d3d8/tests: Add a system memory miptree layout test.
[wine.git] / dlls / wined3d / state.c
blob44962fa38263fab8a36ac7466a5210926b74e5d4
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 /* Context activation for state handler is done by the caller. */
43 static void state_undefined(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
45 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id), state_id);
48 void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
50 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id));
53 static void state_fillmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
55 enum wined3d_fill_mode mode = state->render_states[WINED3D_RS_FILLMODE];
56 const struct wined3d_gl_info *gl_info = context->gl_info;
58 switch (mode)
60 case WINED3D_FILL_POINT:
61 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
63 break;
64 case WINED3D_FILL_WIREFRAME:
65 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
67 break;
68 case WINED3D_FILL_SOLID:
69 gl_info->gl_ops.gl.p_glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
71 break;
72 default:
73 FIXME("Unrecognized fill mode %#x.\n", mode);
77 static void state_lighting(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
79 const struct wined3d_gl_info *gl_info = context->gl_info;
81 /* Lighting is not enabled if transformed vertices are drawn, but lighting
82 * does not affect the stream sources, so it is not grouped for
83 * performance reasons. This state reads the decoded vertex declaration,
84 * so if it is dirty don't do anything. The vertex declaration applying
85 * function calls this function for updating. */
86 if (isStateDirty(context, STATE_VDECL))
87 return;
89 if (state->render_states[WINED3D_RS_LIGHTING]
90 && !context->stream_info.position_transformed)
92 gl_info->gl_ops.gl.p_glEnable(GL_LIGHTING);
93 checkGLcall("glEnable GL_LIGHTING");
95 else
97 gl_info->gl_ops.gl.p_glDisable(GL_LIGHTING);
98 checkGLcall("glDisable GL_LIGHTING");
102 static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
104 enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
105 const struct wined3d_gl_info *gl_info = context->gl_info;
107 /* No z test without depth stencil buffers */
108 if (!state->fb->depth_stencil)
110 TRACE("No Z buffer - disabling depth test\n");
111 zenable = WINED3D_ZB_FALSE;
114 switch (zenable)
116 case WINED3D_ZB_FALSE:
117 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
118 checkGLcall("glDisable GL_DEPTH_TEST");
119 break;
120 case WINED3D_ZB_TRUE:
121 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
122 checkGLcall("glEnable GL_DEPTH_TEST");
123 break;
124 case WINED3D_ZB_USEW:
125 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
128 break;
129 default:
130 FIXME("Unrecognized depth buffer type %#x.\n", zenable);
131 break;
134 if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
135 context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
138 static void state_cullmode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
140 const struct wined3d_gl_info *gl_info = context->gl_info;
142 /* glFrontFace() is set in context.c at context init and on an
143 * offscreen / onscreen rendering switch. */
144 switch (state->render_states[WINED3D_RS_CULLMODE])
146 case WINED3D_CULL_NONE:
147 gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
148 checkGLcall("glDisable GL_CULL_FACE");
149 break;
150 case WINED3D_CULL_CW:
151 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
152 checkGLcall("glEnable GL_CULL_FACE");
153 gl_info->gl_ops.gl.p_glCullFace(GL_FRONT);
154 checkGLcall("glCullFace(GL_FRONT)");
155 break;
156 case WINED3D_CULL_CCW:
157 gl_info->gl_ops.gl.p_glEnable(GL_CULL_FACE);
158 checkGLcall("glEnable GL_CULL_FACE");
159 gl_info->gl_ops.gl.p_glCullFace(GL_BACK);
160 checkGLcall("glCullFace(GL_BACK)");
161 break;
162 default:
163 FIXME("Unrecognized cull mode %#x.\n",
164 state->render_states[WINED3D_RS_CULLMODE]);
168 void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
170 const struct wined3d_gl_info *gl_info = context->gl_info;
172 switch (state->render_states[WINED3D_RS_SHADEMODE])
174 case WINED3D_SHADE_FLAT:
175 gl_info->gl_ops.gl.p_glShadeModel(GL_FLAT);
176 checkGLcall("glShadeModel(GL_FLAT)");
177 break;
178 case WINED3D_SHADE_GOURAUD:
179 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
180 * in D3D. */
181 case WINED3D_SHADE_PHONG:
182 gl_info->gl_ops.gl.p_glShadeModel(GL_SMOOTH);
183 checkGLcall("glShadeModel(GL_SMOOTH)");
184 break;
185 default:
186 FIXME("Unrecognized shade mode %#x.\n",
187 state->render_states[WINED3D_RS_SHADEMODE]);
191 static void state_ditherenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
193 const struct wined3d_gl_info *gl_info = context->gl_info;
195 if (state->render_states[WINED3D_RS_DITHERENABLE])
197 gl_info->gl_ops.gl.p_glEnable(GL_DITHER);
198 checkGLcall("glEnable GL_DITHER");
200 else
202 gl_info->gl_ops.gl.p_glDisable(GL_DITHER);
203 checkGLcall("glDisable GL_DITHER");
207 static void state_zwritenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
209 const struct wined3d_gl_info *gl_info = context->gl_info;
211 if (state->render_states[WINED3D_RS_ZWRITEENABLE])
213 gl_info->gl_ops.gl.p_glDepthMask(1);
214 checkGLcall("glDepthMask(1)");
216 else
218 gl_info->gl_ops.gl.p_glDepthMask(0);
219 checkGLcall("glDepthMask(0)");
223 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
225 switch (f)
227 case WINED3D_CMP_NEVER:
228 return GL_NEVER;
229 case WINED3D_CMP_LESS:
230 return GL_LESS;
231 case WINED3D_CMP_EQUAL:
232 return GL_EQUAL;
233 case WINED3D_CMP_LESSEQUAL:
234 return GL_LEQUAL;
235 case WINED3D_CMP_GREATER:
236 return GL_GREATER;
237 case WINED3D_CMP_NOTEQUAL:
238 return GL_NOTEQUAL;
239 case WINED3D_CMP_GREATEREQUAL:
240 return GL_GEQUAL;
241 case WINED3D_CMP_ALWAYS:
242 return GL_ALWAYS;
243 default:
244 FIXME("Unrecognized compare function %#x.\n", f);
245 return GL_NONE;
249 static void state_zfunc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
251 GLenum depth_func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ZFUNC]);
252 const struct wined3d_gl_info *gl_info = context->gl_info;
254 if (!depth_func) return;
256 gl_info->gl_ops.gl.p_glDepthFunc(depth_func);
257 checkGLcall("glDepthFunc");
260 static void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
262 const struct wined3d_gl_info *gl_info = context->gl_info;
263 struct wined3d_color color;
265 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
266 TRACE("Setting ambient to %s.\n", debug_color(&color));
267 gl_info->gl_ops.gl.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, &color.r);
268 checkGLcall("glLightModel for MODEL_AMBIENT");
271 static void state_blendop_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
273 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
276 static GLenum gl_blend_op(const struct wined3d_gl_info *gl_info, enum wined3d_blend_op op)
278 switch (op)
280 case WINED3D_BLEND_OP_ADD:
281 return GL_FUNC_ADD;
282 case WINED3D_BLEND_OP_SUBTRACT:
283 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_SUBTRACT : GL_FUNC_ADD;
284 case WINED3D_BLEND_OP_REVSUBTRACT:
285 return gl_info->supported[EXT_BLEND_SUBTRACT] ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
286 case WINED3D_BLEND_OP_MIN:
287 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MIN : GL_FUNC_ADD;
288 case WINED3D_BLEND_OP_MAX:
289 return gl_info->supported[EXT_BLEND_MINMAX] ? GL_MAX : GL_FUNC_ADD;
290 default:
291 FIXME("Unhandled blend op %#x.\n", op);
292 return GL_FUNC_ADD;
296 static void state_blendop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
298 const struct wined3d_gl_info *gl_info = context->gl_info;
299 GLenum blend_equation_alpha = GL_FUNC_ADD_EXT;
300 GLenum blend_equation = GL_FUNC_ADD_EXT;
302 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
303 if (state->render_states[WINED3D_RS_BLENDOPALPHA]
304 && !gl_info->supported[EXT_BLEND_EQUATION_SEPARATE])
306 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
307 return;
310 blend_equation = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOP]);
311 blend_equation_alpha = gl_blend_op(gl_info, state->render_states[WINED3D_RS_BLENDOPALPHA]);
312 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation, blend_equation_alpha);
314 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
316 GL_EXTCALL(glBlendEquationSeparate(blend_equation, blend_equation_alpha));
317 checkGLcall("glBlendEquationSeparate");
319 else
321 GL_EXTCALL(glBlendEquation(blend_equation));
322 checkGLcall("glBlendEquation");
326 static GLenum gl_blend_factor(enum wined3d_blend factor, const struct wined3d_format *dst_format)
328 switch (factor)
330 case WINED3D_BLEND_ZERO:
331 return GL_ZERO;
332 case WINED3D_BLEND_ONE:
333 return GL_ONE;
334 case WINED3D_BLEND_SRCCOLOR:
335 return GL_SRC_COLOR;
336 case WINED3D_BLEND_INVSRCCOLOR:
337 return GL_ONE_MINUS_SRC_COLOR;
338 case WINED3D_BLEND_SRCALPHA:
339 return GL_SRC_ALPHA;
340 case WINED3D_BLEND_INVSRCALPHA:
341 return GL_ONE_MINUS_SRC_ALPHA;
342 case WINED3D_BLEND_DESTCOLOR:
343 return GL_DST_COLOR;
344 case WINED3D_BLEND_INVDESTCOLOR:
345 return GL_ONE_MINUS_DST_COLOR;
346 /* To compensate for the lack of format switching with backbuffer
347 * offscreen rendering, and with onscreen rendering, we modify the
348 * alpha test parameters for (INV)DESTALPHA if the render target
349 * doesn't support alpha blending. A nonexistent alpha channel
350 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
351 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
352 case WINED3D_BLEND_DESTALPHA:
353 return dst_format->alpha_size ? GL_DST_ALPHA : GL_ONE;
354 case WINED3D_BLEND_INVDESTALPHA:
355 return dst_format->alpha_size ? GL_ONE_MINUS_DST_ALPHA : GL_ZERO;
356 case WINED3D_BLEND_SRCALPHASAT:
357 return GL_SRC_ALPHA_SATURATE;
358 case WINED3D_BLEND_BLENDFACTOR:
359 return GL_CONSTANT_COLOR_EXT;
360 case WINED3D_BLEND_INVBLENDFACTOR:
361 return GL_ONE_MINUS_CONSTANT_COLOR_EXT;
362 default:
363 FIXME("Unhandled blend factor %#x.\n", factor);
364 return GL_NONE;
368 static void state_blend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
370 const struct wined3d_gl_info *gl_info = context->gl_info;
371 const struct wined3d_format *rt_format;
372 enum wined3d_blend d3d_blend;
373 GLenum srcBlend, dstBlend;
374 unsigned int rt_fmt_flags;
376 if (!state->fb->render_targets[0])
378 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
379 return;
382 rt_format = state->fb->render_targets[0]->format;
383 rt_fmt_flags = state->fb->render_targets[0]->format_flags;
385 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
386 * blending parameters to work. */
387 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE]
388 || state->render_states[WINED3D_RS_EDGEANTIALIAS]
389 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
391 /* Disable blending in all cases even without pixelshaders.
392 * With blending on we could face a big performance penalty.
393 * The d3d9 visual test confirms the behavior. */
394 if (context->render_offscreen && !(rt_fmt_flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
396 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
397 checkGLcall("glDisable GL_BLEND");
398 return;
400 else
402 gl_info->gl_ops.gl.p_glEnable(GL_BLEND);
403 checkGLcall("glEnable GL_BLEND");
406 else
408 gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
409 checkGLcall("glDisable GL_BLEND");
410 /* Nothing more to do - get out */
411 return;
414 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
415 * source blending values which are still valid up to d3d9. They should
416 * not occur as dest blend values. */
417 d3d_blend = state->render_states[WINED3D_RS_SRCBLEND];
418 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
420 srcBlend = GL_SRC_ALPHA;
421 dstBlend = GL_ONE_MINUS_SRC_ALPHA;
423 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
425 srcBlend = GL_ONE_MINUS_SRC_ALPHA;
426 dstBlend = GL_SRC_ALPHA;
428 else
430 srcBlend = gl_blend_factor(d3d_blend, rt_format);
431 dstBlend = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLEND], rt_format);
434 if (state->render_states[WINED3D_RS_EDGEANTIALIAS]
435 || state->render_states[WINED3D_RS_ANTIALIASEDLINEENABLE])
437 gl_info->gl_ops.gl.p_glEnable(GL_LINE_SMOOTH);
438 checkGLcall("glEnable(GL_LINE_SMOOTH)");
439 if (srcBlend != GL_SRC_ALPHA)
440 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
441 if (dstBlend != GL_ONE_MINUS_SRC_ALPHA && dstBlend != GL_ONE)
442 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
444 else
446 gl_info->gl_ops.gl.p_glDisable(GL_LINE_SMOOTH);
447 checkGLcall("glDisable(GL_LINE_SMOOTH)");
450 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
451 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_BLENDOP)))
452 state_blendop(context, state, STATE_RENDER(WINED3D_RS_BLENDOPALPHA));
454 if (state->render_states[WINED3D_RS_SEPARATEALPHABLENDENABLE])
456 GLenum srcBlendAlpha, dstBlendAlpha;
458 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
459 if (!context->gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
461 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
462 return;
465 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
466 * source blending values which are still valid up to d3d9. They should
467 * not occur as dest blend values. */
468 d3d_blend = state->render_states[WINED3D_RS_SRCBLENDALPHA];
469 if (d3d_blend == WINED3D_BLEND_BOTHSRCALPHA)
471 srcBlendAlpha = GL_SRC_ALPHA;
472 dstBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
474 else if (d3d_blend == WINED3D_BLEND_BOTHINVSRCALPHA)
476 srcBlendAlpha = GL_ONE_MINUS_SRC_ALPHA;
477 dstBlendAlpha = GL_SRC_ALPHA;
479 else
481 srcBlendAlpha = gl_blend_factor(d3d_blend, rt_format);
482 dstBlendAlpha = gl_blend_factor(state->render_states[WINED3D_RS_DESTBLENDALPHA], rt_format);
485 GL_EXTCALL(glBlendFuncSeparate(srcBlend, dstBlend, srcBlendAlpha, dstBlendAlpha));
486 checkGLcall("glBlendFuncSeparate");
488 else
490 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend, dstBlend);
491 gl_info->gl_ops.gl.p_glBlendFunc(srcBlend, dstBlend);
492 checkGLcall("glBlendFunc");
495 /* Colorkey fixup for stage 0 alphaop depends on
496 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
497 if (state->render_states[WINED3D_RS_COLORKEYENABLE])
498 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
501 static void state_blendfactor_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
503 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
506 static void state_blendfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
508 const struct wined3d_gl_info *gl_info = context->gl_info;
509 struct wined3d_color color;
511 TRACE("Setting blend factor to %#x.\n", state->render_states[WINED3D_RS_BLENDFACTOR]);
513 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_BLENDFACTOR]);
514 GL_EXTCALL(glBlendColor(color.r, color.g, color.b, color.a));
515 checkGLcall("glBlendColor");
518 void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
520 const struct wined3d_gl_info *gl_info = context->gl_info;
521 int glParm = 0;
522 float ref;
523 BOOL enable_ckey = FALSE;
525 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
527 /* Find out if the texture on the first stage has a ckey set. The alpha
528 * state func reads the texture settings, even though alpha and texture
529 * are not grouped together. This is to avoid making a huge alpha +
530 * texture + texture stage + ckey block due to the hardly used
531 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
532 * function will call alpha in case it finds some texture + colorkeyenable
533 * combination which needs extra care. */
534 if (state->textures[0] && (state->textures[0]->async.color_key_flags & WINED3D_CKEY_SRC_BLT))
535 enable_ckey = TRUE;
537 if (enable_ckey || context->last_was_ckey)
538 context_apply_state(context, state, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP));
539 context->last_was_ckey = enable_ckey;
541 if (state->render_states[WINED3D_RS_ALPHATESTENABLE]
542 || (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey))
544 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
545 checkGLcall("glEnable GL_ALPHA_TEST");
547 else
549 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
550 checkGLcall("glDisable GL_ALPHA_TEST");
551 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
552 * enable call
554 return;
557 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && enable_ckey)
559 glParm = GL_NOTEQUAL;
560 ref = 0.0f;
562 else
564 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
565 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
567 if (glParm)
569 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
570 checkGLcall("glAlphaFunc");
574 void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
576 const struct wined3d_gl_info *gl_info = context->gl_info;
577 DWORD enable = 0xffffffff;
578 DWORD disable = 0x00000000;
580 if (use_vs(state) && !context->d3d_info->vs_clipping)
582 static BOOL warned;
584 /* The OpenGL spec says that clipping planes are disabled when using
585 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
586 * driver keeps clipping planes activated with shaders in some
587 * conditions I got sick of tracking down. The shader state handler
588 * disables all clip planes because of that - don't do anything here
589 * and keep them disabled. */
590 if (state->render_states[WINED3D_RS_CLIPPLANEENABLE] && !warned++)
591 FIXME("Clipping not supported with vertex shaders\n");
592 return;
595 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
596 * The enabled / disabled planes are hardcoded into the shader. Update the
597 * shader to update the enabled clipplanes. In case of fixed function, we
598 * need to update the clipping field from ffp_vertex_settings. */
599 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
601 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
602 * of already set values
605 /* If enabling / disabling all
606 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
608 if (state->render_states[WINED3D_RS_CLIPPING])
610 enable = state->render_states[WINED3D_RS_CLIPPLANEENABLE];
611 disable = ~state->render_states[WINED3D_RS_CLIPPLANEENABLE];
613 else
615 disable = 0xffffffff;
616 enable = 0x00;
619 if (enable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE0);
620 if (enable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE1);
621 if (enable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE2);
622 if (enable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE3);
623 if (enable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE4);
624 if (enable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glEnable(GL_CLIP_PLANE5);
625 checkGLcall("clip plane enable");
627 if (disable & WINED3DCLIPPLANE0) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0);
628 if (disable & WINED3DCLIPPLANE1) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE1);
629 if (disable & WINED3DCLIPPLANE2) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE2);
630 if (disable & WINED3DCLIPPLANE3) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE3);
631 if (disable & WINED3DCLIPPLANE4) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE4);
632 if (disable & WINED3DCLIPPLANE5) gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE5);
633 checkGLcall("clip plane disable");
636 static void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
638 const struct wined3d_gl_info *gl_info = context->gl_info;
639 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
640 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
641 * specular color. This is wrong:
642 * Separate specular color means the specular colour is maintained separately, whereas
643 * single color means it is merged in. However in both cases they are being used to
644 * some extent.
645 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
646 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
647 * running 1.4 yet!
650 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
651 * Instead, we need to setup the FinalCombiner properly.
653 * The default setup for the FinalCombiner is:
655 * <variable> <input> <mapping> <usage>
656 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
657 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
658 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
659 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
660 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
661 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
662 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
664 * That's pretty much fine as it is, except for variable B, which needs to take
665 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
666 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
669 TRACE("Setting specular enable state and materials\n");
670 if (state->render_states[WINED3D_RS_SPECULARENABLE])
672 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
673 checkGLcall("glMaterialfv");
675 if (state->material.power > gl_info->limits.shininess)
677 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
678 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
679 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
680 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
681 * them, it should be safe to do so without major visual distortions.
