winegstreamer: Try to convert the duration from bytes if the pad doesn't support...
[wine.git] / dlls / wined3d / state.c
blob03718b616c6aca5a5280cf4d07c2145cff309bc9
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);
40 ULONG CDECL wined3d_blend_state_incref(struct wined3d_blend_state *state)
42 ULONG refcount = InterlockedIncrement(&state->refcount);
44 TRACE("%p increasing refcount to %u.\n", state, refcount);
46 return refcount;
49 static void wined3d_blend_state_destroy_object(void *object)
51 heap_free(object);
54 ULONG CDECL wined3d_blend_state_decref(struct wined3d_blend_state *state)
56 ULONG refcount = InterlockedDecrement(&state->refcount);
57 struct wined3d_device *device = state->device;
59 TRACE("%p decreasing refcount to %u.\n", state, refcount);
61 if (!refcount)
63 state->parent_ops->wined3d_object_destroyed(state->parent);
64 wined3d_cs_destroy_object(device->cs, wined3d_blend_state_destroy_object, state);
67 return refcount;
70 void * CDECL wined3d_blend_state_get_parent(const struct wined3d_blend_state *state)
72 TRACE("state %p.\n", state);
74 return state->parent;
77 static BOOL is_dual_source(enum wined3d_blend state)
79 return state >= WINED3D_BLEND_SRC1COLOR && state <= WINED3D_BLEND_INVSRC1ALPHA;
82 HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device,
83 const struct wined3d_blend_state_desc *desc, void *parent,
84 const struct wined3d_parent_ops *parent_ops, struct wined3d_blend_state **state)
86 struct wined3d_blend_state *object;
88 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
89 device, desc, parent, parent_ops, state);
91 if (!(object = heap_alloc_zero(sizeof(*object))))
92 return E_OUTOFMEMORY;
94 object->refcount = 1;
95 object->desc = *desc;
96 object->parent = parent;
97 object->parent_ops = parent_ops;
98 object->device = device;
100 object->dual_source = desc->rt[0].enable
101 && (is_dual_source(desc->rt[0].src)
102 || is_dual_source(desc->rt[0].dst)
103 || is_dual_source(desc->rt[0].src_alpha)
104 || is_dual_source(desc->rt[0].dst_alpha));
106 TRACE("Created blend state %p.\n", object);
107 *state = object;
109 return WINED3D_OK;
112 ULONG CDECL wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state)
114 ULONG refcount = InterlockedIncrement(&state->refcount);
116 TRACE("%p increasing refcount to %u.\n", state, refcount);
118 return refcount;
121 static void wined3d_rasterizer_state_destroy_object(void *object)
123 heap_free(object);
126 ULONG CDECL wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state)
128 ULONG refcount = InterlockedDecrement(&state->refcount);
129 struct wined3d_device *device = state->device;
131 TRACE("%p decreasing refcount to %u.\n", state, refcount);
133 if (!refcount)
135 state->parent_ops->wined3d_object_destroyed(state->parent);
136 wined3d_cs_destroy_object(device->cs, wined3d_rasterizer_state_destroy_object, state);
139 return refcount;
142 void * CDECL wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state *state)
144 TRACE("rasterizer_state %p.\n", state);
146 return state->parent;
149 HRESULT CDECL wined3d_rasterizer_state_create(struct wined3d_device *device,
150 const struct wined3d_rasterizer_state_desc *desc, void *parent,
151 const struct wined3d_parent_ops *parent_ops, struct wined3d_rasterizer_state **state)
153 struct wined3d_rasterizer_state *object;
155 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
156 device, desc, parent, parent_ops, state);
158 if (!(object = heap_alloc_zero(sizeof(*object))))
159 return E_OUTOFMEMORY;
161 object->refcount = 1;
162 object->desc = *desc;
163 object->parent = parent;
164 object->parent_ops = parent_ops;
165 object->device = device;
167 TRACE("Created rasterizer state %p.\n", object);
168 *state = object;
170 return WINED3D_OK;
173 /* Context activation for state handler is done by the caller. */
175 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
177 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id), state_id);
180 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
182 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
185 static void fillmode(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
187 enum wined3d_fill_mode mode = r ? r->desc.fill_mode : WINED3D_FILL_SOLID;
189 switch (mode)
191 case WINED3D_FILL_POINT:
192 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
193 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
194 break;
195 case WINED3D_FILL_WIREFRAME:
196 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
197 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
198 break;
199 case WINED3D_FILL_SOLID:
200 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
201 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
202 break;
203 default:
204 FIXME("Unrecognized fill mode %#x.\n", mode);
208 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
210 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
212 /* Lighting is not enabled if transformed vertices are drawn, but lighting
213 * does not affect the stream sources, so it is not grouped for
214 * performance reasons. This state reads the decoded vertex declaration,
215 * so if it is dirty don't do anything. The vertex declaration applying
216 * function calls this function for updating. */
217 if (isStateDirty(context, STATE_VDECL))
218 return;
220 if (state->render_states[WINED3D_RS_LIGHTING]
221 && !context->stream_info.position_transformed)
223 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
224 checkGLcall("glEnable GL_LIGHTING");
226 else
228 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
229 checkGLcall("glDisable GL_LIGHTING");
233 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
235 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
236 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
238 /* No z test without depth stencil buffers */
239 if (!state->fb.depth_stencil)
241 TRACE("No Z buffer - disabling depth test\n");
242 zenable = WINED3D_ZB_FALSE;
245 switch (zenable)
247 case WINED3D_ZB_FALSE:
248 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
249 checkGLcall("glDisable GL_DEPTH_TEST");
250 break;
251 case WINED3D_ZB_TRUE:
252 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
253 checkGLcall("glEnable GL_DEPTH_TEST");
254 break;
255 case WINED3D_ZB_USEW:
256 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
257 checkGLcall("glEnable GL_DEPTH_TEST");
258 FIXME("W buffer is not well handled\n");
259 break;
260 default:
261 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
262 break;
265 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
266 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
269 static void cullmode(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
271 enum wined3d_cull mode = r ? r->desc.cull_mode : WINED3D_CULL_BACK;
273 /* glFrontFace() is set in context.c at context init and on an
274 * offscreen / onscreen rendering switch. */
275 switch (mode)
277 case WINED3D_CULL_NONE:
278 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
279 checkGLcall("glDisable GL_CULL_FACE");
280 break;
281 case WINED3D_CULL_FRONT:
282 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
283 checkGLcall("glEnable GL_CULL_FACE");
284 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
285 checkGLcall("glCullFace(GL_FRONT)");
286 break;
287 case WINED3D_CULL_BACK:
288 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
289 checkGLcall("glEnable GL_CULL_FACE");
290 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
291 checkGLcall("glCullFace(GL_BACK)");
292 break;
293 default:
294 FIXME("Unrecognized cull mode %#x.\n", mode);
298 void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
300 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
302 switch (state->render_states[WINED3D_RS_SHADEMODE])
304 case WINED3D_SHADE_FLAT:
305 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
306 checkGLcall("glShadeModel(GL_FLAT)");
307 break;
308 case WINED3D_SHADE_GOURAUD:
309 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
310 * in D3D. */
311 case WINED3D_SHADE_PHONG:
312 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
313 checkGLcall("glShadeModel(GL_SMOOTH)");
314 break;
315 default:
316 FIXME("Unrecognized shade mode %#x.\n",
317 state->render_states[WINED3D_RS_SHADEMODE]);
321 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
323 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
325 if (state->render_states[WINED3D_RS_DITHERENABLE])
327 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
328 checkGLcall("glEnable GL_DITHER");
330 else
332 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
333 checkGLcall("glDisable GL_DITHER");
337 static void state_zwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
339 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
341 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
343 gl_info->gl_ops.gl.p_glDepthMask(1);
344 checkGLcall("glDepthMask(1)");
346 else
348 gl_info->gl_ops.gl.p_glDepthMask(0);
349 checkGLcall("glDepthMask(0)");
353 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
355 switch (f)
357 case WINED3D_CMP_NEVER:
358 return GL_NEVER;
359 case WINED3D_CMP_LESS:
360 return GL_LESS;
361 case WINED3D_CMP_EQUAL:
362 return GL_EQUAL;
363 case WINED3D_CMP_LESSEQUAL:
364 return GL_LEQUAL;
365 case WINED3D_CMP_GREATER:
366 return GL_GREATER;
367 case WINED3D_CMP_NOTEQUAL:
368 return GL_NOTEQUAL;
369 case WINED3D_CMP_GREATEREQUAL:
370 return GL_GEQUAL;
371 case WINED3D_CMP_ALWAYS:
372 return GL_ALWAYS;
373 default:
374 if (!f)
375 WARN("Unrecognized compare function %#x.\n", f);
376 else
377 FIXME("Unrecognized compare function %#x.\n", f);
378 return GL_NONE;
382 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
384 GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
385 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
387 if (!depth_func) return;
389 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
390 checkGLcall("glDepthFunc");
393 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
395 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
396 struct wined3d_color color;
398 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
399 TRACE("Setting ambient to %s.\n", debug_color(&color));
400 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &color.r);
401 checkGLcall("glLightModel for MODEL_AMBIENT");
404 static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
406 switch (op)
408 case WINED3D_BLEND_OP_ADD:
409 return GL_FUNC_ADD;
410 case WINED3D_BLEND_OP_SUBTRACT:
411 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
412 case WINED3D_BLEND_OP_REVSUBTRACT:
413 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
414 case WINED3D_BLEND_OP_MIN:
415 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
416 case WINED3D_BLEND_OP_MAX:
417 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
418 default:
419 if (!op)
420 WARN("Unhandled blend op %#x.\n", op);
421 else
422 FIXME("Unhandled blend op %#x.\n", op);
423 return GL_FUNC_ADD;
427 static void blendop(const struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
429 const struct wined3d_blend_state *b = state->blend_state;
430 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
431 GLenum blend_equation = GL_FUNC_ADD_EXT;
433 if (!gl_info->supported[WINED3D_GL_BLEND_EQUATION])
435 WARN("Unsupported in local OpenGL implementation: glBlendEquation.\n");
436 return;
439 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
440 if (b->desc.rt[0].op_alpha && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
442 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
443 return;
446 blend_equation = gl_blend_op(gl_info, b->desc.rt[0].op);
447 blend_equation_alpha = gl_blend_op(gl_info, b->desc.rt[0].op_alpha);
448 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
450 if (b->desc.rt[0].op != b->desc.rt[0].op_alpha)
452 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
453 checkGLcall("glBlendEquationSeparate");
455 else
457 GL_EXTCALL(glBlendEquation(blend_equation));
458 checkGLcall("glBlendEquation");
462 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
464 switch (factor)
466 case WINED3D_BLEND_ZERO:
467 return GL_ZERO;
468 case WINED3D_BLEND_ONE:
469 return GL_ONE;
470 case WINED3D_BLEND_SRCCOLOR:
471 return GL_SRC_COLOR;
472 case WINED3D_BLEND_INVSRCCOLOR:
473 return GL_ONE_MINUS_SRC_COLOR;
474 case WINED3D_BLEND_SRCALPHA:
475 return GL_SRC_ALPHA;
476 case WINED3D_BLEND_INVSRCALPHA:
477 return GL_ONE_MINUS_SRC_ALPHA;
478 case WINED3D_BLEND_DESTCOLOR:
479 return GL_DST_COLOR;
480 case WINED3D_BLEND_INVDESTCOLOR:
481 return GL_ONE_MINUS_DST_COLOR;
482 /* To compensate for the lack of format switching with backbuffer
483 * offscreen rendering, and with onscreen rendering, we modify the
484 * alpha test parameters for (INV)DESTALPHA if the render target
485 * doesn't support alpha blending. A nonexistent alpha channel
486 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
487 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
488 case WINED3D_BLEND_DESTALPHA:
489 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
490 case WINED3D_BLEND_INVDESTALPHA:
491 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
492 case WINED3D_BLEND_SRCALPHASAT:
493 return GL_SRC_ALPHA_SATURATE;
494 case WINED3D_BLEND_BLENDFACTOR:
495 return GL_CONSTANT_COLOR_EXT;
496 case WINED3D_BLEND_INVBLENDFACTOR:
497 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
498 case WINED3D_BLEND_SRC1COLOR:
499 return GL_SRC1_COLOR;
500 case WINED3D_BLEND_INVSRC1COLOR:
501 return GL_ONE_MINUS_SRC1_COLOR;
502 case WINED3D_BLEND_SRC1ALPHA:
503 return GL_SRC1_ALPHA;
504 case WINED3D_BLEND_INVSRC1ALPHA:
505 return GL_ONE_MINUS_SRC1_ALPHA;
506 default:
507 if (!factor)
508 WARN("Unhandled blend factor %#x.\n", factor);
509 else
510 FIXME("Unhandled blend factor %#x.\n", factor);
511 return GL_NONE;
515 static void gl_blend_from_d3d(GLenum *src_blend, GLenum *dst_blend,
516 enum wined3d_blend d3d_src_blend, enum wined3d_blend d3d_dst_blend,
517 const struct wined3d_format *rt_format)
519 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
520 * source blending values which are still valid up to d3d9. They should
521 * not occur as dest blend values. */
522 if (d3d_src_blend == WINED3D_BLEND_BOTHSRCALPHA)
524 *src_blend = GL_SRC_ALPHA;
525 *dst_blend = GL_ONE_MINUS_SRC_ALPHA;
527 else if (d3d_src_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
529 *src_blend = GL_ONE_MINUS_SRC_ALPHA;
530 *dst_blend = GL_SRC_ALPHA;
532 else
534 *src_blend = gl_blend_factor(d3d_src_blend, rt_format);
535 *dst_blend = gl_blend_factor(d3d_dst_blend, rt_format);
539 static void state_blend_factor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
541 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
544 static void state_blend_factor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
546 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
547 const struct wined3d_color *factor = &state->blend_factor;
549 TRACE("Setting blend factor to %s.\n", debug_color(factor));
551 GL_EXTCALL(glBlendColor(factor->r, factor->g, factor->b, factor->a));
552 checkGLcall("glBlendColor");
555 static BOOL is_blend_enabled(struct wined3d_context *context, const struct wined3d_state *state, UINT index)
557 const struct wined3d_blend_state *b = state->blend_state;
559 if (!state->fb.render_targets[index])
560 return FALSE;
562 if (!b->desc.rt[index].enable)
563 return FALSE;
565 /* Disable blending in all cases even without pixel shaders.
