caps->ffp_generic_attributes = FALSE;
5691 caps->max_active_lights = gl_info->limits.lights;
5692 caps->max_vertex_blend_matrices = gl_info->limits.blends;
5693 caps->max_vertex_blend_matrix_index = 0;
5694 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5695 | WINED3DVTXPCAPS_MATERIALSOURCE7
5696 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5697 | WINED3DVTXPCAPS_LOCALVIEWER
5698 | WINED3DVTXPCAPS_VERTEXFOG
5699 | WINED3DVTXPCAPS_TEXGEN
5700 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5701 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5702 caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
5703 caps->raster_caps = 0;
5704 if (gl_info->supported[NV_FOG_DISTANCE])
5705 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5708 static DWORD vp_ffp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5710 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5713 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5715 ffp_enable,
5716 vp_ffp_get_caps,
5717 vp_ffp_get_emul_mask,
5718 ffp_alloc,
5719 ffp_free,
5720 vp_ffp_states,
5723 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5725 caps->wined3d_caps = 0;
5726 caps->PrimitiveMiscCaps = 0;
5727 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5728 | WINED3DTEXOPCAPS_ADDSIGNED
5729 | WINED3DTEXOPCAPS_ADDSIGNED2X
5730 | WINED3DTEXOPCAPS_MODULATE
5731 | WINED3DTEXOPCAPS_MODULATE2X
5732 | WINED3DTEXOPCAPS_MODULATE4X
5733 | WINED3DTEXOPCAPS_SELECTARG1
5734 | WINED3DTEXOPCAPS_SELECTARG2
5735 | WINED3DTEXOPCAPS_DISABLE;
5737 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5738 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5739 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5741 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5742 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5743 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5744 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5745 | WINED3DTEXOPCAPS_LERP
5746 | WINED3DTEXOPCAPS_SUBTRACT;
5748 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5749 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5751 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5752 | WINED3DTEXOPCAPS_MULTIPLYADD
5753 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5754 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5755 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5757 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5758 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5760 caps->MaxTextureBlendStages = gl_info->limits.textures;
5761 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5764 static DWORD ffp_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
5766 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5769 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5771 if (TRACE_ON(d3d))
5773 TRACE("Checking support for fixup:\n");
5774 dump_color_fixup_desc(fixup);
5777 /* We only support identity conversions. */
5778 if (is_identity_fixup(fixup))
5780 TRACE("[OK]\n");
5781 return TRUE;
5784 TRACE("[FAILED]\n");
5785 return FALSE;
5788 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5790 return TRUE;
5793 static void ffp_none_context_free(struct wined3d_context *context)
5797 const struct fragment_pipeline ffp_fragment_pipeline = {
5798 ffp_enable,
5799 ffp_fragment_get_caps,
5800 ffp_fragment_get_emul_mask,
5801 ffp_alloc,
5802 ffp_free,
5803 ffp_none_context_alloc,
5804 ffp_none_context_free,
5805 ffp_color_fixup_supported,
5806 ffp_fragmentstate_template,
5809 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5811 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5813 return shader_priv;
5816 static void none_free(struct wined3d_device *device) {}
5818 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5820 memset(caps, 0, sizeof(*caps));
5823 static DWORD vp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5825 return 0;
5828 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5830 none_enable,
5831 vp_none_get_caps,
5832 vp_none_get_emul_mask,
5833 none_alloc,
5834 none_free,
5835 NULL,
5838 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5840 memset(caps, 0, sizeof(*caps));
5843 static DWORD fp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5845 return 0;
5848 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5850 return is_identity_fixup(fixup);
5853 const struct fragment_pipeline none_fragment_pipe =
5855 none_enable,
5856 fp_none_get_caps,
5857 fp_none_get_emul_mask,
5858 none_alloc,
5859 none_free,
5860 ffp_none_context_alloc,
5861 ffp_none_context_free,
5862 fp_none_color_fixup_supported,
5863 NULL,
5866 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5868 unsigned int i;
5869 for(i = 0; funcs[i]; i++);
5870 return i;
5873 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5875 context->device->multistate_funcs[state_id][0](context, state, state_id);
5876 context->device->multistate_funcs[state_id][1](context, state, state_id);
5879 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5881 context->device->multistate_funcs[state_id][0](context, state, state_id);
5882 context->device->multistate_funcs[state_id][1](context, state, state_id);
5883 context->device->multistate_funcs[state_id][2](context, state, state_id);
5886 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5887 const struct wined3d_d3d_info *d3d_info)
5889 unsigned int start, last, i;
5891 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5892 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5893 for (i = start; i <= last; ++i)
5895 state_table[i].representative = 0;
5896 state_table[i].apply = state_undefined;
5899 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5900 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5901 for (i = start; i <= last; ++i)
5903 state_table[i].representative = 0;
5904 state_table[i].apply = state_undefined;
5907 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
5908 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5909 for (i = start; i <= last; ++i)
