wined3d: Get rid of the "numberedArraysLoaded" field in struct wined3d_context.
[wine.git] / dlls / wined3d / state.c
blob5bcd244d93098e0535185c1a396e73984385ff08
1 /*
2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include "wine/port.h"
31 #include <stdio.h>
32 #ifdef HAVE_FLOAT_H
33 # include <float.h>
34 #endif
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
41 ULONG CDECL wined3d_blend_state_incref(struct wined3d_blend_state *state)
43 ULONG refcount = InterlockedIncrement(&state->refcount);
45 TRACE("%p increasing refcount to %u.\n", state, refcount);
47 return refcount;
50 static void wined3d_blend_state_destroy_object(void *object)
52 heap_free(object);
55 ULONG CDECL wined3d_blend_state_decref(struct wined3d_blend_state *state)
57 ULONG refcount = InterlockedDecrement(&state->refcount);
58 struct wined3d_device *device = state->device;
60 TRACE("%p decreasing refcount to %u.\n", state, refcount);
62 if (!refcount)
64 state->parent_ops->wined3d_object_destroyed(state->parent);
65 wined3d_cs_destroy_object(device->cs, wined3d_blend_state_destroy_object, state);
68 return refcount;
71 void * CDECL wined3d_blend_state_get_parent(const struct wined3d_blend_state *state)
73 TRACE("state %p.\n", state);
75 return state->parent;
78 HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device,
79 const struct wined3d_blend_state_desc *desc, void *parent,
80 const struct wined3d_parent_ops *parent_ops, struct wined3d_blend_state **state)
82 struct wined3d_blend_state *object;
84 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
85 device, desc, parent, parent_ops, state);
87 if (!(object = heap_alloc_zero(sizeof(*object))))
88 return E_OUTOFMEMORY;
90 object->refcount = 1;
91 object->desc = *desc;
92 object->parent = parent;
93 object->parent_ops = parent_ops;
94 object->device = device;
96 TRACE("Created blend state %p.\n", object);
97 *state = object;
99 return WINED3D_OK;
102 ULONG CDECL wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state)
104 ULONG refcount = InterlockedIncrement(&state->refcount);
106 TRACE("%p increasing refcount to %u.\n", state, refcount);
108 return refcount;
111 static void wined3d_rasterizer_state_destroy_object(void *object)
113 heap_free(object);
116 ULONG CDECL wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state)
118 ULONG refcount = InterlockedDecrement(&state->refcount);
119 struct wined3d_device *device = state->device;
121 TRACE("%p decreasing refcount to %u.\n", state, refcount);
123 if (!refcount)
125 state->parent_ops->wined3d_object_destroyed(state->parent);
126 wined3d_cs_destroy_object(device->cs, wined3d_rasterizer_state_destroy_object, state);
129 return refcount;
132 void * CDECL wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state *state)
134 TRACE("rasterizer_state %p.\n", state);
136 return state->parent;
139 HRESULT CDECL wined3d_rasterizer_state_create(struct wined3d_device *device,
140 const struct wined3d_rasterizer_state_desc *desc, void *parent,
141 const struct wined3d_parent_ops *parent_ops, struct wined3d_rasterizer_state **state)
143 struct wined3d_rasterizer_state *object;
145 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
146 device, desc, parent, parent_ops, state);
148 if (!(object = heap_alloc_zero(sizeof(*object))))
149 return E_OUTOFMEMORY;
151 object->refcount = 1;
152 object->desc = *desc;
153 object->parent = parent;
154 object->parent_ops = parent_ops;
155 object->device = device;
157 TRACE("Created rasterizer state %p.\n", object);
158 *state = object;
160 return WINED3D_OK;
163 /* Context activation for state handler is done by the caller. */
165 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
167 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id), state_id);
170 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
172 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
175 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
177 enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
178 const struct wined3d_gl_info *gl_info = context->gl_info;
180 switch (mode)
182 case WINED3D_FILL_POINT:
183 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
184 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
185 break;
186 case WINED3D_FILL_WIREFRAME:
187 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
188 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
189 break;
190 case WINED3D_FILL_SOLID:
191 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
192 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
193 break;
194 default:
195 FIXME("Unrecognized fill mode %#x.\n", mode);
199 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
201 const struct wined3d_gl_info *gl_info = context->gl_info;
203 /* Lighting is not enabled if transformed vertices are drawn, but lighting
204 * does not affect the stream sources, so it is not grouped for
205 * performance reasons. This state reads the decoded vertex declaration,
206 * so if it is dirty don't do anything. The vertex declaration applying
207 * function calls this function for updating. */
208 if (isStateDirty(context, STATE_VDECL))
209 return;
211 if (state->render_states[WINED3D_RS_LIGHTING]
212 && !context->stream_info.position_transformed)
214 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
215 checkGLcall("glEnable GL_LIGHTING");
217 else
219 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
220 checkGLcall("glDisable GL_LIGHTING");
224 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
226 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
227 const struct wined3d_gl_info *gl_info = context->gl_info;
229 /* No z test without depth stencil buffers */
230 if (!state->fb->depth_stencil)
232 TRACE("No Z buffer - disabling depth test\n");
233 zenable = WINED3D_ZB_FALSE;
236 switch (zenable)
238 case WINED3D_ZB_FALSE:
239 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
240 checkGLcall("glDisable GL_DEPTH_TEST");
241 break;
242 case WINED3D_ZB_TRUE:
243 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
244 checkGLcall("glEnable GL_DEPTH_TEST");
245 break;
246 case WINED3D_ZB_USEW:
247 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
248 checkGLcall("glEnable GL_DEPTH_TEST");
249 FIXME("W buffer is not well handled\n");
250 break;
251 default:
252 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
253 break;
256 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
257 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
260 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
262 const struct wined3d_gl_info *gl_info = context->gl_info;
264 /* glFrontFace() is set in context.c at context init and on an
265 * offscreen / onscreen rendering switch. */
266 switch (state->render_states[WINED3D_RS_CULLMODE])
268 case WINED3D_CULL_NONE:
269 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
270 checkGLcall("glDisable GL_CULL_FACE");
271 break;
272 case WINED3D_CULL_FRONT:
273 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
274 checkGLcall("glEnable GL_CULL_FACE");
275 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
276 checkGLcall("glCullFace(GL_FRONT)");
277 break;
278 case WINED3D_CULL_BACK:
279 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
280 checkGLcall("glEnable GL_CULL_FACE");
281 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
282 checkGLcall("glCullFace(GL_BACK)");
283 break;
284 default:
285 FIXME("Unrecognized cull mode %#x.\n",
286 state->render_states[WINED3D_RS_CULLMODE]);
290 void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
292 const struct wined3d_gl_info *gl_info = context->gl_info;
294 switch (state->render_states[WINED3D_RS_SHADEMODE])
296 case WINED3D_SHADE_FLAT:
297 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
298 checkGLcall("glShadeModel(GL_FLAT)");
299 break;
300 case WINED3D_SHADE_GOURAUD:
301 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
302 * in D3D. */
303 case WINED3D_SHADE_PHONG:
304 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
305 checkGLcall("glShadeModel(GL_SMOOTH)");
306 break;
307 default:
308 FIXME("Unrecognized shade mode %#x.\n",
309 state->render_states[WINED3D_RS_SHADEMODE]);
313 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
315 const struct wined3d_gl_info *gl_info = context->gl_info;
317 if (state->render_states[WINED3D_RS_DITHERENABLE])
319 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
320 checkGLcall("glEnable GL_DITHER");
322 else
324 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
325 checkGLcall("glDisable GL_DITHER");
329 static void state_zwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
331 const struct wined3d_gl_info *gl_info = context->gl_info;
333 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
335 gl_info->gl_ops.gl.p_glDepthMask(1);
336 checkGLcall("glDepthMask(1)");
338 else
340 gl_info->gl_ops.gl.p_glDepthMask(0);
341 checkGLcall("glDepthMask(0)");
345 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
347 switch (f)
349 case WINED3D_CMP_NEVER:
350 return GL_NEVER;
351 case WINED3D_CMP_LESS:
352 return GL_LESS;
353 case WINED3D_CMP_EQUAL:
354 return GL_EQUAL;
355 case WINED3D_CMP_LESSEQUAL:
356 return GL_LEQUAL;
357 case WINED3D_CMP_GREATER:
358 return GL_GREATER;
359 case WINED3D_CMP_NOTEQUAL:
360 return GL_NOTEQUAL;
361 case WINED3D_CMP_GREATEREQUAL:
362 return GL_GEQUAL;
363 case WINED3D_CMP_ALWAYS:
364 return GL_ALWAYS;
365 default:
366 if (!f)
367 WARN("Unrecognized compare function %#x.\n", f);
368 else
369 FIXME("Unrecognized compare function %#x.\n", f);
370 return GL_NONE;
374 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
376 GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
377 const struct wined3d_gl_info *gl_info = context->gl_info;
379 if (!depth_func) return;
381 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
382 checkGLcall("glDepthFunc");
385 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
387 const struct wined3d_gl_info *gl_info = context->gl_info;
388 struct wined3d_color color;
390 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
391 TRACE("Setting ambient to %s.\n", debug_color(&color));
392 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &color.r);
393 checkGLcall("glLightModel for MODEL_AMBIENT");
396 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
398 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
401 static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
403 switch (op)
405 case WINED3D_BLEND_OP_ADD:
406 return GL_FUNC_ADD;
407 case WINED3D_BLEND_OP_SUBTRACT:
408 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
409 case WINED3D_BLEND_OP_REVSUBTRACT:
410 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
411 case WINED3D_BLEND_OP_MIN:
412 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
413 case WINED3D_BLEND_OP_MAX:
414 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
415 default:
416 if (!op)
417 WARN("Unhandled blend op %#x.\n", op);
418 else
419 FIXME("Unhandled blend op %#x.\n", op);
420 return GL_FUNC_ADD;
424 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
426 const struct wined3d_gl_info *gl_info = context->gl_info;
427 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
428 GLenum blend_equation = GL_FUNC_ADD_EXT;
430 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
431 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
432 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
434 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
435 return;
438 blend_equation = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOP]);
439 blend_equation_alpha = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOPALPHA]);
440 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
442 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
444 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
445 checkGLcall("glBlendEquationSeparate");
447 else
449 GL_EXTCALL(glBlendEquation(blend_equation));
450 checkGLcall("glBlendEquation");
454 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
456 switch (factor)
458 case WINED3D_BLEND_ZERO:
459 return GL_ZERO;
460 case WINED3D_BLEND_ONE:
461 return GL_ONE;
462 case WINED3D_BLEND_SRCCOLOR:
463 return GL_SRC_COLOR;
464 case WINED3D_BLEND_INVSRCCOLOR:
465 return GL_ONE_MINUS_SRC_COLOR;
466 case WINED3D_BLEND_SRCALPHA:
467 return GL_SRC_ALPHA;
468 case WINED3D_BLEND_INVSRCALPHA:
469 return GL_ONE_MINUS_SRC_ALPHA;
470 case WINED3D_BLEND_DESTCOLOR:
471 return GL_DST_COLOR;
472 case WINED3D_BLEND_INVDESTCOLOR:
473 return GL_ONE_MINUS_DST_COLOR;
474 /* To compensate for the lack of format switching with backbuffer
475 * offscreen rendering, and with onscreen rendering, we modify the
476 * alpha test parameters for (INV)DESTALPHA if the render target
477 * doesn't support alpha blending. A nonexistent alpha channel
478 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
479 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
480 case WINED3D_BLEND_DESTALPHA:
481 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
482 case WINED3D_BLEND_INVDESTALPHA:
483 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
484 case WINED3D_BLEND_SRCALPHASAT:
485 return GL_SRC_ALPHA_SATURATE;
486 case WINED3D_BLEND_BLENDFACTOR:
487 return GL_CONSTANT_COLOR_EXT;
488 case WINED3D_BLEND_INVBLENDFACTOR:
489 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
490 case WINED3D_BLEND_SRC1COLOR:
491 return GL_SRC1_COLOR;
492 case WINED3D_BLEND_INVSRC1COLOR:
493 return GL_ONE_MINUS_SRC1_COLOR;
494 case WINED3D_BLEND_SRC1ALPHA:
495 return GL_SRC1_ALPHA;
496 case WINED3D_BLEND_INVSRC1ALPHA:
497 return GL_ONE_MINUS_SRC1_ALPHA;
498 default:
499 if (!factor)
500 WARN("Unhandled blend factor %#x.\n", factor);
501 else
502 FIXME("Unhandled blend factor %#x.\n", factor);
503 return GL_NONE;
507 static void gl_blend_from_d3d(GLenum *src_blend, GLenum *dst_blend,
508 enum wined3d_blend d3d_src_blend, enum wined3d_blend d3d_dst_blend,
509 const struct wined3d_format *rt_format)
511 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
512 * source blending values which are still valid up to d3d9. They should
513 * not occur as dest blend values. */
514 if (d3d_src_blend == WINED3D_BLEND_BOTHSRCALPHA)
516 *src_blend = GL_SRC_ALPHA;
517 *dst_blend = GL_ONE_MINUS_SRC_ALPHA;
519 else if (d3d_src_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
521 *src_blend = GL_ONE_MINUS_SRC_ALPHA;
522 *dst_blend = GL_SRC_ALPHA;
524 else
526 *src_blend = gl_blend_factor(d3d_src_blend, rt_format);
527 *dst_blend = gl_blend_factor(d3d_dst_blend, rt_format);
531 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
533 const struct wined3d_gl_info *gl_info = context->gl_info;
534 const struct wined3d_format *rt_format;
535 GLenum src_blend, dst_blend;
536 unsigned int rt_fmt_flags;
537 BOOL enable_blend;
539 enable_blend = state->fb->render_targets[0] && state->render_states[WINED3D_RS_ALPHABLENDENABLE];
540 if (enable_blend)
542 rt_format = state->fb->render_targets[0]->format;
543 rt_fmt_flags = state->fb->render_targets[0]->format_flags;
545 /* Disable blending in all cases even without pixelshaders.
546 * With blending on we could face a big performance penalty.