566 * With blending on we could face a big performance penalty.
567 * The d3d9 visual test confirms the behavior. */
568 if (context->render_offscreen
569 && !(state->fb.render_targets[index]->format_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
570 return FALSE;
572 return TRUE;
575 static void blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
577 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
578 const struct wined3d_blend_state *b = state->blend_state;
579 const struct wined3d_format *rt_format;
580 GLenum src_blend, dst_blend;
581 unsigned int mask;
583 if (gl_info->supported[ARB_MULTISAMPLE])
585 if (b && b->desc.alpha_to_coverage)
586 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
587 else
588 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
589 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
592 if (b && b->desc.independent)
593 WARN("Independent blend is not supported by this GL implementation.\n");
595 mask = b ? b->desc.rt[0].writemask : 0xf;
597 gl_info->gl_ops.gl.p_glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
598 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
599 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
600 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
601 checkGLcall("glColorMask");
603 if (!b || !is_blend_enabled(context, state, 0))
605 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
606 checkGLcall("glDisable GL_BLEND");
607 return;
610 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
611 checkGLcall("glEnable GL_BLEND");
613 rt_format = state->fb.render_targets[0]->format;
615 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[0].src, b->desc.rt[0].dst, rt_format);
617 blendop(state, gl_info);
619 if (b->desc.rt[0].src != b->desc.rt[0].src_alpha || b->desc.rt[0].dst != b->desc.rt[0].dst_alpha)
621 GLenum src_blend_alpha, dst_blend_alpha;
623 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
624 if (!gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
626 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
627 return;
630 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha, b->desc.rt[0].src_alpha, b->desc.rt[0].dst_alpha, rt_format);
632 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
633 checkGLcall("glBlendFuncSeparate");
635 else
637 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend, dst_blend);
638 gl_info->gl_ops.gl.p_glBlendFunc(src_blend, dst_blend);
639 checkGLcall("glBlendFunc");
642 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
643 * updating. */
644 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
645 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
648 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
650 GL_EXTCALL(glColorMaski(index,
651 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
652 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
653 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
654 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
655 checkGLcall("glColorMaski");
658 static void blend_db2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
660 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
661 GLenum src_blend, dst_blend, src_blend_alpha, dst_blend_alpha;
662 const struct wined3d_blend_state *b = state->blend_state;
663 const struct wined3d_format *rt_format;
664 BOOL dual_source = b && b->dual_source;
665 unsigned int i;
667 if (b && b->desc.alpha_to_coverage)
668 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
669 else
670 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
671 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
673 if (context->last_was_dual_source_blend != dual_source)
675 /* Dual source blending changes the location of the output varyings. */
676 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
677 context->last_was_dual_source_blend = dual_source;
680 if (!b || !b->desc.independent)
682 blend(context, state, state_id);
683 return;
686 rt_format = state->fb.render_targets[0]->format;
687 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[0].src, b->desc.rt[0].dst, rt_format);
688 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha, b->desc.rt[0].src_alpha, b->desc.rt[0].dst_alpha, rt_format);
690 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
691 checkGLcall("glBlendFuncSeparate");
693 GL_EXTCALL(glBlendEquationSeparate(gl_blend_op(gl_info, b->desc.rt[0].op),
694 gl_blend_op(gl_info, b->desc.rt[0].op_alpha)));
695 checkGLcall("glBlendEquationSeparate");
697 for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
699 set_color_mask(gl_info, i, b->desc.rt[i].writemask);
701 if (!is_blend_enabled(context, state, i))
703 GL_EXTCALL(glDisablei(GL_BLEND, i));
704 checkGLcall("glDisablei GL_BLEND");
705 continue;
708 GL_EXTCALL(glEnablei(GL_BLEND, i));
709 checkGLcall("glEnablei GL_BLEND");
711 if (b->desc.rt[i].src != b->desc.rt[0].src
712 || b->desc.rt[i].dst != b->desc.rt[0].dst
713 || b->desc.rt[i].op != b->desc.rt[0].op
714 || b->desc.rt[i].src_alpha != b->desc.rt[0].src_alpha
715 || b->desc.rt[i].dst_alpha != b->desc.rt[0].dst_alpha
716 || b->desc.rt[i].op_alpha != b->desc.rt[0].op_alpha)
717 WARN("Independent blend equations and blend functions are not supported by this GL implementation.\n");
720 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
721 * updating. */
722 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
723 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
726 static void blend_dbb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
728 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
729 const struct wined3d_blend_state *b = state->blend_state;
730 BOOL dual_source = b && b->dual_source;
731 unsigned int i;
733 if (b && b->desc.alpha_to_coverage)
734 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
735 else
736 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
737 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
739 if (context->last_was_dual_source_blend != dual_source)
741 /* Dual source blending changes the location of the output varyings. */
742 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
743 context->last_was_dual_source_blend = dual_source;
746 if (!b || !b->desc.independent)
748 blend(context, state, state_id);
749 return;
752 for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
754 GLenum src_blend, dst_blend, src_blend_alpha, dst_blend_alpha;
755 const struct wined3d_format *rt_format;
757 set_color_mask(gl_info, i, b->desc.rt[i].writemask);
759 if (!is_blend_enabled(context, state, i))
761 GL_EXTCALL(glDisablei(GL_BLEND, i));
762 checkGLcall("glDisablei GL_BLEND");
763 continue;
766 GL_EXTCALL(glEnablei(GL_BLEND, i));
767 checkGLcall("glEnablei GL_BLEND");
769 rt_format = state->fb.render_targets[i]->format;
770 gl_blend_from_d3d(&src_blend, &dst_blend, b->desc.rt[i].src, b->desc.rt[i].dst, rt_format);
771 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha,
772 b->desc.rt[i].src_alpha, b->desc.rt[i].dst_alpha, rt_format);
774 GL_EXTCALL(glBlendFuncSeparatei(i, src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
775 checkGLcall("glBlendFuncSeparatei");
777 GL_EXTCALL(glBlendEquationSeparatei(i, gl_blend_op(gl_info, b->desc.rt[i].op),
778 gl_blend_op(gl_info, b->desc.rt[i].op_alpha)));
779 checkGLcall("glBlendEquationSeparatei");
782 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
783 * updating. */
784 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
785 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
788 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
790 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
791 int glParm = 0;
792 float ref;
793 BOOL enable_ckey = FALSE;
795 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
797 /* Find out if the texture on the first stage has a ckey set. The alpha
798 * state func reads the texture settings, even though alpha and texture
799 * are not grouped together. This is to avoid making a huge alpha +
800 * texture + texture stage + ckey block due to the hardly used
801 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
802 * function will call alpha in case it finds some texture + colorkeyenable
803 * combination which needs extra care. */
804 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
805 enable_ckey = TRUE;
807 if (enable_ckey || context->last_was_ckey)
808 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
809 context->last_was_ckey = enable_ckey;
811 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
812 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
814 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
815 checkGLcall("glEnable GL_ALPHA_TEST");
817 else
819 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
820 checkGLcall("glDisable GL_ALPHA_TEST");
821 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
822 * enable call
824 return;
827 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
829 glParm = GL_NOTEQUAL;
830 ref = 0.0f;
832 else
834 ref = wined3d_alpha_ref(state);
835 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
837 if (glParm)
839 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
840 checkGLcall("glAlphaFunc");
844 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
846 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
847 uint32_t enable_mask;
849 if (use_vs(state) && !context->d3d_info->vs_clipping)
851 static BOOL warned;
853 /* The OpenGL spec says that clipping planes are disabled when using
854 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
855 * driver keeps clipping planes activated with shaders in some
856 * conditions I got sick of tracking down. The shader state handler
857 * disables all clip planes because of that - don't do anything here
858 * and keep them disabled. */
859 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
860 FIXME("Clipping not supported with vertex shaders.\n");
861 return;
864 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
865 * The enabled / disabled planes are hardcoded into the shader. Update the
866 * shader to update the enabled clipplanes. In case of fixed function, we
867 * need to update the clipping field from ffp_vertex_settings. */
868 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
870 /* If enabling / disabling all
871 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
873 enable_mask = state->render_states[WINED3D_RS_CLIPPING] ?
874 state->render_states[WINED3D_RS_CLIPPLANEENABLE] : 0;
875 wined3d_context_gl_enable_clip_distances(context_gl, enable_mask);
878 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
880 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
882 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
883 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
884 * specular color. This is wrong:
885 * Separate specular color means the specular colour is maintained separately, whereas
886 * single color means it is merged in. However in both cases they are being used to
887 * some extent.
888 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
889 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
890 * running 1.4 yet!
893 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
894 * Instead, we need to setup the FinalCombiner properly.
896 * The default setup for the FinalCombiner is:
898 * <variable> <input> <mapping> <usage>
899 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
900 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
901 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
902 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
903 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
904 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
905 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
907 * That's pretty much fine as it is, except for variable B, which needs to take
908 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
909 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
912 TRACE("Setting specular enable state and materials\n");
913 if (state->render_states[WINED3D_RS_SPECULARENABLE])
915 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
916 checkGLcall("glMaterialfv");
918 if (state->material.power > gl_info->limits.shininess)
920 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
921 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
922 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
923 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
924 * them, it should be safe to do so without major visual distortions.
926 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
927 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
929 else
931 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
933 checkGLcall("glMaterialf(GL_SHININESS)");
935 if (gl_info->supported[EXT_SECONDARY_COLOR])
936 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
937 else
938 TRACE("Specular colors cannot be enabled in this version of opengl\n");
939 checkGLcall("glEnable(GL_COLOR_SUM)");
941 if (gl_info->supported[NV_REGISTER_COMBINERS])
943 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
944 checkGLcall("glFinalCombinerInputNV()");
946 } else {
947 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
949 /* for the case of enabled lighting: */
950 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
951 checkGLcall("glMaterialfv");
953 /* for the case of disabled lighting: */
954 if (gl_info->supported[EXT_SECONDARY_COLOR])
955 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
956 else
957 TRACE("Specular colors cannot be disabled in this version of opengl\n");
958 checkGLcall("glDisable(GL_COLOR_SUM)");
960 if (gl_info->supported[NV_REGISTER_COMBINERS])
962 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
963 checkGLcall("glFinalCombinerInputNV()");
967 TRACE("diffuse %s\n", debug_color(&state->material.diffuse));
968 TRACE("ambient %s\n", debug_color(&state->material.ambient));
969 TRACE("specular %s\n", debug_color(&state->material.specular));
970 TRACE("emissive %s\n", debug_color(&state->material.emissive));
972 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
973 checkGLcall("glMaterialfv(GL_AMBIENT)");
974 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
975 checkGLcall("glMaterialfv(GL_DIFFUSE)");
976 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
977 checkGLcall("glMaterialfv(GL_EMISSION)");
980 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
982 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
983 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
984 struct wined3d_color color;
985 unsigned int i;
987 /* Note the texture color applies to all textures whereas
988 * GL_TEXTURE_ENV_COLOR applies to active only. */
989 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
991 /* And now the default texture color as well */
992 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
994 /* Note the WINED3D_RS value applies to all textures, but GL has one
995 * per texture, so apply it now ready to be used! */
996 wined3d_context_gl_active_texture(context_gl, gl_info, i);
998 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &color.r);
999 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
1003 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
1004 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
1006 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1008 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1009 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1010 GL_EXTCALL(glActiveStencilFaceEXT(face));
1011 checkGLcall("glActiveStencilFaceEXT(...)");
1012 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
1013 checkGLcall("glStencilFunc(...)");
1014 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
1015 checkGLcall("glStencilOp(...)");
1018 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
1020 switch (op)
1022 case WINED3D_STENCIL_OP_KEEP:
1023 return GL_KEEP;
1024 case WINED3D_STENCIL_OP_ZERO:
1025 return GL_ZERO;
1026 case WINED3D_STENCIL_OP_REPLACE:
1027 return GL_REPLACE;
1028 case WINED3D_STENCIL_OP_INCR_SAT:
1029 return GL_INCR;
1030 case WINED3D_STENCIL_OP_DECR_SAT:
1031 return GL_DECR;
1032 case WINED3D_STENCIL_OP_INVERT:
1033 return GL_INVERT;
1034 case WINED3D_STENCIL_OP_INCR:
1035 return GL_INCR_WRAP;
1036 case WINED3D_STENCIL_OP_DECR:
1037 return GL_DECR_WRAP;
1038 default:
1039 if (!op)
1040 WARN("Unrecognized stencil op %#x.\n", op);
1041 else
1042 FIXME("Unrecognized stencil op %#x.\n", op);
1043 return GL_KEEP;
1047 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1049 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1050 DWORD onesided_enable;
1051 DWORD twosided_enable;
1052 GLint func;
1053 GLint func_back;
1054 GLint ref;
1055 GLuint mask;
1056 GLint stencilFail;
1057 GLint stencilFail_back;
1058 GLint stencilPass;
1059 GLint stencilPass_back;
1060 GLint depthFail;
1061 GLint depthFail_back;
1063 /* No stencil test without a stencil buffer. */
1064 if (!state->fb.depth_stencil)
1066 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1067 checkGLcall("glDisable GL_STENCIL_TEST");
1068 return;
1071 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
1072 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
1073 if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
1074 func = GL_ALWAYS;
1075 if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC])))
1076 func_back = GL_ALWAYS;
1077 mask = state->render_states[WINED3D_RS_STENCILMASK];
1078 ref = state->render_states[WINED3D_RS_STENCILREF] & ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
1079 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
1080 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
1081 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
1082 stencilFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILFAIL]);
1083 depthFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILZFAIL]);
1084 stencilPass_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILPASS]);
1086 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
1087 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
1088 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
1089 onesided_enable, twosided_enable, ref, mask,
1090 func, stencilFail, depthFail, stencilPass,
1091 func_back, stencilFail_back, depthFail_back, stencilPass_back);
1093 if (twosided_enable && onesided_enable)
1095 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
1096 checkGLcall("glEnable GL_STENCIL_TEST");
1098 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
1100 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
1101 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
1102 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_back, ref, mask));
1103 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
1104 checkGLcall("setting two sided stencil state");
1106 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
1108 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
1109 * which has an effect on the code below too. If we apply the front face
1110 * afterwards, we are sure that the active stencil face is set to front,
1111 * and other stencil functions which do not use two sided stencil do not have
1112 * to set it back
1114 renderstate_stencil_twosided(context, GL_BACK,
1115 func_back, ref, mask, stencilFail_back, depthFail_back, stencilPass_back);
1116 renderstate_stencil_twosided(context, GL_FRONT,
1117 func, ref, mask, stencilFail, depthFail, stencilPass);
1119 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
1121 GL_EXTCALL(glStencilFuncSeparateATI(func, func_back, ref, mask));
1122 checkGLcall("glStencilFuncSeparateATI(...)");
1123 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
1124 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
1125 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
1126 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
1128 else
1130 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
1133 else if(onesided_enable)
1135 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
1137 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
1138 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1141 /* This code disables the ATI extension as well, since the standard stencil functions are equal
1142 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
1144 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
1145 checkGLcall("glEnable GL_STENCIL_TEST");
1146 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
1147 checkGLcall("glStencilFunc(...)");
1148 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
1149 checkGLcall("glStencilOp(...)");
1151 else
1153 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1154 checkGLcall("glDisable GL_STENCIL_TEST");
1158 static void state_stencilwrite2s_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1160 DWORD mask = state->fb.depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
1161 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1163 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
1164 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1165 gl_info->gl_ops.gl.p_glStencilMask(mask);
1166 checkGLcall("glStencilMask");
1167 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
1168 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1169 gl_info->gl_ops.gl.p_glStencilMask(mask);
1172 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1174 DWORD mask = state->fb.depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
1175 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1177 gl_info->gl_ops.gl.p_glStencilMask(mask);
1178 checkGLcall("glStencilMask");
1181 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1183 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1185 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1187 if (!state->render_states[WINED3D_RS_FOGENABLE])
1188 return;
1190 /* Table fog on: Never use fog coords, and use per-fragment fog */
1191 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
1193 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
1194 if (context->fog_coord)
1196 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1197 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1198 context->fog_coord = FALSE;
1201 /* Range fog is only used with per-vertex fog in d3d */
1202 if (gl_info->supported[NV_FOG_DISTANCE])
1204 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1205 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1207 return;
1210 /* Otherwise use per-vertex fog in any case */
1211 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
1213 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
1215 /* No fog at all, or transformed vertices: Use fog coord */
1216 if (!context->fog_coord)
1218 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1219 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1220 context->fog_coord = TRUE;
1223 else
1225 /* Otherwise, use the fragment depth */
1226 if (context->fog_coord)
1228 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1229 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1230 context->fog_coord = FALSE;
1233 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
1235 if (gl_info->supported[NV_FOG_DISTANCE])
1237 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1238 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1240 else
1242 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1245 else if (gl_info->supported[NV_FOG_DISTANCE])
1247 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1248 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1253 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1255 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1256 float fogstart, fogend;
1258 get_fog_start_end(context, state, &fogstart, &fogend);
1260 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1261 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1262 TRACE("Fog Start == %f\n", fogstart);
1264 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1265 checkGLcall("glFogf(GL_FOG_END, fogend)");
1266 TRACE("Fog End == %f\n", fogend);
1269 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1271 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1272 enum fogsource new_source;
1273 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1274 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1276 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1278 if (!state->render_states[WINED3D_RS_FOGENABLE])
1280 /* No fog? Disable it, and we're done :-) */
1281 gl_info->p_glDisableWINE(GL_FOG);
1282 checkGLcall("glDisable GL_FOG");
1283 return;
1286 /* Fog Rules:
1288 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1289 * It can use the Z value of the vertex, or the alpha component of the specular color.