683 WARN("Material power = %.8e, limit %.8e\n", state->material.power, gl_info->limits.shininess);
684 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, gl_info->limits.shininess);
686 else
688 gl_info->gl_ops.gl.p_glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, state->material.power);
690 checkGLcall("glMaterialf(GL_SHININESS)");
692 if (gl_info->supported[EXT_SECONDARY_COLOR])
693 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_SUM_EXT);
694 else
695 TRACE("Specular colors cannot be enabled in this version of opengl\n");
696 checkGLcall("glEnable(GL_COLOR_SUM)");
698 if (gl_info->supported[NV_REGISTER_COMBINERS])
700 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
701 checkGLcall("glFinalCombinerInputNV()");
703 } else {
704 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
706 /* for the case of enabled lighting: */
707 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
708 checkGLcall("glMaterialfv");
710 /* for the case of disabled lighting: */
711 if (gl_info->supported[EXT_SECONDARY_COLOR])
712 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_SUM_EXT);
713 else
714 TRACE("Specular colors cannot be disabled in this version of opengl\n");
715 checkGLcall("glDisable(GL_COLOR_SUM)");
717 if (gl_info->supported[NV_REGISTER_COMBINERS])
719 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
720 checkGLcall("glFinalCombinerInputNV()");
724 TRACE("diffuse %s\n", debug_color(&state->material.diffuse));
725 TRACE("ambient %s\n", debug_color(&state->material.ambient));
726 TRACE("specular %s\n", debug_color(&state->material.specular));
727 TRACE("emissive %s\n", debug_color(&state->material.emissive));
729 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
730 checkGLcall("glMaterialfv(GL_AMBIENT)");
731 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
732 checkGLcall("glMaterialfv(GL_DIFFUSE)");
733 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
734 checkGLcall("glMaterialfv(GL_EMISSION)");
737 static void state_texfactor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
739 const struct wined3d_gl_info *gl_info = context->gl_info;
740 struct wined3d_color color;
741 unsigned int i;
743 /* Note the texture color applies to all textures whereas
744 * GL_TEXTURE_ENV_COLOR applies to active only. */
745 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
747 /* And now the default texture color as well */
748 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
750 /* Note the WINED3D_RS value applies to all textures, but GL has one
751 * per texture, so apply it now ready to be used! */
752 context_active_texture(context, gl_info, i);
754 gl_info->gl_ops.gl.p_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &color.r);
755 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
759 static void renderstate_stencil_twosided(struct wined3d_context *context, GLint face,
760 GLint func, GLint ref, GLuint mask, GLint stencilFail, GLint depthFail, GLint stencilPass)
762 const struct wined3d_gl_info *gl_info = context->gl_info;
764 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
765 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
766 GL_EXTCALL(glActiveStencilFaceEXT(face));
767 checkGLcall("glActiveStencilFaceEXT(...)");
768 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
769 checkGLcall("glStencilFunc(...)");
770 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
771 checkGLcall("glStencilOp(...)");
774 static GLenum gl_stencil_op(enum wined3d_stencil_op op)
776 switch (op)
778 case WINED3D_STENCIL_OP_KEEP:
779 return GL_KEEP;
780 case WINED3D_STENCIL_OP_ZERO:
781 return GL_ZERO;
782 case WINED3D_STENCIL_OP_REPLACE:
783 return GL_REPLACE;
784 case WINED3D_STENCIL_OP_INCR_SAT:
785 return GL_INCR;
786 case WINED3D_STENCIL_OP_DECR_SAT:
787 return GL_DECR;
788 case WINED3D_STENCIL_OP_INVERT:
789 return GL_INVERT;
790 case WINED3D_STENCIL_OP_INCR:
791 return GL_INCR_WRAP;
792 case WINED3D_STENCIL_OP_DECR:
793 return GL_DECR_WRAP;
794 default:
795 FIXME("Unrecognized stencil op %#x.\n", op);
796 return GL_KEEP;
800 static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
802 const struct wined3d_gl_info *gl_info = context->gl_info;
803 DWORD onesided_enable;
804 DWORD twosided_enable;
805 GLint func;
806 GLint func_ccw;
807 GLint ref;
808 GLuint mask;
809 GLint stencilFail;
810 GLint stencilFail_ccw;
811 GLint stencilPass;
812 GLint stencilPass_ccw;
813 GLint depthFail;
814 GLint depthFail_ccw;
816 /* No stencil test without a stencil buffer. */
817 if (!state->fb->depth_stencil)
819 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
820 checkGLcall("glDisable GL_STENCIL_TEST");
821 return;
824 onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE];
825 twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
826 if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
827 func = GL_ALWAYS;
828 if (!(func_ccw = wined3d_gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
829 func_ccw = GL_ALWAYS;
830 ref = state->render_states[WINED3D_RS_STENCILREF];
831 mask = state->render_states[WINED3D_RS_STENCILMASK];
832 stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
833 depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
834 stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
835 stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
836 depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
837 stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
839 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
840 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
841 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
842 onesided_enable, twosided_enable, ref, mask,
843 func, stencilFail, depthFail, stencilPass,
844 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
846 if (twosided_enable && onesided_enable)
848 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
849 checkGLcall("glEnable GL_STENCIL_TEST");
851 if (gl_info->supported[WINED3D_GL_VERSION_2_0])
853 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
854 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
855 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_ccw, ref, mask));
856 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
857 checkGLcall("setting two sided stencil state");
859 else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
861 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
862 * which has an effect on the code below too. If we apply the front face
863 * afterwards, we are sure that the active stencil face is set to front,
864 * and other stencil functions which do not use two sided stencil do not have
865 * to set it back
867 renderstate_stencil_twosided(context, GL_BACK,
868 func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
869 renderstate_stencil_twosided(context, GL_FRONT,
870 func, ref, mask, stencilFail, depthFail, stencilPass);
872 else if (gl_info->supported[ATI_SEPARATE_STENCIL])
874 GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
875 checkGLcall("glStencilFuncSeparateATI(...)");
876 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
877 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
878 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
879 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
881 else
883 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
886 else if(onesided_enable)
888 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
890 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
891 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
894 /* This code disables the ATI extension as well, since the standard stencil functions are equal
895 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
897 gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
898 checkGLcall("glEnable GL_STENCIL_TEST");
899 gl_info->gl_ops.gl.p_glStencilFunc(func, ref, mask);
900 checkGLcall("glStencilFunc(...)");
901 gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass);
902 checkGLcall("glStencilOp(...)");
904 else
906 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
907 checkGLcall("glDisable GL_STENCIL_TEST");
911 static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
913 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
914 const struct wined3d_gl_info *gl_info = context->gl_info;
916 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
917 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
918 gl_info->gl_ops.gl.p_glStencilMask(mask);
919 checkGLcall("glStencilMask");
920 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
921 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
922 gl_info->gl_ops.gl.p_glStencilMask(mask);
925 static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
927 DWORD mask = state->fb->depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
928 const struct wined3d_gl_info *gl_info = context->gl_info;
930 gl_info->gl_ops.gl.p_glStencilMask(mask);
931 checkGLcall("glStencilMask");
934 static void state_fog_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
936 const struct wined3d_gl_info *gl_info = context->gl_info;
938 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
940 if (!state->render_states[WINED3D_RS_FOGENABLE])
941 return;
943 /* Table fog on: Never use fog coords, and use per-fragment fog */
944 if (state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
946 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
947 if (context->fog_coord)
949 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
950 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
951 context->fog_coord = FALSE;
954 /* Range fog is only used with per-vertex fog in d3d */
955 if (gl_info->supported[NV_FOG_DISTANCE])
957 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
958 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
960 return;
963 /* Otherwise use per-vertex fog in any case */
964 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_FASTEST);
966 if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->last_was_rhw)
968 /* No fog at all, or transformed vertices: Use fog coord */
969 if (!context->fog_coord)
971 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
972 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
973 context->fog_coord = TRUE;
976 else
978 /* Otherwise, use the fragment depth */
979 if (context->fog_coord)
981 gl_info->gl_ops.gl.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
982 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
983 context->fog_coord = FALSE;
986 if (state->render_states[WINED3D_RS_RANGEFOGENABLE])
988 if (gl_info->supported[NV_FOG_DISTANCE])
990 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
991 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
993 else
995 WARN("Range fog enabled, but not supported by this GL implementation.\n");
998 else if (gl_info->supported[NV_FOG_DISTANCE])
1000 gl_info->gl_ops.gl.p_glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
1001 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1006 void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1008 const struct wined3d_gl_info *gl_info = context->gl_info;
1009 float fogstart, fogend;
1011 get_fog_start_end(context, state, &fogstart, &fogend);
1013 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, fogstart);
1014 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1015 TRACE("Fog Start == %f\n", fogstart);
1017 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, fogend);
1018 checkGLcall("glFogf(GL_FOG_END, fogend)");
1019 TRACE("Fog End == %f\n", fogend);
1022 void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1024 const struct wined3d_gl_info *gl_info = context->gl_info;
1025 enum fogsource new_source;
1026 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
1027 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
1029 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
1031 if (!state->render_states[WINED3D_RS_FOGENABLE])
1033 /* No fog? Disable it, and we're done :-) */
1034 glDisableWINE(GL_FOG);
1035 checkGLcall("glDisable GL_FOG");
1036 return;
1039 /* Fog Rules:
1041 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1042 * It can use the Z value of the vertex, or the alpha component of the specular color.
1043 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1044 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1045 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1047 * FOGTABLEMODE != NONE:
1048 * The Z value is used, with the equation specified, no matter what vertex type.
1050 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1051 * Per vertex fog is calculated using the specified fog equation and the parameters
1053 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1054 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1055 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1058 * Rules for vertex fog with shaders:
1060 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1061 * the fog computation to happen during transformation while openGL expects it to happen
1062 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1063 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1064 * To solve this problem, WineD3D does:
1065 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1066 * shader,
1067 * and 2) disables the fog computation (in either the fixed function or programmable
1068 * rasterizer) if using a vertex program.
1070 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1071 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1072 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1073 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1074 * There are some GL differences between specular fog coords and vertex shaders though.
1076 * With table fog the vertex shader fog coordinate is ignored.
1078 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1079 * without shaders).
1082 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1083 * the system will apply only pixel(=table) fog effects."
1085 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
1087 if (use_vs(state))
1089 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1090 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1091 new_source = FOGSOURCE_VS;
1093 else
1095 switch (state->render_states[WINED3D_RS_FOGVERTEXMODE])
1097 /* If processed vertices are used, fall through to the NONE case */
1098 case WINED3D_FOG_EXP:
1099 if (!context->last_was_rhw)
1101 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1102 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1103 new_source = FOGSOURCE_FFP;
1104 break;
1106 /* drop through */
1108 case WINED3D_FOG_EXP2:
1109 if (!context->last_was_rhw)
1111 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1112 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1113 new_source = FOGSOURCE_FFP;
1114 break;
1116 /* drop through */
1118 case WINED3D_FOG_LINEAR:
1119 if (!context->last_was_rhw)
1121 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1122 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1123 new_source = FOGSOURCE_FFP;
1124 break;
1126 /* drop through */
1128 case WINED3D_FOG_NONE:
1129 /* Both are none? According to msdn the alpha channel of
1130 * the specular colour contains a fog factor. Set it in
1131 * draw_primitive_immediate_mode(). Same happens with
1132 * vertex fog on transformed vertices. */
1133 new_source = FOGSOURCE_COORD;
1134 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1135 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1136 break;
1138 default:
1139 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1140 state->render_states[WINED3D_RS_FOGVERTEXMODE]);
1141 new_source = FOGSOURCE_FFP; /* Make the compiler happy */
1144 } else {
1145 new_source = FOGSOURCE_FFP;
1147 switch (state->render_states[WINED3D_RS_FOGTABLEMODE])
1149 case WINED3D_FOG_EXP:
1150 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP);
1151 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1152 break;
1154 case WINED3D_FOG_EXP2:
1155 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_EXP2);
1156 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1157 break;
1159 case WINED3D_FOG_LINEAR:
1160 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
1161 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1162 break;
1164 case WINED3D_FOG_NONE: /* Won't happen */
1165 default:
1166 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1167 state->render_states[WINED3D_RS_FOGTABLEMODE]);
1171 glEnableWINE(GL_FOG);
1172 checkGLcall("glEnable GL_FOG");
1173 if (new_source != context->fog_source || fogstart == fogend)
1175 context->fog_source = new_source;
1176 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
1180 void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1182 const struct wined3d_gl_info *gl_info = context->gl_info;
1183 struct wined3d_color color;
1185 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1186 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, &color.r);
1187 checkGLcall("glFog GL_FOG_COLOR");
1190 void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1192 const struct wined3d_gl_info *gl_info = context->gl_info;
1193 union {
1194 DWORD d;
1195 float f;
1196 } tmpvalue;
1198 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1199 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
1200 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1203 static void state_colormat(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1205 const struct wined3d_gl_info *gl_info = context->gl_info;
1206 GLenum Parm = 0;
1208 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1209 * The vertex declaration will call this function if the fixed function pipeline is used.
1212 if(isStateDirty(context, STATE_VDECL)) {
1213 return;
1216 context->num_untracked_materials = 0;
1217 if ((context->stream_info.use_map & (1u << WINED3D_FFP_DIFFUSE))
1218 && state->render_states[WINED3D_RS_COLORVERTEX])
1220 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1221 state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE],
1222 state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE],
1223 state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE],
1224 state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
1226 if (state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1228 if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1229 Parm = GL_AMBIENT_AND_DIFFUSE;
1230 else
1231 Parm = GL_DIFFUSE;
1232 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1234 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1235 context->num_untracked_materials++;
1237 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1239 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1240 context->num_untracked_materials++;
1243 else if (state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1245 Parm = GL_AMBIENT;
1246 if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1248 context->untracked_materials[context->num_untracked_materials] = GL_EMISSION;
1249 context->num_untracked_materials++;
1251 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1253 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1254 context->num_untracked_materials++;
1257 else if (state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1259 Parm = GL_EMISSION;
1260 if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1262 context->untracked_materials[context->num_untracked_materials] = GL_SPECULAR;
1263 context->num_untracked_materials++;
1266 else if (state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE] == WINED3D_MCS_COLOR1)
1268 Parm = GL_SPECULAR;
1272 /* Nothing changed, return. */
1273 if (Parm == context->tracking_parm) return;
1275 if (!Parm)
1277 gl_info->gl_ops.gl.p_glDisable(GL_COLOR_MATERIAL);
1278 checkGLcall("glDisable GL_COLOR_MATERIAL");
1280 else
1282 gl_info->gl_ops.gl.p_glColorMaterial(GL_FRONT_AND_BACK, Parm);
1283 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1284 gl_info->gl_ops.gl.p_glEnable(GL_COLOR_MATERIAL);
1285 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1288 /* Apparently calls to glMaterialfv are ignored for properties we're
1289 * tracking with glColorMaterial, so apply those here. */
1290 switch (context->tracking_parm)
1292 case GL_AMBIENT_AND_DIFFUSE:
1293 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1294 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1295 checkGLcall("glMaterialfv");
1296 break;
1298 case GL_DIFFUSE:
1299 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float *)&state->material.diffuse);
1300 checkGLcall("glMaterialfv");
1301 break;
1303 case GL_AMBIENT:
1304 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float *)&state->material.ambient);
1305 checkGLcall("glMaterialfv");
1306 break;
1308 case GL_EMISSION:
1309 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float *)&state->material.emissive);
1310 checkGLcall("glMaterialfv");
1311 break;
1313 case GL_SPECULAR:
1314 /* Only change material color if specular is enabled, otherwise it is set to black */
1315 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1317 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float *)&state->material.specular);
1318 checkGLcall("glMaterialfv");
1320 else
1322 static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1323 gl_info->gl_ops.gl.p_glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
1324 checkGLcall("glMaterialfv");
1326 break;
1329 context->tracking_parm = Parm;
1332 static void state_linepattern(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1334 const struct wined3d_gl_info *gl_info = context->gl_info;
1335 union
1337 DWORD d;
1338 struct wined3d_line_pattern lp;
1339 } tmppattern;
1340 tmppattern.d = state->render_states[WINED3D_RS_LINEPATTERN];
1342 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1344 if (tmppattern.lp.repeat_factor)
1346 gl_info->gl_ops.gl.p_glLineStipple(tmppattern.lp.repeat_factor, tmppattern.lp.line_pattern);
1347 checkGLcall("glLineStipple(repeat, linepattern)");
1348 gl_info->gl_ops.gl.p_glEnable(GL_LINE_STIPPLE);
1349 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1351 else
1353 gl_info->gl_ops.gl.p_glDisable(GL_LINE_STIPPLE);
1354 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1358 static void state_linepattern_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1360 static unsigned int once;
1362 if (!once++)
1363 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1366 static void state_normalize(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1368 const struct wined3d_gl_info *gl_info = context->gl_info;
1370 if (isStateDirty(context, STATE_VDECL))
1371 return;
1373 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1374 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1375 * by zero and is not properly defined in opengl, so avoid it
1377 if (state->render_states[WINED3D_RS_NORMALIZENORMALS]
1378 && (context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL)))
1380 gl_info->gl_ops.gl.p_glEnable(GL_NORMALIZE);
1381 checkGLcall("glEnable(GL_NORMALIZE);");
1383 else
1385 gl_info->gl_ops.gl.p_glDisable(GL_NORMALIZE);
1386 checkGLcall("glDisable(GL_NORMALIZE);");
1390 static void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1392 float min, max;
1394 get_pointsize_minmax(context, state, &min, &max);
1396 if (min != 1.0f)
1397 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min);
1398 if (max != 64.0f)
1399 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max);
1402 static void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1404 const struct wined3d_gl_info *gl_info = context->gl_info;
1405 float min, max;
1407 get_pointsize_minmax(context, state, &min, &max);
1409 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, min);
1410 checkGLcall("glPointParameterfEXT(...)");
1411 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, max);
1412 checkGLcall("glPointParameterfEXT(...)");
1415 static void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1417 const struct wined3d_gl_info *gl_info = context->gl_info;
1418 float min, max;
1420 get_pointsize_minmax(context, state, &min, &max);
1422 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MIN_ARB, min);
1423 checkGLcall("glPointParameterfARB(...)");
1424 GL_EXTCALL(glPointParameterfARB)(GL_POINT_SIZE_MAX_ARB, max);
1425 checkGLcall("glPointParameterfARB(...)");
1428 static void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1430 const struct wined3d_gl_info *gl_info = context->gl_info;
1431 float att[3];
1432 float pointsize;
1434 get_pointsize(context, state, &pointsize, att);
1436 if (gl_info->supported[ARB_POINT_PARAMETERS])
1438 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
1439 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1441 else if (gl_info->supported[EXT_POINT_PARAMETERS])
1443 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
1444 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1446 else if (state->render_states[WINED3D_RS_POINTSCALEENABLE])
1448 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1451 gl_info->gl_ops.gl.p_glPointSize(max(pointsize, FLT_MIN));
1452 checkGLcall("glPointSize(...);");
1455 static void state_debug_monitor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1457 WARN("token: %#x.\n", state->render_states[WINED3D_RS_DEBUGMONITORTOKEN]);
1460 static void state_colorwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1462 DWORD mask0 = state->render_states[WINED3D_RS_COLORWRITEENABLE];
1463 DWORD mask1 = state->render_states[WINED3D_RS_COLORWRITEENABLE1];
1464 DWORD mask2 = state->render_states[WINED3D_RS_COLORWRITEENABLE2];
1465 DWORD mask3 = state->render_states[WINED3D_RS_COLORWRITEENABLE3];
1466 const struct wined3d_gl_info *gl_info = context->gl_info;
1468 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1469 mask0 & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
1470 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
1471 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
1472 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
1473 gl_info->gl_ops.gl.p_glColorMask(mask0 & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1474 mask0 & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1475 mask0 & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1476 mask0 & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
1477 checkGLcall("glColorMask(...)");
1479 if (!((mask1 == mask0 && mask2 == mask0 && mask3 == mask0)
1480 || (mask1 == 0xf && mask2 == 0xf && mask3 == 0xf)))
1482 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1483 mask0, mask1, mask2, mask3);
1484 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1488 static void set_color_mask(const struct wined3d_gl_info *gl_info, UINT index, DWORD mask)
1490 GL_EXTCALL(glColorMaski(index,
1491 mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
1492 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
1493 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
1494 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE));
1495 checkGLcall("glColorMaski");
1498 static void state_colorwrite0(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1500 set_color_mask(context->gl_info, 0, state->render_states[WINED3D_RS_COLORWRITEENABLE]);
1503 static void state_colorwrite1(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1505 set_color_mask(context->gl_info, 1, state->render_states[WINED3D_RS_COLORWRITEENABLE1]);
1508 static void state_colorwrite2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1510 set_color_mask(context->gl_info, 2, state->render_states[WINED3D_RS_COLORWRITEENABLE2]);
1513 static void state_colorwrite3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1515 set_color_mask(context->gl_info, 3, state->render_states[WINED3D_RS_COLORWRITEENABLE3]);
1518 static void state_localviewer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1520 const struct wined3d_gl_info *gl_info = context->gl_info;
1522 if (state->render_states[WINED3D_RS_LOCALVIEWER])
1524 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
1525 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1527 else
1529 gl_info->gl_ops.gl.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
1530 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1534 static void state_lastpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1536 if (state->render_states[WINED3D_RS_LASTPIXEL])
1538 TRACE("Last Pixel Drawing Enabled\n");
1540 else
1542 static BOOL warned;
1543 if (!warned) {
1544 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1545 warned = TRUE;
1546 } else {
1547 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1552 void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1554 static BOOL warned;
1556 /* TODO: NV_POINT_SPRITE */
1557 if (!warned && state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1559 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1560 FIXME("Point sprites not supported\n");
1561 warned = TRUE;
1565 void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1567 const struct wined3d_gl_info *gl_info = context->gl_info;
1569 if (state->render_states[WINED3D_RS_POINTSPRITEENABLE])
1571 gl_info->gl_ops.gl.p_glEnable(GL_POINT_SPRITE_ARB);
1572 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1574 else
1576 gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
1577 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1581 static void state_wrap(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1583 static unsigned int once;
1585 if ((state->render_states[WINED3D_RS_WRAP0]
1586 || state->render_states[WINED3D_RS_WRAP1]
1587 || state->render_states[WINED3D_RS_WRAP2]
1588 || state->render_states[WINED3D_RS_WRAP3]
1589 || state->render_states[WINED3D_RS_WRAP4]
1590 || state->render_states[WINED3D_RS_WRAP5]
1591 || state->render_states[WINED3D_RS_WRAP6]
1592 || state->render_states[WINED3D_RS_WRAP7]
1593 || state->render_states[WINED3D_RS_WRAP8]
1594 || state->render_states[WINED3D_RS_WRAP9]
1595 || state->render_states[WINED3D_RS_WRAP10]
1596 || state->render_states[WINED3D_RS_WRAP11]
1597 || state->render_states[WINED3D_RS_WRAP12]
1598 || state->render_states[WINED3D_RS_WRAP13]
1599 || state->render_states[WINED3D_RS_WRAP14]
1600 || state->render_states[WINED3D_RS_WRAP15])
1601 && !once++)
1602 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1605 static void state_msaa_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1607 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1608 WARN("Multisample antialiasing not supported by GL.\n");
1611 static void state_msaa(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1613 const struct wined3d_gl_info *gl_info = context->gl_info;
1615 if (state->render_states[WINED3D_RS_MULTISAMPLEANTIALIAS])
1617 gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE_ARB);
1618 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1620 else
1622 gl_info->gl_ops.gl.p_glDisable(GL_MULTISAMPLE_ARB);
1623 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1627 static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1629 const struct wined3d_gl_info *gl_info = context->gl_info;
1631 if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
1633 gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
1634 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1636 else
1638 gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
1639 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1643 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1644 * OpenGL the bias is specified in units of "the smallest value that is
1645 * guaranteed to produce a resolvable offset for a given implementation". To
1646 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1647 * We try to detect the value from GL with test draws. On most drivers (r300g,
1648 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1649 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1650 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1651 * not depend on the depth buffer precision on any driver.