547 * The d3d9 visual test confirms the behavior. */
548 if (context->render_offscreen && !(rt_fmt_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
549 enable_blend = FALSE;
552 if (!enable_blend)
554 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
555 checkGLcall("glDisable(GL_BLEND)");
556 return;
559 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
560 checkGLcall("glEnable(GL_BLEND)");
562 gl_blend_from_d3d(&src_blend, &dst_blend,
563 state->render_states[WINED3D_RS_SRCBLEND],
564 state->render_states[WINED3D_RS_DESTBLEND], rt_format);
566 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
567 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
568 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
570 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
572 GLenum src_blend_alpha, dst_blend_alpha;
574 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
575 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
577 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
578 return;
581 gl_blend_from_d3d(&src_blend_alpha, &dst_blend_alpha,
582 state->render_states[WINED3D_RS_SRCBLENDALPHA],
583 state->render_states[WINED3D_RS_DESTBLENDALPHA], rt_format);
585 GL_EXTCALL(glBlendFuncSeparate(src_blend, dst_blend, src_blend_alpha, dst_blend_alpha));
586 checkGLcall("glBlendFuncSeparate");
588 else
590 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend, dst_blend);
591 gl_info->gl_ops.gl.p_glBlendFunc(src_blend, dst_blend);
592 checkGLcall("glBlendFunc");
595 /* Colorkey fixup for stage 0 alphaop depends on
596 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
597 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
598 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
601 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
603 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
606 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
608 const struct wined3d_gl_info *gl_info = context->gl_info;
609 struct wined3d_color color;
611 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
613 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_BLENDFACTOR]);
614 GL_EXTCALL(glBlendColor(color.r, color.g, color.b, color.a));
615 checkGLcall("glBlendColor");
618 static void state_blend_object(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
620 const struct wined3d_gl_info *gl_info = context->gl_info;
621 BOOL alpha_to_coverage = FALSE;
623 if (!gl_info->supported[ARB_MULTISAMPLE])
624 return;
626 if (state->blend_state)
628 struct wined3d_blend_state_desc *desc = &state->blend_state->desc;
629 alpha_to_coverage = desc->alpha_to_coverage;
632 if (alpha_to_coverage)
633 gl_info->gl_ops.gl.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
634 else
635 gl_info->gl_ops.gl.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
637 checkGLcall("blend state");
640 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
642 const struct wined3d_gl_info *gl_info = context->gl_info;
643 int glParm = 0;
644 float ref;
645 BOOL enable_ckey = FALSE;
647 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
649 /* Find out if the texture on the first stage has a ckey set. The alpha
650 * state func reads the texture settings, even though alpha and texture
651 * are not grouped together. This is to avoid making a huge alpha +
652 * texture + texture stage + ckey block due to the hardly used
653 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
654 * function will call alpha in case it finds some texture + colorkeyenable
655 * combination which needs extra care. */
656 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
657 enable_ckey = TRUE;
659 if (enable_ckey || context->last_was_ckey)
660 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
661 context->last_was_ckey = enable_ckey;
663 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
664 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
666 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
667 checkGLcall("glEnable GL_ALPHA_TEST");
669 else
671 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
672 checkGLcall("glDisable GL_ALPHA_TEST");
673 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
674 * enable call
676 return;
679 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
681 glParm = GL_NOTEQUAL;
682 ref = 0.0f;
684 else
686 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
687 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
689 if (glParm)
691 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
692 checkGLcall("glAlphaFunc");
696 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
698 unsigned int enable_mask;
700 if (use_vs(state) && !context->d3d_info->vs_clipping)
702 static BOOL warned;
704 /* The OpenGL spec says that clipping planes are disabled when using
705 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
706 * driver keeps clipping planes activated with shaders in some
707 * conditions I got sick of tracking down. The shader state handler
708 * disables all clip planes because of that - don't do anything here
709 * and keep them disabled. */
710 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
711 FIXME("Clipping not supported with vertex shaders.\n");
712 return;
715 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
716 * The enabled / disabled planes are hardcoded into the shader. Update the
717 * shader to update the enabled clipplanes. In case of fixed function, we
718 * need to update the clipping field from ffp_vertex_settings. */
719 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
721 /* If enabling / disabling all
722 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
724 enable_mask = state->render_states[WINED3D_RS_CLIPPING] ?
725 state->render_states[WINED3D_RS_CLIPPLANEENABLE] : 0;
726 context_enable_clip_distances(context, enable_mask);
729 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
731 const struct wined3d_gl_info *gl_info = context->gl_info;
732 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
733 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
734 * specular color. This is wrong:
735 * Separate specular color means the specular colour is maintained separately, whereas
736 * single color means it is merged in. However in both cases they are being used to
737 * some extent.
738 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
739 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
740 * running 1.4 yet!
743 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
744 * Instead, we need to setup the FinalCombiner properly.
746 * The default setup for the FinalCombiner is:
748 * <variable> <input> <mapping> <usage>
749 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
750 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
751 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
752 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
753 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
754 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
755 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
757 * That's pretty much fine as it is, except for variable B, which needs to take
758 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
759 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
762 TRACE("Setting specular enable state and materials\n");
763 if (state->render_states[WINED3D_RS_SPECULARENABLE])
765 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
766 checkGLcall("glMaterialfv");
768 if (state->material.power > gl_info->limits.shininess)
770 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
771 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
772 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
773 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
774 * them, it should be safe to do so without major visual distortions.
776 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
777 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
779 else
781 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
783 checkGLcall("glMaterialf(GL_SHININESS)");
785 if (gl_info->supported[EXT_SECONDARY_COLOR])
786 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
787 else
788 TRACE("Specular colors cannot be enabled in this version of opengl\n");
789 checkGLcall("glEnable(GL_COLOR_SUM)");
791 if (gl_info->supported[NV_REGISTER_COMBINERS])
793 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
794 checkGLcall("glFinalCombinerInputNV()");
796 } else {
797 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
799 /* for the case of enabled lighting: */
800 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
801 checkGLcall("glMaterialfv");
803 /* for the case of disabled lighting: */
804 if (gl_info->supported[EXT_SECONDARY_COLOR])
805 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
806 else
807 TRACE("Specular colors cannot be disabled in this version of opengl\n");
808 checkGLcall("glDisable(GL_COLOR_SUM)");
810 if (gl_info->supported[NV_REGISTER_COMBINERS])
812 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
813 checkGLcall("glFinalCombinerInputNV()");
817 TRACE("diffuse %s\n", debug_color(&state->material.diffuse));
818 TRACE("ambient %s\n", debug_color(&state->material.ambient));
819 TRACE("specular %s\n", debug_color(&state->material.specular));
820 TRACE("emissive %s\n", debug_color(&state->material.emissive));
822 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
823 checkGLcall("glMaterialfv(GL_AMBIENT)");
824 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
825 checkGLcall("glMaterialfv(GL_DIFFUSE)");
826 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
827 checkGLcall("glMaterialfv(GL_EMISSION)");
830 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
832 const struct wined3d_gl_info *gl_info = context->gl_info;
833 struct wined3d_color color;
834 unsigned int i;
836 /* Note the texture color applies to all textures whereas
837 * GL_TEXTURE_ENV_COLOR applies to active only. */
838 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
840 /* And now the default texture color as well */
841 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
843 /* Note the WINED3D_RS value applies to all textures, but GL has one
844 * per texture, so apply it now ready to be used! */
845 context_active_texture(context, gl_info, i);
847 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &color.r);
848 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
852 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
853 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
855 const struct wined3d_gl_info *gl_info = context->gl_info;
857 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
858 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
859 GL_EXTCALL(glActiveStencilFaceEXT(face));
860 checkGLcall("glActiveStencilFaceEXT(...)");
861 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
862 checkGLcall("glStencilFunc(...)");
863 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
864 checkGLcall("glStencilOp(...)");
867 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
869 switch (op)
871 case WINED3D_STENCIL_OP_KEEP:
872 return GL_KEEP;
873 case WINED3D_STENCIL_OP_ZERO:
874 return GL_ZERO;
875 case WINED3D_STENCIL_OP_REPLACE:
876 return GL_REPLACE;
877 case WINED3D_STENCIL_OP_INCR_SAT:
878 return GL_INCR;
879 case WINED3D_STENCIL_OP_DECR_SAT:
880 return GL_DECR;
881 case WINED3D_STENCIL_OP_INVERT:
882 return GL_INVERT;
883 case WINED3D_STENCIL_OP_INCR:
884 return GL_INCR_WRAP;
885 case WINED3D_STENCIL_OP_DECR:
886 return GL_DECR_WRAP;
887 default:
888 if (!op)
889 WARN("Unrecognized stencil op %#x.\n", op);
890 else
891 FIXME("Unrecognized stencil op %#x.\n", op);
892 return GL_KEEP;
896 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
898 const struct wined3d_gl_info *gl_info = context->gl_info;
899 DWORD onesided_enable;
900 DWORD twosided_enable;
901 GLint func;
902 GLint func_back;
903 GLint ref;
904 GLuint mask;
905 GLint stencilFail;
906 GLint stencilFail_back;
907 GLint stencilPass;
908 GLint stencilPass_back;
909 GLint depthFail;
910 GLint depthFail_back;
912 /* No stencil test without a stencil buffer. */
913 if (!state->fb->depth_stencil)
915 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
916 checkGLcall("glDisable GL_STENCIL_TEST");
917 return;
920 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
921 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
922 if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
923 func = GL_ALWAYS;
924 if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC])))
925 func_back = GL_ALWAYS;
926 ref = state->render_states[WINED3D_RS_STENCILREF];
927 mask = state->render_states[WINED3D_RS_STENCILMASK];
928 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
929 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
930 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
931 stencilFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILFAIL]);
932 depthFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILZFAIL]);
933 stencilPass_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILPASS]);
935 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
936 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
937 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
938 onesided_enable, twosided_enable, ref, mask,
939 func, stencilFail, depthFail, stencilPass,
940 func_back, stencilFail_back, depthFail_back, stencilPass_back);
942 if (twosided_enable && onesided_enable)
944 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
945 checkGLcall("glEnable GL_STENCIL_TEST");
947 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
949 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
950 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
951 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_back, ref, mask));
952 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
953 checkGLcall("setting two sided stencil state");
955 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
957 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
958 * which has an effect on the code below too. If we apply the front face
959 * afterwards, we are sure that the active stencil face is set to front,
960 * and other stencil functions which do not use two sided stencil do not have
961 * to set it back
963 renderstate_stencil_twosided(context, GL_BACK,
964 func_back, ref, mask, stencilFail_back, depthFail_back, stencilPass_back);
965 renderstate_stencil_twosided(context, GL_FRONT,
966 func, ref, mask, stencilFail, depthFail, stencilPass);
968 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
970 GL_EXTCALL(glStencilFuncSeparateATI(func, func_back, ref, mask));
971 checkGLcall("glStencilFuncSeparateATI(...)");
972 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
973 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
974 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
975 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
977 else
979 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
982 else if(onesided_enable)
984 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
986 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
987 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
990 /* This code disables the ATI extension as well, since the standard stencil functions are equal
991 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
993 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
994 checkGLcall("glEnable GL_STENCIL_TEST");
995 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
996 checkGLcall("glStencilFunc(...)");
997 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
998 checkGLcall("glStencilOp(...)");
1000 else
1002 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
1003 checkGLcall("glDisable GL_STENCIL_TEST");
1007 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1009 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
1010 const struct wined3d_gl_info *gl_info = context->gl_info;
1012 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
1013 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1014 gl_info->gl_ops.gl.p_glStencilMask(mask);
1015 checkGLcall("glStencilMask");
1016 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
1017 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1018 gl_info->gl_ops.gl.p_glStencilMask(mask);
1021 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1023 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
1024 const struct wined3d_gl_info *gl_info = context->gl_info;
1026 gl_info->gl_ops.gl.p_glStencilMask(mask);
1027 checkGLcall("glStencilMask");
1030 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1032 const struct wined3d_gl_info *gl_info = context->gl_info;
1034 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1036 if (!state->render_states[WINED3D_RS_FOGENABLE])
1037 return;
1039 /* Table fog on: Never use fog coords, and use per-fragment fog */
1040 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
1042 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
1043 if (context->fog_coord)
1045 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1046 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1047 context->fog_coord = FALSE;
1050 /* Range fog is only used with per-vertex fog in d3d */
1051 if (gl_info->supported[NV_FOG_DISTANCE])
1053 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1054 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1056 return;
1059 /* Otherwise use per-vertex fog in any case */
1060 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
1062 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
1064 /* No fog at all, or transformed vertices: Use fog coord */
1065 if (!context->fog_coord)
1067 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
1068 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1069 context->fog_coord = TRUE;
1072 else
1074 /* Otherwise, use the fragment depth */
1075 if (context->fog_coord)
1077 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
1078 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1079 context->fog_coord = FALSE;
1082 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
1084 if (gl_info->supported[NV_FOG_DISTANCE])
1086 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
1087 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1089 else
1091 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1094 else if (gl_info->supported[NV_FOG_DISTANCE])
1096 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1097 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1102 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1104 const struct wined3d_gl_info *gl_info = context->gl_info;
1105 float fogstart, fogend;
1107 get_fog_start_end(context, state, &fogstart, &fogend);
1109 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1110 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1111 TRACE("Fog Start == %f\n", fogstart);
1113 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1114 checkGLcall("glFogf(GL_FOG_END, fogend)");
1115 TRACE("Fog End == %f\n", fogend);
1118 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1120 const struct wined3d_gl_info *gl_info = context->gl_info;
1121 enum fogsource new_source;
1122 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1123 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1125 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1127 if (!state->render_states[WINED3D_RS_FOGENABLE])
1129 /* No fog? Disable it, and we're done :-) */
1130 glDisableWINE(GL_FOG);
1131 checkGLcall("glDisable GL_FOG");
1132 return;
1135 /* Fog Rules:
1137 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1138 * It can use the Z value of the vertex, or the alpha component of the specular color.
1139 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1140 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1141 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1143 * FOGTABLEMODE != NONE:
1144 * The Z value is used, with the equation specified, no matter what vertex type.
1146 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1147 * Per vertex fog is calculated using the specified fog equation and the parameters
1149 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1150 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1151 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1154 * Rules for vertex fog with shaders:
1156 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1157 * the fog computation to happen during transformation while openGL expects it to happen
1158 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1159 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1160 * To solve this problem, WineD3D does:
1161 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1162 * shader,
1163 * and 2) disables the fog computation (in either the fixed function or programmable
1164 * rasterizer) if using a vertex program.
1166 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1167 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1168 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1169 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1170 * There are some GL differences between specular fog coords and vertex shaders though.
1172 * With table fog the vertex shader fog coordinate is ignored.
1174 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1175 * without shaders).
1178 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1179 * the system will apply only pixel(=table) fog effects."