1290 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1291 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1292 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1294 * FOGTABLEMODE != NONE:
1295 * The Z value is used, with the equation specified, no matter what vertex type.
1297 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1298 * Per vertex fog is calculated using the specified fog equation and the parameters
1300 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1301 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1302 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1305 * Rules for vertex fog with shaders:
1307 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1308 * the fog computation to happen during transformation while openGL expects it to happen
1309 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1310 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1311 * To solve this problem, WineD3D does:
1312 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1313 * shader,
1314 * and 2) disables the fog computation (in either the fixed function or programmable
1315 * rasterizer) if using a vertex program.
1317 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1318 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1319 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1320 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1321 * There are some GL differences between specular fog coords and vertex shaders though.
1323 * With table fog the vertex shader fog coordinate is ignored.
1325 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1326 * without shaders).
1329 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1330 * the system will apply only pixel(=table) fog effects."
1332 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1334 if (use_vs(state))
1336 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1337 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1338 new_source = FOGSOURCE_VS;
1340 else
1342 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1344 /* If processed vertices are used, fall through to the NONE case */
1345 case WINED3D_FOG_EXP:
1346 if (!context->last_was_rhw)
1348 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1349 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1350 new_source = FOGSOURCE_FFP;
1351 break;
1353 /* drop through */
1355 case WINED3D_FOG_EXP2:
1356 if (!context->last_was_rhw)
1358 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1359 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1360 new_source = FOGSOURCE_FFP;
1361 break;
1363 /* drop through */
1365 case WINED3D_FOG_LINEAR:
1366 if (!context->last_was_rhw)
1368 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1369 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1370 new_source = FOGSOURCE_FFP;
1371 break;
1373 /* drop through */
1375 case WINED3D_FOG_NONE:
1376 /* Both are none? According to msdn the alpha channel of
1377 * the specular colour contains a fog factor. Set it in
1378 * draw_primitive_immediate_mode(). Same happens with
1379 * vertex fog on transformed vertices. */
1380 new_source = FOGSOURCE_COORD;
1381 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1382 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1383 break;
1385 default:
1386 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1387 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1388 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1391 } else {
1392 new_source = FOGSOURCE_FFP;
1394 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1396 case WINED3D_FOG_EXP:
1397 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1398 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1399 break;
1401 case WINED3D_FOG_EXP2:
1402 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1403 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1404 break;
1406 case WINED3D_FOG_LINEAR:
1407 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1408 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1409 break;
1411 case WINED3D_FOG_NONE: /* Won't happen */
1412 default:
1413 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1414 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1418 gl_info->p_glEnableWINE(GL_FOG);
1419 checkGLcall("glEnable GL_FOG");
1420 if (new_source != context->fog_source || fogstart == fogend)
1422 context->fog_source = new_source;
1423 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1427 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1429 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1430 struct wined3d_color color;
1432 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1433 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &color.r);
1434 checkGLcall("glFog GL_FOG_COLOR");
1437 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1439 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1440 union {
1441 DWORD d;
1442 float f;
1443 } tmpvalue;
1445 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1446 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1447 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1450 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1452 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1453 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1454 GLenum Parm = 0;
1456 /* Depends on the decoded vertex declaration to read the existence of
1457 * diffuse data. The vertex declaration will call this function if the
1458 * fixed function pipeline is used. */
1459 if (isStateDirty(&context_gl->c, STATE_VDECL))
1460 return;
1462 context_gl->untracked_material_count = 0;
1463 if ((context_gl->c.stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE))
1464 && state->render_states[WINED3D_RS_COLORVERTEX])
1466 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1467 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1468 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1469 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1470 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1472 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1474 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1475 Parm = GL_AMBIENT_AND_DIFFUSE;
1476 else
1477 Parm = GL_DIFFUSE;
1478 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1479 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_EMISSION;
1480 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1481 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1483 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1485 Parm = GL_AMBIENT;
1486 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1487 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_EMISSION;
1488 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1489 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1491 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1493 Parm = GL_EMISSION;
1494 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1495 context_gl->untracked_materials[context_gl->untracked_material_count++] = GL_SPECULAR;
1497 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1499 Parm = GL_SPECULAR;
1503 /* Nothing changed, return. */
1504 if (Parm == context_gl->tracking_parm)
1505 return;
1507 if (!Parm)
1509 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1510 checkGLcall("glDisable GL_COLOR_MATERIAL");
1512 else
1514 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1515 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1516 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1517 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1520 /* Apparently calls to glMaterialfv are ignored for properties we're
1521 * tracking with glColorMaterial, so apply those here. */
1522 switch (context_gl->tracking_parm)
1524 case GL_AMBIENT_AND_DIFFUSE:
1525 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1526 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1527 checkGLcall("glMaterialfv");
1528 break;
1530 case GL_DIFFUSE:
1531 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1532 checkGLcall("glMaterialfv");
1533 break;
1535 case GL_AMBIENT:
1536 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1537 checkGLcall("glMaterialfv");
1538 break;
1540 case GL_EMISSION:
1541 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1542 checkGLcall("glMaterialfv");
1543 break;
1545 case GL_SPECULAR:
1546 /* Only change material color if specular is enabled, otherwise it is set to black */
1547 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1549 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1550 checkGLcall("glMaterialfv");
1552 else
1554 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1555 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1556 checkGLcall("glMaterialfv");
1558 break;
1561 context_gl->tracking_parm = Parm;
1564 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1566 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1567 union
1569 DWORD d;
1570 struct wined3d_line_pattern lp;
1571 } tmppattern;
1572 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1574 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1576 if (tmppattern.lp.repeat_factor)
1578 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1579 checkGLcall("glLineStipple(repeat, linepattern)");
1580 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1581 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1583 else
1585 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1586 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1590 static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1592 static unsigned int once;
1594 if (!once++)
1595 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1598 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1600 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1602 if (isStateDirty(context, STATE_VDECL))
1603 return;
1605 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1606 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1607 * by zero and is not properly defined in opengl, so avoid it
1609 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1610 && (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)))
1612 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1613 checkGLcall("glEnable(GL_NORMALIZE);");
1615 else
1617 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1618 checkGLcall("glDisable(GL_NORMALIZE);");
1622 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1624 float min, max;
1626 get_pointsize_minmax(context, state, &min, &max);
1628 if (min != 1.0f)
1629 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1630 if (max != 64.0f)
1631 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
1634 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1636 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1637 float min, max;
1639 get_pointsize_minmax(context, state, &min, &max);
1641 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
1642 checkGLcall("glPointParameterfEXT(...)");
1643 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
1644 checkGLcall("glPointParameterfEXT(...)");
1647 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1649 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1650 float min, max;
1652 get_pointsize_minmax(context, state, &min, &max);
1654 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
1655 checkGLcall("glPointParameterfARB(...)");
1656 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
1657 checkGLcall("glPointParameterfARB(...)");
1660 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1662 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1663 float att[3];
1664 float pointsize;
1666 get_pointsize(context, state, &pointsize, att);
1668 if (gl_info->supported[ARB_POINT_PARAMETERS])
1670 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1671 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1673 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1675 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1676 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1678 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1680 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1683 gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
1684 checkGLcall("glPointSize(...);");
1687 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1689 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1692 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1694 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1696 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1698 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1699 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1701 else
1703 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1704 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1708 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1710 if (state->render_states[WINED3D_RS_LASTPIXEL])
1712 TRACE("Last Pixel Drawing Enabled\n");
1714 else
1716 static BOOL warned;
1717 if (!warned) {
1718 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1719 warned = TRUE;
1720 } else {
1721 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1726 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1728 static BOOL warned;
1730 /* TODO: NV_POINT_SPRITE */
1731 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1733 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1734 FIXME("Point sprites not supported\n");
1735 warned = TRUE;
1739 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1741 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1743 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1745 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1746 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1748 else
1750 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1751 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1755 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1757 static unsigned int once;
1759 if ((state->render_states[WINED3D_RS_WRAP0]
1760 || state->render_states[WINED3D_RS_WRAP1]
1761 || state->render_states[WINED3D_RS_WRAP2]
1762 || state->render_states[WINED3D_RS_WRAP3]
1763 || state->render_states[WINED3D_RS_WRAP4]
1764 || state->render_states[WINED3D_RS_WRAP5]
1765 || state->render_states[WINED3D_RS_WRAP6]
1766 || state->render_states[WINED3D_RS_WRAP7]
1767 || state->render_states[WINED3D_RS_WRAP8]
1768 || state->render_states[WINED3D_RS_WRAP9]
1769 || state->render_states[WINED3D_RS_WRAP10]
1770 || state->render_states[WINED3D_RS_WRAP11]
1771 || state->render_states[WINED3D_RS_WRAP12]
1772 || state->render_states[WINED3D_RS_WRAP13]
1773 || state->render_states[WINED3D_RS_WRAP14]
1774 || state->render_states[WINED3D_RS_WRAP15])
1775 && !once++)
1776 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1779 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1781 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1782 WARN("Multisample antialiasing not supported by GL.\n");
1785 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1787 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1789 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1791 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1792 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1794 else
1796 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1797 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1801 static void line_antialias(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
1803 if (r && r->desc.line_antialias)
1805 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
1806 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1808 else
1810 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
1811 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1815 static void scissor(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
1817 if (r && r->desc.scissor)
1819 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1820 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1822 else
1824 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1825 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1829 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1830 * OpenGL the bias is specified in units of "the smallest value that is
1831 * guaranteed to produce a resolvable offset for a given implementation". To
1832 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1833 * We try to detect the value from GL with test draws. On most drivers (r300g,
1834 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1835 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1836 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1837 * not depend on the depth buffer precision on any driver.