1653 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1654 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1656 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1657 * doesn't need to be scaled to account for GL vs D3D differences. */
1658 static void state_depthbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1660 const struct wined3d_gl_info *gl_info = context->gl_info;
1662 if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
1663 || state->render_states[WINED3D_RS_DEPTHBIAS])
1665 const struct wined3d_rendertarget_view *depth = state->fb->depth_stencil;
1666 float scale;
1668 union
1670 DWORD d;
1671 float f;
1672 } scale_bias, const_bias;
1674 scale_bias.d = state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS];
1675 const_bias.d = state->render_states[WINED3D_RS_DEPTHBIAS];
1677 gl_info->gl_ops.gl.p_glEnable(GL_POLYGON_OFFSET_FILL);
1678 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1680 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_DEPTH_BIAS)
1682 float bias = -(float)const_bias.d;
1683 gl_info->gl_ops.gl.p_glPolygonOffset(bias, bias);
1684 checkGLcall("glPolygonOffset");
1686 else
1688 if (depth)
1690 if (depth->format_flags & WINED3DFMT_FLAG_FLOAT)
1691 scale = gl_info->float_polyoffset_scale;
1692 else
1693 scale = gl_info->fixed_polyoffset_scale;
1695 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1696 debug_d3dformat(depth->format->id), scale);
1698 else
1700 /* The context manager will reapply this state on a depth stencil change */
1701 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1702 scale = 0.0f;
1705 gl_info->gl_ops.gl.p_glPolygonOffset(scale_bias.f, const_bias.f * scale);
1706 checkGLcall("glPolygonOffset(...)");
1709 else
1711 gl_info->gl_ops.gl.p_glDisable(GL_POLYGON_OFFSET_FILL);
1712 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1716 static void state_zvisible(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1718 if (state->render_states[WINED3D_RS_ZVISIBLE])
1719 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1722 static void state_stippledalpha(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1724 if (state->render_states[WINED3D_RS_STIPPLEDALPHA])
1725 FIXME("Stippled Alpha not supported yet.\n");
1728 static void state_antialias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1730 if (state->render_states[WINED3D_RS_ANTIALIAS])
1731 FIXME("Antialias not supported yet.\n");
1734 static void state_multisampmask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1736 if (state->render_states[WINED3D_RS_MULTISAMPLEMASK] != 0xffffffff)
1737 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1738 state->render_states[WINED3D_RS_MULTISAMPLEMASK]);
1741 static void state_patchedgestyle(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1743 if (state->render_states[WINED3D_RS_PATCHEDGESTYLE] != WINED3D_PATCH_EDGE_DISCRETE)
1744 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1745 state->render_states[WINED3D_RS_PATCHEDGESTYLE]);
1748 static void state_patchsegments(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1750 union {
1751 DWORD d;
1752 float f;
1753 } tmpvalue;
1754 tmpvalue.f = 1.0f;
1756 if (state->render_states[WINED3D_RS_PATCHSEGMENTS] != tmpvalue.d)
1758 static BOOL displayed = FALSE;
1760 tmpvalue.d = state->render_states[WINED3D_RS_PATCHSEGMENTS];
1761 if(!displayed)
1762 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue.f);
1764 displayed = TRUE;
1768 static void state_positiondegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1770 if (state->render_states[WINED3D_RS_POSITIONDEGREE] != WINED3D_DEGREE_CUBIC)
1771 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1772 state->render_states[WINED3D_RS_POSITIONDEGREE]);
1775 static void state_normaldegree(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1777 if (state->render_states[WINED3D_RS_NORMALDEGREE] != WINED3D_DEGREE_LINEAR)
1778 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1779 state->render_states[WINED3D_RS_NORMALDEGREE]);
1782 static void state_tessellation(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1784 if (state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION])
1785 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1786 state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION]);
1789 static void state_nvdb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1791 union {
1792 DWORD d;
1793 float f;
1794 } zmin, zmax;
1796 const struct wined3d_gl_info *gl_info = context->gl_info;
1798 if (state->render_states[WINED3D_RS_ADAPTIVETESS_X] == WINED3DFMT_NVDB)
1800 zmin.d = state->render_states[WINED3D_RS_ADAPTIVETESS_Z];
1801 zmax.d = state->render_states[WINED3D_RS_ADAPTIVETESS_W];
1803 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1804 * In d3d9 test is not performed in this case*/
1805 if (zmin.f <= zmax.f)
1807 gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
1808 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1809 GL_EXTCALL(glDepthBoundsEXT(zmin.f, zmax.f));
1810 checkGLcall("glDepthBoundsEXT(...)");
1812 else
1814 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1815 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1818 else
1820 gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
1821 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1824 state_tessellation(context, state, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION));
1827 static void state_wrapu(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1829 if (state->render_states[WINED3D_RS_WRAPU])
1830 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1833 static void state_wrapv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1835 if (state->render_states[WINED3D_RS_WRAPV])
1836 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1839 static void state_monoenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1841 if (state->render_states[WINED3D_RS_MONOENABLE])
1842 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1845 static void state_rop2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1847 if (state->render_states[WINED3D_RS_ROP2])
1848 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1851 static void state_planemask(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1853 if (state->render_states[WINED3D_RS_PLANEMASK])
1854 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1857 static void state_subpixel(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1859 if (state->render_states[WINED3D_RS_SUBPIXEL])
1860 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1863 static void state_subpixelx(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1865 if (state->render_states[WINED3D_RS_SUBPIXELX])
1866 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1869 static void state_stippleenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1871 if (state->render_states[WINED3D_RS_STIPPLEENABLE])
1872 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1875 static void state_mipmaplodbias(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1877 if (state->render_states[WINED3D_RS_MIPMAPLODBIAS])
1878 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1881 static void state_anisotropy(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1883 if (state->render_states[WINED3D_RS_ANISOTROPY])
1884 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1887 static void state_flushbatch(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1889 if (state->render_states[WINED3D_RS_FLUSHBATCH])
1890 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
1893 static void state_translucentsi(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1895 if (state->render_states[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT])
1896 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
1899 static void state_extents(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1901 if (state->render_states[WINED3D_RS_EXTENTS])
1902 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
1905 static void state_ckeyblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1907 if (state->render_states[WINED3D_RS_COLORKEYBLENDENABLE])
1908 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
1911 static void state_swvp(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
1913 static int once;
1914 if (state->render_states[WINED3D_RS_SOFTWAREVERTEXPROCESSING])
1916 if (!once++)
1917 FIXME("Software vertex processing not implemented.\n");
1921 static void get_src_and_opr(DWORD arg, BOOL is_alpha, GLenum* source, GLenum* operand) {
1922 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1923 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1924 * flag specifies the complement of the input should be used. */
1925 BOOL from_alpha = is_alpha || arg & WINED3DTA_ALPHAREPLICATE;
1926 BOOL complement = arg & WINED3DTA_COMPLEMENT;
1928 /* Calculate the operand */
1929 if (complement) {
1930 if (from_alpha) *operand = GL_ONE_MINUS_SRC_ALPHA;
1931 else *operand = GL_ONE_MINUS_SRC_COLOR;
1932 } else {
1933 if (from_alpha) *operand = GL_SRC_ALPHA;
1934 else *operand = GL_SRC_COLOR;
1937 /* Calculate the source */
1938 switch (arg & WINED3DTA_SELECTMASK) {
1939 case WINED3DTA_CURRENT: *source = GL_PREVIOUS_EXT; break;
1940 case WINED3DTA_DIFFUSE: *source = GL_PRIMARY_COLOR_EXT; break;
1941 case WINED3DTA_TEXTURE: *source = GL_TEXTURE; break;
1942 case WINED3DTA_TFACTOR: *source = GL_CONSTANT_EXT; break;
1943 case WINED3DTA_SPECULAR:
1945 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1946 * 'Secondary color' and isn't supported until base GL supports it
1947 * There is no concept of temp registers as far as I can tell
1949 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1950 *source = GL_TEXTURE;
1951 break;
1952 default:
1953 FIXME("Unrecognized texture arg %#x\n", arg);
1954 *source = GL_TEXTURE;
1955 break;
1959 /* Setup the texture operations texture stage states */
1960 static void set_tex_op(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
1961 BOOL isAlpha, int Stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3)
1963 GLenum src1, src2, src3;
1964 GLenum opr1, opr2, opr3;
1965 GLenum comb_target;
1966 GLenum src0_target, src1_target, src2_target;
1967 GLenum opr0_target, opr1_target, opr2_target;
1968 GLenum scal_target;
1969 GLenum opr=0, invopr, src3_target, opr3_target;
1970 BOOL Handled = FALSE;
1972 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha, Stage, debug_d3dtop(op), arg1, arg2, arg3);
1974 /* Operations usually involve two args, src0 and src1 and are operations
1975 * of the form (a1 <operation> a2). However, some of the more complex
1976 * operations take 3 parameters. Instead of the (sensible) addition of a3,
1977 * Microsoft added in a third parameter called a0. Therefore these are
1978 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
1979 * parameter goes to the front.
1981 * However, below we treat the new (a0) parameter as src2/opr2, so in the
1982 * actual functions below, expect their syntax to differ slightly to those
1983 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
1984 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
1986 if (isAlpha)
1988 comb_target = GL_COMBINE_ALPHA;
1989 src0_target = GL_SOURCE0_ALPHA;
1990 src1_target = GL_SOURCE1_ALPHA;
1991 src2_target = GL_SOURCE2_ALPHA;
1992 opr0_target = GL_OPERAND0_ALPHA;
1993 opr1_target = GL_OPERAND1_ALPHA;
1994 opr2_target = GL_OPERAND2_ALPHA;
1995 scal_target = GL_ALPHA_SCALE;
1997 else
1999 comb_target = GL_COMBINE_RGB;
2000 src0_target = GL_SOURCE0_RGB;
2001 src1_target = GL_SOURCE1_RGB;
2002 src2_target = GL_SOURCE2_RGB;
2003 opr0_target = GL_OPERAND0_RGB;
2004 opr1_target = GL_OPERAND1_RGB;
2005 opr2_target = GL_OPERAND2_RGB;
2006 scal_target = GL_RGB_SCALE;
2009 /* If a texture stage references an invalid texture unit the stage just
2010 * passes through the result from the previous stage */
2011 if (is_invalid_op(state, Stage, op, arg1, arg2, arg3))
2013 arg1 = WINED3DTA_CURRENT;
2014 op = WINED3D_TOP_SELECT_ARG1;
2017 if (isAlpha && !state->textures[Stage] && arg1 == WINED3DTA_TEXTURE)
2019 get_src_and_opr(WINED3DTA_DIFFUSE, isAlpha, &src1, &opr1);
2020 } else {
2021 get_src_and_opr(arg1, isAlpha, &src1, &opr1);
2023 get_src_and_opr(arg2, isAlpha, &src2, &opr2);
2024 get_src_and_opr(arg3, isAlpha, &src3, &opr3);
2026 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target, src1, opr1, src2, opr2, src3, opr3);
2028 Handled = TRUE; /* Assume will be handled */
2030 /* Other texture operations require special extensions: */
2031 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2033 if (isAlpha) {
2034 opr = GL_SRC_ALPHA;
2035 invopr = GL_ONE_MINUS_SRC_ALPHA;
2036 src3_target = GL_SOURCE3_ALPHA_NV;
2037 opr3_target = GL_OPERAND3_ALPHA_NV;
2038 } else {
2039 opr = GL_SRC_COLOR;
2040 invopr = GL_ONE_MINUS_SRC_COLOR;
2041 src3_target = GL_SOURCE3_RGB_NV;
2042 opr3_target = GL_OPERAND3_RGB_NV;
2044 switch (op)
2046 case WINED3D_TOP_DISABLE: /* Only for alpha */
2047 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2048 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2049 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2050 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2051 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2052 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2053 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2054 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2055 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2056 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2057 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2058 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2059 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2060 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2061 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2062 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2063 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2064 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2065 break;
2067 case WINED3D_TOP_SELECT_ARG1: /* = a1 * 1 + 0 * 0 */
2068 case WINED3D_TOP_SELECT_ARG2: /* = a2 * 1 + 0 * 0 */
2069 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2070 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2071 if (op == WINED3D_TOP_SELECT_ARG1)
2073 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2074 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2075 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2076 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2078 else
2080 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2081 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2082 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2083 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2085 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2086 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2087 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2088 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2089 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2090 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2091 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2092 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2093 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2094 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2095 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2096 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2097 break;
2099 case WINED3D_TOP_MODULATE:
2100 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2101 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2102 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2103 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2104 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2105 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2106 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2107 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2108 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2109 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2110 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2111 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2112 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2113 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2114 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2115 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2116 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2117 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2118 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2119 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2120 break;
2121 case WINED3D_TOP_MODULATE_2X:
2122 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2123 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2124 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2125 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2126 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2127 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2128 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2129 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2130 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2131 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2132 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2133 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2134 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2135 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2136 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2137 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2138 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2139 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2140 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2141 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2142 break;
2143 case WINED3D_TOP_MODULATE_4X:
2144 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2145 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2146 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2147 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2148 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2149 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2150 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2151 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2152 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2153 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2154 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_ZERO);
2155 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2156 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2157 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2158 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2159 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2160 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2161 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2162 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2163 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2164 break;
2166 case WINED3D_TOP_ADD:
2167 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2168 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2169 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2170 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2171 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2172 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2173 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2174 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2175 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2176 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2177 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2178 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2179 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2180 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2181 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2182 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2183 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2184 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2185 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2186 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2187 break;
2189 case WINED3D_TOP_ADD_SIGNED:
2190 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2191 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2192 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2193 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2194 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2195 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2196 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2197 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2198 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2199 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2200 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2201 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2202 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2203 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2204 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2205 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2206 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2207 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2208 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2209 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2210 break;
2212 case WINED3D_TOP_ADD_SIGNED_2X:
2213 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2214 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2215 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2216 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2217 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2218 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2219 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2220 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2221 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2222 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2223 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2224 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2225 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2226 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2227 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2228 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2229 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2230 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2231 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2232 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2233 break;
2235 case WINED3D_TOP_ADD_SMOOTH:
2236 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2237 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2238 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2239 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2240 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2241 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2242 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2243 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2244 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2245 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2246 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2247 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2248 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2249 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2250 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2251 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2252 switch (opr1) {
2253 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2254 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2255 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2256 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2258 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2259 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2260 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2261 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2262 break;
2264 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2265 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2266 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2267 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2268 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2269 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2270 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2271 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR);
2272 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2273 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2274 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2275 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2276 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2277 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2278 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2279 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR);
2280 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2281 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2282 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2283 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2284 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2285 break;
2286 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2287 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2288 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2289 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2290 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2291 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2292 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2293 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_TEXTURE);
2294 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2295 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2296 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2297 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2298 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2299 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2300 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2301 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2302 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2303 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2304 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2305 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2306 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2307 break;
2308 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2309 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2310 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2311 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2312 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2313 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2314 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2315 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_CONSTANT);
2316 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2317 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2318 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2319 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2320 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2321 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2322 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2323 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_CONSTANT);
2324 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2325 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2326 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2327 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2328 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2329 break;
2330 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2331 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2332 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2333 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2334 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2335 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2336 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2337 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2338 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2339 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2340 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2341 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2342 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2343 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2344 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2345 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_TEXTURE);
2346 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2347 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA);
2348 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2349 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2350 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2351 break;
2352 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2353 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2354 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2355 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1); /* a0 = src1/opr1 */
2356 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2357 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2358 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2359 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2360 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2361 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2362 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2363 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2); /* a2 = arg2 */
2364 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2365 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2366 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2367 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2368 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2369 switch (opr) {
2370 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2371 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2373 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2374 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2375 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2376 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2377 break;
2378 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2379 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2380 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2381 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2382 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2383 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2384 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2385 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2386 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2387 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2388 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2389 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2390 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2391 switch (opr1) {
2392 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2393 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2395 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2396 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2397 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2398 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2399 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2400 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2401 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2402 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2403 break;
2404 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2405 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2406 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2407 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2408 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2409 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2410 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2411 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2412 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2413 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2414 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2415 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2416 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2417 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2418 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2419 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src1);