1181 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1183 if (use_vs(state))
1185 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1186 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1187 new_source = FOGSOURCE_VS;
1189 else
1191 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1193 /* If processed vertices are used, fall through to the NONE case */
1194 case WINED3D_FOG_EXP:
1195 if (!context->last_was_rhw)
1197 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1198 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1199 new_source = FOGSOURCE_FFP;
1200 break;
1202 /* drop through */
1204 case WINED3D_FOG_EXP2:
1205 if (!context->last_was_rhw)
1207 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1208 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1209 new_source = FOGSOURCE_FFP;
1210 break;
1212 /* drop through */
1214 case WINED3D_FOG_LINEAR:
1215 if (!context->last_was_rhw)
1217 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1218 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1219 new_source = FOGSOURCE_FFP;
1220 break;
1222 /* drop through */
1224 case WINED3D_FOG_NONE:
1225 /* Both are none? According to msdn the alpha channel of
1226 * the specular colour contains a fog factor. Set it in
1227 * draw_primitive_immediate_mode(). Same happens with
1228 * vertex fog on transformed vertices. */
1229 new_source = FOGSOURCE_COORD;
1230 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1231 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1232 break;
1234 default:
1235 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1236 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1237 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1240 } else {
1241 new_source = FOGSOURCE_FFP;
1243 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1245 case WINED3D_FOG_EXP:
1246 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1247 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1248 break;
1250 case WINED3D_FOG_EXP2:
1251 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1252 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1253 break;
1255 case WINED3D_FOG_LINEAR:
1256 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1257 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1258 break;
1260 case WINED3D_FOG_NONE: /* Won't happen */
1261 default:
1262 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1263 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1267 glEnableWINE(GL_FOG);
1268 checkGLcall("glEnable GL_FOG");
1269 if (new_source != context->fog_source || fogstart == fogend)
1271 context->fog_source = new_source;
1272 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1276 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1278 const struct wined3d_gl_info *gl_info = context->gl_info;
1279 struct wined3d_color color;
1281 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1282 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &color.r);
1283 checkGLcall("glFog GL_FOG_COLOR");
1286 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1288 const struct wined3d_gl_info *gl_info = context->gl_info;
1289 union {
1290 DWORD d;
1291 float f;
1292 } tmpvalue;
1294 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1295 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1296 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1299 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1301 const struct wined3d_gl_info *gl_info = context->gl_info;
1302 GLenum Parm = 0;
1304 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1305 * The vertex declaration will call this function if the fixed function pipeline is used.
1308 if(isStateDirty(context, STATE_VDECL)) {
1309 return;
1312 context->num_untracked_materials = 0;
1313 if ((context->stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE))
1314 && state->render_states[WINED3D_RS_COLORVERTEX])
1316 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1317 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1318 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1319 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1320 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1322 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1324 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1325 Parm = GL_AMBIENT_AND_DIFFUSE;
1326 else
1327 Parm = GL_DIFFUSE;
1328 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1330 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1331 context->num_untracked_materials++;
1333 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1335 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1336 context->num_untracked_materials++;
1339 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1341 Parm = GL_AMBIENT;
1342 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1344 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1345 context->num_untracked_materials++;
1347 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1349 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1350 context->num_untracked_materials++;
1353 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1355 Parm = GL_EMISSION;
1356 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1358 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1359 context->num_untracked_materials++;
1362 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1364 Parm = GL_SPECULAR;
1368 /* Nothing changed, return. */
1369 if (Parm == context->tracking_parm) return;
1371 if (!Parm)
1373 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1374 checkGLcall("glDisable GL_COLOR_MATERIAL");
1376 else
1378 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1379 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1380 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1381 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1384 /* Apparently calls to glMaterialfv are ignored for properties we're
1385 * tracking with glColorMaterial, so apply those here. */
1386 switch (context->tracking_parm)
1388 case GL_AMBIENT_AND_DIFFUSE:
1389 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1390 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1391 checkGLcall("glMaterialfv");
1392 break;
1394 case GL_DIFFUSE:
1395 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1396 checkGLcall("glMaterialfv");
1397 break;
1399 case GL_AMBIENT:
1400 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1401 checkGLcall("glMaterialfv");
1402 break;
1404 case GL_EMISSION:
1405 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1406 checkGLcall("glMaterialfv");
1407 break;
1409 case GL_SPECULAR:
1410 /* Only change material color if specular is enabled, otherwise it is set to black */
1411 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1413 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1414 checkGLcall("glMaterialfv");
1416 else
1418 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1419 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1420 checkGLcall("glMaterialfv");
1422 break;
1425 context->tracking_parm = Parm;
1428 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1430 const struct wined3d_gl_info *gl_info = context->gl_info;
1431 union
1433 DWORD d;
1434 struct wined3d_line_pattern lp;
1435 } tmppattern;
1436 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1438 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1440 if (tmppattern.lp.repeat_factor)
1442 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1443 checkGLcall("glLineStipple(repeat, linepattern)");
1444 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1445 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1447 else
1449 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1450 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1454 static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1456 static unsigned int once;
1458 if (!once++)
1459 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1462 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1464 const struct wined3d_gl_info *gl_info = context->gl_info;
1466 if (isStateDirty(context, STATE_VDECL))
1467 return;
1469 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1470 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1471 * by zero and is not properly defined in opengl, so avoid it
1473 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1474 && (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)))
1476 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1477 checkGLcall("glEnable(GL_NORMALIZE);");
1479 else
1481 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1482 checkGLcall("glDisable(GL_NORMALIZE);");
1486 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1488 float min, max;
1490 get_pointsize_minmax(context, state, &min, &max);
1492 if (min != 1.0f)
1493 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1494 if (max != 64.0f)
1495 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
1498 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1500 const struct wined3d_gl_info *gl_info = context->gl_info;
1501 float min, max;
1503 get_pointsize_minmax(context, state, &min, &max);
1505 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
1506 checkGLcall("glPointParameterfEXT(...)");
1507 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
1508 checkGLcall("glPointParameterfEXT(...)");
1511 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1513 const struct wined3d_gl_info *gl_info = context->gl_info;
1514 float min, max;
1516 get_pointsize_minmax(context, state, &min, &max);
1518 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
1519 checkGLcall("glPointParameterfARB(...)");
1520 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
1521 checkGLcall("glPointParameterfARB(...)");
1524 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1526 const struct wined3d_gl_info *gl_info = context->gl_info;
1527 float att[3];
1528 float pointsize;
1530 get_pointsize(context, state, &pointsize, att);
1532 if (gl_info->supported[ARB_POINT_PARAMETERS])
1534 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1535 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1537 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1539 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1540 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1542 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1544 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1547 gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
1548 checkGLcall("glPointSize(...);");
1551 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1553 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1556 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1558 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1559 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1560 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1561 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1562 const struct wined3d_gl_info *gl_info = context->gl_info;
1564 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1565 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1566 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1567 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1568 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1569 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1570 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1571 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1572 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1573 checkGLcall("glColorMask(...)");
1575 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1576 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1578 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1579 mask0, mask1, mask2, mask3);
1580 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1584 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1586 GL_EXTCALL(glColorMaski(index,
1587 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1588 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1589 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1590 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1591 checkGLcall("glColorMaski");
1594 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1596 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1599 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1601 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1604 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1606 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1609 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1611 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1614 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1616 const struct wined3d_gl_info *gl_info = context->gl_info;
1618 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1620 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1621 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1623 else
1625 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1626 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1630 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1632 if (state->render_states[WINED3D_RS_LASTPIXEL])
1634 TRACE("Last Pixel Drawing Enabled\n");
1636 else
1638 static BOOL warned;
1639 if (!warned) {
1640 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1641 warned = TRUE;
1642 } else {
1643 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1648 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1650 static BOOL warned;
1652 /* TODO: NV_POINT_SPRITE */
1653 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1655 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1656 FIXME("Point sprites not supported\n");
1657 warned = TRUE;
1661 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1663 const struct wined3d_gl_info *gl_info = context->gl_info;
1665 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1667 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1668 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1670 else
1672 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1673 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1677 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1679 static unsigned int once;
1681 if ((state->render_states[WINED3D_RS_WRAP0]
1682 || state->render_states[WINED3D_RS_WRAP1]
1683 || state->render_states[WINED3D_RS_WRAP2]
1684 || state->render_states[WINED3D_RS_WRAP3]
1685 || state->render_states[WINED3D_RS_WRAP4]
1686 || state->render_states[WINED3D_RS_WRAP5]
1687 || state->render_states[WINED3D_RS_WRAP6]
1688 || state->render_states[WINED3D_RS_WRAP7]
1689 || state->render_states[WINED3D_RS_WRAP8]
1690 || state->render_states[WINED3D_RS_WRAP9]
1691 || state->render_states[WINED3D_RS_WRAP10]
1692 || state->render_states[WINED3D_RS_WRAP11]
1693 || state->render_states[WINED3D_RS_WRAP12]
1694 || state->render_states[WINED3D_RS_WRAP13]
1695 || state->render_states[WINED3D_RS_WRAP14]
1696 || state->render_states[WINED3D_RS_WRAP15])
1697 && !once++)
1698 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1701 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1703 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1704 WARN("Multisample antialiasing not supported by GL.\n");
1707 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1709 const struct wined3d_gl_info *gl_info = context->gl_info;
1711 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1713 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1714 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1716 else
1718 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1719 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1723 static void state_line_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1725 const struct wined3d_gl_info *gl_info = context->gl_info;
1727 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
1728 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
1730 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
1731 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1733 else
1735 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
1736 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1740 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1742 const struct wined3d_gl_info *gl_info = context->gl_info;
1744 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1746 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1747 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1749 else
1751 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1752 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1756 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1757 * OpenGL the bias is specified in units of "the smallest value that is
1758 * guaranteed to produce a resolvable offset for a given implementation". To
1759 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1760 * We try to detect the value from GL with test draws. On most drivers (r300g,
1761 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1762 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1763 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1764 * not depend on the depth buffer precision on any driver.
1766 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1767 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1769 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1770 * doesn't need to be scaled to account for GL vs D3D differences. */
1771 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1773 const struct wined3d_gl_info *gl_info = context->gl_info;
1775 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1776 || state->render_states[WINED3D_RS_DEPTHBIAS])
1778 const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil;
1779 float factor, units, scale;
1781 union
1783 DWORD d;
1784 float f;
1785 } scale_bias, const_bias;
1787 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1788 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1790 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_DEPTH_BIAS)
1792 factor = units = -(float)const_bias.d;
1794 else
1796 if (depth)
1798 scale = depth->format->depth_bias_scale;
1800 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1801 debug_d3dformat(depth->format->id), scale);
1803 else
1805 /* The context manager will reapply this state on a depth stencil change */
1806 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1807 scale = 0.0f;
1810 factor = scale_bias.f;
1811 units = const_bias.f * scale;
1814 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1815 gl_info->gl_ops.gl.p_glPolygonOffset(factor, units);
1817 else
1819 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1822 checkGLcall("depth bias");
1825 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1827 if (state->render_states[WINED3D_RS_ZVISIBLE])
1828 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1831 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1833 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1834 FIXME("Stippled Alpha not supported yet.\n");
1837 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1839 if (state->render_states[WINED3D_RS_ANTIALIAS])
1840 FIXME("Antialias not supported yet.\n");
1843 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1845 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1846 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1847 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1850 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1852 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1853 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1854 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1857 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1859 union {
1860 DWORD d;
1861 float f;
1862 } tmpvalue;
1863 tmpvalue.f = 1.0f;
1865 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1867 static BOOL displayed = FALSE;
1869 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1870 if(!displayed)
1871 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1873 displayed = TRUE;
1877 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1879 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1880 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1881 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1884 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1886 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1887 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1888 state->render_states[WINED3D_RS_NORMALDEGREE]);
1891 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1893 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1894 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1895 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1898 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1900 union {
1901 DWORD d;
1902 float f;
1903 } zmin, zmax;
1905 const struct wined3d_gl_info *gl_info = context->gl_info;
1907 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1909 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1910 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1912 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1913 * In d3d9 test is not performed in this case*/
1914 if (zmin.f <= zmax.f)
1916 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1917 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1918 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1919 checkGLcall("glDepthBoundsEXT(...)");
1921 else
1923 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1924 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1927 else
1929 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1930 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1933 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1936 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1938 if (state->render_states[WINED3D_RS_WRAPU])
1939 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1942 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1944 if (state->render_states[WINED3D_RS_WRAPV])
1945 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1948 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1950 if (state->render_states[WINED3D_RS_MONOENABLE])
1951 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1954 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1956 if (state->render_states[WINED3D_RS_ROP2])
1957 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1960 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1962 if (state->render_states[WINED3D_RS_PLANEMASK])
1963 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1966 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1968 if (state->render_states[WINED3D_RS_SUBPIXEL])
1969 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1972 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1974 if (state->render_states[WINED3D_RS_SUBPIXELX])
1975 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1978 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1980 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1981 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1984 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1986 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1987 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1990 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1992 if (state->render_states[WINED3D_RS_ANISOTROPY])
1993 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1996 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1998 if (state->render_states[WINED3D_RS_FLUSHBATCH])
1999 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2002 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2004 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
2005 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2008 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2010 if (state->render_states[WINED3D_RS_EXTENTS])
2011 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2014 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2016 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
2017 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2020 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
2022 static int once;
2023 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
2025 if (!once++)
2026 FIXME("Software vertex processing not implemented.\n");
2030 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
2031 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2032 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2033 * flag specifies the complement of the input should be used. */
2034 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
2035 BOOL complement = arg & WINED3DTA_COMPLEMENT;
2037 /* Calculate the operand */
2038 if (complement) {
2039 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
2040 else *operand = GL_ONE_MINUS_SRC_COLOR;
2041 } else {
2042 if (from_alpha) *operand = GL_SRC_ALPHA;
2043 else *operand = GL_SRC_COLOR;
2046 /* Calculate the source */
2047 switch (arg & WINED3DTA_SELECTMASK) {
2048 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
2049 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
2050 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
2051 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
2052 case WINED3DTA_SPECULAR:
2054 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2055 * 'Secondary color' and isn't supported until base GL supports it
2056 * There is no concept of temp registers as far as I can tell
2058 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2059 *source = GL_TEXTURE;
2060 break;
2061 default:
2062 FIXME("Unrecognized texture arg %#x\n", arg);
2063 *source = GL_TEXTURE;
2064 break;
2068 /* Setup the texture operations texture stage states */
2069 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2070 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
2072 GLenum src1, src2, src3;
2073 GLenum opr1, opr2, opr3;
2074 GLenum comb_target;
2075 GLenum src0_target, src1_target, src2_target;
2076 GLenum opr0_target, opr1_target, opr2_target;
2077 GLenum scal_target;
2078 GLenum opr=0, invopr, src3_target, opr3_target;
2079 BOOL Handled = FALSE;
2081 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
2083 /* Operations usually involve two args, src0 and src1 and are operations
2084 * of the form (a1 <operation> a2). However, some of the more complex
2085 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2086 * Microsoft added in a third parameter called a0. Therefore these are
2087 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2088 * parameter goes to the front.