1839 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1840 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1842 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1843 * doesn't need to be scaled to account for GL vs D3D differences. */
1844 static void depthbias(struct wined3d_context *context, const struct wined3d_state *state)
1846 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1847 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
1848 float scale_bias = r ? r->desc.scale_bias : 0.0f;
1849 union
1851 DWORD d;
1852 float f;
1853 } const_bias;
1855 const_bias.f = r ? r->desc.depth_bias : 0.0f;
1857 if (scale_bias || const_bias.f)
1859 const struct wined3d_rendertarget_view *depth = state->fb.depth_stencil;
1860 float factor, units, scale, clamp;
1862 clamp = r ? r->desc.depth_bias_clamp : 0.0f;
1864 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_DEPTH_BIAS)
1866 factor = units = -(float)const_bias.d;
1868 else
1870 if (depth)
1872 scale = depth->format->depth_bias_scale;
1874 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1875 debug_d3dformat(depth->format->id), scale);
1877 else
1879 /* The context manager will reapply this state on a depth stencil change */
1880 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1881 scale = 0.0f;
1884 factor = scale_bias;
1885 units = const_bias.f * scale;
1888 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1889 if (gl_info->supported[ARB_POLYGON_OFFSET_CLAMP])
1891 gl_info->gl_ops.ext.p_glPolygonOffsetClamp(factor, units, clamp);
1893 else
1895 if (clamp != 0.0f)
1896 WARN("Ignoring depth bias clamp %.8e.\n", clamp);
1897 gl_info->gl_ops.gl.p_glPolygonOffset(factor, units);
1900 else
1902 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1905 checkGLcall("depth bias");
1908 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1910 if (state->render_states[WINED3D_RS_ZVISIBLE])
1911 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1914 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1916 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1917 FIXME("Stippled Alpha not supported yet.\n");
1920 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1922 if (state->render_states[WINED3D_RS_ANTIALIAS])
1923 FIXME("Antialias not supported yet.\n");
1926 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1928 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1929 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1930 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1933 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1935 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1936 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1937 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1940 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1942 union {
1943 DWORD d;
1944 float f;
1945 } tmpvalue;
1946 tmpvalue.f = 1.0f;
1948 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1950 static BOOL displayed = FALSE;
1952 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1953 if(!displayed)
1954 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1956 displayed = TRUE;
1960 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1962 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1963 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1964 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1967 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1969 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1970 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1971 state->render_states[WINED3D_RS_NORMALDEGREE]);
1974 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1976 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1977 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1978 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1981 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1983 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
1984 union
1986 uint32_t d;
1987 float f;
1988 } zmin, zmax;
1990 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1992 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1993 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1995 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1996 * In d3d9 test is not performed in this case*/
1997 if (zmin.f <= zmax.f)
1999 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
2000 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
2001 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
2002 checkGLcall("glDepthBoundsEXT(...)");
2004 else
2006 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
2007 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
2010 else
2012 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
2013 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
2016 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
2019 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2021 if (state->render_states[WINED3D_RS_WRAPU])
2022 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
2025 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2027 if (state->render_states[WINED3D_RS_WRAPV])
2028 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
2031 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2033 if (state->render_states[WINED3D_RS_MONOENABLE])
2034 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
2037 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2039 if (state->render_states[WINED3D_RS_ROP2])
2040 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
2043 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2045 if (state->render_states[WINED3D_RS_PLANEMASK])
2046 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
2049 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2051 if (state->render_states[WINED3D_RS_SUBPIXEL])
2052 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
2055 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2057 if (state->render_states[WINED3D_RS_SUBPIXELX])
2058 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
2061 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2063 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
2064 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
2067 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2069 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
2070 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
2073 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2075 if (state->render_states[WINED3D_RS_ANISOTROPY])
2076 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2079 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2081 if (state->render_states[WINED3D_RS_FLUSHBATCH])
2082 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2085 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2087 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
2088 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2091 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2093 if (state->render_states[WINED3D_RS_EXTENTS])
2094 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2097 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2099 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2100 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2103 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2105 static int once;
2106 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2108 if (!once++)
2109 FIXME("Software vertex processing not implemented.\n");
2113 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2114 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2115 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2116 * flag specifies the complement of the input should be used. */
2117 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2118 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2120 /* Calculate the operand */
2121 if (complement) {
2122 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2123 else *operand = GL_ONE_MINUS_SRC_COLOR;
2124 } else {
2125 if (from_alpha) *operand = GL_SRC_ALPHA;
2126 else *operand = GL_SRC_COLOR;
2129 /* Calculate the source */
2130 switch (arg & WINED3DTA_SELECTMASK) {
2131 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2132 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2133 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2134 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2135 case WINED3DTA_SPECULAR:
2137 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2138 * 'Secondary color' and isn't supported until base GL supports it
2139 * There is no concept of temp registers as far as I can tell
2141 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2142 *source = GL_TEXTURE;
2143 break;
2144 default:
2145 FIXME("Unrecognized texture arg %#x\n", arg);
2146 *source = GL_TEXTURE;
2147 break;
2151 /* Setup the texture operations texture stage states */
2152 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2153 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2155 GLenum src1, src2, src3;
2156 GLenum opr1, opr2, opr3;
2157 GLenum comb_target;
2158 GLenum src0_target, src1_target, src2_target;
2159 GLenum opr0_target, opr1_target, opr2_target;
2160 GLenum scal_target;
2161 GLenum opr=0, invopr, src3_target, opr3_target;
2162 BOOL Handled = FALSE;
2164 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2166 /* Operations usually involve two args, src0 and src1 and are operations
2167 * of the form (a1 <operation> a2). However, some of the more complex
2168 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2169 * Microsoft added in a third parameter called a0. Therefore these are
2170 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2171 * parameter goes to the front.
2173 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2174 * actual functions below, expect their syntax to differ slightly to those
2175 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2176 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2178 if (isAlpha)
2180 comb_target = GL_COMBINE_ALPHA;
2181 src0_target = GL_SOURCE0_ALPHA;
2182 src1_target = GL_SOURCE1_ALPHA;
2183 src2_target = GL_SOURCE2_ALPHA;
2184 opr0_target = GL_OPERAND0_ALPHA;
2185 opr1_target = GL_OPERAND1_ALPHA;
2186 opr2_target = GL_OPERAND2_ALPHA;
2187 scal_target = GL_ALPHA_SCALE;
2189 else
2191 comb_target = GL_COMBINE_RGB;
2192 src0_target = GL_SOURCE0_RGB;
2193 src1_target = GL_SOURCE1_RGB;
2194 src2_target = GL_SOURCE2_RGB;
2195 opr0_target = GL_OPERAND0_RGB;
2196 opr1_target = GL_OPERAND1_RGB;
2197 opr2_target = GL_OPERAND2_RGB;
2198 scal_target = GL_RGB_SCALE;
2201 /* If a texture stage references an invalid texture unit the stage just
2202 * passes through the result from the previous stage */
2203 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2205 arg1 = WINED3DTA_CURRENT;
2206 op = WINED3D_TOP_SELECT_ARG1;
2209 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2211 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2212 } else {
2213 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2215 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2216 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2218 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2220 Handled = TRUE; /* Assume will be handled */
2222 /* Other texture operations require special extensions: */
2223 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2225 if (isAlpha) {
2226 opr = GL_SRC_ALPHA;
2227 invopr = GL_ONE_MINUS_SRC_ALPHA;
2228 src3_target = GL_SOURCE3_ALPHA_NV;
2229 opr3_target = GL_OPERAND3_ALPHA_NV;
2230 } else {
2231 opr = GL_SRC_COLOR;
2232 invopr = GL_ONE_MINUS_SRC_COLOR;
2233 src3_target = GL_SOURCE3_RGB_NV;
2234 opr3_target = GL_OPERAND3_RGB_NV;
2236 switch (op)
2238 case WINED3D_TOP_DISABLE: /* Only for alpha */
2239 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2240 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2241 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2242 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2243 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2244 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2245 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2246 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2247 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2248 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2249 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2250 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2251 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2252 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2253 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2254 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2255 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2256 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2257 break;
2259 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2260 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2261 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2262 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2263 if (op == WINED3D_TOP_SELECT_ARG1)
2265 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2266 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2267 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2268 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2270 else
2272 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2273 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2274 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2275 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
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, GL_ZERO);
2282 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2283 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2284 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2285 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2286 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2287 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2288 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2289 break;
2291 case WINED3D_TOP_MODULATE:
2292 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2293 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2294 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2295 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2296 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2297 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2298 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2299 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2300 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2301 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2302 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2303 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2304 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2305 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2306 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2307 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2308 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2309 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2310 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2311 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2312 break;
2313 case WINED3D_TOP_MODULATE_2X:
2314 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2315 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2316 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2317 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2318 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2319 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2320 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2321 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2322 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2323 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2324 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2325 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2326 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2327 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2328 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2329 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2330 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2331 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2332 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2333 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2334 break;
2335 case WINED3D_TOP_MODULATE_4X:
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2337 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2338 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2339 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2340 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2341 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2342 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2343 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2344 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2345 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2346 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2347 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2348 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2349 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2350 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2351 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2352 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2353 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2354 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2355 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2356 break;
2358 case WINED3D_TOP_ADD:
2359 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2360 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2361 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2362 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2363 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2364 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2365 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2366 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2367 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2368 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2369 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2370 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2371 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2372 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2373 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2374 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2375 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2376 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2377 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2378 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2379 break;
2381 case WINED3D_TOP_ADD_SIGNED:
2382 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2383 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2385 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2386 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2387 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2389 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2391 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2393 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2394 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2395 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2397 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2398 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2399 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2400 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2401 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2402 break;
2404 case WINED3D_TOP_ADD_SIGNED_2X:
2405 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2406 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2407 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2408 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2409 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2410 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2411 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2412 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2413 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2414 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2415 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2416 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2417 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2418 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2419 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2420 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2421 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2422 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2423 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2424 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2425 break;
2427 case WINED3D_TOP_ADD_SMOOTH:
2428 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2429 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2430 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2431 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2432 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2433 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2434 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2435 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2436 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2437 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2438 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2439 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2440 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2441 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2442 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2443 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2444 switch (opr1) {
2445 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2446 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2447 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2448 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2451 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2453 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2454 break;
2456 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2457 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2458 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2459 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2460 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2461 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2462 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2463 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2464 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2465 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2466 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2467 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2468 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2469 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2470 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2471 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2472 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2473 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2474 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2475 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2476 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2477 break;
2478 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2479 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2480 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2481 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2482 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2483 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2484 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2485 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2486 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2487 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2488 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2489 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2490 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2491 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2492 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2493 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2494 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2495 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2496 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2497 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2498 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2499 break;
2500 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2501 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2502 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2503 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2504 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2505 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2506 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2507 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2508 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2509 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2510 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2511 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2512 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2513 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2514 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2515 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2516 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2517 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2518 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2519 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2520 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2521 break;
2522 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2523 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2524 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2525 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2526 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2527 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2528 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2529 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2530 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2531 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2532 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2533 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2534 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2535 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2536 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2537 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2538 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2539 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2540 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2541 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2542 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2543 break;
2544 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2545 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2546 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2547 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2548 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2549 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2550 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2551 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2552 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2553 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2554 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2555 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2556 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2557 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2558 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2559 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2560 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2561 switch (opr) {
2562 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2563 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2565 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2566 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2567 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2568 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2569 break;
2570 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2571 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2572 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2573 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2574 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2575 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2576 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2577 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2578 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2579 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2580 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2581 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2582 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2583 switch (opr1) {
2584 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2585 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2587 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2588 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2589 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2590 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2591 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2592 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2593 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2594 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2595 break;
2596 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2597 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2598 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2599 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2600 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2601 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2602 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2603 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2604 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2605 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2606 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2607 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2608 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2609 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2610 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2611 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2612 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2613 switch (opr1) {
2614 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2615 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2616 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2617 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2619 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2620 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2621 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2622 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2623 break;
2624 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2625 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2626 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2627 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2628 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2629 switch (opr1) {
2630 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2631 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2632 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2633 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2635 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2636 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2637 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2638 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2639 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2640 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2641 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2642 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2643 switch (opr1) {
2644 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2645 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2648 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2649 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2650 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2651 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2652 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2653 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2654 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2655 break;
2656 case WINED3D_TOP_MULTIPLY_ADD:
2657 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2658 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2659 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2660 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2662 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2663 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2664 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2665 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2666 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2667 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2668 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2669 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2670 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2671 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2672 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2673 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2674 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2675 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2676 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2677 break;
2679 case WINED3D_TOP_BUMPENVMAP:
2680 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2681 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2682 Handled = FALSE;
2683 break;
2685 default:
2686 Handled = FALSE;
2688 if (Handled)
2690 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2691 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2693 return;
2695 } /* GL_NV_texture_env_combine4 */
2697 Handled = TRUE; /* Again, assume handled */
2698 switch (op) {
2699 case WINED3D_TOP_DISABLE: /* Only for alpha */
2700 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2701 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2702 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2703 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2704 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2705 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2706 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2707 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2708 break;
2709 case WINED3D_TOP_SELECT_ARG1:
2710 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2711 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2712 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2713 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2714 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2715 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2716 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2717 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2718 break;
2719 case WINED3D_TOP_SELECT_ARG2:
2720 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2721 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2722 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2723 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2724 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2725 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2726 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2727 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2728 break;
2729 case WINED3D_TOP_MODULATE:
2730 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2731 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2732 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2733 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2734 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2735 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2736 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2737 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2738 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2739 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2740 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2741 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2742 break;
2743 case WINED3D_TOP_MODULATE_2X:
2744 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2745 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2746 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2747 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2748 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2749 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2750 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2751 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2752 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2753 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2754 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2755 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2756 break;
2757 case WINED3D_TOP_MODULATE_4X:
2758 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2759 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2760 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2761 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2762 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2763 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2764 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2765 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2766 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2767 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2768 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2769 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2770 break;
2771 case WINED3D_TOP_ADD:
2772 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2773 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2774 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2775 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2776 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2777 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2778 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2779 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2780 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2781 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2782 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2783 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2784 break;
2785 case WINED3D_TOP_ADD_SIGNED:
2786 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2787 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2788 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2789 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2790 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2791 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2792 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2793 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2794 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2795 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2796 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2797 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2798 break;
2799 case WINED3D_TOP_ADD_SIGNED_2X:
2800 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2801 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2802 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2803 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2804 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2805 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2806 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2807 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2808 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2809 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2810 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2811 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2812 break;
2813 case WINED3D_TOP_SUBTRACT:
2814 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2816 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2817 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2818 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2819 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2820 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2821 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2822 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2823 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2824 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2825 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2826 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2827 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2828 } else {
2829 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2831 break;
2833 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2834 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2835 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2836 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2837 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2838 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2839 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2840 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2841 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2842 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2843 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2844 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2845 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2846 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2847 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2848 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2849 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2850 break;
2851 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2852 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2853 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2854 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2855 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2856 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2857 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2858 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2859 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2860 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2861 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2862 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2863 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2864 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2865 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2866 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2867 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2868 break;
2869 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2870 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2871 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2872 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2873 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2874 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2875 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2876 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2877 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2878 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2879 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2880 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2881 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2882 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2883 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2884 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2885 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2886 break;
2887 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2888 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2889 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2890 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2891 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2892 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2893 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2894 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2895 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2896 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2897 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2898 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2899 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2900 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2901 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2902 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2903 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2904 break;
2905 case WINED3D_TOP_DOTPRODUCT3:
2906 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2908 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2909 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2911 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2913 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2914 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2915 } else {
2916 FIXME("This version of opengl does not support GL_DOT3\n");
2918 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2919 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2920 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2921 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2922 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2923 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2924 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2925 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2926 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2927 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2928 break;
2929 case WINED3D_TOP_LERP:
2930 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2931 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2932 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2933 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2934 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2935 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2936 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2937 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2938 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2939 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2940 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2941 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2942 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2943 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2944 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2945 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2946 break;
2947 case WINED3D_TOP_ADD_SMOOTH:
2948 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2950 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2951 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2952 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2953 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2954 switch (opr1) {
2955 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2956 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2957 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2958 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2960 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2961 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2962 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2963 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2964 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2965 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2966 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2967 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2968 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2969 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2970 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2971 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2972 } else
2973 Handled = FALSE;
2974 break;
2975 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2976 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2978 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2979 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2980 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2981 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2982 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2983 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2984 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2985 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2986 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2987 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2988 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2989 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2990 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2991 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2992 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2993 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2994 } else
2995 Handled = FALSE;
2996 break;
2997 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2998 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3000 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3001 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3002 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3003 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3004 switch (opr1) {
3005 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3006 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3007 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3008 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3010 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3011 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3012 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3013 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3014 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
3015 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3016 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3017 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3018 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3019 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3020 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3021 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3022 } else
3023 Handled = FALSE;
3024 break;
3025 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3026 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3028 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3029 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3030 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3031 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3032 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3033 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3034 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3035 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3036 switch (opr1) {
3037 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3038 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3039 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3040 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3042 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3043 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3044 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3045 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3046 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3047 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3048 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3049 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3050 } else
3051 Handled = FALSE;
3052 break;
3053 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3054 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3056 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3057 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3058 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3059 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3060 switch (opr1) {
3061 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3062 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3063 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3064 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3066 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3067 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3068 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3069 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3070 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
3071 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
3072 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3073 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3074 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3075 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3076 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3077 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3078 } else
3079 Handled = FALSE;
3080 break;
3081 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3082 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3084 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3085 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3086 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3087 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3088 switch (opr1) {
3089 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3090 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3091 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3092 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3094 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3095 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3096 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3097 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3098 switch (opr1) {
3099 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3100 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3101 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3102 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3104 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3105 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3106 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3107 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3108 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3109 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3110 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3111 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3112 } else
3113 Handled = FALSE;
3114 break;
3115 case WINED3D_TOP_MULTIPLY_ADD:
3116 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3118 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3119 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3120 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3121 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3122 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3123 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3124 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3125 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3126 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3127 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3128 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3129 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3130 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3131 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3132 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3133 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3134 } else
3135 Handled = FALSE;
3136 break;
3137 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3138 case WINED3D_TOP_BUMPENVMAP:
3139 if (gl_info->supported[NV_TEXTURE_SHADER2])
3141 /* Technically texture shader support without register combiners is possible, but not expected to occur
3142 * on real world cards, so for now a fixme should be enough
3144 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3146 Handled = FALSE;
3147 break;
3149 default:
3150 Handled = FALSE;
3153 if (Handled) {
3154 BOOL combineOK = TRUE;
3155 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3157 DWORD op2;
3159 if (isAlpha)
3160 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3161 else
3162 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3164 /* Note: If COMBINE4 in effect can't go back to combine! */
3165 switch (op2)
3167 case WINED3D_TOP_ADD_SMOOTH:
3168 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3169 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3170 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3171 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3172 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3173 case WINED3D_TOP_MULTIPLY_ADD:
3174 /* Ignore those implemented in both cases */
3175 switch (op)
3177 case WINED3D_TOP_SELECT_ARG1:
3178 case WINED3D_TOP_SELECT_ARG2:
3179 combineOK = FALSE;
3180 Handled = FALSE;
3181 break;
3182 default:
3183 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3184 return;
3189 if (combineOK)
3191 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3192 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3194 return;
3198 /* After all the extensions, if still unhandled, report fixme */
3199 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3203 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3205 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3206 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3207 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3208 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3209 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3211 TRACE("Setting color op for stage %d\n", stage);
3213 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3214 if (use_ps(state)) return;
3216 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3218 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3220 if (tex_used && mapped_stage >= gl_info->limits.textures)
3222 FIXME("Attempt to enable unsupported stage!\n");
3223 return;
3225 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3228 if (stage >= context->lowest_disabled_stage)
3230 TRACE("Stage disabled\n");
3231 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3233 /* Disable everything here */
3234 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3235 checkGLcall("glDisable(GL_TEXTURE_2D)");
3236 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3237 checkGLcall("glDisable(GL_TEXTURE_3D)");
3238 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3240 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3241 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3243 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3245 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3246 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3249 /* All done */
3250 return;
3253 /* The sampler will also activate the correct texture dimensions, so no
3254 * need to do it here if the sampler for this stage is dirty. */
3255 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3256 texture_activate_dimensions(state->textures[stage], gl_info);
3258 set_tex_op(gl_info, state, FALSE, stage,
3259 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3260 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3261 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3262 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3265 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3267 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3268 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3269 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3270 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3271 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3272 DWORD op, arg1, arg2, arg0;
3274 TRACE("Setting alpha op for stage %d\n", stage);
3275 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3276 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3278 if (tex_used && mapped_stage >= gl_info->limits.textures)
3280 FIXME("Attempt to enable unsupported stage!\n");
3281 return;
3283 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3286 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3287 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3288 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3289 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3291 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3293 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[0]);
3294 GLenum texture_dimensions = texture_gl->target;
3296 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3298 if (texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT
3299 && !texture_gl->t.resource.format->alpha_size)
3301 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3302 * properly. On the other hand applications can still use texture combiners apparently. This code
3303 * takes care that apps cannot remove the texture's alpha channel entirely.
3305 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3306 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3307 * and alpha component of diffuse color to draw things like translucent text and perform other
3308 * blending effects.
3310 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3311 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3312 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3313 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3314 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3315 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3316 * fail alpha test). To get around this, blend state is checked: if the app enables alpha blending,
3317 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with
3318 * texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
3320 * What to do with multitexturing? So far no app has been found that uses color keying with
3321 * multitexturing */
3322 if (op == WINED3D_TOP_DISABLE)
3324 arg1 = WINED3DTA_TEXTURE;
3325 op = WINED3D_TOP_SELECT_ARG1;
3327 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3329 if (state->blend_state && state->blend_state->desc.rt[0].enable)
3331 arg2 = WINED3DTA_TEXTURE;
3332 op = WINED3D_TOP_MODULATE;
3334 else arg1 = WINED3DTA_TEXTURE;
3336 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3338 if (state->blend_state && state->blend_state->desc.rt[0].enable)
3340 arg1 = WINED3DTA_TEXTURE;
3341 op = WINED3D_TOP_MODULATE;
3343 else arg2 = WINED3DTA_TEXTURE;
3349 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3350 * this if block here, and the other code(color keying, texture unit selection) are the same
3352 TRACE("Setting alpha op for stage %d\n", stage);
3353 if (gl_info->supported[NV_REGISTER_COMBINERS])
3355 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3356 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3358 else
3360 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3364 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3366 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3367 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3368 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3369 unsigned int mapped_stage = context_gl->tex_unit_map[tex];
3370 struct wined3d_matrix mat;
3372 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3373 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3375 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3376 return;
3379 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3380 if (mapped_stage >= gl_info->limits.textures) return;
3382 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3383 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3384 checkGLcall("glMatrixMode(GL_TEXTURE)");
3386 get_texture_matrix(context, state, mapped_stage, &mat);
3388 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3389 checkGLcall("glLoadMatrixf");
3392 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3394 unsigned int stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3395 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3396 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3397 unsigned int mapped_stage = context_gl->tex_unit_map[stage];
3399 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3400 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3401 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3402 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3404 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3406 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3407 return;
3410 if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], WINED3D_MAX_FRAGMENT_SAMPLERS))
3412 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3413 return;
3415 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3417 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3419 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3420 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3421 * means use the vertex position (camera-space) as the input texture coordinates
3422 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3423 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3424 * to the TEXCOORDINDEX value
3426 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3428 case WINED3DTSS_TCI_PASSTHRU:
3429 /* Use the specified texture coordinates contained within the
3430 * vertex format. This value resolves to zero. */
3431 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3432 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3433 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3434 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3435 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3436 break;
3438 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3439 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3440 * as the input texture coordinates for this stage's texture transformation. This
3441 * equates roughly to EYE_LINEAR */
3443 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3444 gl_info->gl_ops.gl.p_glPushMatrix();
3445 gl_info->gl_ops.gl.p_glLoadIdentity();
3446 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3447 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3448 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3449 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3450 gl_info->gl_ops.gl.p_glPopMatrix();
3451 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3453 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3454 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3455 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3456 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3458 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3459 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3460 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3461 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3463 break;
3465 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3466 /* Note that NV_TEXGEN_REFLECTION support is implied when
3467 * ARB_TEXTURE_CUBE_MAP is supported */
3468 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3470 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3471 break;
3474 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3475 gl_info->gl_ops.gl.p_glPushMatrix();
3476 gl_info->gl_ops.gl.p_glLoadIdentity();
3477 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3478 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3479 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3480 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3481 gl_info->gl_ops.gl.p_glPopMatrix();
3482 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3484 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3485 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3486 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3487 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3489 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3490 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3491 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3492 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3494 break;
3496 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3497 /* Note that NV_TEXGEN_REFLECTION support is implied when
3498 * ARB_TEXTURE_CUBE_MAP is supported */
3499 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3501 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3502 break;
3505 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3506 gl_info->gl_ops.gl.p_glPushMatrix();
3507 gl_info->gl_ops.gl.p_glLoadIdentity();
3508 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3509 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3510 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3511 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3512 gl_info->gl_ops.gl.p_glPopMatrix();
3513 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3515 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3516 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3517 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3518 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3520 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3521 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3522 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3523 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3525 break;
3527 case WINED3DTSS_TCI_SPHEREMAP:
3528 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3529 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3530 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3532 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3533 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3534 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3535 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3537 break;
3539 default:
3540 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3541 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3542 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3543 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3544 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3545 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3546 checkGLcall("Disable texgen.");
3548 break;
3551 /* Update the texture matrix. */
3552 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3553 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3555 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3557 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3558 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3559 * and do all the things linked to it
3560 * TODO: Tidy that up to reload only the arrays of the changed unit
3562 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3564 wined3d_context_gl_unload_tex_coords(context_gl);
3565 wined3d_context_gl_load_tex_coords(context_gl, &context->stream_info, &curVBO, state);
3569 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3571 const DWORD sampler = state_id - STATE_SAMPLER(0);
3572 const struct wined3d_texture *texture = state->textures[sampler];
3574 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3576 if (!texture)
3577 return;
3579 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3580 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3581 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3583 if (sampler < WINED3D_MAX_TEXTURES)
3585 const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3587 if (tex_is_pow2 || (context->lastWasPow2Texture & (1u << sampler)))
3589 if (tex_is_pow2)
3590 context->lastWasPow2Texture |= 1u << sampler;
3591 else
3592 context->lastWasPow2Texture &= ~(1u << sampler);
3594 transform_texture(context, state, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3599 static enum wined3d_texture_address wined3d_texture_gl_address_mode(const struct wined3d_texture_gl *texture_gl,
3600 enum wined3d_texture_address t)
3602 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3604 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3605 return WINED3D_TADDRESS_WRAP;
3608 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3609 if (texture_gl->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
3610 && t == WINED3D_TADDRESS_WRAP))
3611 return WINED3D_TADDRESS_CLAMP;
3613 return t;
3616 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3617 const struct wined3d_context_gl *context_gl, const DWORD *sampler_states,
3618 const struct wined3d_texture_gl *texture_gl)
3620 union
3622 float f;
3623 DWORD d;
3624 } lod_bias;
3626 desc->address_u = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3627 desc->address_v = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3628 desc->address_w = wined3d_texture_gl_address_mode(texture_gl, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3629 wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color,
3630 sampler_states[WINED3D_SAMP_BORDER_COLOR]);
3631 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3632 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3633 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3634 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3635 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3636 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3637 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3638 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3639 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3640 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3641 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3642 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3643 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3644 desc->lod_bias = lod_bias.f;
3645 desc->min_lod = -1000.0f;
3646 desc->max_lod = 1000.0f;
3647 desc->mip_base_level = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
3648 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3649 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3650 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3651 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3652 || (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2))
3653 desc->max_anisotropy = 1;
3654 desc->compare = texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_SHADOW;
3655 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3656 desc->srgb_decode = is_srgb_enabled(sampler_states);
3658 if (!(texture_gl->t.resource.format_flags & WINED3DFMT_FLAG_FILTERING))
3660 desc->mag_filter = WINED3D_TEXF_POINT;
3661 desc->min_filter = WINED3D_TEXF_POINT;
3662 desc->mip_filter = WINED3D_TEXF_NONE;
3665 if (texture_gl->t.flags & WINED3D_TEXTURE_COND_NP2)
3667 desc->mip_filter = WINED3D_TEXF_NONE;
3668 if (context_gl->gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3669 desc->min_filter = WINED3D_TEXF_POINT;
3673 /* Enabling and disabling texture dimensions is done by texture stage state /
3674 * pixel shader setup, this function only has to bind textures and set the per
3675 * texture states. */
3676 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3678 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3679 unsigned int sampler_idx = state_id - STATE_SAMPLER(0);
3680 unsigned int mapped_stage = context_gl->tex_unit_map[sampler_idx];
3681 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3683 TRACE("Sampler %u.\n", sampler_idx);
3685 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3687 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3688 return;
3691 if (mapped_stage >= gl_info->limits.graphics_samplers)
3692 return;
3693 wined3d_context_gl_active_texture(context_gl, gl_info, mapped_stage);
3695 if (state->textures[sampler_idx])
3697 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(state->textures[sampler_idx]);
3698 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3699 struct wined3d_device *device = context->device;
3700 BOOL srgb = is_srgb_enabled(sampler_states);
3701 struct wined3d_sampler_desc desc;
3702 struct wined3d_sampler *sampler;
3703 struct wine_rb_entry *entry;
3705 wined3d_sampler_desc_from_sampler_states(&desc, context_gl, sampler_states, texture_gl);
3707 wined3d_texture_gl_bind(texture_gl, context_gl, srgb);
3709 if ((entry = wine_rb_get(&device->samplers, &desc)))
3711 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3713 else
3715 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &sampler)))
3717 ERR("Failed to create sampler.\n");
3718 return;
3720 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3722 ERR("Failed to insert sampler.\n");
3723 wined3d_sampler_decref(sampler);
3724 return;
3728 wined3d_sampler_gl_bind(wined3d_sampler_gl(sampler), mapped_stage, texture_gl, context_gl);
3730 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3731 if (!(texture_gl->t.flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3732 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3734 else
3736 wined3d_context_gl_bind_texture(context_gl, GL_NONE, 0);
3737 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3739 GL_EXTCALL(glBindSampler(mapped_stage, 0));
3740 checkGLcall("glBindSampler");
3745 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3747 unsigned int i;
3749 if (use_ps(state))
3751 if (!context->last_was_pshader)
3753 /* Former draw without a pixel shader, some samplers may be
3754 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3755 * make sure to enable them. */
3756 for (i = 0; i < WINED3D_MAX_FRAGMENT_SAMPLERS; ++i)
3758 if (!isStateDirty(context, STATE_SAMPLER(i)))
3759 sampler(context, state, STATE_SAMPLER(i));
3761 context->last_was_pshader = TRUE;
3763 else
3765 /* Otherwise all samplers were activated by the code above in
3766 * earlier draws, or by sampler() if a different texture was
3767 * bound. I don't have to do anything. */
3770 else
3772 /* Disabled the pixel shader - color ops weren't applied while it was
3773 * enabled, so re-apply them. */
3774 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3776 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3777 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3779 context->last_was_pshader = FALSE;
3782 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3785 static void state_compute_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3787 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_COMPUTE;
3790 static void state_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3792 enum wined3d_shader_type shader_type = state_id - STATE_SHADER(0);
3793 context->shader_update_mask |= 1u << shader_type;
3796 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3798 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3801 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3803 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3804 struct wined3d_matrix mat;
3806 /* This function is called by transform_view below if the view matrix was changed too
3808 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3809 * does not always update the world matrix, only on a switch between transformed
3810 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3811 * draw, but that should be rather rare and cheaper in total.