2420 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2421 switch (opr1) {
2422 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2423 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2424 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2425 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2427 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr);
2428 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2429 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2430 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2431 break;
2432 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2433 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2434 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2435 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2436 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2437 switch (opr1) {
2438 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2439 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2440 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2441 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2443 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2444 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2445 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2446 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2447 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2448 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2449 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2450 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2451 switch (opr1) {
2452 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2453 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2455 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr);
2456 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2457 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, GL_ZERO);
2458 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2459 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, invopr);
2460 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2461 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2462 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2463 break;
2464 case WINED3D_TOP_MULTIPLY_ADD:
2465 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2466 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2467 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src3);
2468 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2469 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr3);
2470 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2471 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, GL_ZERO);
2472 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2473 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, invopr);
2474 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2475 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src1);
2476 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2477 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr1);
2478 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2479 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src3_target, src2);
2480 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2481 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr3_target, opr2);
2482 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2483 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2484 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2485 break;
2487 case WINED3D_TOP_BUMPENVMAP:
2488 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2489 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2490 Handled = FALSE;
2491 break;
2493 default:
2494 Handled = FALSE;
2496 if (Handled)
2498 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
2499 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2501 return;
2503 } /* GL_NV_texture_env_combine4 */
2505 Handled = TRUE; /* Again, assume handled */
2506 switch (op) {
2507 case WINED3D_TOP_DISABLE: /* Only for alpha */
2508 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2509 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2510 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT);
2511 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2512 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA);
2513 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2514 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2515 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2516 break;
2517 case WINED3D_TOP_SELECT_ARG1:
2518 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2519 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2520 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2521 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2522 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2523 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2524 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2525 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2526 break;
2527 case WINED3D_TOP_SELECT_ARG2:
2528 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_REPLACE);
2529 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2530 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src2);
2531 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2532 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr2);
2533 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2534 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2535 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2536 break;
2537 case WINED3D_TOP_MODULATE:
2538 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2539 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2540 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2541 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2542 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2543 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2544 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2545 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2546 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2547 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2548 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2549 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2550 break;
2551 case WINED3D_TOP_MODULATE_2X:
2552 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2553 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2554 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2555 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2556 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2557 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2558 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2559 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2560 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2561 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2562 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2563 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2564 break;
2565 case WINED3D_TOP_MODULATE_4X:
2566 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE);
2567 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2568 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2569 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2570 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2571 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2572 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2573 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2574 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2575 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2576 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 4);
2577 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2578 break;
2579 case WINED3D_TOP_ADD:
2580 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD);
2581 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2582 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2583 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2584 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2585 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2586 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2587 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2588 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2589 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2590 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2591 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2592 break;
2593 case WINED3D_TOP_ADD_SIGNED:
2594 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2595 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2596 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2597 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2598 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2599 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2600 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2601 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2602 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2603 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2604 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2605 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2606 break;
2607 case WINED3D_TOP_ADD_SIGNED_2X:
2608 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED);
2609 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2610 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2611 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2612 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2613 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2614 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2615 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2616 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2617 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2618 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 2);
2619 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2620 break;
2621 case WINED3D_TOP_SUBTRACT:
2622 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE])
2624 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_SUBTRACT);
2625 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2626 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2627 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2628 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2629 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2630 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2631 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2632 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2633 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2634 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2635 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2636 } else {
2637 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2639 break;
2641 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
2642 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2643 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2644 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2645 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2646 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2647 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2648 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2649 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2650 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2651 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2652 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR);
2653 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2654 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2655 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2656 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2657 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2658 break;
2659 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
2660 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2661 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2662 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2663 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2664 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2665 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2666 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2667 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2668 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2669 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2670 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_TEXTURE);
2671 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2672 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2673 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2674 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2675 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2676 break;
2677 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
2678 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2679 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2680 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2681 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2682 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2683 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2684 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2685 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2686 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2687 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2688 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_CONSTANT);
2689 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2690 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2691 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2692 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2693 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2694 break;
2695 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
2696 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2697 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2698 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2699 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2700 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2701 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2702 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2703 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2704 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2705 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2706 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, GL_PREVIOUS);
2707 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2708 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA);
2709 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2710 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2711 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2712 break;
2713 case WINED3D_TOP_DOTPRODUCT3:
2714 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
2716 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB);
2717 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2719 else if (gl_info->supported[EXT_TEXTURE_ENV_DOT3])
2721 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT);
2722 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2723 } else {
2724 FIXME("This version of opengl does not support GL_DOT3\n");
2726 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2727 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2728 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2729 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2730 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2731 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2732 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2733 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2734 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2735 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2736 break;
2737 case WINED3D_TOP_LERP:
2738 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE);
2739 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2740 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2741 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2742 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2743 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2744 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src2);
2745 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2746 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr2);
2747 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2748 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src3);
2749 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2750 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr3);
2751 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2752 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2753 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2754 break;
2755 case WINED3D_TOP_ADD_SMOOTH:
2756 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2758 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2759 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2760 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2761 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2762 switch (opr1) {
2763 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2764 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2765 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2766 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2768 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2769 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2770 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2771 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2772 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2773 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2774 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2775 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2776 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2777 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2778 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2779 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2780 } else
2781 Handled = FALSE;
2782 break;
2783 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2784 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2786 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2787 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2788 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, GL_TEXTURE);
2789 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2790 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_ALPHA);
2791 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2792 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2793 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2794 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2795 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2796 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2797 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2798 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2799 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2800 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2801 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2802 } else
2803 Handled = FALSE;
2804 break;
2805 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2806 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2808 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2809 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2810 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2811 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2812 switch (opr1) {
2813 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2814 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2815 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2816 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2818 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2819 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2820 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2821 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2822 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2823 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2824 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2825 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2826 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2827 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2828 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2829 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2830 } else
2831 Handled = FALSE;
2832 break;
2833 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2834 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2836 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2837 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2838 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2839 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2840 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2841 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2842 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2843 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2844 switch (opr1) {
2845 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2846 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2847 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2848 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2850 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2851 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2852 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2853 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2854 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2855 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2856 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2857 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2858 } else
2859 Handled = FALSE;
2860 break;
2861 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2862 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2864 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2865 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2866 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2867 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2868 switch (opr1) {
2869 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2870 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2871 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2872 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2874 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2875 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2876 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2877 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2878 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr1);
2879 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2880 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2881 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2882 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2883 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2884 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2885 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2886 } else
2887 Handled = FALSE;
2888 break;
2889 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2890 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2892 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2893 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2894 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2895 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2896 switch (opr1) {
2897 case GL_SRC_COLOR: opr = GL_ONE_MINUS_SRC_COLOR; break;
2898 case GL_ONE_MINUS_SRC_COLOR: opr = GL_SRC_COLOR; break;
2899 case GL_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2900 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2902 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr);
2903 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2904 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src1);
2905 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2906 switch (opr1) {
2907 case GL_SRC_COLOR: opr = GL_SRC_ALPHA; break;
2908 case GL_ONE_MINUS_SRC_COLOR: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2909 case GL_SRC_ALPHA: opr = GL_SRC_ALPHA; break;
2910 case GL_ONE_MINUS_SRC_ALPHA: opr = GL_ONE_MINUS_SRC_ALPHA; break;
2912 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr);
2913 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2914 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2915 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2916 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2917 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2918 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2919 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2920 } else
2921 Handled = FALSE;
2922 break;
2923 case WINED3D_TOP_MULTIPLY_ADD:
2924 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3])
2926 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI);
2927 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2928 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src0_target, src1);
2929 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2930 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr0_target, opr1);
2931 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2932 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src1_target, src3);
2933 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2934 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr1_target, opr3);
2935 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2936 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, src2_target, src2);
2937 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2938 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, opr2_target, opr2);
2939 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2940 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, scal_target, 1);
2941 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2942 } else
2943 Handled = FALSE;
2944 break;
2945 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
2946 case WINED3D_TOP_BUMPENVMAP:
2947 if (gl_info->supported[NV_TEXTURE_SHADER2])
2949 /* Technically texture shader support without register combiners is possible, but not expected to occur
2950 * on real world cards, so for now a fixme should be enough
2952 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
2954 Handled = FALSE;
2955 break;
2957 default:
2958 Handled = FALSE;
2961 if (Handled) {
2962 BOOL combineOK = TRUE;
2963 if (gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
2965 DWORD op2;
2967 if (isAlpha)
2968 op2 = state->texture_states[Stage][WINED3D_TSS_COLOR_OP];
2969 else
2970 op2 = state->texture_states[Stage][WINED3D_TSS_ALPHA_OP];
2972 /* Note: If COMBINE4 in effect can't go back to combine! */
2973 switch (op2)
2975 case WINED3D_TOP_ADD_SMOOTH:
2976 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
2977 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
2978 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
2979 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
2980 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
2981 case WINED3D_TOP_MULTIPLY_ADD:
2982 /* Ignore those implemented in both cases */
2983 switch (op)
2985 case WINED3D_TOP_SELECT_ARG1:
2986 case WINED3D_TOP_SELECT_ARG2:
2987 combineOK = FALSE;
2988 Handled = FALSE;
2989 break;
2990 default:
2991 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op), debug_d3dtop(op2), isAlpha);
2992 return;
2997 if (combineOK)
2999 gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
3000 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3002 return;
3006 /* After all the extensions, if still unhandled, report fixme */
3007 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op));
3011 static void tex_colorop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3013 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3014 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3015 DWORD mapped_stage = context->tex_unit_map[stage];
3016 const struct wined3d_gl_info *gl_info = context->gl_info;
3018 TRACE("Setting color op for stage %d\n", stage);
3020 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3021 if (use_ps(state)) return;
3023 if (stage != mapped_stage) WARN("Using non 1:1 mapping: %d -> %d!\n", stage, mapped_stage);
3025 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3027 if (tex_used && mapped_stage >= gl_info->limits.textures)
3029 FIXME("Attempt to enable unsupported stage!\n");
3030 return;
3032 context_active_texture(context, gl_info, mapped_stage);
3035 if (stage >= context->lowest_disabled_stage)
3037 TRACE("Stage disabled\n");
3038 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3040 /* Disable everything here */
3041 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_2D);
3042 checkGLcall("glDisable(GL_TEXTURE_2D)");
3043 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_3D);
3044 checkGLcall("glDisable(GL_TEXTURE_3D)");
3045 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3047 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB);
3048 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3050 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
3052 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_RECTANGLE_ARB);
3053 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3056 /* All done */
3057 return;
3060 /* The sampler will also activate the correct texture dimensions, so no
3061 * need to do it here if the sampler for this stage is dirty. */
3062 if (!isStateDirty(context, STATE_SAMPLER(stage)) && tex_used)
3063 texture_activate_dimensions(state->textures[stage], gl_info);
3065 set_tex_op(gl_info, state, FALSE, stage,
3066 state->texture_states[stage][WINED3D_TSS_COLOR_OP],
3067 state->texture_states[stage][WINED3D_TSS_COLOR_ARG1],
3068 state->texture_states[stage][WINED3D_TSS_COLOR_ARG2],
3069 state->texture_states[stage][WINED3D_TSS_COLOR_ARG0]);
3072 void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3074 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3075 BOOL tex_used = context->fixed_function_usage_map & (1u << stage);
3076 DWORD mapped_stage = context->tex_unit_map[stage];
3077 const struct wined3d_gl_info *gl_info = context->gl_info;
3078 DWORD op, arg1, arg2, arg0;
3080 TRACE("Setting alpha op for stage %d\n", stage);
3081 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3082 if (mapped_stage != WINED3D_UNMAPPED_STAGE)
3084 if (tex_used && mapped_stage >= gl_info->limits.textures)
3086 FIXME("Attempt to enable unsupported stage!\n");
3087 return;
3089 context_active_texture(context, gl_info, mapped_stage);
3092 op = state->texture_states[stage][WINED3D_TSS_ALPHA_OP];
3093 arg1 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG1];
3094 arg2 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG2];
3095 arg0 = state->texture_states[stage][WINED3D_TSS_ALPHA_ARG0];
3097 if (state->render_states[WINED3D_RS_COLORKEYENABLE] && !stage && state->textures[0])
3099 struct wined3d_texture *texture = state->textures[0];
3100 GLenum texture_dimensions = texture->target;
3102 if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
3104 if (texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT && !texture->resource.format->alpha_size)
3106 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3107 * properly. On the other hand applications can still use texture combiners apparently. This code
3108 * takes care that apps cannot remove the texture's alpha channel entirely.
3110 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3111 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3112 * and alpha component of diffuse color to draw things like translucent text and perform other
3113 * blending effects.
3115 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3116 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3117 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3118 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3119 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3120 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3121 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3122 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3123 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3124 * alpha.