2090 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2091 * actual functions below, expect their syntax to differ slightly to those
2092 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2093 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2095 if (isAlpha)
2097 comb_target = GL_COMBINE_ALPHA;
2098 src0_target = GL_SOURCE0_ALPHA;
2099 src1_target = GL_SOURCE1_ALPHA;
2100 src2_target = GL_SOURCE2_ALPHA;
2101 opr0_target = GL_OPERAND0_ALPHA;
2102 opr1_target = GL_OPERAND1_ALPHA;
2103 opr2_target = GL_OPERAND2_ALPHA;
2104 scal_target = GL_ALPHA_SCALE;
2106 else
2108 comb_target = GL_COMBINE_RGB;
2109 src0_target = GL_SOURCE0_RGB;
2110 src1_target = GL_SOURCE1_RGB;
2111 src2_target = GL_SOURCE2_RGB;
2112 opr0_target = GL_OPERAND0_RGB;
2113 opr1_target = GL_OPERAND1_RGB;
2114 opr2_target = GL_OPERAND2_RGB;
2115 scal_target = GL_RGB_SCALE;
2118 /* If a texture stage references an invalid texture unit the stage just
2119 * passes through the result from the previous stage */
2120 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2122 arg1 = WINED3DTA_CURRENT;
2123 op = WINED3D_TOP_SELECT_ARG1;
2126 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2128 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2129 } else {
2130 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2132 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2133 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2135 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2137 Handled = TRUE; /* Assume will be handled */
2139 /* Other texture operations require special extensions: */
2140 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2142 if (isAlpha) {
2143 opr = GL_SRC_ALPHA;
2144 invopr = GL_ONE_MINUS_SRC_ALPHA;
2145 src3_target = GL_SOURCE3_ALPHA_NV;
2146 opr3_target = GL_OPERAND3_ALPHA_NV;
2147 } else {
2148 opr = GL_SRC_COLOR;
2149 invopr = GL_ONE_MINUS_SRC_COLOR;
2150 src3_target = GL_SOURCE3_RGB_NV;
2151 opr3_target = GL_OPERAND3_RGB_NV;
2153 switch (op)
2155 case WINED3D_TOP_DISABLE: /* Only for alpha */
2156 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2157 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2158 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2159 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2160 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2161 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2162 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2163 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2164 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2165 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2166 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2167 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2168 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2169 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2170 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2171 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2172 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2173 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2174 break;
2176 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2177 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2178 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2179 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2180 if (op == WINED3D_TOP_SELECT_ARG1)
2182 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2183 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2184 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2185 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2187 else
2189 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2190 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2191 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2192 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2194 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2195 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2196 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2197 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2198 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2199 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2200 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2201 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2202 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2203 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2204 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2205 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2206 break;
2208 case WINED3D_TOP_MODULATE:
2209 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2210 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2211 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2212 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2213 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2214 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2215 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2216 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2217 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2218 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2219 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2220 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2221 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2222 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2223 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2224 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2225 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2226 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2227 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2228 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2229 break;
2230 case WINED3D_TOP_MODULATE_2X:
2231 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2232 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2233 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2234 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2235 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2236 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2237 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2238 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2239 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2240 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2241 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2242 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2243 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2244 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2245 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2246 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2247 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2248 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2249 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2250 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2251 break;
2252 case WINED3D_TOP_MODULATE_4X:
2253 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2254 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2255 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2256 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2257 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2258 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2259 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2260 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2261 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2262 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2263 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2264 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2265 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2266 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2267 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2268 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2269 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2270 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2271 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2272 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2273 break;
2275 case WINED3D_TOP_ADD:
2276 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2277 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2278 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2279 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2280 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2281 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2282 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2283 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2284 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2285 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2286 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2287 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2288 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2289 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2290 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2291 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2292 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2293 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2294 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2295 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2296 break;
2298 case WINED3D_TOP_ADD_SIGNED:
2299 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2300 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2301 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2302 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2303 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2304 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2305 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2306 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2307 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2308 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2309 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2310 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2311 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2312 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2313 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2314 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2315 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2316 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2317 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2318 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2319 break;
2321 case WINED3D_TOP_ADD_SIGNED_2X:
2322 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2323 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2324 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2325 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2326 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2327 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2328 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2329 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2330 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2331 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2332 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2333 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2334 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2335 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2336 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2337 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2338 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2339 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2340 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2341 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2342 break;
2344 case WINED3D_TOP_ADD_SMOOTH:
2345 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2346 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2347 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2348 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2349 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2350 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2351 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2352 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2353 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2354 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2355 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2356 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2357 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2358 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2359 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2360 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2361 switch (opr1) {
2362 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2363 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2364 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2365 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2367 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2368 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2369 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2370 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2371 break;
2373 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2374 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2375 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2376 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2377 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2378 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2379 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2380 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2381 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2382 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2383 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2384 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2385 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2386 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2387 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2388 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2389 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2390 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2391 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2392 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2393 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2394 break;
2395 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2396 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2397 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2398 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2399 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2400 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2401 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2402 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2403 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2404 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2405 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2406 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2407 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2408 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2409 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2410 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2411 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2412 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2413 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2414 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2415 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2416 break;
2417 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2418 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2419 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2420 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2421 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2422 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2423 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2424 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2425 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2426 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2427 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2428 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2429 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2430 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2431 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2432 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2433 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2434 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2435 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2436 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2437 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2438 break;
2439 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2440 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2441 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2442 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2443 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2444 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2445 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2446 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2447 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2448 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2449 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2450 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2451 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2452 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2453 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2454 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2455 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2456 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2457 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2458 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2459 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2460 break;
2461 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2462 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2463 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2464 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2465 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2466 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2467 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2468 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2469 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2470 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2471 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2472 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2473 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2474 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2475 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2476 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2477 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2478 switch (opr) {
2479 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2480 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2482 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2483 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2484 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2485 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2486 break;
2487 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2488 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2489 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2490 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2491 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2492 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2493 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2494 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2495 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2496 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2497 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2498 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2499 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2500 switch (opr1) {
2501 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2502 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2504 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2505 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2506 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2507 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2508 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2509 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2510 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2511 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2512 break;
2513 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2515 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2516 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2517 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2518 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2519 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2520 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2521 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2522 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2523 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2524 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2525 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2526 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2527 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2528 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2529 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2530 switch (opr1) {
2531 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2532 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2533 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2534 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2536 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2537 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2538 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2539 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2540 break;
2541 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2542 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2543 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2544 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2545 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2546 switch (opr1) {
2547 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2548 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2549 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2550 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2552 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2553 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2554 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2555 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2556 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2557 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2558 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2559 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2560 switch (opr1) {
2561 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2562 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2564 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2565 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2566 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2567 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2568 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2569 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2570 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2571 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2572 break;
2573 case WINED3D_TOP_MULTIPLY_ADD:
2574 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2575 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2576 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2577 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2578 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2579 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2580 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2581 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2582 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2583 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2584 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2585 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2586 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2587 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2588 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2589 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2590 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2591 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2592 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2593 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2594 break;
2596 case WINED3D_TOP_BUMPENVMAP:
2597 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2598 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2599 Handled = FALSE;
2600 break;
2602 default:
2603 Handled = FALSE;
2605 if (Handled)
2607 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2608 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2610 return;
2612 } /* GL_NV_texture_env_combine4 */
2614 Handled = TRUE; /* Again, assume handled */
2615 switch (op) {
2616 case WINED3D_TOP_DISABLE: /* Only for alpha */
2617 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2618 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2619 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2620 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2621 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2622 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2623 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2624 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2625 break;
2626 case WINED3D_TOP_SELECT_ARG1:
2627 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2628 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2629 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2630 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2631 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2632 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2633 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2634 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2635 break;
2636 case WINED3D_TOP_SELECT_ARG2:
2637 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2638 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2639 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2640 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2641 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2642 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2643 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2644 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2645 break;
2646 case WINED3D_TOP_MODULATE:
2647 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2648 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2649 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2650 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2651 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2652 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2653 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2654 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2655 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2656 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2657 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2658 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2659 break;
2660 case WINED3D_TOP_MODULATE_2X:
2661 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2662 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2663 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2664 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2665 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2666 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2667 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2668 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2669 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2670 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2671 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2672 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2673 break;
2674 case WINED3D_TOP_MODULATE_4X:
2675 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2676 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2677 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2678 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2679 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2680 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2681 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2682 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2683 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2684 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2685 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2686 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2687 break;
2688 case WINED3D_TOP_ADD:
2689 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2690 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2691 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2692 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2693 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2694 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2695 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2696 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2697 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2698 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2699 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2700 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2701 break;
2702 case WINED3D_TOP_ADD_SIGNED:
2703 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2704 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2705 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2706 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2707 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2708 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2709 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2710 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2711 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2712 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2713 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2714 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2715 break;
2716 case WINED3D_TOP_ADD_SIGNED_2X:
2717 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2718 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2719 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2720 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2721 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2722 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2723 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2724 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2725 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2726 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2727 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2728 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2729 break;
2730 case WINED3D_TOP_SUBTRACT:
2731 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2733 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2734 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2735 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2736 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2737 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2738 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2739 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2740 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2741 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2742 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2743 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2744 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2745 } else {
2746 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2748 break;
2750 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2751 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2752 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2753 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2754 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2755 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2756 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2757 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2758 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2759 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2760 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2761 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2762 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2763 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2764 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2765 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2766 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2767 break;
2768 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2769 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2770 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2771 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2772 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2773 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2774 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2775 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2776 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2777 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2778 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2779 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2780 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2781 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2782 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2783 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2784 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2785 break;
2786 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2787 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2788 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2789 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2790 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2791 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2792 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2793 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2794 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2795 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2796 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2797 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2798 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2799 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2800 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2801 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2802 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2803 break;
2804 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2805 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2806 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2807 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2808 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2809 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2810 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2811 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2812 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2813 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2814 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2815 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2816 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2817 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2818 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2819 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2820 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2821 break;
2822 case WINED3D_TOP_DOTPRODUCT3:
2823 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2825 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2826 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2828 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2830 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2831 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2832 } else {
2833 FIXME("This version of opengl does not support GL_DOT3\n");
2835 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2836 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2837 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2838 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2839 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2840 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2841 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2842 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2843 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2844 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2845 break;
2846 case WINED3D_TOP_LERP:
2847 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2848 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2849 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2850 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2851 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2852 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2853 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2854 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2855 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2856 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2857 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2858 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2859 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2860 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2861 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2862 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2863 break;
2864 case WINED3D_TOP_ADD_SMOOTH:
2865 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2867 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2868 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2869 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2870 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2871 switch (opr1) {
2872 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2873 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2874 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2875 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2877 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2878 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2879 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2880 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2881 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2882 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2883 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2884 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2885 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2886 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2887 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2888 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2889 } else
2890 Handled = FALSE;
2891 break;
2892 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2893 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2895 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2896 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2897 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2898 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2899 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2900 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2901 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2902 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2903 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2904 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2905 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2906 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2907 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2908 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2909 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2910 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2911 } else
2912 Handled = FALSE;
2913 break;
2914 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2915 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2917 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2918 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2919 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2920 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2921 switch (opr1) {
2922 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2923 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2924 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2925 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2927 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2928 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2929 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2930 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2931 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2932 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2933 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2934 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2935 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2936 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2937 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2938 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2939 } else
2940 Handled = FALSE;
2941 break;
2942 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2943 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2945 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2946 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2947 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2948 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2949 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2950 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2951 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2952 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2953 switch (opr1) {
2954 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2955 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2956 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2957 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2959 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2960 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2961 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2962 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2963 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2964 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2965 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2966 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2967 } else
2968 Handled = FALSE;
2969 break;
2970 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2971 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2973 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2974 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2975 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2976 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2977 switch (opr1) {
2978 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2979 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2980 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2981 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2983 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2984 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2985 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2986 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2987 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2988 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2989 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2990 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2991 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2992 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2993 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2994 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2995 } else
2996 Handled = FALSE;
2997 break;
2998 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2999 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3001 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3002 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3003 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3004 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3005 switch (opr1) {
3006 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
3007 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
3008 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3009 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3011 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
3012 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3013 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
3014 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3015 switch (opr1) {
3016 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
3017 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3018 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
3019 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
3021 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
3022 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3023 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3024 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3025 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3026 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3027 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3028 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3029 } else
3030 Handled = FALSE;
3031 break;
3032 case WINED3D_TOP_MULTIPLY_ADD:
3033 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
3035 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
3036 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3037 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
3038 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3039 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
3040 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3041 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
3042 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3043 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
3044 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3045 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
3046 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3047 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
3048 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3049 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
3050 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3051 } else
3052 Handled = FALSE;
3053 break;
3054 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
3055 case WINED3D_TOP_BUMPENVMAP:
3056 if (gl_info->supported[NV_TEXTURE_SHADER2])
3058 /* Technically texture shader support without register combiners is possible, but not expected to occur
3059 * on real world cards, so for now a fixme should be enough
3061 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3063 Handled = FALSE;
3064 break;
3066 default:
3067 Handled = FALSE;
3070 if (Handled) {
3071 BOOL combineOK = TRUE;
3072 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
3074 DWORD op2;
3076 if (isAlpha)
3077 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
3078 else
3079 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
3081 /* Note: If COMBINE4 in effect can't go back to combine! */
3082 switch (op2)
3084 case WINED3D_TOP_ADD_SMOOTH:
3085 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
3086 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
3087 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
3088 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
3089 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
3090 case WINED3D_TOP_MULTIPLY_ADD:
3091 /* Ignore those implemented in both cases */
3092 switch (op)
3094 case WINED3D_TOP_SELECT_ARG1:
3095 case WINED3D_TOP_SELECT_ARG2:
3096 combineOK = FALSE;
3097 Handled = FALSE;
3098 break;
3099 default:
3100 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
3101 return;
3106 if (combineOK)
3108 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3109 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3111 return;
3115 /* After all the extensions, if still unhandled, report fixme */
3116 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3120 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3122 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3123 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3124 DWORD mapped_stage = context->tex_unit_map[stage];
3125 const struct wined3d_gl_info *gl_info = context->gl_info;
3127 TRACE("Setting color op for stage %d\n", stage);
3129 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3130 if (use_ps(state)) return;
3132 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3134 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3136 if (tex_used && mapped_stage >= gl_info->limits.textures)
3138 FIXME("Attempt to enable unsupported stage!\n");
3139 return;
3141 context_active_texture(context, gl_info, mapped_stage);
3144 if (stage >= context->lowest_disabled_stage)
3146 TRACE("Stage disabled\n");
3147 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3149 /* Disable everything here */
3150 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3151 checkGLcall("glDisable(GL_TEXTURE_2D)");
3152 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3153 checkGLcall("glDisable(GL_TEXTURE_3D)");
3154 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3156 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3157 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3159 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3161 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3162 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3165 /* All done */
3166 return;
3169 /* The sampler will also activate the correct texture dimensions, so no
3170 * need to do it here if the sampler for this stage is dirty. */
3171 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3172 texture_activate_dimensions(state->textures[stage], gl_info);
3174 set_tex_op(gl_info, state, FALSE, stage,
3175 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3176 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3177 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3178 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3181 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3183 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3184 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3185 DWORD mapped_stage = context->tex_unit_map[stage];
3186 const struct wined3d_gl_info *gl_info = context->gl_info;
3187 DWORD op, arg1, arg2, arg0;
3189 TRACE("Setting alpha op for stage %d\n", stage);
3190 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3191 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3193 if (tex_used && mapped_stage >= gl_info->limits.textures)
3195 FIXME("Attempt to enable unsupported stage!\n");
3196 return;
3198 context_active_texture(context, gl_info, mapped_stage);
3201 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3202 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3203 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3204 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3206 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3208 struct wined3d_texture *texture = state->textures[0];
3209 GLenum texture_dimensions = texture->target;
3211 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3213 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3215 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3216 * properly. On the other hand applications can still use texture combiners apparently. This code
3217 * takes care that apps cannot remove the texture's alpha channel entirely.