3813 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3814 checkGLcall("glMatrixMode");
3816 get_modelview_matrix(context, state, 0, &mat);
3818 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3819 checkGLcall("glLoadMatrixf");
3822 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3824 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3825 UINT index = state_id - STATE_CLIPPLANE(0);
3826 GLdouble plane[4];
3828 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.user_clip_distances)
3829 return;
3831 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3832 gl_info->gl_ops.gl.p_glPushMatrix();
3834 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3835 if (!use_vs(state))
3836 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3837 else
3838 /* With vertex shaders, clip planes are not transformed in Direct3D,
3839 * while in OpenGL they are still transformed by the model view matrix. */
3840 gl_info->gl_ops.gl.p_glLoadIdentity();
3842 plane[0] = state->clip_planes[index].x;
3843 plane[1] = state->clip_planes[index].y;
3844 plane[2] = state->clip_planes[index].z;
3845 plane[3] = state->clip_planes[index].w;
3847 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3848 plane[0], plane[1], plane[2], plane[3]);
3849 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3850 checkGLcall("glClipPlane");
3852 gl_info->gl_ops.gl.p_glPopMatrix();
3855 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3857 unsigned int matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3859 WARN("Unsupported world matrix %u set.\n", matrix);
3862 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3864 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3865 static unsigned int once;
3867 if (f == WINED3D_VBF_DISABLE)
3868 return;
3870 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3871 else WARN("Vertex blend flags %#x not supported.\n", f);
3874 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3876 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3877 const struct wined3d_light_info *light = NULL;
3878 unsigned int k;
3880 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3881 * NOTE: We have to reset the positions even if the light/plane is not currently
3882 * enabled, since the call to enable it will not reset the position.
3883 * NOTE2: Apparently texture transforms do NOT need reapplying
3886 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3887 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3888 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3889 checkGLcall("glLoadMatrixf(...)");
3891 /* Reset lights. TODO: Call light apply func */
3892 for (k = 0; k < gl_info->limits.lights; ++k)
3894 if (!(light = state->light_state.lights[k]))
3895 continue;
3896 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3897 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3898 else
3899 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3900 checkGLcall("glLightfv posn");
3901 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3902 checkGLcall("glLightfv dirn");
3905 /* Reset Clipping Planes */
3906 for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
3908 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3909 clipplane(context, state, STATE_CLIPPLANE(k));
3912 if (context->last_was_rhw)
3914 gl_info->gl_ops.gl.p_glLoadIdentity();
3915 checkGLcall("glLoadIdentity()");
3916 /* No need to update the world matrix, the identity is fine */
3917 return;
3920 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3921 * No need to do it here if the state is scheduled for update. */
3922 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3923 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3926 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3928 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
3929 struct wined3d_matrix projection;
3931 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3932 checkGLcall("glMatrixMode(GL_PROJECTION)");
3934 get_projection_matrix(context, state, &projection);
3935 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
3936 checkGLcall("glLoadMatrixf");
3939 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3941 if (isStateDirty(context, STATE_VDECL))
3942 return;
3943 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state);
3946 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3948 if (isStateDirty(context, STATE_STREAMSRC))
3949 return;
3950 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context), state);
3953 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3955 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
3956 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
3957 BOOL useVertexShaderFunction = use_vs(state);
3958 BOOL updateFog = FALSE;
3959 BOOL transformed;
3960 BOOL wasrhw = context->last_was_rhw;
3961 unsigned int i;
3963 transformed = context->stream_info.position_transformed;
3964 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
3965 updateFog = TRUE;
3967 context->last_was_rhw = transformed;
3969 if (context->stream_info.swizzle_map != context->last_swizzle_map)
3970 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
3972 context->last_swizzle_map = context->stream_info.swizzle_map;
3974 /* Don't have to apply the matrices when vertex shaders are used. When
3975 * vshaders are turned off this function will be called again anyway to
3976 * make sure they're properly set. */
3977 if (!useVertexShaderFunction)
3979 /* TODO: Move this mainly to the viewport state and only apply when
3980 * the vp has changed or transformed / untransformed was switched. */
3981 if (wasrhw != context->last_was_rhw
3982 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
3983 && !isStateDirty(context, STATE_VIEWPORT))
3984 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
3985 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3986 * mode.
3988 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3989 * this check will fail and the matrix not applied again. This is OK because a simple
3990 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3991 * needs of the vertex declaration.
3993 * World and view matrix go into the same gl matrix, so only apply them when neither is
3994 * dirty
3996 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
3997 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3998 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3999 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4000 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4001 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4002 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4004 if (context->last_was_vshader)
4006 updateFog = TRUE;
4008 if (!context->d3d_info->vs_clipping
4009 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4011 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4014 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
4016 clipplane(context, state, STATE_CLIPPLANE(i));
4019 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4020 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4022 else
4024 if (!context->last_was_vshader)
4026 static BOOL warned = FALSE;
4027 if (!context->d3d_info->vs_clipping)
4029 /* Disable all clip planes to get defined results on all drivers. See comment in the
4030 * state_clipping state handler
4032 wined3d_context_gl_enable_clip_distances(context_gl, 0);
4034 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4036 FIXME("Clipping not supported with vertex shaders.\n");
4037 warned = TRUE;
4040 if (wasrhw)
4042 /* Apply the transform matrices when switching from rhw
4043 * drawing to vertex shaders. Vertex shaders themselves do
4044 * not need it, but the matrices are not reapplied
4045 * automatically when switching back from vertex shaders to
4046 * fixed function processing. So make sure we leave the fixed
4047 * function vertex processing states back in a sane state
4048 * before switching to shaders. */
4049 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4050 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4051 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4052 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4054 updateFog = TRUE;
4056 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4057 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4058 * device->vs_clipping is false.
4060 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
4062 clipplane(context, state, STATE_CLIPPLANE(i));
4067 context->last_was_vshader = useVertexShaderFunction;
4068 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
4070 if (updateFog)
4071 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4073 if (!useVertexShaderFunction)
4075 unsigned int i;
4077 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
4079 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4080 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4083 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4084 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4085 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
4089 static void get_viewports(struct wined3d_context *context, const struct wined3d_state *state,
4090 unsigned int viewport_count, struct wined3d_viewport *viewports)
4092 const struct wined3d_rendertarget_view *depth_stencil = state->fb.depth_stencil;
4093 const struct wined3d_rendertarget_view *target = state->fb.render_targets[0];
4094 unsigned int width, height, i;
4096 for (i = 0; i < viewport_count; ++i)
4097 viewports[i] = state->viewports[i];
4099 /* Note: GL uses a lower left origin while DirectX uses upper left. This
4100 * is reversed when using offscreen rendering. */
4101 if (context->render_offscreen)
4102 return;
4104 if (target)
4106 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4108 else if (depth_stencil)
4110 height = depth_stencil->height;
4112 else
4114 FIXME("Could not get the height of render targets.\n");
4115 return;
4118 for (i = 0; i < viewport_count; ++i)
4119 viewports[i].y = height - (viewports[i].y + viewports[i].height);
4122 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4124 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4125 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4126 float min_z, max_z;
4128 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4130 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
4131 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
4133 unsigned int i, reset_count = 0;
4135 get_viewports(context, state, state->viewport_count, vp);
4136 for (i = 0; i < state->viewport_count; ++i)
4138 wined3d_viewport_get_z_range(&vp[i], &min_z, &max_z);
4139 depth_ranges[i * 2] = min_z;
4140 depth_ranges[i * 2 + 1] = max_z;
4142 viewports[i * 4] = vp[i].x;
4143 viewports[i * 4 + 1] = vp[i].y;
4144 viewports[i * 4 + 2] = vp[i].width;
4145 viewports[i * 4 + 3] = vp[i].height;
4148 if (context->viewport_count > state->viewport_count)
4149 reset_count = context->viewport_count - state->viewport_count;
4151 if (reset_count)
4153 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4154 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4157 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4158 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4159 context->viewport_count = state->viewport_count;
4161 else
4163 get_viewports(context, state, 1, vp);
4164 wined3d_viewport_get_z_range(&vp[0], &min_z, &max_z);
4165 gl_info->gl_ops.gl.p_glDepthRange(min_z, max_z);
4166 gl_info->gl_ops.gl.p_glViewport(vp[0].x, vp[0].y, vp[0].width, vp[0].height);
4168 checkGLcall("setting clip space and viewport");
4171 static void viewport_miscpart_cc(struct wined3d_context *context,
4172 const struct wined3d_state *state, DWORD state_id)
4174 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4175 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4176 float pixel_center_offset = context->d3d_info->wined3d_creation_flags
4177 & WINED3D_PIXEL_CENTER_INTEGER ? 63.0f / 128.0f : -1.0f / 128.0f;
4178 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4179 GLdouble depth_ranges[2 * WINED3D_MAX_VIEWPORTS];
4180 GLfloat viewports[4 * WINED3D_MAX_VIEWPORTS];
4181 unsigned int i, reset_count = 0;
4182 float min_z, max_z;
4184 get_viewports(context, state, state->viewport_count, vp);
4186 GL_EXTCALL(glClipControl(context->render_offscreen ? GL_UPPER_LEFT : GL_LOWER_LEFT, GL_ZERO_TO_ONE));
4188 for (i = 0; i < state->viewport_count; ++i)
4190 wined3d_viewport_get_z_range(&vp[i], &min_z, &max_z);
4191 depth_ranges[i * 2] = min_z;
4192 depth_ranges[i * 2 + 1] = max_z;
4194 viewports[i * 4] = vp[i].x + pixel_center_offset;
4195 viewports[i * 4 + 1] = vp[i].y + pixel_center_offset;
4196 viewports[i * 4 + 2] = vp[i].width;
4197 viewports[i * 4 + 3] = vp[i].height;
4200 if (context->viewport_count > state->viewport_count)
4201 reset_count = context->viewport_count - state->viewport_count;
4203 if (reset_count)
4205 memset(&depth_ranges[state->viewport_count * 2], 0, reset_count * 2 * sizeof(*depth_ranges));
4206 memset(&viewports[state->viewport_count * 4], 0, reset_count * 4 * sizeof(*viewports));
4209 GL_EXTCALL(glDepthRangeArrayv(0, state->viewport_count + reset_count, depth_ranges));
4210 GL_EXTCALL(glViewportArrayv(0, state->viewport_count + reset_count, viewports));
4211 context->viewport_count = state->viewport_count;
4213 checkGLcall("setting clip space and viewport");
4216 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4218 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4219 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4220 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4221 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4222 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4223 /* Update the position fixup. */
4224 context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
4227 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4229 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4230 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4231 const struct wined3d_light_info *lightInfo = state->light_state.lights[Index];
4233 if (!lightInfo)
4235 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4236 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4238 else
4240 float quad_att;
4242 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4243 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4244 gl_info->gl_ops.gl.p_glPushMatrix();
4245 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4247 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, &lightInfo->OriginalParms.diffuse.r);
4248 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, &lightInfo->OriginalParms.specular.r);
4249 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, &lightInfo->OriginalParms.ambient.r);
4250 checkGLcall("glLightfv");
4252 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4253 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4254 else
4255 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4257 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4258 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4259 * Attenuation0 to NaN and crashes in the gl lib
4262 switch (lightInfo->OriginalParms.type)
4264 case WINED3D_LIGHT_POINT:
4265 /* Position */
4266 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4267 checkGLcall("glLightfv");
4268 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4269 checkGLcall("glLightf");
4270 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4271 lightInfo->OriginalParms.attenuation0);
4272 checkGLcall("glLightf");
4273 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4274 lightInfo->OriginalParms.attenuation1);
4275 checkGLcall("glLightf");
4276 if (quad_att < lightInfo->OriginalParms.attenuation2)
4277 quad_att = lightInfo->OriginalParms.attenuation2;
4278 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4279 checkGLcall("glLightf");
4280 /* FIXME: Range */
4281 break;
4283 case WINED3D_LIGHT_SPOT:
4284 /* Position */
4285 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4286 checkGLcall("glLightfv");
4287 /* Direction */
4288 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4289 checkGLcall("glLightfv");
4290 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4291 checkGLcall("glLightf");
4292 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4293 checkGLcall("glLightf");
4294 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4295 lightInfo->OriginalParms.attenuation0);
4296 checkGLcall("glLightf");
4297 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4298 lightInfo->OriginalParms.attenuation1);
4299 checkGLcall("glLightf");
4300 if (quad_att < lightInfo->OriginalParms.attenuation2)
4301 quad_att = lightInfo->OriginalParms.attenuation2;
4302 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4303 checkGLcall("glLightf");
4304 /* FIXME: Range */
4305 break;
4307 case WINED3D_LIGHT_DIRECTIONAL:
4308 /* Direction */
4309 /* Note GL uses w position of 0 for direction! */
4310 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4311 checkGLcall("glLightfv");
4312 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4313 checkGLcall("glLightf");
4314 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4315 checkGLcall("glLightf");
4316 break;
4318 default:
4319 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4322 /* Restore the modelview matrix */
4323 gl_info->gl_ops.gl.p_glPopMatrix();
4325 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4326 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4330 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4332 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4333 unsigned int height = 0;
4334 const RECT *r;
4336 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4337 * so our viewport correction does not apply. Warning2: Even in windowed
4338 * mode the coords are relative to the window, not the screen. */
4340 if (!context->render_offscreen)
4342 const struct wined3d_rendertarget_view *target = state->fb.render_targets[0];
4343 unsigned int width;
4345 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4348 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4350 GLint sr[4 * WINED3D_MAX_VIEWPORTS];
4351 unsigned int i, reset_count = 0;
4353 for (i = 0; i < state->scissor_rect_count; ++i)
4355 r = &state->scissor_rects[i];
4357 sr[i * 4] = r->left;
4358 sr[i * 4 + 1] = height ? height - r->top : r->top;
4359 sr[i * 4 + 2] = r->right - r->left;
4360 sr[i * 4 + 3] = r->bottom - r->top;
4363 if (context->scissor_rect_count > state->scissor_rect_count)
4364 reset_count = context->scissor_rect_count - state->scissor_rect_count;
4366 if (reset_count)
4367 memset(&sr[state->scissor_rect_count * 4], 0, reset_count * 4 * sizeof(GLint));
4369 GL_EXTCALL(glScissorArrayv(0, state->scissor_rect_count + reset_count, sr));
4370 checkGLcall("glScissorArrayv");
4371 context->scissor_rect_count = state->scissor_rect_count;
4373 else
4375 r = &state->scissor_rects[0];
4376 gl_info->gl_ops.gl.p_glScissor(r->left, height ? height - r->top : r->top,
4377 r->right - r->left, r->bottom - r->top);
4378 checkGLcall("glScissor");
4382 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4384 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4385 const struct wined3d_stream_info *stream_info = &context->stream_info;
4386 const struct wined3d_buffer *ib = state->index_buffer;
4388 if (!ib || !stream_info->all_vbo)
4389 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4390 else
4391 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wined3d_buffer_gl_const(ib)->bo.id));
4394 static void depth_clip(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
4396 if (!gl_info->supported[ARB_DEPTH_CLAMP])
4398 if (r && !r->desc.depth_clip)
4399 FIXME("Depth clamp not supported by this GL implementation.\n");
4400 return;
4403 if (r && !r->desc.depth_clip)
4404 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_CLAMP);
4405 else
4406 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_CLAMP);
4407 checkGLcall("depth clip");
4410 static void rasterizer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4412 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4413 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
4414 GLenum mode;
4416 mode = r && r->desc.front_ccw ? GL_CCW : GL_CW;
4417 if (context->render_offscreen)
4418 mode = (mode == GL_CW) ? GL_CCW : GL_CW;
4420 gl_info->gl_ops.gl.p_glFrontFace(mode);
4421 checkGLcall("glFrontFace");
4422 depthbias(context, state);
4423 fillmode(r, gl_info);
4424 cullmode(r, gl_info);
4425 depth_clip(r, gl_info);
4426 scissor(r, gl_info);
4427 line_antialias(r, gl_info);
4430 static void rasterizer_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4432 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4433 const struct wined3d_rasterizer_state *r = state->rasterizer_state;
4434 GLenum mode;
4436 mode = r && r->desc.front_ccw ? GL_CCW : GL_CW;
4438 gl_info->gl_ops.gl.p_glFrontFace(mode);
4439 checkGLcall("glFrontFace");
4440 depthbias(context, state);
4441 fillmode(r, gl_info);
4442 cullmode(r, gl_info);
4443 depth_clip(r, gl_info);
4444 scissor(r, gl_info);
4445 line_antialias(r, gl_info);
4448 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4450 static BOOL warned;
4452 if (!warned)
4454 WARN("Point sprite coordinate origin switching not supported.\n");
4455 warned = TRUE;
4459 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4461 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4462 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4464 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4465 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4468 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4470 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4472 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4474 if (needs_srgb_write(context->d3d_info, state, &state->fb))
4475 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4476 else
4477 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4480 static void state_cb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4482 const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
4483 enum wined3d_shader_type shader_type;
4484 struct wined3d_buffer *buffer;
4485 unsigned int i, base, count;
4487 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4489 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id))
4490 shader_type = state_id - STATE_GRAPHICS_CONSTANT_BUFFER(0);
4491 else
4492 shader_type = WINED3D_SHADER_TYPE_COMPUTE;
4494 wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
4495 for (i = 0; i < count; ++i)
4497 buffer = state->cb[shader_type][i];
4498 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? wined3d_buffer_gl(buffer)->bo.id : 0));
4500 checkGLcall("bind constant buffers");
4503 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4505 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4507 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4510 static void state_shader_resource_binding(struct wined3d_context *context,
4511 const struct wined3d_state *state, DWORD state_id)
4513 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4515 context->update_shader_resource_bindings = 1;
4518 static void state_cs_resource_binding(struct wined3d_context *context,
4519 const struct wined3d_state *state, DWORD state_id)
4521 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4522 context->update_compute_shader_resource_bindings = 1;
4525 static void state_uav_binding(struct wined3d_context *context,
4526 const struct wined3d_state *state, DWORD state_id)
4528 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4529 context->update_unordered_access_view_bindings = 1;
4532 static void state_cs_uav_binding(struct wined3d_context *context,
4533 const struct wined3d_state *state, DWORD state_id)
4535 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4536 context->update_compute_unordered_access_view_bindings = 1;
4539 static void state_uav_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4541 WARN("ARB_image_load_store is not supported by OpenGL implementation.\n");
4544 static void state_so(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4546 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
4547 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
4548 struct wined3d_buffer *buffer;
4549 unsigned int offset, size, i;
4551 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4553 wined3d_context_gl_end_transform_feedback(context_gl);
4555 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
4557 if (!(buffer = state->stream_output[i].buffer))
4559 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, i, 0));
4560 continue;
4563 offset = state->stream_output[i].offset;
4564 if (offset == ~0u)
4566 FIXME("Appending to stream output buffers not implemented.\n");
4567 offset = 0;
4569 size = buffer->resource.size - offset;
4570 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, i, wined3d_buffer_gl(buffer)->bo.id, offset, size));
4572 checkGLcall("bind transform feedback buffers");
4575 static void state_so_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4577 WARN("Transform feedback not supported.\n");
4580 const struct wined3d_state_entry_template misc_state_template_gl[] =
4582 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4583 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4584 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4585 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4586 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4587 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4588 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4589 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
4590 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4591 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4592 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4593 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4594 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