3126 * What to do with multitexturing? So far no app has been found that uses color keying with
3127 * multitexturing */
3128 if (op == WINED3D_TOP_DISABLE)
3130 arg1 = WINED3DTA_TEXTURE;
3131 op = WINED3D_TOP_SELECT_ARG1;
3133 else if (op == WINED3D_TOP_SELECT_ARG1 && arg1 != WINED3DTA_TEXTURE)
3135 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3137 arg2 = WINED3DTA_TEXTURE;
3138 op = WINED3D_TOP_MODULATE;
3140 else arg1 = WINED3DTA_TEXTURE;
3142 else if (op == WINED3D_TOP_SELECT_ARG2 && arg2 != WINED3DTA_TEXTURE)
3144 if (state->render_states[WINED3D_RS_ALPHABLENDENABLE])
3146 arg1 = WINED3DTA_TEXTURE;
3147 op = WINED3D_TOP_MODULATE;
3149 else arg2 = WINED3DTA_TEXTURE;
3155 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3156 * this if block here, and the other code(color keying, texture unit selection) are the same
3158 TRACE("Setting alpha op for stage %d\n", stage);
3159 if (gl_info->supported[NV_REGISTER_COMBINERS])
3161 set_tex_op_nvrc(gl_info, state, TRUE, stage, op, arg1, arg2, arg0,
3162 mapped_stage, state->texture_states[stage][WINED3D_TSS_RESULT_ARG]);
3164 else
3166 set_tex_op(gl_info, state, TRUE, stage, op, arg1, arg2, arg0);
3170 static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3172 const struct wined3d_gl_info *gl_info = context->gl_info;
3173 unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3174 unsigned int mapped_stage = context->tex_unit_map[tex];
3175 struct wined3d_matrix mat;
3177 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3178 if (use_vs(state) || isStateDirty(context, STATE_VDECL))
3180 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3181 return;
3184 if (mapped_stage == WINED3D_UNMAPPED_STAGE) return;
3185 if (mapped_stage >= gl_info->limits.textures) return;
3187 context_active_texture(context, gl_info, mapped_stage);
3188 gl_info->gl_ops.gl.p_glMatrixMode(GL_TEXTURE);
3189 checkGLcall("glMatrixMode(GL_TEXTURE)");
3191 get_texture_matrix(context, state, mapped_stage, &mat);
3193 gl_info->gl_ops.gl.p_glLoadMatrixf(&mat._11);
3194 checkGLcall("glLoadMatrixf");
3197 static void unload_tex_coords(const struct wined3d_gl_info *gl_info)
3199 unsigned int texture_idx;
3201 for (texture_idx = 0; texture_idx < gl_info->limits.texture_coords; ++texture_idx)
3203 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
3204 gl_info->gl_ops.gl.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY);
3208 static void load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si,
3209 GLuint *curVBO, const struct wined3d_state *state)
3211 const struct wined3d_gl_info *gl_info = context->gl_info;
3212 unsigned int mapped_stage = 0;
3213 unsigned int textureNo;
3215 for (textureNo = 0; textureNo < context->d3d_info->limits.ffp_blend_stages; ++textureNo)
3217 int coordIdx = state->texture_states[textureNo][WINED3D_TSS_TEXCOORD_INDEX];
3219 mapped_stage = context->tex_unit_map[textureNo];
3220 if (mapped_stage == WINED3D_UNMAPPED_STAGE) continue;
3222 if (mapped_stage >= gl_info->limits.texture_coords)
3224 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage);
3225 continue;
3228 if (coordIdx < MAX_TEXTURES && (si->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + coordIdx))))
3230 const struct wined3d_stream_info_element *e = &si->elements[WINED3D_FFP_TEXCOORD0 + coordIdx];
3232 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3233 textureNo, mapped_stage, coordIdx, e->data.buffer_object, e->data.addr);
3235 if (*curVBO != e->data.buffer_object)
3237 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
3238 checkGLcall("glBindBuffer");
3239 *curVBO = e->data.buffer_object;
3242 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + mapped_stage));
3243 checkGLcall("glClientActiveTextureARB");
3245 /* The coords to supply depend completely on the fvf / vertex shader */
3246 gl_info->gl_ops.gl.p_glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
3247 e->data.addr + state->load_base_vertex_index * e->stride);
3248 gl_info->gl_ops.gl.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3250 else
3252 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1));
3255 if (gl_info->supported[NV_REGISTER_COMBINERS])
3257 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3258 for (textureNo = mapped_stage + 1; textureNo < gl_info->limits.textures; ++textureNo)
3260 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + textureNo, 0, 0, 0, 1));
3264 checkGLcall("loadTexCoords");
3267 static void tex_coordindex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3269 DWORD stage = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
3270 static const GLfloat s_plane[] = { 1.0f, 0.0f, 0.0f, 0.0f };
3271 static const GLfloat t_plane[] = { 0.0f, 1.0f, 0.0f, 0.0f };
3272 static const GLfloat r_plane[] = { 0.0f, 0.0f, 1.0f, 0.0f };
3273 static const GLfloat q_plane[] = { 0.0f, 0.0f, 0.0f, 1.0f };
3274 const struct wined3d_gl_info *gl_info = context->gl_info;
3275 DWORD mapped_stage = context->tex_unit_map[stage];
3277 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3279 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
3280 return;
3283 if (mapped_stage >= gl_info->limits.fragment_samplers)
3285 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage, mapped_stage);
3286 return;
3288 context_active_texture(context, gl_info, mapped_stage);
3290 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3292 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3293 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3294 * means use the vertex position (camera-space) as the input texture coordinates
3295 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3296 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3297 * to the TEXCOORDINDEX value
3299 switch (state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX] & 0xffff0000)
3301 case WINED3DTSS_TCI_PASSTHRU:
3302 /* Use the specified texture coordinates contained within the
3303 * vertex format. This value resolves to zero. */
3304 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3305 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3306 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3307 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3308 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3309 break;
3311 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
3312 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3313 * as the input texture coordinates for this stage's texture transformation. This
3314 * equates roughly to EYE_LINEAR */
3316 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3317 gl_info->gl_ops.gl.p_glPushMatrix();
3318 gl_info->gl_ops.gl.p_glLoadIdentity();
3319 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3320 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3321 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3322 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3323 gl_info->gl_ops.gl.p_glPopMatrix();
3324 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3326 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3327 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3328 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
3329 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3331 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3332 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3333 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3334 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3336 break;
3338 case WINED3DTSS_TCI_CAMERASPACENORMAL:
3339 /* Note that NV_TEXGEN_REFLECTION support is implied when
3340 * ARB_TEXTURE_CUBE_MAP is supported */
3341 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3343 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3344 break;
3347 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3348 gl_info->gl_ops.gl.p_glPushMatrix();
3349 gl_info->gl_ops.gl.p_glLoadIdentity();
3350 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3351 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3352 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3353 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3354 gl_info->gl_ops.gl.p_glPopMatrix();
3355 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3357 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3358 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3359 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
3360 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3362 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3363 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3364 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3365 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3367 break;
3369 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
3370 /* Note that NV_TEXGEN_REFLECTION support is implied when
3371 * ARB_TEXTURE_CUBE_MAP is supported */
3372 if (!gl_info->supported[NV_TEXGEN_REFLECTION])
3374 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3375 break;
3378 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3379 gl_info->gl_ops.gl.p_glPushMatrix();
3380 gl_info->gl_ops.gl.p_glLoadIdentity();
3381 gl_info->gl_ops.gl.p_glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
3382 gl_info->gl_ops.gl.p_glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
3383 gl_info->gl_ops.gl.p_glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
3384 gl_info->gl_ops.gl.p_glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
3385 gl_info->gl_ops.gl.p_glPopMatrix();
3386 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3388 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3389 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3390 gl_info->gl_ops.gl.p_glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
3391 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3393 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3394 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3395 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_R);
3396 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3398 break;
3400 case WINED3DTSS_TCI_SPHEREMAP:
3401 gl_info->gl_ops.gl.p_glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3402 gl_info->gl_ops.gl.p_glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
3403 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3405 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_S);
3406 gl_info->gl_ops.gl.p_glEnable(GL_TEXTURE_GEN_T);
3407 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3408 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3410 break;
3412 default:
3413 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3414 state->texture_states[stage][WINED3D_TSS_TEXCOORD_INDEX]);
3415 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_S);
3416 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_T);
3417 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_R);
3418 gl_info->gl_ops.gl.p_glDisable(GL_TEXTURE_GEN_Q);
3419 checkGLcall("Disable texgen.");
3421 break;
3424 /* Update the texture matrix. */
3425 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + stage)))
3426 transform_texture(context, state, STATE_TEXTURESTAGE(stage, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3428 if (!isStateDirty(context, STATE_VDECL) && context->namedArraysLoaded)
3430 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3431 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3432 * and do all the things linked to it
3433 * TODO: Tidy that up to reload only the arrays of the changed unit
3435 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3437 unload_tex_coords(gl_info);
3438 load_tex_coords(context, &context->stream_info, &curVBO, state);
3442 static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3444 const DWORD sampler = state_id - STATE_SAMPLER(0);
3445 const struct wined3d_texture *texture = state->textures[sampler];
3447 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
3449 if(!texture) return;
3450 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3451 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3452 * scaling is reapplied or removed, the texture matrix has to be reapplied
3454 * The mapped stage is already active because the sampler() function below, which is part of the
3455 * misc pipeline
3457 if (sampler < MAX_TEXTURES)
3459 const BOOL texIsPow2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT);
3461 if (texIsPow2 || (context->lastWasPow2Texture & (1u << sampler)))
3463 if (texIsPow2)
3464 context->lastWasPow2Texture |= 1u << sampler;
3465 else
3466 context->lastWasPow2Texture &= ~(1u << sampler);
3468 transform_texture(context, state,
3469 STATE_TEXTURESTAGE(context->tex_unit_map[sampler], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
3474 static enum wined3d_texture_address wined3d_texture_address_mode(const struct wined3d_texture *texture,
3475 enum wined3d_texture_address t)
3477 if (t < WINED3D_TADDRESS_WRAP || t > WINED3D_TADDRESS_MIRROR_ONCE)
3479 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t);
3480 return WINED3D_TADDRESS_WRAP;
3483 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3484 if (texture->target == GL_TEXTURE_CUBE_MAP_ARB || ((texture->flags & WINED3D_TEXTURE_COND_NP2)
3485 && t == WINED3D_TADDRESS_WRAP))
3486 return WINED3D_TADDRESS_CLAMP;
3488 return t;
3491 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc *desc,
3492 const struct wined3d_context *context, const DWORD *sampler_states, const struct wined3d_texture *texture)
3494 union
3496 float f;
3497 DWORD d;
3498 } lod_bias;
3500 desc->address_u = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_U]);
3501 desc->address_v = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_V]);
3502 desc->address_w = wined3d_texture_address_mode(texture, sampler_states[WINED3D_SAMP_ADDRESS_W]);
3503 wined3d_color_from_d3dcolor((struct wined3d_color *)desc->border_color,
3504 sampler_states[WINED3D_SAMP_BORDER_COLOR]);
3505 if (sampler_states[WINED3D_SAMP_MAG_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3506 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3507 sampler_states[WINED3D_SAMP_MAG_FILTER]);
3508 desc->mag_filter = min(max(sampler_states[WINED3D_SAMP_MAG_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3509 if (sampler_states[WINED3D_SAMP_MIN_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3510 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3511 sampler_states[WINED3D_SAMP_MIN_FILTER]);
3512 desc->min_filter = min(max(sampler_states[WINED3D_SAMP_MIN_FILTER], WINED3D_TEXF_POINT), WINED3D_TEXF_LINEAR);
3513 if (sampler_states[WINED3D_SAMP_MIP_FILTER] > WINED3D_TEXF_ANISOTROPIC)
3514 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3515 sampler_states[WINED3D_SAMP_MIP_FILTER]);
3516 desc->mip_filter = min(max(sampler_states[WINED3D_SAMP_MIP_FILTER], WINED3D_TEXF_NONE), WINED3D_TEXF_LINEAR);
3517 lod_bias.d = sampler_states[WINED3D_SAMP_MIPMAP_LOD_BIAS];
3518 desc->lod_bias = lod_bias.f;
3519 desc->min_lod = -1000.0f;
3520 desc->max_lod = 1000.0f;
3521 desc->max_anisotropy = sampler_states[WINED3D_SAMP_MAX_ANISOTROPY];
3522 if ((sampler_states[WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_ANISOTROPIC
3523 && sampler_states[WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_ANISOTROPIC
3524 && sampler_states[WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_ANISOTROPIC)
3525 || (texture->flags & WINED3D_TEXTURE_COND_NP2))
3526 desc->max_anisotropy = 1;
3527 desc->compare = texture->resource.format_flags & WINED3DFMT_FLAG_SHADOW;
3528 desc->comparison_func = WINED3D_CMP_LESSEQUAL;
3529 desc->srgb_decode = sampler_states[WINED3D_SAMP_SRGB_TEXTURE];
3531 if (!(texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING))
3533 desc->mag_filter = WINED3D_TEXF_POINT;
3534 desc->min_filter = WINED3D_TEXF_POINT;
3535 desc->mip_filter = WINED3D_TEXF_NONE;
3538 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3540 desc->mip_filter = WINED3D_TEXF_NONE;
3541 if (context->gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
3542 desc->min_filter = WINED3D_TEXF_POINT;
3546 /* Enabling and disabling texture dimensions is done by texture stage state /
3547 * pixel shader setup, this function only has to bind textures and set the per
3548 * texture states. */
3549 static void sampler(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3551 DWORD sampler_idx = state_id - STATE_SAMPLER(0);
3552 DWORD mapped_stage = context->tex_unit_map[sampler_idx];
3553 const struct wined3d_gl_info *gl_info = context->gl_info;
3555 TRACE("Sampler %u.\n", sampler_idx);
3558 if (mapped_stage == WINED3D_UNMAPPED_STAGE)
3560 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx);
3561 return;
3564 if (mapped_stage >= gl_info->limits.combined_samplers)
3566 return;
3568 context_active_texture(context, gl_info, mapped_stage);
3570 if (state->textures[sampler_idx])
3572 struct wined3d_texture *texture = state->textures[sampler_idx];
3573 BOOL srgb = state->sampler_states[sampler_idx][WINED3D_SAMP_SRGB_TEXTURE];
3574 const DWORD *sampler_states = state->sampler_states[sampler_idx];
3575 struct wined3d_sampler_desc desc;
3576 struct gl_texture *gl_tex;
3577 unsigned int base_level;
3579 wined3d_sampler_desc_from_sampler_states(&desc, context, sampler_states, texture);
3581 wined3d_texture_bind(texture, context, srgb);
3582 if (!gl_info->supported[ARB_SAMPLER_OBJECTS])
3584 wined3d_texture_apply_sampler_desc(texture, &desc, context);
3586 else
3588 struct wined3d_device *device = context->swapchain->device;
3589 struct wined3d_sampler *sampler;
3590 struct wine_rb_entry *entry;
3592 if ((entry = wine_rb_get(&device->samplers, &desc)))
3594 sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
3596 else
3598 if (FAILED(wined3d_sampler_create(device, &desc, NULL, &sampler)))
3600 ERR("Failed to create sampler.\n");
3601 sampler = NULL;
3603 else
3605 if (wine_rb_put(&device->samplers, &desc, &sampler->entry) == -1)
3606 ERR("Failed to insert sampler.\n");
3610 if (sampler)
3612 GL_EXTCALL(glBindSampler(mapped_stage, sampler->name));
3613 checkGLcall("glBindSampler");
3617 if (texture->flags & WINED3D_TEXTURE_COND_NP2)
3618 base_level = 0;
3619 else if (desc.mip_filter == WINED3D_TEXF_NONE)
3620 base_level = texture->lod;
3621 else
3622 base_level = min(max(sampler_states[WINED3D_SAMP_MAX_MIP_LEVEL],
3623 texture->lod), texture->level_count - 1);
3625 gl_tex = wined3d_texture_get_gl_texture(texture, texture->flags & WINED3D_TEXTURE_IS_SRGB);
3626 if (base_level != gl_tex->base_level)
3628 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
3629 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
3630 * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
3631 * corresponds to GL_TEXTURE_BASE_LEVEL. */
3632 gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
3633 gl_tex->base_level = base_level;
3636 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3637 if (!(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
3638 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
3640 else
3642 context_bind_texture(context, GL_NONE, 0);
3643 if (gl_info->supported[ARB_SAMPLER_OBJECTS])
3645 GL_EXTCALL(glBindSampler(mapped_stage, 0));
3646 checkGLcall("glBindSampler");
3651 void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3653 unsigned int i;
3655 if (use_ps(state))
3657 if (!context->last_was_pshader)
3659 /* Former draw without a pixel shader, some samplers may be
3660 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3661 * make sure to enable them. */
3662 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
3664 if (!isStateDirty(context, STATE_SAMPLER(i)))
3665 sampler(context, state, STATE_SAMPLER(i));
3667 context->last_was_pshader = TRUE;
3669 else
3671 /* Otherwise all samplers were activated by the code above in
3672 * earlier draws, or by sampler() if a different texture was
3673 * bound. I don't have to do anything. */
3676 else
3678 /* Disabled the pixel shader - color ops weren't applied while it was
3679 * enabled, so re-apply them. */
3680 for (i = 0; i < context->d3d_info->limits.ffp_blend_stages; ++i)
3682 if (!isStateDirty(context, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP)))
3683 context_apply_state(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3685 context->last_was_pshader = FALSE;
3688 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
3691 static void state_geometry_shader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3693 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_GEOMETRY;
3696 static void shader_bumpenv(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3698 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
3701 static void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3703 const struct wined3d_gl_info *gl_info = context->gl_info;
3704 struct wined3d_matrix mat;
3706 /* This function is called by transform_view below if the view matrix was changed too
3708 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3709 * does not always update the world matrix, only on a switch between transformed
3710 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3711 * draw, but that should be rather rare and cheaper in total.
3713 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3714 checkGLcall("glMatrixMode");
3716 get_modelview_matrix(context, state, 0, &mat);
3718 gl_info->gl_ops.gl.p_glLoadMatrixf((GLfloat *)&mat);
3719 checkGLcall("glLoadMatrixf");
3722 void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3724 const struct wined3d_gl_info *gl_info = context->gl_info;
3725 UINT index = state_id - STATE_CLIPPLANE(0);
3726 GLdouble plane[4];
3728 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)) || index >= gl_info->limits.clipplanes)
3729 return;
3731 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3732 gl_info->gl_ops.gl.p_glPushMatrix();
3734 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3735 if (!use_vs(state))
3736 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3737 else
3738 /* With vertex shaders, clip planes are not transformed in Direct3D,
3739 * while in OpenGL they are still transformed by the model view matix. */
3740 gl_info->gl_ops.gl.p_glLoadIdentity();
3742 plane[0] = state->clip_planes[index].x;
3743 plane[1] = state->clip_planes[index].y;
3744 plane[2] = state->clip_planes[index].z;
3745 plane[3] = state->clip_planes[index].w;
3747 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3748 plane[0], plane[1], plane[2], plane[3]);
3749 gl_info->gl_ops.gl.p_glClipPlane(GL_CLIP_PLANE0 + index, plane);
3750 checkGLcall("glClipPlane");
3752 gl_info->gl_ops.gl.p_glPopMatrix();
3755 static void transform_worldex(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3757 UINT matrix = state_id - STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3758 const struct wined3d_gl_info *gl_info = context->gl_info;
3759 GLenum glMat;
3761 TRACE("Setting world matrix %d\n", matrix);
3763 if (matrix >= gl_info->limits.blends)
3765 WARN("Unsupported blend matrix set\n");
3766 return;
3769 if (isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
3770 return;
3772 /* GL_MODELVIEW0_ARB: 0x1700
3773 * GL_MODELVIEW1_ARB: 0x850a
3774 * GL_MODELVIEW2_ARB: 0x8722
3775 * GL_MODELVIEW3_ARB: 0x8723
3776 * etc
3777 * GL_MODELVIEW31_ARB: 0x873f
3779 if(matrix == 1) glMat = GL_MODELVIEW1_ARB;
3780 else glMat = GL_MODELVIEW2_ARB - 2 + matrix;
3782 gl_info->gl_ops.gl.p_glMatrixMode(glMat);
3783 checkGLcall("glMatrixMode(glMat)");
3785 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3786 * matrices while gl uses only 2. To avoid weighting the view matrix
3787 * incorrectly it has to be multiplied into every GL modelview matrix. */
3788 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3789 checkGLcall("glLoadMatrixf");
3790 gl_info->gl_ops.gl.p_glMultMatrixf(&state->transforms[WINED3D_TS_WORLD_MATRIX(matrix)]._11);
3791 checkGLcall("glMultMatrixf");
3794 static void state_vertexblend_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3796 enum wined3d_vertex_blend_flags f = state->render_states[WINED3D_RS_VERTEXBLEND];
3797 static unsigned int once;
3799 if (f == WINED3D_VBF_DISABLE)
3800 return;
3802 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", f);
3803 else WARN("Vertex blend flags %#x not supported.\n", f);
3806 static void state_vertexblend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3808 enum wined3d_vertex_blend_flags val = state->render_states[WINED3D_RS_VERTEXBLEND];
3809 struct wined3d_device *device = context->swapchain->device;
3810 const struct wined3d_gl_info *gl_info = context->gl_info;
3811 static unsigned int once;
3813 switch (val)
3815 case WINED3D_VBF_1WEIGHTS:
3816 case WINED3D_VBF_2WEIGHTS:
3817 case WINED3D_VBF_3WEIGHTS:
3818 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_BLEND_ARB);
3819 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3821 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3822 * This is enabled at context creation with enabling
3823 * GL_WEIGHT_SUM_UNITY_ARB. */
3824 GL_EXTCALL(glVertexBlendARB(state->render_states[WINED3D_RS_VERTEXBLEND] + 1));
3826 if (!device->vertexBlendUsed)
3828 unsigned int i;
3829 for (i = 1; i < gl_info->limits.blends; ++i)
3831 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i))))
3832 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i)));
3834 device->vertexBlendUsed = TRUE;
3836 break;
3838 case WINED3D_VBF_TWEENING:
3839 case WINED3D_VBF_0WEIGHTS: /* Indexed vertex blending, not supported. */
3840 if (!once++) FIXME("Vertex blend flags %#x not supported.\n", val);
3841 else WARN("Vertex blend flags %#x not supported.\n", val);
3842 /* Fall through. */
3843 case WINED3D_VBF_DISABLE:
3844 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_BLEND_ARB);
3845 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3846 break;
3850 static void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3852 const struct wined3d_gl_info *gl_info = context->gl_info;
3853 const struct wined3d_light_info *light = NULL;
3854 unsigned int k;
3856 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3857 * NOTE: We have to reset the positions even if the light/plane is not currently
3858 * enabled, since the call to enable it will not reset the position.
3859 * NOTE2: Apparently texture transforms do NOT need reapplying
3862 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
3863 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3864 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
3865 checkGLcall("glLoadMatrixf(...)");
3867 /* Reset lights. TODO: Call light apply func */
3868 for (k = 0; k < gl_info->limits.lights; ++k)
3870 if (!(light = state->lights[k]))
3871 continue;
3872 if (light->OriginalParms.type == WINED3D_LIGHT_DIRECTIONAL)
3873 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->direction.x);
3874 else
3875 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, &light->position.x);
3876 checkGLcall("glLightfv posn");
3877 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, &light->direction.x);
3878 checkGLcall("glLightfv dirn");
3881 /* Reset Clipping Planes */
3882 for (k = 0; k < gl_info->limits.clipplanes; ++k)
3884 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
3885 clipplane(context, state, STATE_CLIPPLANE(k));
3888 if (context->last_was_rhw)
3890 gl_info->gl_ops.gl.p_glLoadIdentity();
3891 checkGLcall("glLoadIdentity()");
3892 /* No need to update the world matrix, the identity is fine */
3893 return;
3896 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3897 * No need to do it here if the state is scheduled for update. */
3898 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3899 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3901 /* Avoid looping over a number of matrices if the app never used the functionality */
3902 if (context->swapchain->device->vertexBlendUsed)
3904 for (k = 1; k < gl_info->limits.blends; ++k)
3906 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k))))
3907 transform_worldex(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k)));
3912 static void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
3914 const struct wined3d_gl_info *gl_info = context->gl_info;
3915 struct wined3d_matrix projection;
3917 gl_info->gl_ops.gl.p_glMatrixMode(GL_PROJECTION);
3918 checkGLcall("glMatrixMode(GL_PROJECTION)");
3920 get_projection_matrix(context, state, &projection);
3921 gl_info->gl_ops.gl.p_glLoadMatrixf(&projection._11);
3922 checkGLcall("glLoadMatrixf");
3925 /* This should match any arrays loaded in load_vertex_data.
3926 * TODO: Only load / unload arrays if we have to. */
3927 static void unload_vertex_data(const struct wined3d_gl_info *gl_info)
3929 gl_info->gl_ops.gl.p_glDisableClientState(GL_VERTEX_ARRAY);
3930 gl_info->gl_ops.gl.p_glDisableClientState(GL_NORMAL_ARRAY);
3931 gl_info->gl_ops.gl.p_glDisableClientState(GL_COLOR_ARRAY);
3932 if (gl_info->supported[EXT_SECONDARY_COLOR])
3933 gl_info->gl_ops.gl.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
3934 if (gl_info->supported[ARB_VERTEX_BLEND])
3935 gl_info->gl_ops.gl.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB);
3936 unload_tex_coords(gl_info);
3939 static inline void unload_numbered_array(struct wined3d_context *context, int i)
3941 const struct wined3d_gl_info *gl_info = context->gl_info;
3943 GL_EXTCALL(glDisableVertexAttribArray(i));
3944 checkGLcall("glDisableVertexAttribArray");
3945 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
3946 GL_EXTCALL(glVertexAttribDivisor(i, 0));
3948 context->numbered_array_mask &= ~(1u << i);
3951 /* This should match any arrays loaded in loadNumberedArrays
3952 * TODO: Only load / unload arrays if we have to. */
3953 static void unload_numbered_arrays(struct wined3d_context *context)
3955 /* disable any attribs (this is the same for both GLSL and ARB modes) */
3956 int i;
3958 for (i = 0; i < context->gl_info->limits.vertex_attribs; ++i) {
3959 unload_numbered_array(context, i);
3963 static void load_numbered_arrays(struct wined3d_context *context,
3964 const struct wined3d_stream_info *stream_info, const struct wined3d_state *state)
3966 const struct wined3d_gl_info *gl_info = context->gl_info;
3967 GLuint curVBO = gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] ? ~0U : 0;
3968 int i;
3970 /* Default to no instancing */
3971 context->instance_count = 0;
3973 for (i = 0; i < MAX_ATTRIBS; i++)
3975 const struct wined3d_stream_state *stream;
3977 if (!(stream_info->use_map & (1u << i)))
3979 if (context->numbered_array_mask & (1u << i))
3980 unload_numbered_array(context, i);
3981 if (!use_vs(state) && i == WINED3D_FFP_DIFFUSE)
3982 GL_EXTCALL(glVertexAttrib4f(i, 1.0f, 1.0f, 1.0f, 1.0f));
3983 else
3984 GL_EXTCALL(glVertexAttrib4f(i, 0.0f, 0.0f, 0.0f, 0.0f));
3985 continue;
3988 stream = &state->streams[stream_info->elements[i].stream_idx];
3990 if ((stream->flags & WINED3DSTREAMSOURCE_INSTANCEDATA) && !context->instance_count)
3991 context->instance_count = state->streams[0].frequency ? state->streams[0].frequency : 1;
3993 if (gl_info->supported[ARB_INSTANCED_ARRAYS])
3995 GL_EXTCALL(glVertexAttribDivisor(i, stream_info->elements[i].divisor));
3997 else if (stream_info->elements[i].divisor)
3999 /* Unload instanced arrays, they will be loaded using
4000 * immediate mode instead. */
4001 if (context->numbered_array_mask & (1u << i))
4002 unload_numbered_array(context, i);
4003 continue;
4006 TRACE_(d3d_shader)("Loading array %u [VBO=%u]\n", i, stream_info->elements[i].data.buffer_object);
4008 if (stream_info->elements[i].stride)
4010 if (curVBO != stream_info->elements[i].data.buffer_object)
4012 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, stream_info->elements[i].data.buffer_object));
4013 checkGLcall("glBindBuffer");
4014 curVBO = stream_info->elements[i].data.buffer_object;
4016 /* Use the VBO to find out if a vertex buffer exists, not the vb
4017 * pointer. vb can point to a user pointer data blob. In that case
4018 * curVBO will be 0. If there is a vertex buffer but no vbo we
4019 * won't be load converted attributes anyway. */
4020 GL_EXTCALL(glVertexAttribPointer(i, stream_info->elements[i].format->gl_vtx_format,
4021 stream_info->elements[i].format->gl_vtx_type,
4022 stream_info->elements[i].format->gl_normalized,
4023 stream_info->elements[i].stride, stream_info->elements[i].data.addr
4024 + state->load_base_vertex_index * stream_info->elements[i].stride));
4026 if (!(context->numbered_array_mask & (1u << i)))
4028 GL_EXTCALL(glEnableVertexAttribArray(i));
4029 context->numbered_array_mask |= (1u << i);
4032 else
4034 /* Stride = 0 means always the same values.