3219 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3220 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3221 * and alpha component of diffuse color to draw things like translucent text and perform other
3222 * blending effects.
3224 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3225 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3226 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3227 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3228 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3229 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3230 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3231 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3232 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3233 * alpha.
3235 * What to do with multitexturing? So far no app has been found that uses color keying with
3236 * multitexturing */
3237 if (op == WINED3D_TOP_DISABLE)
3239 arg1 = WINED3DTA_TEXTURE;
3240 op = WINED3D_TOP_SELECT_ARG1;
3242 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3244 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3246 arg2 = WINED3DTA_TEXTURE;
3247 op = WINED3D_TOP_MODULATE;
3249 else arg1 = WINED3DTA_TEXTURE;
3251 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3253 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3255 arg1 = WINED3DTA_TEXTURE;
3256 op = WINED3D_TOP_MODULATE;
3258 else arg2 = WINED3DTA_TEXTURE;
3264 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3265 * this if block here, and the other code(color keying, texture unit selection) are the same
3267 TRACE("Setting alpha op for stage %d\n", stage);
3268 if (gl_info->supported[NV_REGISTER_COMBINERS])
3270 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3271 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3273 else
3275 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3279 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3281 const struct wined3d_gl_info *gl_info = context->gl_info;
3282 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3283 unsigned int mapped_stage = context->tex_unit_map[tex];
3284 struct wined3d_matrix mat;
3286 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3287 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3289 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3290 return;
3293 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3294 if (mapped_stage >= gl_info->limits.textures) return;
3296 context_active_texture(context, gl_info, mapped_stage);
3297 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3298 checkGLcall("glMatrixMode(GL_TEXTURE)");
3300 get_texture_matrix(context, state, mapped_stage, &mat);
3302 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3303 checkGLcall("glLoadMatrixf");
3306 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3308 unsigned int texture_idx;
3310 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3312 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3313 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3317 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3318 GLuint *curVBO, const struct wined3d_state *state)
3320 const struct wined3d_gl_info *gl_info = context->gl_info;
3321 unsigned int mapped_stage = 0;
3322 unsigned int textureNo;
3324 for (textureNo = 0; textureNo < context->d3d_info->limits.ffp_blend_stages; ++textureNo)
3326 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
3328 mapped_stage = context->tex_unit_map[textureNo];
3329 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3331 if (mapped_stage >= gl_info->limits.texture_coords)
3333 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3334 continue;
3337 if (coordIdx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3339 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3341 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3342 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3344 if (*curVBO != e->data.buffer_object)
3346 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
3347 checkGLcall("glBindBuffer");
3348 *curVBO = e->data.buffer_object;
3351 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3352 checkGLcall("glClientActiveTextureARB");
3354 /* The coords to supply depend completely on the fvf / vertex shader */
3355 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3356 e->data.addr + state->load_base_vertex_index * e->stride);
3357 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3359 else
3361 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3364 if (gl_info->supported[NV_REGISTER_COMBINERS])
3366 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3367 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3369 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3373 checkGLcall("loadTexCoords");
3376 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3378 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3379 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3380 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3381 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3382 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3383 const struct wined3d_gl_info *gl_info = context->gl_info;
3384 DWORD mapped_stage = context->tex_unit_map[stage];
3386 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3388 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3389 return;
3392 if (mapped_stage >= min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_FRAGMENT_SAMPLERS))
3394 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3395 return;
3397 context_active_texture(context, gl_info, mapped_stage);
3399 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3401 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3402 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3403 * means use the vertex position (camera-space) as the input texture coordinates
3404 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3405 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3406 * to the TEXCOORDINDEX value
3408 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3410 case WINED3DTSS_TCI_PASSTHRU:
3411 /* Use the specified texture coordinates contained within the
3412 * vertex format. This value resolves to zero. */
3413 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3414 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3415 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3416 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3417 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3418 break;
3420 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3421 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3422 * as the input texture coordinates for this stage's texture transformation. This
3423 * equates roughly to EYE_LINEAR */
3425 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3426 gl_info->gl_ops.gl.p_glPushMatrix();
3427 gl_info->gl_ops.gl.p_glLoadIdentity();
3428 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3429 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3430 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3431 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3432 gl_info->gl_ops.gl.p_glPopMatrix();
3433 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3435 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3436 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3437 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3438 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3440 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3441 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3442 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3443 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3445 break;
3447 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3448 /* Note that NV_TEXGEN_REFLECTION support is implied when
3449 * ARB_TEXTURE_CUBE_MAP is supported */
3450 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3452 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3453 break;
3456 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3457 gl_info->gl_ops.gl.p_glPushMatrix();
3458 gl_info->gl_ops.gl.p_glLoadIdentity();
3459 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3460 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3461 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3462 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3463 gl_info->gl_ops.gl.p_glPopMatrix();
3464 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3466 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3467 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3468 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3469 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3471 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3472 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3473 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3474 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3476 break;
3478 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3479 /* Note that NV_TEXGEN_REFLECTION support is implied when
3480 * ARB_TEXTURE_CUBE_MAP is supported */
3481 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3483 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3484 break;
3487 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3488 gl_info->gl_ops.gl.p_glPushMatrix();
3489 gl_info->gl_ops.gl.p_glLoadIdentity();
3490 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3491 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3492 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3493 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3494 gl_info->gl_ops.gl.p_glPopMatrix();
3495 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3497 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3498 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3499 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3500 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3502 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3503 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3504 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3505 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3507 break;
3509 case WINED3DTSS_TCI_SPHEREMAP:
3510 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3511 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3512 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3514 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3515 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3516 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3517 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3519 break;
3521 default:
3522 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3523 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3524 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3525 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3526 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3527 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3528 checkGLcall("Disable texgen.");
3530 break;
3533 /* Update the texture matrix. */
3534 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3535 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3537 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3539 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3540 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3541 * and do all the things linked to it
3542 * TODO: Tidy that up to reload only the arrays of the changed unit
3544 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3546 unload_tex_coords(gl_info);
3547 load_tex_coords(context, &context->stream_info, &curVBO, state);
3551 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3553 const DWORD sampler = state_id - STATE_SAMPLER(0);
3554 const struct wined3d_texture *texture = state->textures[sampler];
3556 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3558 if (!texture)
3559 return;
3561 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3562 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3563 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3565 if (sampler < MAX_TEXTURES)
3567 const BOOL tex_is_pow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3569 if (tex_is_pow2 || (context->lastWasPow2Texture & (1u << sampler)))
3571 if (tex_is_pow2)
3572 context->lastWasPow2Texture |= 1u << sampler;
3573 else
3574 context->lastWasPow2Texture &= ~(1u << sampler);
3576 transform_texture(context, state, STATE_TEXTURESTAGE(sampler, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3581 static enum wined3d_texture_address wined3d_texture_address_mode(const struct wined3d_texture *texture,
3582 enum wined3d_texture_address t)
3584 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3586 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3587 return WINED3D_TADDRESS_WRAP;
3590 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3591 if (texture->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture->flags & WINED3D_TEXTURE_COND_NP2)
3592 && t == WINED3D_TADDRESS_WRAP))
3593 return WINED3D_TADDRESS_CLAMP;
3595 return t;
3598 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3599 const struct wined3d_context *context, const DWORD *sampler_states, const struct wined3d_texture *texture)
3601 union
3603 float f;
3604 DWORD d;
3605 } lod_bias;
3607 desc->address_u = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3608 desc->address_v = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3609 desc->address_w = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3610 wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color,
3611 sampler_states[WINED3D_SAMP_BORDER_COLOR]);
3612 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3613 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3614 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3615 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3616 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3617 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3618 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3619 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3620 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3621 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3622 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3623 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3624 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3625 desc->lod_bias = lod_bias.f;
3626 desc->min_lod = -1000.0f;
3627 desc->max_lod = 1000.0f;
3628 desc->mip_base_level = sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL];
3629 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3630 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3631 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3632 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3633 || (texture->flags & WINED3D_TEXTURE_COND_NP2))
3634 desc->max_anisotropy = 1;
3635 desc->compare = texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW;
3636 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3637 desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
3639 if (!(texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING))
3641 desc->mag_filter = WINED3D_TEXF_POINT;
3642 desc->min_filter = WINED3D_TEXF_POINT;
3643 desc->mip_filter = WINED3D_TEXF_NONE;
3646 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3648 desc->mip_filter = WINED3D_TEXF_NONE;
3649 if (context->gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3650 desc->min_filter = WINED3D_TEXF_POINT;
3654 /* Enabling and disabling texture dimensions is done by texture stage state /
3655 * pixel shader setup, this function only has to bind textures and set the per
3656 * texture states. */
3657 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3659 DWORD sampler_idx = state_id - STATE_SAMPLER(0);
3660 DWORD mapped_stage = context->tex_unit_map[sampler_idx];
3661 const struct wined3d_gl_info *gl_info = context->gl_info;
3663 TRACE("Sampler %u.\n", sampler_idx);
3665 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3667 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3668 return;
3671 if (mapped_stage >= gl_info->limits.graphics_samplers)
3672 return;
3673 context_active_texture(context, gl_info, mapped_stage);
3675 if (state->textures[sampler_idx])
3677 BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE];
3678 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3679 struct wined3d_texture *texture = state->textures[sampler_idx];
3680 struct wined3d_device *device = context->device;
3681 struct wined3d_sampler_desc desc;
3682 struct wined3d_sampler *sampler;
3683 struct wine_rb_entry *entry;
3685 wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, texture);
3687 wined3d_texture_bind(texture, context, srgb);
3689 if ((entry = wine_rb_get(&device->samplers, &desc)))
3691 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3693 else
3695 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &sampler)))
3697 ERR("Failed to create sampler.\n");
3698 return;
3700 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3702 ERR("Failed to insert sampler.\n");
3703 wined3d_sampler_decref(sampler);
3704 return;
3708 wined3d_sampler_bind(sampler, mapped_stage, texture, context);
3710 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3711 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3712 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3714 else
3716 context_bind_texture(context, GL_NONE, 0);
3717 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3719 GL_EXTCALL(glBindSampler(mapped_stage, 0));
3720 checkGLcall("glBindSampler");
3725 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3727 unsigned int i;
3729 if (use_ps(state))
3731 if (!context->last_was_pshader)
3733 /* Former draw without a pixel shader, some samplers may be
3734 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3735 * make sure to enable them. */
3736 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3738 if (!isStateDirty(context, STATE_SAMPLER(i)))
3739 sampler(context, state, STATE_SAMPLER(i));
3741 context->last_was_pshader = TRUE;
3743 else
3745 /* Otherwise all samplers were activated by the code above in
3746 * earlier draws, or by sampler() if a different texture was
3747 * bound. I don't have to do anything. */
3750 else
3752 /* Disabled the pixel shader - color ops weren't applied while it was
3753 * enabled, so re-apply them. */
3754 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3756 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3757 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3759 context->last_was_pshader = FALSE;
3762 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3765 static void state_compute_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3767 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_COMPUTE;
3770 static void state_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3772 enum wined3d_shader_type shader_type = state_id - STATE_SHADER(0);
3773 context->shader_update_mask |= 1u << shader_type;
3776 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3778 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3781 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3783 const struct wined3d_gl_info *gl_info = context->gl_info;
3784 struct wined3d_matrix mat;
3786 /* This function is called by transform_view below if the view matrix was changed too
3788 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3789 * does not always update the world matrix, only on a switch between transformed
3790 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3791 * draw, but that should be rather rare and cheaper in total.
3793 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3794 checkGLcall("glMatrixMode");
3796 get_modelview_matrix(context, state, 0, &mat);
3798 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3799 checkGLcall("glLoadMatrixf");
3802 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3804 const struct wined3d_gl_info *gl_info = context->gl_info;
3805 UINT index = state_id - STATE_CLIPPLANE(0);
3806 GLdouble plane[4];
3808 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.user_clip_distances)
3809 return;
3811 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3812 gl_info->gl_ops.gl.p_glPushMatrix();
3814 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3815 if (!use_vs(state))
3816 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3817 else
3818 /* With vertex shaders, clip planes are not transformed in Direct3D,
3819 * while in OpenGL they are still transformed by the model view matrix. */
3820 gl_info->gl_ops.gl.p_glLoadIdentity();
3822 plane[0] = state->clip_planes[index].x;
3823 plane[1] = state->clip_planes[index].y;
3824 plane[2] = state->clip_planes[index].z;
3825 plane[3] = state->clip_planes[index].w;
3827 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3828 plane[0], plane[1], plane[2], plane[3]);
3829 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3830 checkGLcall("glClipPlane");
3832 gl_info->gl_ops.gl.p_glPopMatrix();
3835 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3837 unsigned int matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3839 WARN("Unsupported world matrix %u set.\n", matrix);
3842 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3844 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3845 static unsigned int once;
3847 if (f == WINED3D_VBF_DISABLE)
3848 return;
3850 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3851 else WARN("Vertex blend flags %#x not supported.\n", f);
3854 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3856 const struct wined3d_gl_info *gl_info = context->gl_info;
3857 const struct wined3d_light_info *light = NULL;
3858 unsigned int k;
3860 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3861 * NOTE: We have to reset the positions even if the light/plane is not currently
3862 * enabled, since the call to enable it will not reset the position.
3863 * NOTE2: Apparently texture transforms do NOT need reapplying
3866 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3867 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3868 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3869 checkGLcall("glLoadMatrixf(...)");
3871 /* Reset lights. TODO: Call light apply func */
3872 for (k = 0; k < gl_info->limits.lights; ++k)
3874 if (!(light = state->lights[k]))
3875 continue;
3876 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3877 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3878 else
3879 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3880 checkGLcall("glLightfv posn");
3881 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3882 checkGLcall("glLightfv dirn");
3885 /* Reset Clipping Planes */
3886 for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
3888 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3889 clipplane(context, state, STATE_CLIPPLANE(k));
3892 if (context->last_was_rhw)
3894 gl_info->gl_ops.gl.p_glLoadIdentity();
3895 checkGLcall("glLoadIdentity()");
3896 /* No need to update the world matrix, the identity is fine */
3897 return;
3900 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3901 * No need to do it here if the state is scheduled for update. */
3902 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3903 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3906 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3908 const struct wined3d_gl_info *gl_info = context->gl_info;
3909 struct wined3d_matrix projection;
3911 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3912 checkGLcall("glMatrixMode(GL_PROJECTION)");
3914 get_projection_matrix(context, state, &projection);
3915 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
3916 checkGLcall("glLoadMatrixf");
3919 /* This should match any arrays loaded in load_vertex_data.