5911 state_table[i].representative = 0;
5912 state_table[i].apply = state_undefined;
5916 static void validate_state_table(struct StateEntry *state_table)
5918 static const struct
5920 DWORD first;
5921 DWORD last;
5923 rs_holes[] =
5925 { 1, 1},
5926 { 3, 3},
5927 { 17, 18},
5928 { 21, 21},
5929 { 42, 45},
5930 { 47, 47},
5931 { 61, 127},
5932 {149, 150},
5933 {169, 169},
5934 {177, 177},
5935 {196, 197},
5936 { 0, 0},
5938 static const DWORD simple_states[] =
5940 STATE_MATERIAL,
5941 STATE_VDECL,
5942 STATE_STREAMSRC,
5943 STATE_INDEXBUFFER,
5944 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5945 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5946 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5947 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
5948 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
5949 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
5950 STATE_SHADER_RESOURCE_BINDING,
5951 STATE_VIEWPORT,
5952 STATE_LIGHT_TYPE,
5953 STATE_SCISSORRECT,
5954 STATE_FRONTFACE,
5955 STATE_POINTSPRITECOORDORIGIN,
5956 STATE_BASEVERTEXINDEX,
5957 STATE_FRAMEBUFFER,
5958 STATE_POINT_ENABLE,
5959 STATE_COLOR_KEY,
5961 unsigned int i, current;
5963 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5965 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5967 if (!state_table[i].representative)
5968 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5970 else if (state_table[i].representative)
5971 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5973 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5976 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5978 if (!state_table[simple_states[i]].representative)
5979 ERR("State %s (%#x) should have a representative.\n",
5980 debug_d3dstate(simple_states[i]), simple_states[i]);
5983 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5985 DWORD rep = state_table[i].representative;
5986 if (rep)
5988 if (state_table[rep].representative != rep)
5990 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5991 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5992 state_table[i].representative = 0;
5995 if (rep != i)
5997 if (state_table[i].apply)
5998 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
6000 else if (!state_table[i].apply)
6002 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
6008 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
6009 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
6010 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
6011 const struct StateEntryTemplate *misc)
6013 unsigned int i, type, handlers;
6014 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
6015 const struct StateEntryTemplate *cur;
6016 BOOL set[STATE_HIGHEST + 1];
6018 memset(multistate_funcs, 0, sizeof(multistate_funcs));
6020 for(i = 0; i < STATE_HIGHEST + 1; i++) {
6021 StateTable[i].representative = 0;
6022 StateTable[i].apply = state_undefined;
6025 for(type = 0; type < 3; type++) {
6026 /* This switch decides the order in which the states are applied */
6027 switch(type) {
6028 case 0: cur = misc; break;
6029 case 1: cur = fragment->states; break;
6030 case 2: cur = vertex->vp_states; break;
6031 default: cur = NULL; /* Stupid compiler */
6033 if(!cur) continue;
6035 /* GL extension filtering should not prevent multiple handlers being applied from different
6036 * pipeline parts
6038 memset(set, 0, sizeof(set));
6040 for(i = 0; cur[i].state; i++) {
6041 APPLYSTATEFUNC *funcs_array;
6043 /* Only use the first matching state with the available extension from one template.
6044 * e.g.
6045 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
6046 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
6048 * if GL_XYZ_fancy is supported, ignore the 2nd line
6050 if(set[cur[i].state]) continue;
6051 /* Skip state lines depending on unsupported extensions */
6052 if (!gl_info->supported[cur[i].extension]) continue;
6053 set[cur[i].state] = TRUE;
6054 /* In some cases having an extension means that nothing has to be
6055 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
6056 * supported, the texture coordinate fixup can be ignored. If the
6057 * apply function is used, mark the state set(done above) to prevent
6058 * applying later lines, but do not record anything in the state
6059 * table
6061 if (!cur[i].content.representative) continue;
6063 handlers = num_handlers(multistate_funcs[cur[i].state]);
6064 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
6065 switch(handlers) {
6066 case 0:
6067 StateTable[cur[i].state].apply = cur[i].content.apply;
6068 break;
6069 case 1:
6070 StateTable[cur[i].state].apply = multistate_apply_2;
6071 if (!(dev_multistate_funcs[cur[i].state] = wined3d_calloc(2, sizeof(**dev_multistate_funcs))))
6072 goto out_of_mem;
6074 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
6075 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
6076 break;
6077 case 2:
6078 StateTable[cur[i].state].apply = multistate_apply_3;
6079 funcs_array = HeapReAlloc(GetProcessHeap(),
6081 dev_multistate_funcs[cur[i].state],
6082 sizeof(**dev_multistate_funcs) * 3);
6083 if (!funcs_array) {
6084 goto out_of_mem;
6087 dev_multistate_funcs[cur[i].state] = funcs_array;
6088 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
6089 break;
6090 default:
6091 ERR("Unexpected amount of state handlers for state %u: %u\n",
6092 cur[i].state, handlers + 1);
6095 if (StateTable[cur[i].state].representative
6096 && StateTable[cur[i].state].representative != cur[i].content.representative)
6098 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
6099 debug_d3dstate(cur[i].state), cur[i].state);
6101 StateTable[cur[i].state].representative = cur[i].content.representative;
6105 prune_invalid_states(StateTable, gl_info, d3d_info);
6106 validate_state_table(StateTable);
6108 return WINED3D_OK;
6110 out_of_mem:
6111 for (i = 0; i <= STATE_HIGHEST; ++i) {
6112 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
6115 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
6117 return E_OUTOFMEMORY;