4035 * glVertexAttribPointer doesn't do that. Instead disable the
4036 * pointer and set up the attribute statically. But we have to
4037 * figure out the system memory address. */
4038 const BYTE *ptr = stream_info->elements[i].data.addr;
4039 if (stream_info->elements[i].data.buffer_object)
4041 ptr += (ULONG_PTR)buffer_get_sysmem(stream->buffer, context);
4044 if (context->numbered_array_mask & (1u << i)) unload_numbered_array(context, i);
4046 switch (stream_info->elements[i].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_R10G10B10A2_UINT:
4106 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4107 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4108 break;
4109 case WINED3DFMT_R10G10B10A2_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 if (gl_info->supported[ARB_VERTEX_BLEND])
4173 TRACE("Blend %u %p %u\n", e->format->component_count,
4174 e->data.addr + state->load_base_vertex_index * e->stride, e->stride);
4176 gl_info->gl_ops.gl.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB);
4177 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4179 GL_EXTCALL(glVertexBlendARB(e->format->component_count + 1));
4181 if (curVBO != e->data.buffer_object)
4183 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4184 checkGLcall("glBindBuffer");
4185 curVBO = e->data.buffer_object;
4188 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4189 e->format->gl_vtx_format,
4190 e->format->gl_vtx_type,
4191 e->stride,
4192 e->data.addr + state->load_base_vertex_index * e->stride);
4193 GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4194 e->data.addr + state->load_base_vertex_index * e->stride));
4196 checkGLcall("glWeightPointerARB");
4198 if (si->use_map & (1u << WINED3D_FFP_BLENDINDICES))
4200 static BOOL warned;
4201 if (!warned)
4203 FIXME("blendMatrixIndices support\n");
4204 warned = TRUE;
4208 else
4210 /* TODO: Support vertex blending in immediate mode draws. No need
4211 * to write a FIXME here, this is done after the general vertex
4212 * declaration decoding. */
4213 WARN("Vertex blending not supported.\n");
4216 else
4218 if (gl_info->supported[ARB_VERTEX_BLEND])
4220 static const GLbyte one = 1;
4221 GL_EXTCALL(glWeightbvARB(1, &one));
4222 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4226 /* Point Size ----------------------------------------------*/
4227 if (si->use_map & (1u << WINED3D_FFP_PSIZE))
4229 /* no such functionality in the fixed function GL pipeline */
4230 TRACE("Cannot change ptSize here in openGl\n");
4231 /* TODO: Implement this function in using shaders if they are available */
4234 /* Vertex Pointers -----------------------------------------*/
4235 if (si->use_map & (1u << WINED3D_FFP_POSITION))
4237 e = &si->elements[WINED3D_FFP_POSITION];
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("glVertexPointer(%#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_glVertexPointer(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("glVertexPointer(...)");
4252 gl_info->gl_ops.gl.p_glEnableClientState(GL_VERTEX_ARRAY);
4253 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4256 /* Normals -------------------------------------------------*/
4257 if (si->use_map & (1u << WINED3D_FFP_NORMAL))
4259 e = &si->elements[WINED3D_FFP_NORMAL];
4261 if (curVBO != e->data.buffer_object)
4263 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4264 checkGLcall("glBindBuffer");
4265 curVBO = e->data.buffer_object;
4268 TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
4269 e->data.addr + state->load_base_vertex_index * e->stride);
4270 gl_info->gl_ops.gl.p_glNormalPointer(e->format->gl_vtx_type, e->stride,
4271 e->data.addr + state->load_base_vertex_index * e->stride);
4272 checkGLcall("glNormalPointer(...)");
4273 gl_info->gl_ops.gl.p_glEnableClientState(GL_NORMAL_ARRAY);
4274 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4277 else
4279 gl_info->gl_ops.gl.p_glNormal3f(0, 0, 0);
4280 checkGLcall("glNormal3f(0, 0, 0)");
4283 /* Diffuse Colour --------------------------------------------*/
4284 if (si->use_map & (1u << WINED3D_FFP_DIFFUSE))
4286 e = &si->elements[WINED3D_FFP_DIFFUSE];
4288 if (curVBO != e->data.buffer_object)
4290 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4291 checkGLcall("glBindBuffer");
4292 curVBO = e->data.buffer_object;
4295 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4296 e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4297 e->data.addr + state->load_base_vertex_index * e->stride);
4298 gl_info->gl_ops.gl.p_glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
4299 e->data.addr + state->load_base_vertex_index * e->stride);
4300 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4301 gl_info->gl_ops.gl.p_glEnableClientState(GL_COLOR_ARRAY);
4302 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4305 else
4307 gl_info->gl_ops.gl.p_glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
4308 checkGLcall("glColor4f(1, 1, 1, 1)");
4311 /* Specular Colour ------------------------------------------*/
4312 if (si->use_map & (1u << WINED3D_FFP_SPECULAR))
4314 TRACE("setting specular colour\n");
4316 e = &si->elements[WINED3D_FFP_SPECULAR];
4318 if (gl_info->supported[EXT_SECONDARY_COLOR])
4320 GLenum type = e->format->gl_vtx_type;
4321 GLint format = e->format->gl_vtx_format;
4323 if (curVBO != e->data.buffer_object)
4325 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER, e->data.buffer_object));
4326 checkGLcall("glBindBuffer");
4327 curVBO = e->data.buffer_object;
4330 if (format != 4 || (gl_info->quirks & WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA))
4332 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4333 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4334 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4335 * 4 component secondary colors use it
4337 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride,
4338 e->data.addr + state->load_base_vertex_index * e->stride);
4339 GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride,
4340 e->data.addr + state->load_base_vertex_index * e->stride));
4341 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4343 else
4345 switch(type)
4347 case GL_UNSIGNED_BYTE:
4348 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride,
4349 e->data.addr + state->load_base_vertex_index * e->stride);
4350 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride,
4351 e->data.addr + state->load_base_vertex_index * e->stride));
4352 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4353 break;
4355 default:
4356 FIXME("Add 4 component specular color pointers for type %x\n", type);
4357 /* Make sure that the right color component is dropped */
4358 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride,
4359 e->data.addr + state->load_base_vertex_index * e->stride);
4360 GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride,
4361 e->data.addr + state->load_base_vertex_index * e->stride));
4362 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4365 gl_info->gl_ops.gl.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
4366 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4368 else
4370 WARN("Specular colour is not supported in this GL implementation.\n");
4373 else
4375 if (gl_info->supported[EXT_SECONDARY_COLOR])
4377 GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
4378 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4380 else
4382 WARN("Specular colour is not supported in this GL implementation.\n");
4386 /* Texture coords -------------------------------------------*/
4387 load_tex_coords(context, si, &curVBO, state);
4390 static void streamsrc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4392 BOOL load_numbered = context->d3d_info->ffp_generic_attributes
4393 || (use_vs(state) && !context->use_immediate_mode_draw);
4394 BOOL load_named = !context->d3d_info->ffp_generic_attributes
4395 && !use_vs(state) && !context->use_immediate_mode_draw;
4397 if (isStateDirty(context, STATE_VDECL)) return;
4398 if (context->numberedArraysLoaded && !load_numbered)
4400 unload_numbered_arrays(context);
4401 context->numberedArraysLoaded = FALSE;
4402 context->numbered_array_mask = 0;
4404 else if (context->namedArraysLoaded)
4406 unload_vertex_data(context->gl_info);
4407 context->namedArraysLoaded = FALSE;
4410 if (load_numbered)
4412 TRACE("Loading numbered arrays\n");
4413 load_numbered_arrays(context, &context->stream_info, state);
4414 context->numberedArraysLoaded = TRUE;
4416 else if (load_named)
4418 TRACE("Loading vertex data\n");
4419 load_vertex_data(context, &context->stream_info, state);
4420 context->namedArraysLoaded = TRUE;
4424 static void vdecl_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4426 if (isStateDirty(context, STATE_STREAMSRC))
4427 return;
4428 streamsrc(context, state, STATE_STREAMSRC);
4431 static void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4433 const struct wined3d_gl_info *gl_info = context->gl_info;
4434 BOOL useVertexShaderFunction = use_vs(state);
4435 BOOL updateFog = FALSE;
4436 BOOL transformed;
4437 BOOL wasrhw = context->last_was_rhw;
4438 unsigned int i;
4440 transformed = context->stream_info.position_transformed;
4441 if (transformed != context->last_was_rhw && !useVertexShaderFunction)
4442 updateFog = TRUE;
4444 context->last_was_rhw = transformed;
4446 /* Don't have to apply the matrices when vertex shaders are used. When
4447 * vshaders are turned off this function will be called again anyway to
4448 * make sure they're properly set. */
4449 if (!useVertexShaderFunction)
4451 /* TODO: Move this mainly to the viewport state and only apply when
4452 * the vp has changed or transformed / untransformed was switched. */
4453 if (wasrhw != context->last_was_rhw
4454 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))
4455 && !isStateDirty(context, STATE_VIEWPORT))
4456 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4457 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4458 * mode.
4460 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4461 * this check will fail and the matrix not applied again. This is OK because a simple
4462 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4463 * needs of the vertex declaration.
4465 * World and view matrix go into the same gl matrix, so only apply them when neither is
4466 * dirty
4468 if (transformed != wasrhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4469 && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_VIEW)))
4470 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4471 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_COLORVERTEX)))
4472 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_COLORVERTEX));
4473 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
4474 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
4476 if (context->last_was_vshader)
4478 updateFog = TRUE;
4480 if (!context->d3d_info->vs_clipping
4481 && !isStateDirty(context, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE)))
4483 state_clipping(context, state, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE));
4486 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4488 clipplane(context, state, STATE_CLIPPLANE(i));
4491 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
4492 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
4494 else
4496 if(!context->last_was_vshader) {
4497 static BOOL warned = FALSE;
4498 if (!context->d3d_info->vs_clipping)
4500 /* Disable all clip planes to get defined results on all drivers. See comment in the
4501 * state_clipping state handler
4503 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4505 gl_info->gl_ops.gl.p_glDisable(GL_CLIP_PLANE0 + i);
4506 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4509 if (!warned && state->render_states[WINED3D_RS_CLIPPLANEENABLE])
4511 FIXME("Clipping not supported with vertex shaders\n");
4512 warned = TRUE;
4515 if (wasrhw)
4517 /* Apply the transform matrices when switching from rhw
4518 * drawing to vertex shaders. Vertex shaders themselves do
4519 * not need it, but the matrices are not reapplied
4520 * automatically when switching back from vertex shaders to
4521 * fixed function processing. So make sure we leave the fixed
4522 * function vertex processing states back in a sane state
4523 * before switching to shaders. */
4524 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4525 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4526 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4527 transform_world(context, state, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4529 updateFog = TRUE;
4531 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4532 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4533 * device->vs_clipping is false.
4535 for (i = 0; i < gl_info->limits.clipplanes; ++i)
4537 clipplane(context, state, STATE_CLIPPLANE(i));
4542 context->last_was_vshader = useVertexShaderFunction;
4543 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
4545 if (updateFog)
4546 context_apply_state(context, state, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE));
4548 if (!useVertexShaderFunction)
4550 unsigned int i;
4552 for (i = 0; i < MAX_TEXTURES; ++i)
4554 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
4555 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
4558 if (use_ps(state) && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
4559 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
4560 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
4564 static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4566 const struct wined3d_rendertarget_view *depth_stencil = state->fb->depth_stencil;
4567 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4568 const struct wined3d_gl_info *gl_info = context->gl_info;
4569 struct wined3d_viewport vp = state->viewport;
4570 unsigned int width, height;
4572 if (target)
4574 if (vp.width > target->width)
4575 vp.width = target->width;
4576 if (vp.height > target->height)
4577 vp.height = target->height;
4579 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
4581 else if (depth_stencil)
4583 width = depth_stencil->width;
4584 height = depth_stencil->height;
4586 else
4588 FIXME("No attachments draw calls not supported.\n");
4589 return;
4592 gl_info->gl_ops.gl.p_glDepthRange(vp.min_z, vp.max_z);
4593 checkGLcall("glDepthRange");
4594 /* Note: GL requires lower left, DirectX supplies upper left. This is
4595 * reversed when using offscreen rendering. */
4596 if (context->render_offscreen)
4597 gl_info->gl_ops.gl.p_glViewport(vp.x, vp.y, vp.width, vp.height);
4598 else
4599 gl_info->gl_ops.gl.p_glViewport(vp.x, (height - (vp.y + vp.height)), vp.width, vp.height);
4600 checkGLcall("glViewport");
4603 static void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4605 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
4606 transform_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
4607 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
4608 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
4609 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
4610 /* Update the position fixup. */
4611 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
4614 static void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4616 const struct wined3d_gl_info *gl_info = context->gl_info;
4617 UINT Index = state_id - STATE_ACTIVELIGHT(0);
4618 const struct wined3d_light_info *lightInfo = state->lights[Index];
4620 if (!lightInfo)
4622 gl_info->gl_ops.gl.p_glDisable(GL_LIGHT0 + Index);
4623 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4625 else
4627 float quad_att;
4628 float colRGBA[] = {0.0f, 0.0f, 0.0f, 0.0f};
4630 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4631 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
4632 gl_info->gl_ops.gl.p_glPushMatrix();
4633 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
4635 /* Diffuse: */
4636 colRGBA[0] = lightInfo->OriginalParms.diffuse.r;
4637 colRGBA[1] = lightInfo->OriginalParms.diffuse.g;
4638 colRGBA[2] = lightInfo->OriginalParms.diffuse.b;
4639 colRGBA[3] = lightInfo->OriginalParms.diffuse.a;
4640 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_DIFFUSE, colRGBA);
4641 checkGLcall("glLightfv");
4643 /* Specular */
4644 colRGBA[0] = lightInfo->OriginalParms.specular.r;
4645 colRGBA[1] = lightInfo->OriginalParms.specular.g;
4646 colRGBA[2] = lightInfo->OriginalParms.specular.b;
4647 colRGBA[3] = lightInfo->OriginalParms.specular.a;
4648 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPECULAR, colRGBA);
4649 checkGLcall("glLightfv");
4651 /* Ambient */
4652 colRGBA[0] = lightInfo->OriginalParms.ambient.r;
4653 colRGBA[1] = lightInfo->OriginalParms.ambient.g;
4654 colRGBA[2] = lightInfo->OriginalParms.ambient.b;
4655 colRGBA[3] = lightInfo->OriginalParms.ambient.a;
4656 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_AMBIENT, colRGBA);
4657 checkGLcall("glLightfv");
4659 if ((lightInfo->OriginalParms.range * lightInfo->OriginalParms.range) >= FLT_MIN)
4660 quad_att = 1.4f / (lightInfo->OriginalParms.range * lightInfo->OriginalParms.range);
4661 else
4662 quad_att = 0.0f; /* 0 or MAX? (0 seems to be ok) */
4664 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4665 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4666 * Attenuation0 to NaN and crashes in the gl lib
4669 switch (lightInfo->OriginalParms.type)
4671 case WINED3D_LIGHT_POINT:
4672 /* Position */
4673 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4674 checkGLcall("glLightfv");
4675 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4676 checkGLcall("glLightf");
4677 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4678 lightInfo->OriginalParms.attenuation0);
4679 checkGLcall("glLightf");
4680 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4681 lightInfo->OriginalParms.attenuation1);
4682 checkGLcall("glLightf");
4683 if (quad_att < lightInfo->OriginalParms.attenuation2)
4684 quad_att = lightInfo->OriginalParms.attenuation2;
4685 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4686 checkGLcall("glLightf");
4687 /* FIXME: Range */
4688 break;
4690 case WINED3D_LIGHT_SPOT:
4691 /* Position */
4692 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->position.x);
4693 checkGLcall("glLightfv");
4694 /* Direction */
4695 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_SPOT_DIRECTION, &lightInfo->direction.x);
4696 checkGLcall("glLightfv");
4697 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
4698 checkGLcall("glLightf");
4699 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4700 checkGLcall("glLightf");
4701 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_CONSTANT_ATTENUATION,
4702 lightInfo->OriginalParms.attenuation0);
4703 checkGLcall("glLightf");
4704 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_LINEAR_ATTENUATION,
4705 lightInfo->OriginalParms.attenuation1);
4706 checkGLcall("glLightf");
4707 if (quad_att < lightInfo->OriginalParms.attenuation2)
4708 quad_att = lightInfo->OriginalParms.attenuation2;
4709 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_QUADRATIC_ATTENUATION, quad_att);
4710 checkGLcall("glLightf");
4711 /* FIXME: Range */
4712 break;
4714 case WINED3D_LIGHT_DIRECTIONAL:
4715 /* Direction */
4716 /* Note GL uses w position of 0 for direction! */
4717 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + Index, GL_POSITION, &lightInfo->direction.x);
4718 checkGLcall("glLightfv");
4719 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
4720 checkGLcall("glLightf");
4721 gl_info->gl_ops.gl.p_glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, 0.0f);
4722 checkGLcall("glLightf");
4723 break;
4725 default:
4726 FIXME("Unrecognized light type %#x.\n", lightInfo->OriginalParms.type);
4729 /* Restore the modelview matrix */
4730 gl_info->gl_ops.gl.p_glPopMatrix();
4732 gl_info->gl_ops.gl.p_glEnable(GL_LIGHT0 + Index);
4733 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4737 static void scissorrect(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4739 const struct wined3d_gl_info *gl_info = context->gl_info;
4740 const RECT *r = &state->scissor_rect;
4742 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4743 * so our viewport correction does not apply. Warning2: Even in windowed
4744 * mode the coords are relative to the window, not the screen. */
4745 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r));
4747 if (context->render_offscreen)
4749 gl_info->gl_ops.gl.p_glScissor(r->left, r->top, r->right - r->left, r->bottom - r->top);
4751 else
4753 const struct wined3d_rendertarget_view *target = state->fb->render_targets[0];
4754 UINT height;
4755 UINT width;
4757 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target), context, &width, &height);
4758 gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
4760 checkGLcall("glScissor");
4763 static void indexbuffer(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4765 const struct wined3d_stream_info *stream_info = &context->stream_info;
4766 const struct wined3d_gl_info *gl_info = context->gl_info;
4768 if (!state->index_buffer || !stream_info->all_vbo)
4770 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
4772 else
4774 struct wined3d_buffer *ib = state->index_buffer;
4775 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib->buffer_object));
4779 static void frontface(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4781 const struct wined3d_gl_info *gl_info = context->gl_info;
4783 if (context->render_offscreen)
4785 gl_info->gl_ops.gl.p_glFrontFace(GL_CCW);
4786 checkGLcall("glFrontFace(GL_CCW)");
4788 else
4790 gl_info->gl_ops.gl.p_glFrontFace(GL_CW);
4791 checkGLcall("glFrontFace(GL_CW)");
4795 static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4797 static BOOL warned;
4799 if (!warned)
4801 WARN("Point sprite coordinate origin switching not supported.\n");
4802 warned = TRUE;
4806 static void psorigin(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4808 const struct wined3d_gl_info *gl_info = context->gl_info;
4809 GLint origin = context->render_offscreen ? GL_LOWER_LEFT : GL_UPPER_LEFT;
4811 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, origin));
4812 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4815 void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4817 const struct wined3d_gl_info *gl_info = context->gl_info;
4819 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4821 if (needs_srgb_write(context, state, state->fb))
4822 gl_info->gl_ops.gl.p_glEnable(GL_FRAMEBUFFER_SRGB);
4823 else
4824 gl_info->gl_ops.gl.p_glDisable(GL_FRAMEBUFFER_SRGB);
4827 static void state_cb(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
4828 enum wined3d_shader_type type, unsigned int base, unsigned int count)
4830 struct wined3d_buffer *buffer;
4831 unsigned int i;
4833 for (i = 0; i < count; ++i)
4835 buffer = state->cb[type][i];
4836 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER, base + i, buffer ? buffer->buffer_object : 0));
4838 checkGLcall("glBindBufferBase");
4841 static void state_cb_vs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4843 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
4845 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4847 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_VERTEX, 0, limits->vertex_uniform_blocks);
4850 static void state_cb_gs(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4852 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
4854 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4856 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_GEOMETRY,
4857 limits->vertex_uniform_blocks, limits->geometry_uniform_blocks);
4860 static void state_cb_ps(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4862 const struct wined3d_gl_limits *limits = &context->gl_info->limits;
4864 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4866 state_cb(context->gl_info, state, WINED3D_SHADER_TYPE_PIXEL,
4867 limits->vertex_uniform_blocks + limits->geometry_uniform_blocks, limits->fragment_uniform_blocks);
4870 static void state_cb_warn(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
4872 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4874 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id));
4877 static void state_shader_resource_binding(struct wined3d_context *context,
4878 const struct wined3d_state *state, DWORD state_id)
4880 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
4882 context->update_shader_resource_bindings = 1;
4885 const struct StateEntryTemplate misc_state_template[] =
4887 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_vs, }, ARB_UNIFORM_BUFFER_OBJECT },
4888 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4889 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_gs, }, ARB_UNIFORM_BUFFER_OBJECT },
4890 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),state_cb_warn, }, WINED3D_GL_EXT_NONE },
4891 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_ps, }, ARB_UNIFORM_BUFFER_OBJECT },
4892 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL), state_cb_warn, }, WINED3D_GL_EXT_NONE },
4893 { STATE_SHADER_RESOURCE_BINDING, { STATE_SHADER_RESOURCE_BINDING, state_shader_resource_binding}, WINED3D_GL_EXT_NONE },
4894 { STATE_RENDER(WINED3D_RS_SRCBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4895 { STATE_RENDER(WINED3D_RS_DESTBLEND), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4896 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), state_blend }, WINED3D_GL_EXT_NONE },
4897 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4898 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4899 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4900 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4901 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4902 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4903 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
4904 { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
4905 { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
4906 { STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
4907 { STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
4908 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
4909 { STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin_w }, WINED3D_GL_EXT_NONE },
4911 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4912 * vshader loadings are untied from each other
4914 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4915 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4916 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4917 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4918 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4919 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4920 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4921 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4922 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4923 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4924 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4925 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4926 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4927 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4928 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4929 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4930 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4931 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4932 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4933 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4934 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4935 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4936 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4937 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4938 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4939 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4940 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4941 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4942 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4943 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4944 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4945 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00), NULL }, WINED3D_GL_EXT_NONE },