3920 * TODO: Only load / unload arrays if we have to. */
3921 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
3923 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
3924 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
3925 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
3926 if (gl_info->supported[EXT_SECONDARY_COLOR])
3927 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3928 unload_tex_coords(gl_info);
3931 static inline void unload_numbered_array(struct wined3d_context *context, int i)
3933 const struct wined3d_gl_info *gl_info = context->gl_info;
3935 GL_EXTCALL(glDisableVertexAttribArray(i));
3936 checkGLcall("glDisableVertexAttribArray");
3937 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
3938 GL_EXTCALL(glVertexAttribDivisor(i, 0));
3940 context->numbered_array_mask &= ~(1u << i);
3943 /* This should match any arrays loaded in loadNumberedArrays
3944 * TODO: Only load / unload arrays if we have to. */
3945 static void unload_numbered_arrays(struct wined3d_context *context)
3947 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3948 int i;
3950 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
3951 unload_numbered_array(context, i);
3955 static void load_numbered_arrays(struct wined3d_context *context,
3956 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
3958 const struct wined3d_shader *vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
3959 const struct wined3d_gl_info *gl_info = context->gl_info;
3960 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3961 unsigned int i;
3963 /* Default to no instancing */
3964 context->instance_count = 0;
3966 for (i = 0; i < MAX_ATTRIBS; ++i)
3968 const struct wined3d_stream_info_element *element = &stream_info->elements[i];
3969 const struct wined3d_stream_state *stream;
3971 if (!(stream_info->use_map & (1u << i)))
3973 if (context->numbered_array_mask & (1u << i))
3974 unload_numbered_array(context, i);
3975 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
3976 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
3977 else
3978 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
3979 continue;
3982 stream = &state->streams[element->stream_idx];
3984 if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
3985 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
3987 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
3989 GL_EXTCALL(glVertexAttribDivisor(i, element->divisor));
3991 else if (element->divisor)
3993 /* Unload instanced arrays, they will be loaded using
3994 * immediate mode instead. */
3995 if (context->numbered_array_mask & (1u << i))
3996 unload_numbered_array(context, i);
3997 continue;
4000 TRACE_(d3d_shader)("Loading array %u [VBO=%u].\n", i, element->data.buffer_object);
4002 if (element->stride)
4004 if (curVBO != element->data.buffer_object)
4006 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, element->data.buffer_object));
4007 checkGLcall("glBindBuffer");
4008 curVBO = element->data.buffer_object;
4010 /* Use the VBO to find out if a vertex buffer exists, not the vb
4011 * pointer. vb can point to a user pointer data blob. In that case
4012 * curVBO will be 0. If there is a vertex buffer but no vbo we
4013 * won't be load converted attributes anyway. */
4014 if (vs && vs->reg_maps.shader_version.major >= 4
4015 && (element->format->flags[WINED3D_GL_RES_TYPE_BUFFER] & WINED3DFMT_FLAG_INTEGER))
4017 GL_EXTCALL(glVertexAttribIPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
4018 element->stride, element->data.addr + state->load_base_vertex_index * element->stride));
4020 else
4022 GL_EXTCALL(glVertexAttribPointer(i, element->format->gl_vtx_format, element->format->gl_vtx_type,
4023 element->format->gl_normalized, element->stride,
4024 element->data.addr + state->load_base_vertex_index * element->stride));
4027 if (!(context->numbered_array_mask & (1u << i)))
4029 GL_EXTCALL(glEnableVertexAttribArray(i));
4030 context->numbered_array_mask |= (1u << i);
4033 else
4035 /* Stride = 0 means always the same values.
4036 * glVertexAttribPointer doesn't do that. Instead disable the
4037 * pointer and set up the attribute statically. But we have to
4038 * figure out the system memory address. */
4039 const BYTE *ptr = element->data.addr;
4040 if (element->data.buffer_object)
4041 ptr += (ULONG_PTR)wined3d_buffer_load_sysmem(stream->buffer, context);
4043 if (context->numbered_array_mask & (1u << i))
4044 unload_numbered_array(context, i);
4046 switch (element->format->id)
4048 case WINED3DFMT_R32_FLOAT:
4049 GL_EXTCALL(glVertexAttrib1fv(i, (const GLfloat *)ptr));
4050 break;
4051 case WINED3DFMT_R32G32_FLOAT:
4052 GL_EXTCALL(glVertexAttrib2fv(i, (const GLfloat *)ptr));
4053 break;
4054 case WINED3DFMT_R32G32B32_FLOAT:
4055 GL_EXTCALL(glVertexAttrib3fv(i, (const GLfloat *)ptr));
4056 break;
4057 case WINED3DFMT_R32G32B32A32_FLOAT:
4058 GL_EXTCALL(glVertexAttrib4fv(i, (const GLfloat *)ptr));
4059 break;
4061 case WINED3DFMT_R8G8B8A8_UINT:
4062 GL_EXTCALL(glVertexAttrib4ubv(i, ptr));
4063 break;
4064 case WINED3DFMT_B8G8R8A8_UNORM:
4065 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4067 const DWORD *src = (const DWORD *)ptr;
4068 DWORD c = *src & 0xff00ff00u;
4069 c |= (*src & 0xff0000u) >> 16;
4070 c |= (*src & 0xffu) << 16;
4071 GL_EXTCALL(glVertexAttrib4Nubv(i, (GLubyte *)&c));
4072 break;
4074 /* else fallthrough */
4075 case WINED3DFMT_R8G8B8A8_UNORM:
4076 GL_EXTCALL(glVertexAttrib4Nubv(i, ptr));
4077 break;
4079 case WINED3DFMT_R16G16_SINT:
4080 GL_EXTCALL(glVertexAttrib2sv(i, (const GLshort *)ptr));
4081 break;
4082 case WINED3DFMT_R16G16B16A16_SINT:
4083 GL_EXTCALL(glVertexAttrib4sv(i, (const GLshort *)ptr));
4084 break;
4086 case WINED3DFMT_R16G16_SNORM:
4088 const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
4089 GL_EXTCALL(glVertexAttrib4Nsv(i, s));
4090 break;
4092 case WINED3DFMT_R16G16_UNORM:
4094 const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
4095 GL_EXTCALL(glVertexAttrib4Nusv(i, s));
4096 break;
4098 case WINED3DFMT_R16G16B16A16_SNORM:
4099 GL_EXTCALL(glVertexAttrib4Nsv(i, (const GLshort *)ptr));
4100 break;
4101 case WINED3DFMT_R16G16B16A16_UNORM:
4102 GL_EXTCALL(glVertexAttrib4Nusv(i, (const GLushort *)ptr));
4103 break;
4105 case WINED3DFMT_R10G10B10X2_UINT:
4106 FIXME("Unsure about WINED3DDECLTYPE_UDEC3.\n");
4107 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4108 break;
4109 case WINED3DFMT_R10G10B10X2_SNORM:
4110 FIXME("Unsure about WINED3DDECLTYPE_DEC3N.\n");
4111 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4112 break;
4114 case WINED3DFMT_R16G16_FLOAT:
4115 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4117 /* Not supported by GL_ARB_half_float_vertex. */
4118 GL_EXTCALL(glVertexAttrib2hvNV(i, (const GLhalfNV *)ptr));
4120 else
4122 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4123 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4124 GL_EXTCALL(glVertexAttrib2f(i, x, y));
4126 break;
4127 case WINED3DFMT_R16G16B16A16_FLOAT:
4128 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4130 /* Not supported by GL_ARB_half_float_vertex. */
4131 GL_EXTCALL(glVertexAttrib4hvNV(i, (const GLhalfNV *)ptr));
4133 else
4135 float x = float_16_to_32(((const unsigned short *)ptr) + 0);
4136 float y = float_16_to_32(((const unsigned short *)ptr) + 1);
4137 float z = float_16_to_32(((const unsigned short *)ptr) + 2);
4138 float w = float_16_to_32(((const unsigned short *)ptr) + 3);
4139 GL_EXTCALL(glVertexAttrib4f(i, x, y, z, w));
4141 break;
4143 default:
4144 ERR("Unexpected declaration in stride 0 attributes.\n");
4145 break;
4150 checkGLcall("Loading numbered arrays");
4153 static void load_vertex_data(struct wined3d_context *context,
4154 const struct wined3d_stream_info *si, const struct wined3d_state *state)
4156 const struct wined3d_gl_info *gl_info = context->gl_info;
4157 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
4158 const struct wined3d_stream_info_element *e;
4160 TRACE("Using fast vertex array code\n");
4162 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4163 context->instance_count = 0;
4165 /* Blend Data ---------------------------------------------- */
4166 if ((si->use_map & (1u << WINED3D_FFP_BLENDWEIGHT))
4167 || si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
4169 e = &si->elements[WINED3D_FFP_BLENDWEIGHT];
4171 /* TODO: Support vertex blending in immediate mode draws. No need to
4172 * write a FIXME here, this is done after the general vertex
4173 * declaration decoding. */
4174 WARN("Vertex blending not supported.\n");
4177 /* Point Size ----------------------------------------------*/
4178 if (si->use_map & (1u << WINED3D_FFP_PSIZE))
4180 /* no such functionality in the fixed function GL pipeline */
4181 TRACE("Cannot change ptSize here in openGl\n");
4182 /* TODO: Implement this function in using shaders if they are available */
4185 /* Vertex Pointers -----------------------------------------*/
4186 if (si->use_map & (1u << WINED3D_FFP_POSITION))
4188 e = &si->elements[WINED3D_FFP_POSITION];
4190 if (curVBO != e->data.buffer_object)
4192 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4193 checkGLcall("glBindBuffer");
4194 curVBO = e->data.buffer_object;
4197 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4198 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4199 e->data.addr + state->load_base_vertex_index * e->stride);
4200 gl_info->gl_ops.gl.p_glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4201 e->data.addr + state->load_base_vertex_index * e->stride);
4202 checkGLcall("glVertexPointer(...)");
4203 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
4204 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4207 /* Normals -------------------------------------------------*/
4208 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
4210 e = &si->elements[WINED3D_FFP_NORMAL];
4212 if (curVBO != e->data.buffer_object)
4214 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4215 checkGLcall("glBindBuffer");
4216 curVBO = e->data.buffer_object;
4219 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4220 e->data.addr + state->load_base_vertex_index * e->stride);
4221 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
4222 e->data.addr + state->load_base_vertex_index * e->stride);
4223 checkGLcall("glNormalPointer(...)");
4224 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
4225 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4228 else
4230 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
4231 checkGLcall("glNormal3f(0, 0, 0)");
4234 /* Diffuse Colour --------------------------------------------*/
4235 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
4237 e = &si->elements[WINED3D_FFP_DIFFUSE];
4239 if (curVBO != e->data.buffer_object)
4241 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4242 checkGLcall("glBindBuffer");
4243 curVBO = e->data.buffer_object;
4246 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4247 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4248 e->data.addr + state->load_base_vertex_index * e->stride);
4249 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4250 e->data.addr + state->load_base_vertex_index * e->stride);
4251 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4252 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
4253 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4256 else
4258 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4259 checkGLcall("glColor4f(1, 1, 1, 1)");
4262 /* Specular Colour ------------------------------------------*/
4263 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
4265 TRACE("setting specular colour\n");
4267 e = &si->elements[WINED3D_FFP_SPECULAR];
4269 if (gl_info->supported[EXT_SECONDARY_COLOR])
4271 GLenum type = e->format->gl_vtx_type;
4272 GLint format = e->format->gl_vtx_format;
4274 if (curVBO != e->data.buffer_object)
4276 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4277 checkGLcall("glBindBuffer");
4278 curVBO = e->data.buffer_object;
4281 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4283 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4284 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4285 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4286 * 4 component secondary colors use it
4288 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4289 e->data.addr + state->load_base_vertex_index * e->stride);
4290 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4291 e->data.addr + state->load_base_vertex_index * e->stride));
4292 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4294 else
4296 switch(type)
4298 case GL_UNSIGNED_BYTE:
4299 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4300 e->data.addr + state->load_base_vertex_index * e->stride);
4301 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4302 e->data.addr + state->load_base_vertex_index * e->stride));
4303 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4304 break;
4306 default:
4307 FIXME("Add 4 component specular color pointers for type %x\n", type);
4308 /* Make sure that the right color component is dropped */
4309 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4310 e->data.addr + state->load_base_vertex_index * e->stride);
4311 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4312 e->data.addr + state->load_base_vertex_index * e->stride));
4313 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4316 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4317 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4319 else
4321 WARN("Specular colour is not supported in this GL implementation.\n");
4324 else
4326 if (gl_info->supported[EXT_SECONDARY_COLOR])
4328 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4329 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4331 else
4333 WARN("Specular colour is not supported in this GL implementation.\n");
4337 /* Texture coords -------------------------------------------*/
4338 load_tex_coords(context, si, &curVBO, state);
4341 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4343 BOOL load_numbered = context->d3d_info->ffp_generic_attributes
4344 || (use_vs(state) && !context->use_immediate_mode_draw);
4345 BOOL load_named = !context->d3d_info->ffp_generic_attributes
4346 && !use_vs(state) && !context->use_immediate_mode_draw;
4348 if (isStateDirty(context, STATE_VDECL)) return;
4349 if (context->numbered_array_mask && !load_numbered)
4351 unload_numbered_arrays(context);
4352 context->numbered_array_mask = 0;
4354 else if (context->namedArraysLoaded)
4356 unload_vertex_data(context->gl_info);
4357 context->namedArraysLoaded = FALSE;
4360 if (load_numbered)
4362 TRACE("Loading numbered arrays\n");
4363 load_numbered_arrays(context, &context->stream_info, state);
4365 else if (load_named)
4367 TRACE("Loading vertex data\n");
4368 load_vertex_data(context, &context->stream_info, state);
4369 context->namedArraysLoaded = TRUE;
4373 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4375 if (isStateDirty(context, STATE_STREAMSRC))
4376 return;
4377 streamsrc(context, state, STATE_STREAMSRC);
4380 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4382 const struct wined3d_gl_info *gl_info = context->gl_info;
4383 BOOL useVertexShaderFunction = use_vs(state);
4384 BOOL updateFog = FALSE;
4385 BOOL transformed;
4386 BOOL wasrhw = context->last_was_rhw;
4387 unsigned int i;
4389 transformed = context->stream_info.position_transformed;
4390 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4391 updateFog = TRUE;
4393 context->last_was_rhw = transformed;
4395 if (context->stream_info.swizzle_map != context->last_swizzle_map)
4396 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
4398 context->last_swizzle_map = context->stream_info.swizzle_map;
4400 /* Don't have to apply the matrices when vertex shaders are used. When
4401 * vshaders are turned off this function will be called again anyway to
4402 * make sure they're properly set. */
4403 if (!useVertexShaderFunction)
4405 /* TODO: Move this mainly to the viewport state and only apply when
4406 * the vp has changed or transformed / untransformed was switched. */
4407 if (wasrhw != context->last_was_rhw
4408 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4409 && !isStateDirty(context, STATE_VIEWPORT))
4410 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4411 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4412 * mode.
4414 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4415 * this check will fail and the matrix not applied again. This is OK because a simple
4416 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4417 * needs of the vertex declaration.