4595 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_binding }, ARB_SHADER_IMAGE_LOAD_STORE },
4596 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4597 { STATE_COMPUTE_SHADER_RESOURCE_BINDING, { STATE_COMPUTE_SHADER_RESOURCE_BINDING, state_cs_resource_binding}, WINED3D_GL_EXT_NONE },
4598 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_cs_uav_binding}, ARB_SHADER_IMAGE_LOAD_STORE },
4599 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4600 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so, }, WINED3D_GL_VERSION_3_2 },
4601 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so_warn, }, WINED3D_GL_EXT_NONE },
4602 { STATE_BLEND, { STATE_BLEND, blend_dbb }, ARB_DRAW_BUFFERS_BLEND },
4603 { STATE_BLEND, { STATE_BLEND, blend_db2 }, EXT_DRAW_BUFFERS2 },
4604 { STATE_BLEND, { STATE_BLEND, blend }, WINED3D_GL_EXT_NONE },
4605 { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor }, EXT_BLEND_COLOR },
4606 { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor_w}, WINED3D_GL_EXT_NONE },
4607 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4608 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4609 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer_cc }, ARB_CLIP_CONTROL },
4610 { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer }, WINED3D_GL_EXT_NONE },
4611 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4612 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL },
4613 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4614 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4616 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4617 * vshader loadings are untied from each other
4619 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4620 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4621 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4622 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4623 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4624 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4625 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4626 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4627 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4628 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4629 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4630 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4631 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4632 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4633 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4634 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4635 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4636 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4637 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4638 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4639 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4640 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4641 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4642 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4643 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4644 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4645 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4646 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4647 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4648 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4649 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4650 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4651 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4652 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4653 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4654 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4655 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4656 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4657 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4658 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4659 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4660 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4661 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4662 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4663 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4664 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4665 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4666 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4668 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart_cc}, ARB_CLIP_CONTROL },
4669 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4670 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4671 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4672 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4673 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE },
4674 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4675 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4676 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4677 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
4678 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
4679 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4680 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4681 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4682 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwriteenable }, WINED3D_GL_EXT_NONE },
4683 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4684 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4685 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4686 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4687 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4688 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4689 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4690 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4691 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4692 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4693 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
4694 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4695 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4696 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4697 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4698 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4699 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4700 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4701 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s_ext}, EXT_STENCIL_TWO_SIDE },
4702 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4703 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4704 { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4705 { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4706 { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4707 { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4708 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
4709 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4710 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4711 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4712 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4713 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4714 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4715 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4716 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4717 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4718 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4719 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4720 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4721 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4722 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4723 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
4724 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
4725 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
4726 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
4727 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
4728 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
4729 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
4730 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
4731 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4732 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4733 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4734 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4735 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4736 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
4737 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
4738 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
4739 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
4740 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
4741 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
4742 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
4743 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
4744 /* Samplers */
4745 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
4746 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
4747 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
4748 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
4749 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
4750 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
4751 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
4752 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
4753 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
4754 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
4755 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
4756 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
4757 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
4758 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
4759 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
4760 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
4761 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
4762 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
4763 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
4764 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
4765 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
4766 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
4767 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
4768 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
4769 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), state_shader }, WINED3D_GL_EXT_NONE },
4770 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), state_shader }, WINED3D_GL_EXT_NONE },
4771 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_shader }, WINED3D_GL_EXT_NONE },
4772 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), state_compute_shader}, WINED3D_GL_EXT_NONE },
4773 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
4776 static const struct wined3d_state_entry_template vp_ffp_states[] =
4778 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
4779 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
4780 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
4781 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
4782 /* Clip planes */
4783 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
4784 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
4785 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
4786 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
4787 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
4788 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
4789 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
4790 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
4791 /* Lights */
4792 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
4793 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
4794 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
4795 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
4796 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
4797 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
4798 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
4799 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
4800 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
4801 /* Viewport */
4802 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
4803 /* Transform states follow */
4804 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
4805 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
4806 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4807 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4808 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4809 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4810 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4811 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4812 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4813 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
4814 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
4815 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
4816 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
4817 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
4818 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
4819 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
4820 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
4821 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
4822 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
4823 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
4824 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
4825 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
4826 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
4827 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
4828 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
4829 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
4830 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
4831 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
4832 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
4833 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
4834 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
4835 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
4836 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
4837 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
4838 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
4839 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
4840 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
4841 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
4842 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
4843 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
4844 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
4845 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
4846 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
4847 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
4848 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
4849 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
4850 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
4851 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
4852 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
4853 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
4854 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
4855 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
4856 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
4857 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
4858 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
4859 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
4860 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
4861 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
4862 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
4863 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
4864 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
4865 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
4866 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
4867 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
4868 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
4869 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
4870 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
4871 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
4872 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
4873 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
4874 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
4875 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
4876 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
4877 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
4878 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
4879 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
4880 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
4881 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
4882 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
4883 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
4884 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
4885 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
4886 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
4887 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
4888 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
4889 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
4890 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
4891 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
4892 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
4893 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
4894 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
4895 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
4896 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
4897 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
4898 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
4899 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
4900 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
4901 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
4902 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
4903 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
4904 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
4905 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
4906 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
4907 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
4908 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
4909 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
4910 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
4911 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
4912 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
4913 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
4914 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
4915 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
4916 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
4917 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
4918 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
4919 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
4920 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
4921 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
4922 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
4923 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
4924 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
4925 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
4926 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
4927 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
4928 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
4929 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
4930 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
4931 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
4932 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
4933 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
4934 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
4935 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
4936 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
4937 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
4938 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
4939 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
4940 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
4941 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
4942 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
4943 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
4944 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
4945 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
4946 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
4947 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
4948 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
4949 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
4950 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
4951 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
4952 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
4953 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
4954 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
4955 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
4956 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
4957 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
4958 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
4959 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
4960 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
4961 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
4962 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
4963 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
4964 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
4965 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
4966 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
4967 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
4968 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
4969 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
4970 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
4971 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
4972 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
4973 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
4974 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
4975 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
4976 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
4977 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
4978 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
4979 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
4980 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
4981 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
4982 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
4983 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
4984 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
4985 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
4986 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
4987 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
4988 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
4989 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
4990 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
4991 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
4992 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
4993 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
4994 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
4995 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
4996 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
4997 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
4998 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