4946 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4947 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4948 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4949 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4950 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4951 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4952 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4953 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4954 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4955 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4956 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4957 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4958 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4959 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4960 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), shader_bumpenv }, WINED3D_GL_EXT_NONE },
4961 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE), NULL }, WINED3D_GL_EXT_NONE },
4963 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_miscpart }, WINED3D_GL_EXT_NONE },
4964 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, indexbuffer }, ARB_VERTEX_BUFFER_OBJECT },
4965 { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
4966 { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
4967 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE },
4968 { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
4969 { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
4970 { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
4971 { STATE_RENDER(WINED3D_RS_FILLMODE), { STATE_RENDER(WINED3D_RS_FILLMODE), state_fillmode }, WINED3D_GL_EXT_NONE },
4972 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
4973 { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern_w }, WINED3D_GL_EXT_NONE },
4974 { STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
4975 { STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
4976 { STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
4977 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwritenable }, WINED3D_GL_EXT_NONE },
4978 { STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
4979 { STATE_RENDER(WINED3D_RS_CULLMODE), { STATE_RENDER(WINED3D_RS_CULLMODE), state_cullmode }, WINED3D_GL_EXT_NONE },
4980 { STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
4981 { STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
4982 { STATE_RENDER(WINED3D_RS_SUBPIXEL), { STATE_RENDER(WINED3D_RS_SUBPIXEL), state_subpixel }, WINED3D_GL_EXT_NONE },
4983 { STATE_RENDER(WINED3D_RS_SUBPIXELX), { STATE_RENDER(WINED3D_RS_SUBPIXELX), state_subpixelx }, WINED3D_GL_EXT_NONE },
4984 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA), state_stippledalpha }, WINED3D_GL_EXT_NONE },
4985 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE), state_stippleenable }, WINED3D_GL_EXT_NONE },
4986 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS), state_mipmaplodbias }, WINED3D_GL_EXT_NONE },
4987 { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
4988 { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
4989 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE },
4990 { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE },
4991 { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4992 { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4993 { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4994 { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4995 { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4996 { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
4997 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE },
4998 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
4999 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5000 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5001 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5002 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5003 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
5004 { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE },
5005 { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5006 { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5007 { STATE_RENDER(WINED3D_RS_WRAP3), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5008 { STATE_RENDER(WINED3D_RS_WRAP4), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5009 { STATE_RENDER(WINED3D_RS_WRAP5), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5010 { STATE_RENDER(WINED3D_RS_WRAP6), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5011 { STATE_RENDER(WINED3D_RS_WRAP7), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5012 { STATE_RENDER(WINED3D_RS_WRAP8), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5013 { STATE_RENDER(WINED3D_RS_WRAP9), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5014 { STATE_RENDER(WINED3D_RS_WRAP10), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5015 { STATE_RENDER(WINED3D_RS_WRAP11), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5016 { STATE_RENDER(WINED3D_RS_WRAP12), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5017 { STATE_RENDER(WINED3D_RS_WRAP13), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5018 { STATE_RENDER(WINED3D_RS_WRAP14), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5019 { STATE_RENDER(WINED3D_RS_WRAP15), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
5020 { STATE_RENDER(WINED3D_RS_EXTENTS), { STATE_RENDER(WINED3D_RS_EXTENTS), state_extents }, WINED3D_GL_EXT_NONE },
5021 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE), state_ckeyblend }, WINED3D_GL_EXT_NONE },
5022 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING), state_swvp }, WINED3D_GL_EXT_NONE },
5023 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE), state_patchedgestyle}, WINED3D_GL_EXT_NONE },
5024 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS), state_patchsegments }, WINED3D_GL_EXT_NONE },
5025 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE), state_positiondegree}, WINED3D_GL_EXT_NONE },
5026 { STATE_RENDER(WINED3D_RS_NORMALDEGREE), { STATE_RENDER(WINED3D_RS_NORMALDEGREE), state_normaldegree }, WINED3D_GL_EXT_NONE },
5027 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5028 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5029 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5030 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5031 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5032 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),NULL }, WINED3D_GL_EXT_NONE },
5033 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_nvdb }, EXT_DEPTH_BOUNDS_TEST },
5034 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION),state_tessellation }, WINED3D_GL_EXT_NONE },
5035 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa }, ARB_MULTISAMPLE },
5036 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS), state_msaa_w }, WINED3D_GL_EXT_NONE },
5037 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK), state_multisampmask }, WINED3D_GL_EXT_NONE },
5038 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN), state_debug_monitor }, WINED3D_GL_EXT_NONE },
5039 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite0 }, EXT_DRAW_BUFFERS2 },
5040 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
5041 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, WINED3D_GL_BLEND_EQUATION },
5042 { STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
5043 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
5044 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), NULL }, WINED3D_GL_EXT_NONE },
5045 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
5046 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5047 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
5048 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5049 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), state_colorwrite3 }, EXT_DRAW_BUFFERS2 },
5050 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5051 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor }, EXT_BLEND_COLOR },
5052 { STATE_RENDER(WINED3D_RS_BLENDFACTOR), { STATE_RENDER(WINED3D_RS_BLENDFACTOR), state_blendfactor_w }, WINED3D_GL_EXT_NONE },
5053 { STATE_RENDER(WINED3D_RS_DEPTHBIAS), { STATE_RENDER(WINED3D_RS_DEPTHBIAS), state_depthbias }, WINED3D_GL_EXT_NONE },
5054 { STATE_RENDER(WINED3D_RS_ZVISIBLE), { STATE_RENDER(WINED3D_RS_ZVISIBLE), state_zvisible }, WINED3D_GL_EXT_NONE },
5055 /* Samplers */
5056 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler }, WINED3D_GL_EXT_NONE },
5057 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler }, WINED3D_GL_EXT_NONE },
5058 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler }, WINED3D_GL_EXT_NONE },
5059 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler }, WINED3D_GL_EXT_NONE },
5060 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler }, WINED3D_GL_EXT_NONE },
5061 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler }, WINED3D_GL_EXT_NONE },
5062 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler }, WINED3D_GL_EXT_NONE },
5063 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler }, WINED3D_GL_EXT_NONE },
5064 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler }, WINED3D_GL_EXT_NONE },
5065 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler }, WINED3D_GL_EXT_NONE },
5066 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler }, WINED3D_GL_EXT_NONE },
5067 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler }, WINED3D_GL_EXT_NONE },
5068 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler }, WINED3D_GL_EXT_NONE },
5069 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler }, WINED3D_GL_EXT_NONE },
5070 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler }, WINED3D_GL_EXT_NONE },
5071 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler }, WINED3D_GL_EXT_NONE },
5072 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler }, WINED3D_GL_EXT_NONE },
5073 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler }, WINED3D_GL_EXT_NONE },
5074 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
5075 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
5076 { STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
5077 { STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
5078 { STATE_FRAMEBUFFER, { STATE_FRAMEBUFFER, context_state_fb }, WINED3D_GL_EXT_NONE },
5079 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), context_state_drawbuf},WINED3D_GL_EXT_NONE },
5080 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), state_geometry_shader}, WINED3D_GL_EXT_NONE },
5081 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5084 static const struct StateEntryTemplate vp_ffp_states[] =
5086 { STATE_VDECL, { STATE_VDECL, vertexdeclaration }, WINED3D_GL_EXT_NONE },
5087 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
5088 { STATE_MATERIAL, { STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
5089 { STATE_RENDER(WINED3D_RS_SPECULARENABLE), { STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable}, WINED3D_GL_EXT_NONE },
5090 /* Clip planes */
5091 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
5092 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
5093 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
5094 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
5095 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
5096 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
5097 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
5098 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
5099 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
5100 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
5101 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
5102 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
5103 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
5104 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
5105 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
5106 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
5107 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
5108 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
5109 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
5110 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
5111 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
5112 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
5113 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
5114 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
5115 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
5116 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
5117 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
5118 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
5119 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
5120 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
5121 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
5122 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
5123 /* Lights */
5124 { STATE_LIGHT_TYPE, { STATE_LIGHT_TYPE, state_nop }, WINED3D_GL_EXT_NONE },
5125 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
5126 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
5127 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
5128 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
5129 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
5130 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
5131 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
5132 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
5133 /* Viewport */
5134 { STATE_VIEWPORT, { STATE_VIEWPORT, viewport_vertexpart }, WINED3D_GL_EXT_NONE },
5135 /* Transform states follow */
5136 { STATE_TRANSFORM(WINED3D_TS_VIEW), { STATE_TRANSFORM(WINED3D_TS_VIEW), transform_view }, WINED3D_GL_EXT_NONE },
5137 { STATE_TRANSFORM(WINED3D_TS_PROJECTION), { STATE_TRANSFORM(WINED3D_TS_PROJECTION), transform_projection}, WINED3D_GL_EXT_NONE },
5138 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5139 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5140 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5141 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5142 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5143 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5144 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5145 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
5146 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world }, WINED3D_GL_EXT_NONE },
5147 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex }, WINED3D_GL_EXT_NONE },
5148 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex }, WINED3D_GL_EXT_NONE },
5149 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex }, WINED3D_GL_EXT_NONE },
5150 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex }, WINED3D_GL_EXT_NONE },
5151 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex }, WINED3D_GL_EXT_NONE },
5152 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex }, WINED3D_GL_EXT_NONE },
5153 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex }, WINED3D_GL_EXT_NONE },
5154 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex }, WINED3D_GL_EXT_NONE },
5155 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex }, WINED3D_GL_EXT_NONE },
5156 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex }, WINED3D_GL_EXT_NONE },
5157 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex }, WINED3D_GL_EXT_NONE },
5158 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex }, WINED3D_GL_EXT_NONE },
5159 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex }, WINED3D_GL_EXT_NONE },
5160 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex }, WINED3D_GL_EXT_NONE },
5161 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex }, WINED3D_GL_EXT_NONE },
5162 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex }, WINED3D_GL_EXT_NONE },
5163 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex }, WINED3D_GL_EXT_NONE },
5164 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex }, WINED3D_GL_EXT_NONE },
5165 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex }, WINED3D_GL_EXT_NONE },
5166 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex }, WINED3D_GL_EXT_NONE },
5167 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex }, WINED3D_GL_EXT_NONE },
5168 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex }, WINED3D_GL_EXT_NONE },
5169 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex }, WINED3D_GL_EXT_NONE },
5170 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex }, WINED3D_GL_EXT_NONE },
5171 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex }, WINED3D_GL_EXT_NONE },
5172 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex }, WINED3D_GL_EXT_NONE },
5173 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex }, WINED3D_GL_EXT_NONE },
5174 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex }, WINED3D_GL_EXT_NONE },
5175 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex }, WINED3D_GL_EXT_NONE },
5176 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex }, WINED3D_GL_EXT_NONE },
5177 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex }, WINED3D_GL_EXT_NONE },
5178 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex }, WINED3D_GL_EXT_NONE },
5179 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex }, WINED3D_GL_EXT_NONE },
5180 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex }, WINED3D_GL_EXT_NONE },
5181 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex }, WINED3D_GL_EXT_NONE },
5182 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex }, WINED3D_GL_EXT_NONE },
5183 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex }, WINED3D_GL_EXT_NONE },
5184 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex }, WINED3D_GL_EXT_NONE },
5185 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex }, WINED3D_GL_EXT_NONE },
5186 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex }, WINED3D_GL_EXT_NONE },
5187 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex }, WINED3D_GL_EXT_NONE },
5188 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex }, WINED3D_GL_EXT_NONE },
5189 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex }, WINED3D_GL_EXT_NONE },
5190 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex }, WINED3D_GL_EXT_NONE },
5191 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex }, WINED3D_GL_EXT_NONE },
5192 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex }, WINED3D_GL_EXT_NONE },
5193 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex }, WINED3D_GL_EXT_NONE },
5194 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex }, WINED3D_GL_EXT_NONE },
5195 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex }, WINED3D_GL_EXT_NONE },
5196 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex }, WINED3D_GL_EXT_NONE },
5197 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex }, WINED3D_GL_EXT_NONE },
5198 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex }, WINED3D_GL_EXT_NONE },
5199 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex }, WINED3D_GL_EXT_NONE },
5200 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex }, WINED3D_GL_EXT_NONE },
5201 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex }, WINED3D_GL_EXT_NONE },
5202 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex }, WINED3D_GL_EXT_NONE },
5203 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex }, WINED3D_GL_EXT_NONE },
5204 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex }, WINED3D_GL_EXT_NONE },
5205 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex }, WINED3D_GL_EXT_NONE },
5206 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex }, WINED3D_GL_EXT_NONE },
5207 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex }, WINED3D_GL_EXT_NONE },
5208 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex }, WINED3D_GL_EXT_NONE },
5209 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex }, WINED3D_GL_EXT_NONE },
5210 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex }, WINED3D_GL_EXT_NONE },
5211 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex }, WINED3D_GL_EXT_NONE },
5212 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex }, WINED3D_GL_EXT_NONE },
5213 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex }, WINED3D_GL_EXT_NONE },
5214 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex }, WINED3D_GL_EXT_NONE },
5215 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex }, WINED3D_GL_EXT_NONE },
5216 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex }, WINED3D_GL_EXT_NONE },
5217 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex }, WINED3D_GL_EXT_NONE },
5218 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex }, WINED3D_GL_EXT_NONE },
5219 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex }, WINED3D_GL_EXT_NONE },
5220 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex }, WINED3D_GL_EXT_NONE },
5221 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex }, WINED3D_GL_EXT_NONE },
5222 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex }, WINED3D_GL_EXT_NONE },
5223 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex }, WINED3D_GL_EXT_NONE },
5224 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex }, WINED3D_GL_EXT_NONE },
5225 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex }, WINED3D_GL_EXT_NONE },
5226 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex }, WINED3D_GL_EXT_NONE },
5227 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex }, WINED3D_GL_EXT_NONE },
5228 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex }, WINED3D_GL_EXT_NONE },
5229 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex }, WINED3D_GL_EXT_NONE },
5230 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex }, WINED3D_GL_EXT_NONE },
5231 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex }, WINED3D_GL_EXT_NONE },
5232 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex }, WINED3D_GL_EXT_NONE },
5233 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex }, WINED3D_GL_EXT_NONE },
5234 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex }, WINED3D_GL_EXT_NONE },
5235 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex }, WINED3D_GL_EXT_NONE },
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex }, WINED3D_GL_EXT_NONE },
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex }, WINED3D_GL_EXT_NONE },
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex }, WINED3D_GL_EXT_NONE },
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex }, WINED3D_GL_EXT_NONE },
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex }, WINED3D_GL_EXT_NONE },
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex }, WINED3D_GL_EXT_NONE },
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex }, WINED3D_GL_EXT_NONE },
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex }, WINED3D_GL_EXT_NONE },
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex }, WINED3D_GL_EXT_NONE },
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex }, WINED3D_GL_EXT_NONE },
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex }, WINED3D_GL_EXT_NONE },
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex }, WINED3D_GL_EXT_NONE },
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex }, WINED3D_GL_EXT_NONE },
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex }, WINED3D_GL_EXT_NONE },
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex }, WINED3D_GL_EXT_NONE },
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex }, WINED3D_GL_EXT_NONE },
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex }, WINED3D_GL_EXT_NONE },
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex }, WINED3D_GL_EXT_NONE },
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex }, WINED3D_GL_EXT_NONE },
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex }, WINED3D_GL_EXT_NONE },
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex }, WINED3D_GL_EXT_NONE },
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex }, WINED3D_GL_EXT_NONE },
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex }, WINED3D_GL_EXT_NONE },
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex }, WINED3D_GL_EXT_NONE },
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex }, WINED3D_GL_EXT_NONE },
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex }, WINED3D_GL_EXT_NONE },
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex }, WINED3D_GL_EXT_NONE },
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex }, WINED3D_GL_EXT_NONE },
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex }, WINED3D_GL_EXT_NONE },
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex }, WINED3D_GL_EXT_NONE },
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex }, WINED3D_GL_EXT_NONE },
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex }, WINED3D_GL_EXT_NONE },
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex }, WINED3D_GL_EXT_NONE },
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex }, WINED3D_GL_EXT_NONE },
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex }, WINED3D_GL_EXT_NONE },
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex }, WINED3D_GL_EXT_NONE },
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex }, WINED3D_GL_EXT_NONE },
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex }, WINED3D_GL_EXT_NONE },
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex }, WINED3D_GL_EXT_NONE },
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex }, WINED3D_GL_EXT_NONE },
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex }, WINED3D_GL_EXT_NONE },
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex }, WINED3D_GL_EXT_NONE },
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex }, WINED3D_GL_EXT_NONE },
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex }, WINED3D_GL_EXT_NONE },
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex }, WINED3D_GL_EXT_NONE },
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex }, WINED3D_GL_EXT_NONE },
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex }, WINED3D_GL_EXT_NONE },
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex }, WINED3D_GL_EXT_NONE },
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex }, WINED3D_GL_EXT_NONE },
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex }, WINED3D_GL_EXT_NONE },
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex }, WINED3D_GL_EXT_NONE },
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex }, WINED3D_GL_EXT_NONE },
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex }, WINED3D_GL_EXT_NONE },
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex }, WINED3D_GL_EXT_NONE },
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex }, WINED3D_GL_EXT_NONE },
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex }, WINED3D_GL_EXT_NONE },
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex }, WINED3D_GL_EXT_NONE },
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex }, WINED3D_GL_EXT_NONE },
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex }, WINED3D_GL_EXT_NONE },
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex }, WINED3D_GL_EXT_NONE },
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex }, WINED3D_GL_EXT_NONE },
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex }, WINED3D_GL_EXT_NONE },
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex }, WINED3D_GL_EXT_NONE },
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex }, WINED3D_GL_EXT_NONE },
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex }, WINED3D_GL_EXT_NONE },
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex }, WINED3D_GL_EXT_NONE },
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex }, WINED3D_GL_EXT_NONE },
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex }, WINED3D_GL_EXT_NONE },
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex }, WINED3D_GL_EXT_NONE },
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex }, WINED3D_GL_EXT_NONE },
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex }, WINED3D_GL_EXT_NONE },
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex }, WINED3D_GL_EXT_NONE },
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex }, WINED3D_GL_EXT_NONE },
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex }, WINED3D_GL_EXT_NONE },
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex }, WINED3D_GL_EXT_NONE },
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex }, WINED3D_GL_EXT_NONE },
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex }, WINED3D_GL_EXT_NONE },