4419 * World and view matrix go into the same gl matrix, so only apply them when neither is
4420 * dirty
4422 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4423 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4424 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4425 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4426 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4427 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4428 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4430 if (context->last_was_vshader)
4432 updateFog = TRUE;
4434 if (!context->d3d_info->vs_clipping
4435 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4437 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4440 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
4442 clipplane(context, state, STATE_CLIPPLANE(i));
4445 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4446 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4448 else
4450 if (!context->last_was_vshader)
4452 static BOOL warned = FALSE;
4453 if (!context->d3d_info->vs_clipping)
4455 /* Disable all clip planes to get defined results on all drivers. See comment in the
4456 * state_clipping state handler
4458 context_enable_clip_distances(context, 0);
4460 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4462 FIXME("Clipping not supported with vertex shaders.\n");
4463 warned = TRUE;
4466 if (wasrhw)
4468 /* Apply the transform matrices when switching from rhw
4469 * drawing to vertex shaders. Vertex shaders themselves do
4470 * not need it, but the matrices are not reapplied
4471 * automatically when switching back from vertex shaders to
4472 * fixed function processing. So make sure we leave the fixed
4473 * function vertex processing states back in a sane state
4474 * before switching to shaders. */
4475 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4476 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4477 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4478 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4480 updateFog = TRUE;
4482 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4483 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4484 * device->vs_clipping is false.
4486 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
4488 clipplane(context, state, STATE_CLIPPLANE(i));
4493 context->last_was_vshader = useVertexShaderFunction;
4494 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
4496 if (updateFog)
4497 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4499 if (!useVertexShaderFunction)
4501 unsigned int i;
4503 for (i = 0; i < MAX_TEXTURES; ++i)
4505 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4506 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4509 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4510 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4511 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
4515 static void get_viewports(struct wined3d_context *context, const struct wined3d_state *state,
4516 unsigned int viewport_count, struct wined3d_viewport *viewports)
4518 const struct wined3d_rendertarget_view *depth_stencil = state->fb->depth_stencil;
4519 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4520 unsigned int width, height, i;
4522 for (i = 0; i < viewport_count; ++i)
4524 viewports[i] = state->viewports[i];
4526 if (target)
4528 if (viewports[i].width > target->width)
4529 viewports[i].width = target->width;
4530 if (viewports[i].height > target->height)
4531 viewports[i].height = target->height;
4536 * Note: GL requires lower left, DirectX supplies upper left. This is
4537 * reversed when using offscreen rendering.
4539 if (context->render_offscreen)
4540 return;
4542 if (target)
4544 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4546 else if (depth_stencil)
4548 height = depth_stencil->height;
4550 else
4552 FIXME("Could not get the height of render targets.\n");
4553 return;
4556 for (i = 0; i < viewport_count; ++i)
4557 viewports[i].y = height - (viewports[i].y + viewports[i].height);
4560 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4562 const struct wined3d_gl_info *gl_info = context->gl_info;
4563 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4565 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
4567 unsigned int i, reset_count = 0;
4569 get_viewports(context, state, state->viewport_count, vp);
4570 for (i = 0; i < state->viewport_count; ++i)
4572 GL_EXTCALL(glDepthRangeIndexed(i, vp[i].min_z, vp[i].max_z));
4573 GL_EXTCALL(glViewportIndexedf(i, vp[i].x, vp[i].y, vp[i].width, vp[i].height));
4576 if (context->viewport_count > state->viewport_count)
4577 reset_count = context->viewport_count - state->viewport_count;
4579 if (reset_count)
4581 static const GLfloat reset[4 * WINED3D_MAX_VIEWPORTS];
4582 static const GLdouble resetd[2 * WINED3D_MAX_VIEWPORTS];
4584 GL_EXTCALL(glDepthRangeArrayv(state->viewport_count, reset_count, resetd));
4585 GL_EXTCALL(glViewportArrayv(state->viewport_count, reset_count, reset));
4587 context->viewport_count = state->viewport_count;
4589 else
4591 get_viewports(context, state, 1, vp);
4592 gl_info->gl_ops.gl.p_glDepthRange(vp[0].min_z, vp[0].max_z);
4593 gl_info->gl_ops.gl.p_glViewport(vp[0].x, vp[0].y, vp[0].width, vp[0].height);
4595 checkGLcall("setting clip space and viewport");
4598 static void viewport_miscpart_cc(struct wined3d_context *context,
4599 const struct wined3d_state *state, DWORD state_id)
4601 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4602 float pixel_center_offset = context->d3d_info->wined3d_creation_flags
4603 & WINED3D_PIXEL_CENTER_INTEGER ? 63.0f / 128.0f : -1.0f / 128.0f;
4604 const struct wined3d_gl_info *gl_info = context->gl_info;
4605 struct wined3d_viewport vp[WINED3D_MAX_VIEWPORTS];
4606 unsigned int i, reset_count = 0;
4608 get_viewports(context, state, state->viewport_count, vp);
4610 GL_EXTCALL(glClipControl(context->render_offscreen ? GL_UPPER_LEFT : GL_LOWER_LEFT, GL_ZERO_TO_ONE));
4612 for (i = 0; i < state->viewport_count; ++i)
4614 vp[i].x += pixel_center_offset;
4615 vp[i].y += pixel_center_offset;
4616 GL_EXTCALL(glDepthRangeIndexed(i, vp[i].min_z, vp[i].max_z));
4617 GL_EXTCALL(glViewportIndexedf(i, vp[i].x, vp[i].y, vp[i].width, vp[i].height));
4620 if (context->viewport_count > state->viewport_count)
4621 reset_count = context->viewport_count - state->viewport_count;
4623 if (reset_count)
4625 static const GLfloat reset[4 * WINED3D_MAX_VIEWPORTS];
4626 static const GLdouble resetd[2 * WINED3D_MAX_VIEWPORTS];
4628 GL_EXTCALL(glDepthRangeArrayv(state->viewport_count, reset_count, resetd));
4629 GL_EXTCALL(glViewportArrayv(state->viewport_count, reset_count, reset));
4631 context->viewport_count = state->viewport_count;
4633 checkGLcall("setting clip space and viewport");
4636 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4638 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4639 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4640 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4641 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4642 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4643 /* Update the position fixup. */
4644 context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
4647 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4649 const struct wined3d_gl_info *gl_info = context->gl_info;
4650 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4651 const struct wined3d_light_info *lightInfo = state->lights[Index];
4653 if (!lightInfo)
4655 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4656 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4658 else
4660 float quad_att;
4661 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4663 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4664 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4665 gl_info->gl_ops.gl.p_glPushMatrix();
4666 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4668 /* Diffuse: */
4669 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4670 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4671 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4672 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4673 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4674 checkGLcall("glLightfv");
4676 /* Specular */
4677 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4678 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4679 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4680 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4681 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4682 checkGLcall("glLightfv");
4684 /* Ambient */
4685 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4686 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4687 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4688 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4689 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4690 checkGLcall("glLightfv");
4692 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4693 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4694 else
4695 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4697 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4698 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4699 * Attenuation0 to NaN and crashes in the gl lib
4702 switch (lightInfo->OriginalParms.type)
4704 case WINED3D_LIGHT_POINT:
4705 /* Position */
4706 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4707 checkGLcall("glLightfv");
4708 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4709 checkGLcall("glLightf");
4710 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4711 lightInfo->OriginalParms.attenuation0);
4712 checkGLcall("glLightf");
4713 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4714 lightInfo->OriginalParms.attenuation1);
4715 checkGLcall("glLightf");
4716 if (quad_att < lightInfo->OriginalParms.attenuation2)
4717 quad_att = lightInfo->OriginalParms.attenuation2;
4718 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4719 checkGLcall("glLightf");
4720 /* FIXME: Range */
4721 break;
4723 case WINED3D_LIGHT_SPOT:
4724 /* Position */
4725 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4726 checkGLcall("glLightfv");
4727 /* Direction */
4728 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4729 checkGLcall("glLightfv");
4730 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4731 checkGLcall("glLightf");
4732 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4733 checkGLcall("glLightf");
4734 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4735 lightInfo->OriginalParms.attenuation0);
4736 checkGLcall("glLightf");
4737 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4738 lightInfo->OriginalParms.attenuation1);
4739 checkGLcall("glLightf");
4740 if (quad_att < lightInfo->OriginalParms.attenuation2)
4741 quad_att = lightInfo->OriginalParms.attenuation2;
4742 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4743 checkGLcall("glLightf");
4744 /* FIXME: Range */
4745 break;
4747 case WINED3D_LIGHT_DIRECTIONAL:
4748 /* Direction */
4749 /* Note GL uses w position of 0 for direction! */
4750 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4751 checkGLcall("glLightfv");
4752 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4753 checkGLcall("glLightf");
4754 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4755 checkGLcall("glLightf");
4756 break;
4758 default:
4759 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4762 /* Restore the modelview matrix */
4763 gl_info->gl_ops.gl.p_glPopMatrix();
4765 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4766 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4770 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4772 const struct wined3d_gl_info *gl_info = context->gl_info;
4773 const RECT *r = &state->scissor_rect;
4775 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4776 * so our viewport correction does not apply. Warning2: Even in windowed
4777 * mode the coords are relative to the window, not the screen. */
4778 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4780 if (context->render_offscreen)
4782 gl_info->gl_ops.gl.p_glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4784 else
4786 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4787 UINT height;
4788 UINT width;
4790 wined3d_rendertarget_view_get_drawable_size(target, context, &width, &height);
4791 gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4793 checkGLcall("glScissor");
4796 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4798 const struct wined3d_stream_info *stream_info = &context->stream_info;
4799 const struct wined3d_gl_info *gl_info = context->gl_info;
4801 if (!state->index_buffer || !stream_info->all_vbo)
4803 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4805 else
4807 struct wined3d_buffer *ib = state->index_buffer;
4808 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
4812 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4814 const struct wined3d_gl_info *gl_info = context->gl_info;
4815 GLenum mode;
4817 mode = state->rasterizer_state && state->rasterizer_state->desc.front_ccw ? GL_CCW : GL_CW;
4818 if (context->render_offscreen)
4819 mode = (mode == GL_CW) ? GL_CCW : GL_CW;
4821 gl_info->gl_ops.gl.p_glFrontFace(mode);
4822 checkGLcall("glFrontFace");
4825 static void frontface_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4827 const struct wined3d_gl_info *gl_info = context->gl_info;
4828 GLenum mode;
4830 mode = state->rasterizer_state && state->rasterizer_state->desc.front_ccw ? GL_CCW : GL_CW;
4832 gl_info->gl_ops.gl.p_glFrontFace(mode);
4833 checkGLcall("glFrontFace");
4836 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4838 static BOOL warned;
4840 if (!warned)
4842 WARN("Point sprite coordinate origin switching not supported.\n");
4843 warned = TRUE;
4847 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4849 const struct wined3d_gl_info *gl_info = context->gl_info;
4850 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4852 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4853 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4856 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4858 const struct wined3d_gl_info *gl_info = context->gl_info;
4860 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4862 if (needs_srgb_write(context, state, state->fb))
4863 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4864 else
4865 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4868 static void state_cb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4870 const struct wined3d_gl_info *gl_info = context->gl_info;
4871 enum wined3d_shader_type shader_type;
4872 struct wined3d_buffer *buffer;
4873 unsigned int i, base, count;
4875 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4877 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id))
4878 shader_type = state_id - STATE_GRAPHICS_CONSTANT_BUFFER(0);
4879 else
4880 shader_type = WINED3D_SHADER_TYPE_COMPUTE;
4882 wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
4883 for (i = 0; i < count; ++i)
4885 buffer = state->cb[shader_type][i];
4886 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
4888 checkGLcall("bind constant buffers");
4891 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4893 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4895 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4898 static void state_shader_resource_binding(struct wined3d_context *context,
4899 const struct wined3d_state *state, DWORD state_id)
4901 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4903 context->update_shader_resource_bindings = 1;
4906 static void state_cs_resource_binding(struct wined3d_context *context,
4907 const struct wined3d_state *state, DWORD state_id)
4909 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4910 context->update_compute_shader_resource_bindings = 1;
4913 static void state_uav_binding(struct wined3d_context *context,
4914 const struct wined3d_state *state, DWORD state_id)
4916 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4917 context->update_unordered_access_view_bindings = 1;
4920 static void state_cs_uav_binding(struct wined3d_context *context,
4921 const struct wined3d_state *state, DWORD state_id)
4923 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4924 context->update_compute_unordered_access_view_bindings = 1;
4927 static void state_uav_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4929 WARN("ARB_image_load_store is not supported by OpenGL implementation.\n");
4932 static void state_so(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4934 const struct wined3d_gl_info *gl_info = context->gl_info;
4935 struct wined3d_buffer *buffer;
4936 unsigned int offset, size, i;
4938 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4940 context_end_transform_feedback(context);
4942 for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
4944 if (!(buffer = state->stream_output[i].buffer))
4946 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, i, 0));
4947 continue;
4950 offset = state->stream_output[i].offset;
4951 if (offset == ~0u)
4953 FIXME("Appending to stream output buffers not implemented.\n");
4954 offset = 0;
4956 size = buffer->resource.size - offset;
4957 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, i,
4958 buffer->buffer_object, offset, size));
4960 checkGLcall("bind transform feedback buffers");
4963 static void state_so_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4965 WARN("Transform feedback not supported.\n");
4968 const struct StateEntryTemplate misc_state_template[] =
4970 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4971 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4972 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4973 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4974 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4975 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4976 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4977 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
4978 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4979 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4980 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb, }, ARB_UNIFORM_BUFFER_OBJECT },
4981 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4982 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
4983 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_binding }, ARB_SHADER_IMAGE_LOAD_STORE },
4984 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4985 { STATE_COMPUTE_SHADER_RESOURCE_BINDING, { STATE_COMPUTE_SHADER_RESOURCE_BINDING, state_cs_resource_binding}, WINED3D_GL_EXT_NONE },
4986 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_cs_uav_binding}, ARB_SHADER_IMAGE_LOAD_STORE },
4987 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING, state_uav_warn }, WINED3D_GL_EXT_NONE },
4988 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so, }, WINED3D_GL_VERSION_3_2 },
4989 { STATE_STREAM_OUTPUT, { STATE_STREAM_OUTPUT, state_so_warn, }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), state_line_antialias}, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), state_line_antialias}, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4998 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
5000 { STATE_BLEND, { STATE_BLEND, state_blend_object }, WINED3D_GL_EXT_NONE },
5001 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
5002 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
5003 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface_cc }, ARB_CLIP_CONTROL },
5004 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
5005 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
5006 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, state_nop }, ARB_CLIP_CONTROL },
5007 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
5008 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
5010 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
5011 * vshader loadings are untied from each other
5013 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5014 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5015 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5018 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5021 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5022 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5023 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5024 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5025 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5026 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5027 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5030 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5032 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5033 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5034 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5035 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5036 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5037 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5038 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5039 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5040 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5041 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5042 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5043 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5044 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
5045 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5046 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5047 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5048 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5049 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5050 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5051 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5052 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5053 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5054 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5055 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5056 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5057 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5058 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5059 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
5060 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
5062 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart_cc}, ARB_CLIP_CONTROL },
5063 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
5064 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
5065 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
5066 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
5067 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE },
5068 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
5069 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
5070 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
5071 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
5072 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
5073 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
5074 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
5075 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
5076 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
5077 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwriteenable }, WINED3D_GL_EXT_NONE },
5078 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
5079 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
5080 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
5081 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
5082 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
5083 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
5084 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
5085 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
5086 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
5087 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
5088 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
5089 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
5090 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
5091 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5092 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5093 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5094 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5095 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5096 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5097 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
5098 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
5099 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5100 { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5101 { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5102 { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5103 { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5104 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5105 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5106 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5107 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5108 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5109 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5110 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5111 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5112 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5113 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5114 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5115 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5116 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5117 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5118 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5119 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5120 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5121 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5122 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5123 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5124 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5125 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5126 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5127 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5128 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5129 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5130 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5131 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5132 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5133 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5134 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
5135 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5136 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5137 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5138 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5139 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5140 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5141 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, WINED3D_GL_BLEND_EQUATION },
5142 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5143 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5144 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5145 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5146 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5147 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5148 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5149 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5150 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5151 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5152 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5153 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5154 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5155 /* Samplers */