4999 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5000 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5001 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5002 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5003 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5004 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5005 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5006 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5007 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5008 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5009 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5010 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5011 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5012 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5013 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5014 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5015 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5016 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5017 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5018 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5019 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5020 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5021 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5022 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5023 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5024 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5025 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5026 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5027 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5028 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5029 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5030 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5031 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5032 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5033 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5034 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5035 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5036 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5037 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5038 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5039 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5040 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5041 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5042 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5043 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5044 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5045 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5046 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5047 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5048 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5049 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5050 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5051 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5052 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5053 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5054 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5055 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5056 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5057 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5058 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5059 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5060 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5061 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5062 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5063 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5064 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5065 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5066 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5067 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5068 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5069 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5070 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5071 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5072 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5073 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5074 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5075 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5076 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5077 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5078 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5079 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5080 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5081 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5082 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5083 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5084 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5085 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5086 /* Fog */
5087 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5088 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5089 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5090 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5091 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5092 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5093 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5094 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5095 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5096 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5097 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5098 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5099 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5101 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5103 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5104 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5105 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5106 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5107 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5108 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5109 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5110 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5111 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5112 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5113 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5114 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5115 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5116 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5117 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5119 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5120 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5121 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5123 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5124 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5125 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5126 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5127 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5128 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5129 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5130 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5131 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5132 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5133 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5134 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5135 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5136 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5137 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5138 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5139 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5140 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5141 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5142 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5143 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5144 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5145 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5146 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5147 { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5148 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5151 static const struct wined3d_state_entry_template ffp_fragmentstate_template[] = {
5152 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5153 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5154 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5155 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5156 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5157 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5158 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5159 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5160 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5161 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5162 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5163 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5164 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5165 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5166 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5167 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5168 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5169 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5170 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5171 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5172 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5173 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5174 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5175 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5176 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5177 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5178 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5179 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5180 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5181 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5182 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5183 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5184 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5185 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5186 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5187 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5188 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5189 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5190 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5191 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5192 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5193 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5194 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5195 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5196 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5197 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5198 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5199 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5200 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5201 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5202 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5203 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5204 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5205 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5206 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5207 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5208 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5209 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5210 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5211 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5212 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5213 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5214 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5215 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5216 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5217 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5218 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5219 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5220 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5221 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5222 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5223 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5224 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5225 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5226 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5227 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5228 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5229 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5230 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5231 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5232 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5233 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5234 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5235 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5236 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5237 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5238 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5239 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5240 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5241 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5242 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5243 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5244 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5245 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5246 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5247 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5248 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5249 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5250 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5251 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5252 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5253 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5254 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5255 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5256 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5259 /* Context activation is done by the caller. */
5260 static void ffp_pipe_enable(const struct wined3d_context *context, BOOL enable) {}
5262 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5264 return shader_priv;
5267 static void ffp_free(struct wined3d_device *device, struct wined3d_context *context) {}
5269 static void vp_ffp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
5271 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5273 caps->xyzrhw = FALSE;
5274 caps->ffp_generic_attributes = FALSE;
5275 caps->max_active_lights = gl_info->limits.lights;
5276 caps->max_vertex_blend_matrices = 1;
5277 caps->max_vertex_blend_matrix_index = 0;
5278 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5279 | WINED3DVTXPCAPS_MATERIALSOURCE7
5280 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5281 | WINED3DVTXPCAPS_LOCALVIEWER
5282 | WINED3DVTXPCAPS_VERTEXFOG
5283 | WINED3DVTXPCAPS_TEXGEN
5284 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5285 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5286 caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
5287 caps->raster_caps = 0;
5288 if (gl_info->supported[NV_FOG_DISTANCE])
5289 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5292 static DWORD vp_ffp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5294 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5297 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5299 ffp_pipe_enable,
5300 vp_ffp_get_caps,
5301 vp_ffp_get_emul_mask,
5302 ffp_alloc,
5303 ffp_free,
5304 vp_ffp_states,
5307 static void ffp_fragment_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5309 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5311 caps->wined3d_caps = 0;
5312 caps->PrimitiveMiscCaps = 0;
5313 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5314 | WINED3DTEXOPCAPS_ADDSIGNED
5315 | WINED3DTEXOPCAPS_ADDSIGNED2X
5316 | WINED3DTEXOPCAPS_MODULATE
5317 | WINED3DTEXOPCAPS_MODULATE2X
5318 | WINED3DTEXOPCAPS_MODULATE4X
5319 | WINED3DTEXOPCAPS_SELECTARG1
5320 | WINED3DTEXOPCAPS_SELECTARG2
5321 | WINED3DTEXOPCAPS_DISABLE;
5323 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5324 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5325 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5327 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5328 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5329 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5330 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5331 | WINED3DTEXOPCAPS_LERP
5332 | WINED3DTEXOPCAPS_SUBTRACT;
5334 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5335 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5337 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5338 | WINED3DTEXOPCAPS_MULTIPLYADD
5339 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5340 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5341 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5343 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5344 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5346 caps->MaxTextureBlendStages = gl_info->limits.textures;
5347 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5350 static DWORD ffp_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
5352 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5355 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5357 /* We only support identity conversions. */
5358 return is_identity_fixup(fixup);
5361 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5363 return TRUE;
5366 static void ffp_none_context_free(struct wined3d_context *context)
5370 const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline =
5372 ffp_pipe_enable,
5373 ffp_fragment_get_caps,
5374 ffp_fragment_get_emul_mask,
5375 ffp_alloc,
5376 ffp_free,
5377 ffp_none_context_alloc,
5378 ffp_none_context_free,
5379 ffp_color_fixup_supported,
5380 ffp_fragmentstate_template,
5383 static void none_pipe_enable(const struct wined3d_context *context, BOOL enable) {}
5385 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5387 return shader_priv;
5390 static void none_free(struct wined3d_device *device, struct wined3d_context *context) {}
5392 static void vp_none_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
5394 memset(caps, 0, sizeof(*caps));
5397 static DWORD vp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5399 return 0;
5402 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5404 none_pipe_enable,
5405 vp_none_get_caps,
5406 vp_none_get_emul_mask,
5407 none_alloc,
5408 none_free,
5409 NULL,
5412 static void fp_none_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
5414 memset(caps, 0, sizeof(*caps));
5417 static DWORD fp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5419 return 0;
5422 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5424 return is_identity_fixup(fixup);
5427 const struct wined3d_fragment_pipe_ops none_fragment_pipe =
5429 none_pipe_enable,
5430 fp_none_get_caps,
5431 fp_none_get_emul_mask,
5432 none_alloc,
5433 none_free,
5434 ffp_none_context_alloc,
5435 ffp_none_context_free,
5436 fp_none_color_fixup_supported,
5437 NULL,
5440 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5442 unsigned int i;
5443 for(i = 0; funcs[i]; i++);
5444 return i;
5447 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5449 context->device->multistate_funcs[state_id][0](context, state, state_id);
5450 context->device->multistate_funcs[state_id][1](context, state, state_id);
5453 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5455 context->device->multistate_funcs[state_id][0](context, state, state_id);
5456 context->device->multistate_funcs[state_id][1](context, state, state_id);
5457 context->device->multistate_funcs[state_id][2](context, state, state_id);
5460 static void prune_invalid_states(struct wined3d_state_entry *state_table, const struct wined3d_d3d_info *d3d_info)
5462 unsigned int start, last, i;
5464 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5465 last = STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5466 for (i = start; i <= last; ++i)
5468 state_table[i].representative = 0;
5469 state_table[i].apply = state_undefined;
5472 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5473 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + WINED3D_MAX_TEXTURES - 1);
5474 for (i = start; i <= last; ++i)
5476 state_table[i].representative = 0;
5477 state_table[i].apply = state_undefined;
5480 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
5481 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5482 for (i = start; i <= last; ++i)
5484 state_table[i].representative = 0;
5485 state_table[i].apply = state_undefined;
5489 static void validate_state_table(struct wined3d_state_entry *state_table)
5491 static const struct
5493 DWORD first;
5494 DWORD last;
5496 rs_holes[] =
5498 { 1, 1},
5499 { 3, 3},
5500 { 8, 8},
5501 { 17, 22},
5502 { 27, 27},
5503 { 40, 40},
5504 { 42, 45},
5505 { 47, 47},
5506 { 61, 127},
5507 {149, 150},
5508 {168, 169},
5509 {171, 171},
5510 {174, 177},
5511 {190, 193},
5512 {195, 197},
5513 {206, 209},
5514 { 0, 0},
5516 static const DWORD simple_states[] =
5518 STATE_MATERIAL,
5519 STATE_VDECL,
5520 STATE_STREAMSRC,
5521 STATE_INDEXBUFFER,
5522 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5523 STATE_SHADER(WINED3D_SHADER_TYPE_HULL),
5524 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN),
5525 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5526 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5527 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE),
5528 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
5529 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL),
5530 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN),
5531 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
5532 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
5533 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE),
5534 STATE_COMPUTE_SHADER_RESOURCE_BINDING,
5535 STATE_GRAPHICS_SHADER_RESOURCE_BINDING,
5536 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING,
5537 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING,
5538 STATE_VIEWPORT,
5539 STATE_LIGHT_TYPE,
5540 STATE_SCISSORRECT,
5541 STATE_RASTERIZER,
5542 STATE_POINTSPRITECOORDORIGIN,
5543 STATE_BASEVERTEXINDEX,
5544 STATE_FRAMEBUFFER,
5545 STATE_POINT_ENABLE,
5546 STATE_COLOR_KEY,
5547 STATE_BLEND,
5548 STATE_BLEND_FACTOR,
5550 unsigned int i, current;
5552 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5554 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5556 if (!state_table[i].representative)
5557 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5559 else if (state_table[i].representative)
5560 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5562 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5565 for (i = 0; i < ARRAY_SIZE(simple_states); ++i)
5567 if (!state_table[simple_states[i]].representative)
5568 ERR("State %s (%#x) should have a representative.\n",
5569 debug_d3dstate(simple_states[i]), simple_states[i]);
5572 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5574 DWORD rep = state_table[i].representative;
5575 if (rep)
5577 if (state_table[rep].representative != rep)
5579 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5580 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5581 state_table[i].representative = 0;
5584 if (rep != i)
5586 if (state_table[i].apply)
5587 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5589 else if (!state_table[i].apply)
5591 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5597 HRESULT compile_state_table(struct wined3d_state_entry *state_table, APPLYSTATEFUNC **dev_multistate_funcs,
5598 const struct wined3d_d3d_info *d3d_info, const BOOL *supported_extensions,
5599 const struct wined3d_vertex_pipe_ops *vertex, const struct wined3d_fragment_pipe_ops *fragment,
5600 const struct wined3d_state_entry_template *misc)
5602 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5603 const struct wined3d_state_entry_template *cur;
5604 unsigned int i, type, handlers;
5605 BOOL set[STATE_HIGHEST + 1];
5607 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5609 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5611 state_table[i].representative = 0;
5612 state_table[i].apply = state_undefined;
5615 for (type = 0; type < 3; ++type)
5617 /* This switch decides the order in which the states are applied */
5618 switch (type)
5620 case 0: cur = misc; break;
5621 case 1: cur = fragment->states; break;
5622 case 2: cur = vertex->vp_states; break;
5623 default: cur = NULL; /* Stupid compiler */
5625 if (!cur) continue;
5627 /* GL extension filtering should not prevent multiple handlers being applied from different
5628 * pipeline parts
5630 memset(set, 0, sizeof(set));
5632 for (i = 0; cur[i].state; ++i)
5634 APPLYSTATEFUNC *funcs_array;
5636 /* Only use the first matching state with the available extension from one template.
5637 * e.g.
5638 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5639 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5641 * if GL_XYZ_fancy is supported, ignore the 2nd line
5643 if (set[cur[i].state]) continue;
5644 /* Skip state lines depending on unsupported extensions */
5645 if (!supported_extensions[cur[i].extension]) continue;
5646 set[cur[i].state] = TRUE;
5647 /* In some cases having an extension means that nothing has to be
5648 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5649 * supported, the texture coordinate fixup can be ignored. If the
5650 * apply function is used, mark the state set(done above) to prevent
5651 * applying later lines, but do not record anything in the state
5652 * table
5654 if (!cur[i].content.representative) continue;
5656 handlers = num_handlers(multistate_funcs[cur[i].state]);
5657 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5658 switch (handlers)
5660 case 0:
5661 state_table[cur[i].state].apply = cur[i].content.apply;
5662 break;
5663 case 1:
5664 state_table[cur[i].state].apply = multistate_apply_2;
5665 if (!(dev_multistate_funcs[cur[i].state] = heap_calloc(2, sizeof(**dev_multistate_funcs))))
5666 goto out_of_mem;
5668 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5669 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5670 break;
5671 case 2:
5672 state_table[cur[i].state].apply = multistate_apply_3;
5673 if (!(funcs_array = heap_realloc(dev_multistate_funcs[cur[i].state],
5674 sizeof(**dev_multistate_funcs) * 3)))
5675 goto out_of_mem;
5677 dev_multistate_funcs[cur[i].state] = funcs_array;
5678 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
5679 break;
5680 default:
5681 ERR("Unexpected amount of state handlers for state %u: %u.\n",
5682 cur[i].state, handlers + 1);
5685 if (state_table[cur[i].state].representative
5686 && state_table[cur[i].state].representative != cur[i].content.representative)
5688 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5689 debug_d3dstate(cur[i].state), cur[i].state);
5691 state_table[cur[i].state].representative = cur[i].content.representative;
5695 prune_invalid_states(state_table, d3d_info);
5696 validate_state_table(state_table);
5698 return WINED3D_OK;
5700 out_of_mem:
5701 for (i = 0; i <= STATE_HIGHEST; ++i)
5703 heap_free(dev_multistate_funcs[i]);
5706 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1) * sizeof(*dev_multistate_funcs));
5708 return E_OUTOFMEMORY;