5156 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5157 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5158 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5159 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5160 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5161 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5162 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5163 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5164 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5165 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5166 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5167 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5168 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5169 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5170 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5171 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5172 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5173 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5174 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5175 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5176 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5177 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5178 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5179 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
5180 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL), state_shader }, WINED3D_GL_EXT_NONE },
5181 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN), state_shader }, WINED3D_GL_EXT_NONE },
5182 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_shader }, WINED3D_GL_EXT_NONE },
5183 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE), state_compute_shader}, WINED3D_GL_EXT_NONE },
5184 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5187 static const struct StateEntryTemplate vp_ffp_states[] =
5189 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5190 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5191 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5192 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5193 /* Clip planes */
5194 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5195 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5196 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5197 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5198 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5199 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5200 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5201 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5202 /* Lights */
5203 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
5204 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5205 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5206 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5207 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5208 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5209 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5210 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5211 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5212 /* Viewport */
5213 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5214 /* Transform states follow */
5215 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5418 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5419 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5420 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5421 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5422 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5423 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5424 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5425 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5426 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5427 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5428 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5429 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5430 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5431 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5432 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5433 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5434 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5435 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5436 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5437 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5438 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5439 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5440 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5441 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5442 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5443 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5444 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5445 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5446 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5447 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5448 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5449 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5450 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5451 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5452 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5453 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5454 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5455 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5456 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5457 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5458 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5459 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5460 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5461 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5462 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5463 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5464 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5465 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5466 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5467 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5468 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5469 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5470 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5471 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5472 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5473 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5474 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5475 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5476 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5477 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5478 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5479 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5480 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5481 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5482 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5483 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5484 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5485 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5497 /* Fog */
5498 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5499 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5503 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5505 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5506 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5507 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5508 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5509 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5514 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5516 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5517 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5518 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5519 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5520 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5521 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5525 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5526 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5530 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5531 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5532 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5534 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5535 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5536 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5537 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5538 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5539 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5540 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5541 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5542 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5543 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5544 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5545 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5546 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5547 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5548 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5549 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5550 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5551 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5552 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5553 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5554 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5555 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5556 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5557 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5558 { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5559 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5562 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5563 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5564 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5565 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5566 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5567 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5568 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5569 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5570 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5571 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5572 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5573 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5574 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5575 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5576 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5577 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5578 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5579 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5580 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5581 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5582 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5583 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5584 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5585 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5586 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5587 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5588 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5589 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5590 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5591 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5592 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5593 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5594 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5595 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5596 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5597 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5598 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5599 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5600 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5601 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5602 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5603 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5604 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5605 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5606 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5607 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5608 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5609 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5610 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5611 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5612 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5613 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5614 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5615 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5616 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5617 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5618 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5619 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5620 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5621 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5622 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5623 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5624 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5625 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5626 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5627 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5628 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5629 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5630 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5631 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5632 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5633 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5634 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5635 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5636 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5637 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5638 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5639 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5640 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5641 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5642 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5643 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5644 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5645 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5646 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5647 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5648 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5649 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5650 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5651 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5652 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5653 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5654 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5655 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5656 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5657 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5658 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5659 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5660 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5661 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5662 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5663 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5664 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5665 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5666 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5667 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5670 /* Context activation is done by the caller. */
5671 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5673 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5675 return shader_priv;
5678 static void ffp_free(struct wined3d_device *device) {}
5680 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5682 caps->xyzrhw = FALSE;
5683 caps->ffp_generic_attributes = FALSE;
5684 caps->max_active_lights = gl_info->limits.lights;
5685 caps->max_vertex_blend_matrices = 1;
5686 caps->max_vertex_blend_matrix_index = 0;
5687 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5688 | WINED3DVTXPCAPS_MATERIALSOURCE7
5689 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5690 | WINED3DVTXPCAPS_LOCALVIEWER
5691 | WINED3DVTXPCAPS_VERTEXFOG
5692 | WINED3DVTXPCAPS_TEXGEN
5693 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5694 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5695 caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
5696 caps->raster_caps = 0;
5697 if (gl_info->supported[NV_FOG_DISTANCE])
5698 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5701 static DWORD vp_ffp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5703 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5706 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5708 ffp_enable,
5709 vp_ffp_get_caps,
5710 vp_ffp_get_emul_mask,
5711 ffp_alloc,
5712 ffp_free,
5713 vp_ffp_states,
5716 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5718 caps->wined3d_caps = 0;
5719 caps->PrimitiveMiscCaps = 0;
5720 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5721 | WINED3DTEXOPCAPS_ADDSIGNED
5722 | WINED3DTEXOPCAPS_ADDSIGNED2X
5723 | WINED3DTEXOPCAPS_MODULATE
5724 | WINED3DTEXOPCAPS_MODULATE2X
5725 | WINED3DTEXOPCAPS_MODULATE4X
5726 | WINED3DTEXOPCAPS_SELECTARG1
5727 | WINED3DTEXOPCAPS_SELECTARG2
5728 | WINED3DTEXOPCAPS_DISABLE;
5730 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5731 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5732 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5734 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5735 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5736 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5737 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5738 | WINED3DTEXOPCAPS_LERP
5739 | WINED3DTEXOPCAPS_SUBTRACT;
5741 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5742 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5744 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5745 | WINED3DTEXOPCAPS_MULTIPLYADD
5746 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5747 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5748 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5750 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5751 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5753 caps->MaxTextureBlendStages = gl_info->limits.textures;
5754 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5757 static DWORD ffp_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
5759 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5762 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5764 /* We only support identity conversions. */
5765 return is_identity_fixup(fixup);
5768 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5770 return TRUE;
5773 static void ffp_none_context_free(struct wined3d_context *context)
5777 const struct fragment_pipeline ffp_fragment_pipeline = {
5778 ffp_enable,
5779 ffp_fragment_get_caps,
5780 ffp_fragment_get_emul_mask,
5781 ffp_alloc,
5782 ffp_free,
5783 ffp_none_context_alloc,
5784 ffp_none_context_free,
5785 ffp_color_fixup_supported,
5786 ffp_fragmentstate_template,
5789 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5791 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5793 return shader_priv;
5796 static void none_free(struct wined3d_device *device) {}
5798 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5800 memset(caps, 0, sizeof(*caps));
5803 static DWORD vp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5805 return 0;
5808 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5810 none_enable,
5811 vp_none_get_caps,
5812 vp_none_get_emul_mask,
5813 none_alloc,
5814 none_free,
5815 NULL,
5818 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5820 memset(caps, 0, sizeof(*caps));
5823 static DWORD fp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5825 return 0;
5828 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5830 return is_identity_fixup(fixup);
5833 const struct fragment_pipeline none_fragment_pipe =
5835 none_enable,
5836 fp_none_get_caps,
5837 fp_none_get_emul_mask,
5838 none_alloc,
5839 none_free,
5840 ffp_none_context_alloc,
5841 ffp_none_context_free,
5842 fp_none_color_fixup_supported,
5843 NULL,
5846 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5848 unsigned int i;
5849 for(i = 0; funcs[i]; i++);
5850 return i;
5853 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5855 context->device->multistate_funcs[state_id][0](context, state, state_id);
5856 context->device->multistate_funcs[state_id][1](context, state, state_id);
5859 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5861 context->device->multistate_funcs[state_id][0](context, state, state_id);
5862 context->device->multistate_funcs[state_id][1](context, state, state_id);
5863 context->device->multistate_funcs[state_id][2](context, state, state_id);
5866 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5867 const struct wined3d_d3d_info *d3d_info)
5869 unsigned int start, last, i;
5871 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5872 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5873 for (i = start; i <= last; ++i)
5875 state_table[i].representative = 0;
5876 state_table[i].apply = state_undefined;
5879 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5880 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5881 for (i = start; i <= last; ++i)
5883 state_table[i].representative = 0;
5884 state_table[i].apply = state_undefined;
5887 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
5888 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5889 for (i = start; i <= last; ++i)
5891 state_table[i].representative = 0;
5892 state_table[i].apply = state_undefined;
5896 static void validate_state_table(struct StateEntry *state_table)
5898 static const struct
5900 DWORD first;
5901 DWORD last;
5903 rs_holes[] =
5905 { 1, 1},
5906 { 3, 3},
5907 { 17, 18},
5908 { 21, 21},
5909 { 42, 45},
5910 { 47, 47},
5911 { 61, 127},
5912 {149, 150},
5913 {169, 169},
5914 {177, 177},
5915 {196, 197},
5916 { 0, 0},
5918 static const DWORD simple_states[] =
5920 STATE_MATERIAL,
5921 STATE_VDECL,
5922 STATE_STREAMSRC,
5923 STATE_INDEXBUFFER,
5924 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5925 STATE_SHADER(WINED3D_SHADER_TYPE_HULL),
5926 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN),
5927 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5928 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5929 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE),
5930 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
5931 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL),
5932 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN),
5933 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
5934 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
5935 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE),
5936 STATE_COMPUTE_SHADER_RESOURCE_BINDING,
5937 STATE_GRAPHICS_SHADER_RESOURCE_BINDING,
5938 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING,
5939 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING,
5940 STATE_VIEWPORT,
5941 STATE_LIGHT_TYPE,
5942 STATE_SCISSORRECT,
5943 STATE_FRONTFACE,
5944 STATE_POINTSPRITECOORDORIGIN,
5945 STATE_BASEVERTEXINDEX,
5946 STATE_FRAMEBUFFER,
5947 STATE_POINT_ENABLE,
5948 STATE_COLOR_KEY,
5949 STATE_BLEND,
5951 unsigned int i, current;
5953 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5955 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5957 if (!state_table[i].representative)
5958 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5960 else if (state_table[i].representative)
5961 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5963 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5966 for (i = 0; i < ARRAY_SIZE(simple_states); ++i)
5968 if (!state_table[simple_states[i]].representative)
5969 ERR("State %s (%#x) should have a representative.\n",
5970 debug_d3dstate(simple_states[i]), simple_states[i]);
5973 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5975 DWORD rep = state_table[i].representative;
5976 if (rep)
5978 if (state_table[rep].representative != rep)
5980 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5981 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5982 state_table[i].representative = 0;
5985 if (rep != i)
5987 if (state_table[i].apply)
5988 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5990 else if (!state_table[i].apply)
5992 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5998 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5999 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
6000 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
6001 const struct StateEntryTemplate *misc)
6003 unsigned int i, type, handlers;
6004 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
6005 const struct StateEntryTemplate *cur;
6006 BOOL set[STATE_HIGHEST + 1];
6008 memset(multistate_funcs, 0, sizeof(multistate_funcs));
6010 for(i = 0; i < STATE_HIGHEST + 1; i++) {
6011 StateTable[i].representative = 0;
6012 StateTable[i].apply = state_undefined;
6015 for(type = 0; type < 3; type++) {
6016 /* This switch decides the order in which the states are applied */
6017 switch(type) {
6018 case 0: cur = misc; break;
6019 case 1: cur = fragment->states; break;
6020 case 2: cur = vertex->vp_states; break;
6021 default: cur = NULL; /* Stupid compiler */
6023 if(!cur) continue;
6025 /* GL extension filtering should not prevent multiple handlers being applied from different
6026 * pipeline parts
6028 memset(set, 0, sizeof(set));
6030 for(i = 0; cur[i].state; i++) {
6031 APPLYSTATEFUNC *funcs_array;
6033 /* Only use the first matching state with the available extension from one template.
6034 * e.g.
6035 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
6036 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
6038 * if GL_XYZ_fancy is supported, ignore the 2nd line
6040 if(set[cur[i].state]) continue;
6041 /* Skip state lines depending on unsupported extensions */
6042 if (!gl_info->supported[cur[i].extension]) continue;
6043 set[cur[i].state] = TRUE;
6044 /* In some cases having an extension means that nothing has to be
6045 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
6046 * supported, the texture coordinate fixup can be ignored. If the
6047 * apply function is used, mark the state set(done above) to prevent
6048 * applying later lines, but do not record anything in the state
6049 * table
6051 if (!cur[i].content.representative) continue;
6053 handlers = num_handlers(multistate_funcs[cur[i].state]);
6054 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
6055 switch(handlers) {
6056 case 0:
6057 StateTable[cur[i].state].apply = cur[i].content.apply;
6058 break;
6059 case 1:
6060 StateTable[cur[i].state].apply = multistate_apply_2;
6061 if (!(dev_multistate_funcs[cur[i].state] = heap_calloc(2, sizeof(**dev_multistate_funcs))))
6062 goto out_of_mem;
6064 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
6065 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
6066 break;
6067 case 2:
6068 StateTable[cur[i].state].apply = multistate_apply_3;
6069 if (!(funcs_array = heap_realloc(dev_multistate_funcs[cur[i].state],
6070 sizeof(**dev_multistate_funcs) * 3)))
6071 goto out_of_mem;
6073 dev_multistate_funcs[cur[i].state] = funcs_array;
6074 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
6075 break;
6076 default:
6077 ERR("Unexpected amount of state handlers for state %u: %u\n",
6078 cur[i].state, handlers + 1);
6081 if (StateTable[cur[i].state].representative
6082 && StateTable[cur[i].state].representative != cur[i].content.representative)
6084 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
6085 debug_d3dstate(cur[i].state), cur[i].state);
6087 StateTable[cur[i].state].representative = cur[i].content.representative;
6091 prune_invalid_states(StateTable, gl_info, d3d_info);
6092 validate_state_table(StateTable);
6094 return WINED3D_OK;
6096 out_of_mem:
6097 for (i = 0; i <= STATE_HIGHEST; ++i)
6099 heap_free(dev_multistate_funcs[i]);
6102 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
6104 return E_OUTOFMEMORY;