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex }, WINED3D_GL_EXT_NONE },
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex }, WINED3D_GL_EXT_NONE },
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex }, WINED3D_GL_EXT_NONE },
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex }, WINED3D_GL_EXT_NONE },
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex }, WINED3D_GL_EXT_NONE },
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex }, WINED3D_GL_EXT_NONE },
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex }, WINED3D_GL_EXT_NONE },
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex }, WINED3D_GL_EXT_NONE },
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex }, WINED3D_GL_EXT_NONE },
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex }, WINED3D_GL_EXT_NONE },
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex }, WINED3D_GL_EXT_NONE },
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex }, WINED3D_GL_EXT_NONE },
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex }, WINED3D_GL_EXT_NONE },
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex }, WINED3D_GL_EXT_NONE },
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex }, WINED3D_GL_EXT_NONE },
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex }, WINED3D_GL_EXT_NONE },
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex }, WINED3D_GL_EXT_NONE },
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex }, WINED3D_GL_EXT_NONE },
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex }, WINED3D_GL_EXT_NONE },
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex }, WINED3D_GL_EXT_NONE },
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex }, WINED3D_GL_EXT_NONE },
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex }, WINED3D_GL_EXT_NONE },
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex }, WINED3D_GL_EXT_NONE },
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex }, WINED3D_GL_EXT_NONE },
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex }, WINED3D_GL_EXT_NONE },
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex }, WINED3D_GL_EXT_NONE },
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex }, WINED3D_GL_EXT_NONE },
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex }, WINED3D_GL_EXT_NONE },
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex }, WINED3D_GL_EXT_NONE },
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex }, WINED3D_GL_EXT_NONE },
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex }, WINED3D_GL_EXT_NONE },
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex }, WINED3D_GL_EXT_NONE },
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex }, WINED3D_GL_EXT_NONE },
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex }, WINED3D_GL_EXT_NONE },
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex }, WINED3D_GL_EXT_NONE },
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex }, WINED3D_GL_EXT_NONE },
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex }, WINED3D_GL_EXT_NONE },
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex }, WINED3D_GL_EXT_NONE },
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex }, WINED3D_GL_EXT_NONE },
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex }, WINED3D_GL_EXT_NONE },
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex }, WINED3D_GL_EXT_NONE },
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex }, WINED3D_GL_EXT_NONE },
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex }, WINED3D_GL_EXT_NONE },
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex }, WINED3D_GL_EXT_NONE },
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex }, WINED3D_GL_EXT_NONE },
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex }, WINED3D_GL_EXT_NONE },
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex }, WINED3D_GL_EXT_NONE },
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex }, WINED3D_GL_EXT_NONE },
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex }, WINED3D_GL_EXT_NONE },
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex }, WINED3D_GL_EXT_NONE },
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex }, WINED3D_GL_EXT_NONE },
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex }, WINED3D_GL_EXT_NONE },
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex }, WINED3D_GL_EXT_NONE },
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex }, WINED3D_GL_EXT_NONE },
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex }, WINED3D_GL_EXT_NONE },
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex }, WINED3D_GL_EXT_NONE },
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex }, WINED3D_GL_EXT_NONE },
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex }, WINED3D_GL_EXT_NONE },
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex }, WINED3D_GL_EXT_NONE },
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex }, WINED3D_GL_EXT_NONE },
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex }, WINED3D_GL_EXT_NONE },
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex }, WINED3D_GL_EXT_NONE },
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex }, WINED3D_GL_EXT_NONE },
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex }, WINED3D_GL_EXT_NONE },
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex }, WINED3D_GL_EXT_NONE },
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex }, WINED3D_GL_EXT_NONE },
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex }, WINED3D_GL_EXT_NONE },
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex }, WINED3D_GL_EXT_NONE },
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex }, WINED3D_GL_EXT_NONE },
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex }, WINED3D_GL_EXT_NONE },
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex }, WINED3D_GL_EXT_NONE },
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex }, WINED3D_GL_EXT_NONE },
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex }, WINED3D_GL_EXT_NONE },
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex }, WINED3D_GL_EXT_NONE },
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex }, WINED3D_GL_EXT_NONE },
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex }, WINED3D_GL_EXT_NONE },
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex }, WINED3D_GL_EXT_NONE },
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex }, WINED3D_GL_EXT_NONE },
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex }, WINED3D_GL_EXT_NONE },
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex }, WINED3D_GL_EXT_NONE },
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex }, WINED3D_GL_EXT_NONE },
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex }, WINED3D_GL_EXT_NONE },
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex }, WINED3D_GL_EXT_NONE },
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex }, WINED3D_GL_EXT_NONE },
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex }, WINED3D_GL_EXT_NONE },
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex }, WINED3D_GL_EXT_NONE },
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex }, WINED3D_GL_EXT_NONE },
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex }, WINED3D_GL_EXT_NONE },
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex }, WINED3D_GL_EXT_NONE },
5402 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5403 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5404 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5405 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5406 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5407 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5408 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5409 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
5410 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5411 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5412 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5413 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5414 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5415 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5416 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5417 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), tex_coordindex }, WINED3D_GL_EXT_NONE },
5418 /* Fog */
5419 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_vertexpart}, WINED3D_GL_EXT_NONE },
5420 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5421 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5422 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5423 { STATE_RENDER(WINED3D_RS_CLIPPING), { STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
5424 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), { STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
5425 { STATE_RENDER(WINED3D_RS_LIGHTING), { STATE_RENDER(WINED3D_RS_LIGHTING), state_lighting }, WINED3D_GL_EXT_NONE },
5426 { STATE_RENDER(WINED3D_RS_AMBIENT), { STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
5427 { STATE_RENDER(WINED3D_RS_COLORVERTEX), { STATE_RENDER(WINED3D_RS_COLORVERTEX), state_colormat }, WINED3D_GL_EXT_NONE },
5428 { STATE_RENDER(WINED3D_RS_LOCALVIEWER), { STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_localviewer }, WINED3D_GL_EXT_NONE },
5429 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_normalize }, WINED3D_GL_EXT_NONE },
5430 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5431 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5432 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5433 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), { STATE_RENDER(WINED3D_RS_COLORVERTEX), NULL }, WINED3D_GL_EXT_NONE },
5434 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend }, ARB_VERTEX_BLEND },
5435 { STATE_RENDER(WINED3D_RS_VERTEXBLEND), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_vertexblend_w }, WINED3D_GL_EXT_NONE },
5436 { STATE_RENDER(WINED3D_RS_POINTSIZE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5437 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
5438 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
5439 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
5440 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
5441 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
5442 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
5443 { STATE_RENDER(WINED3D_RS_POINTSCALE_A), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5444 { STATE_RENDER(WINED3D_RS_POINTSCALE_B), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5445 { STATE_RENDER(WINED3D_RS_POINTSCALE_C), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
5446 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
5447 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
5448 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
5449 { STATE_RENDER(WINED3D_RS_TWEENFACTOR), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5450 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), { STATE_RENDER(WINED3D_RS_VERTEXBLEND), NULL }, WINED3D_GL_EXT_NONE },
5452 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5453 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5454 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5456 { STATE_SAMPLER(0), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5457 { STATE_SAMPLER(0), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5458 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5459 { STATE_SAMPLER(1), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5460 { STATE_SAMPLER(1), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5461 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5462 { STATE_SAMPLER(2), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5463 { STATE_SAMPLER(2), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5464 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5465 { STATE_SAMPLER(3), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5466 { STATE_SAMPLER(3), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5467 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5468 { STATE_SAMPLER(4), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5469 { STATE_SAMPLER(4), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5470 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5471 { STATE_SAMPLER(5), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5472 { STATE_SAMPLER(5), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5473 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5474 { STATE_SAMPLER(6), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5475 { STATE_SAMPLER(6), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5476 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5477 { STATE_SAMPLER(7), { 0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
5478 { STATE_SAMPLER(7), { 0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT },
5479 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
5480 { STATE_POINT_ENABLE, { STATE_POINT_ENABLE, state_nop }, WINED3D_GL_EXT_NONE },
5481 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5484 static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
5485 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5486 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5487 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5488 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5489 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5490 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5491 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5492 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5493 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5494 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5495 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5496 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5497 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5498 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5499 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5500 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5501 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5502 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5503 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5504 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5505 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5506 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5507 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5508 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5509 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5510 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5511 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5512 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5513 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5514 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5515 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5516 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5517 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5518 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5519 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5520 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5521 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5522 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5523 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5524 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5525 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5526 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5527 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5528 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5529 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5530 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5531 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5532 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5533 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5534 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5535 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5536 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5537 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5538 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5539 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5540 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5541 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5542 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5543 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5544 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5545 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5546 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5547 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5548 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5549 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5550 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5551 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5552 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5553 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5554 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5555 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), tex_colorop }, WINED3D_GL_EXT_NONE },
5556 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5557 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5558 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), tex_alphaop }, WINED3D_GL_EXT_NONE },
5559 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5560 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5561 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5562 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), NULL }, WINED3D_GL_EXT_NONE },
5563 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), NULL }, WINED3D_GL_EXT_NONE },
5564 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL }, WINED3D_GL_EXT_NONE },
5565 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), apply_pixelshader }, WINED3D_GL_EXT_NONE },
5566 { STATE_RENDER(WINED3D_RS_ALPHAFUNC), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5567 { STATE_RENDER(WINED3D_RS_ALPHAREF), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5568 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_alpha_test }, WINED3D_GL_EXT_NONE },
5569 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
5570 { STATE_COLOR_KEY, { STATE_COLOR_KEY, state_nop }, WINED3D_GL_EXT_NONE },
5571 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
5572 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_texfactor }, WINED3D_GL_EXT_NONE },
5573 { STATE_RENDER(WINED3D_RS_FOGCOLOR), { STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
5574 { STATE_RENDER(WINED3D_RS_FOGDENSITY), { STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
5575 { STATE_RENDER(WINED3D_RS_FOGENABLE), { STATE_RENDER(WINED3D_RS_FOGENABLE), state_fog_fragpart }, WINED3D_GL_EXT_NONE },
5576 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5577 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), { STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
5578 { STATE_RENDER(WINED3D_RS_FOGSTART), { STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
5579 { STATE_RENDER(WINED3D_RS_FOGEND), { STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
5580 { STATE_RENDER(WINED3D_RS_SHADEMODE), { STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_EXT_NONE },
5581 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim }, WINED3D_GL_EXT_NONE },
5582 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim }, WINED3D_GL_EXT_NONE },
5583 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim }, WINED3D_GL_EXT_NONE },
5584 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim }, WINED3D_GL_EXT_NONE },
5585 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim }, WINED3D_GL_EXT_NONE },
5586 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim }, WINED3D_GL_EXT_NONE },
5587 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim }, WINED3D_GL_EXT_NONE },
5588 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim }, WINED3D_GL_EXT_NONE },
5589 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
5592 /* Context activation is done by the caller. */
5593 static void ffp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5595 static void *ffp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5597 return shader_priv;
5600 static void ffp_free(struct wined3d_device *device) {}
5602 static void vp_ffp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5604 caps->xyzrhw = FALSE;
5605 caps->ffp_generic_attributes = FALSE;
5606 caps->max_active_lights = gl_info->limits.lights;
5607 caps->max_vertex_blend_matrices = gl_info->limits.blends;
5608 caps->max_vertex_blend_matrix_index = 0;
5609 caps->vertex_processing_caps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5610 | WINED3DVTXPCAPS_MATERIALSOURCE7
5611 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5612 | WINED3DVTXPCAPS_LOCALVIEWER
5613 | WINED3DVTXPCAPS_VERTEXFOG
5614 | WINED3DVTXPCAPS_TEXGEN
5615 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
5616 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
5617 caps->max_user_clip_planes = gl_info->limits.clipplanes;
5618 caps->raster_caps = 0;
5619 if (gl_info->supported[NV_FOG_DISTANCE])
5620 caps->raster_caps |= WINED3DPRASTERCAPS_FOGRANGE;
5623 static DWORD vp_ffp_get_emul_mask(const struct wined3d_gl_info *gl_info)
5625 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5628 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe =
5630 ffp_enable,
5631 vp_ffp_get_caps,
5632 vp_ffp_get_emul_mask,
5633 ffp_alloc,
5634 ffp_free,
5635 vp_ffp_states,
5638 static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5640 caps->wined3d_caps = 0;
5641 caps->PrimitiveMiscCaps = 0;
5642 caps->TextureOpCaps = WINED3DTEXOPCAPS_ADD
5643 | WINED3DTEXOPCAPS_ADDSIGNED
5644 | WINED3DTEXOPCAPS_ADDSIGNED2X
5645 | WINED3DTEXOPCAPS_MODULATE
5646 | WINED3DTEXOPCAPS_MODULATE2X
5647 | WINED3DTEXOPCAPS_MODULATE4X
5648 | WINED3DTEXOPCAPS_SELECTARG1
5649 | WINED3DTEXOPCAPS_SELECTARG2
5650 | WINED3DTEXOPCAPS_DISABLE;
5652 if (gl_info->supported[ARB_TEXTURE_ENV_COMBINE]
5653 || gl_info->supported[EXT_TEXTURE_ENV_COMBINE]
5654 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5656 caps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5657 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5658 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5659 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5660 | WINED3DTEXOPCAPS_LERP
5661 | WINED3DTEXOPCAPS_SUBTRACT;
5663 if (gl_info->supported[ATI_TEXTURE_ENV_COMBINE3]
5664 || gl_info->supported[NV_TEXTURE_ENV_COMBINE4])
5666 caps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH
5667 | WINED3DTEXOPCAPS_MULTIPLYADD
5668 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5669 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5670 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
5672 if (gl_info->supported[ARB_TEXTURE_ENV_DOT3])
5673 caps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
5675 caps->MaxTextureBlendStages = gl_info->limits.textures;
5676 caps->MaxSimultaneousTextures = gl_info->limits.textures;
5679 static DWORD ffp_fragment_get_emul_mask(const struct wined3d_gl_info *gl_info)
5681 return GL_EXT_EMUL_ARB_MULTITEXTURE | GL_EXT_EMUL_EXT_FOG_COORD;
5684 static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
5686 if (TRACE_ON(d3d))
5688 TRACE("Checking support for fixup:\n");
5689 dump_color_fixup_desc(fixup);
5692 /* We only support identity conversions. */
5693 if (is_identity_fixup(fixup))
5695 TRACE("[OK]\n");
5696 return TRUE;
5699 TRACE("[FAILED]\n");
5700 return FALSE;
5703 static BOOL ffp_none_context_alloc(struct wined3d_context *context)
5705 return TRUE;
5708 static void ffp_none_context_free(struct wined3d_context *context)
5712 const struct fragment_pipeline ffp_fragment_pipeline = {
5713 ffp_enable,
5714 ffp_fragment_get_caps,
5715 ffp_fragment_get_emul_mask,
5716 ffp_alloc,
5717 ffp_free,
5718 ffp_none_context_alloc,
5719 ffp_none_context_free,
5720 ffp_color_fixup_supported,
5721 ffp_fragmentstate_template,
5724 static void none_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
5726 static void *none_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
5728 return shader_priv;
5731 static void none_free(struct wined3d_device *device) {}
5733 static void vp_none_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
5735 memset(caps, 0, sizeof(*caps));
5738 static DWORD vp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5740 return 0;
5743 const struct wined3d_vertex_pipe_ops none_vertex_pipe =
5745 none_enable,
5746 vp_none_get_caps,
5747 vp_none_get_emul_mask,
5748 none_alloc,
5749 none_free,
5750 NULL,
5753 static void fp_none_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
5755 memset(caps, 0, sizeof(*caps));
5758 static DWORD fp_none_get_emul_mask(const struct wined3d_gl_info *gl_info)
5760 return 0;
5763 static BOOL fp_none_color_fixup_supported(struct color_fixup_desc fixup)
5765 return is_identity_fixup(fixup);
5768 const struct fragment_pipeline none_fragment_pipe =
5770 none_enable,
5771 fp_none_get_caps,
5772 fp_none_get_emul_mask,
5773 none_alloc,
5774 none_free,
5775 ffp_none_context_alloc,
5776 ffp_none_context_free,
5777 fp_none_color_fixup_supported,
5778 NULL,
5781 static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
5783 unsigned int i;
5784 for(i = 0; funcs[i]; i++);
5785 return i;
5788 static void multistate_apply_2(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5790 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5791 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5794 static void multistate_apply_3(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
5796 context->swapchain->device->multistate_funcs[state_id][0](context, state, state_id);
5797 context->swapchain->device->multistate_funcs[state_id][1](context, state, state_id);
5798 context->swapchain->device->multistate_funcs[state_id][2](context, state, state_id);
5801 static void prune_invalid_states(struct StateEntry *state_table, const struct wined3d_gl_info *gl_info,
5802 const struct wined3d_d3d_info *d3d_info)
5804 unsigned int start, last, i;
5806 start = STATE_TEXTURESTAGE(d3d_info->limits.ffp_blend_stages, 0);
5807 last = STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE);
5808 for (i = start; i <= last; ++i)
5810 state_table[i].representative = 0;
5811 state_table[i].apply = state_undefined;
5814 start = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + d3d_info->limits.ffp_blend_stages);
5815 last = STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + MAX_TEXTURES - 1);
5816 for (i = start; i <= last; ++i)
5818 state_table[i].representative = 0;
5819 state_table[i].apply = state_undefined;
5822 start = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info->limits.ffp_vertex_blend_matrices));
5823 last = STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5824 for (i = start; i <= last; ++i)
5826 state_table[i].representative = 0;
5827 state_table[i].apply = state_undefined;
5831 static void validate_state_table(struct StateEntry *state_table)
5833 static const struct
5835 DWORD first;
5836 DWORD last;
5838 rs_holes[] =
5840 { 1, 1},
5841 { 3, 3},
5842 { 17, 18},
5843 { 21, 21},
5844 { 42, 45},
5845 { 47, 47},
5846 { 61, 127},
5847 {149, 150},
5848 {169, 169},
5849 {177, 177},
5850 {196, 197},
5851 { 0, 0},
5853 static const DWORD simple_states[] =
5855 STATE_MATERIAL,
5856 STATE_VDECL,
5857 STATE_STREAMSRC,
5858 STATE_INDEXBUFFER,
5859 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX),
5860 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY),
5861 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL),
5862 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX),
5863 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY),
5864 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL),
5865 STATE_SHADER_RESOURCE_BINDING,
5866 STATE_VIEWPORT,
5867 STATE_LIGHT_TYPE,
5868 STATE_SCISSORRECT,
5869 STATE_FRONTFACE,
5870 STATE_POINTSPRITECOORDORIGIN,
5871 STATE_BASEVERTEXINDEX,
5872 STATE_FRAMEBUFFER,
5873 STATE_POINT_ENABLE,
5874 STATE_COLOR_KEY,
5876 unsigned int i, current;
5878 for (i = STATE_RENDER(1), current = 0; i <= STATE_RENDER(WINEHIGHEST_RENDER_STATE); ++i)
5880 if (!rs_holes[current].first || i < STATE_RENDER(rs_holes[current].first))
5882 if (!state_table[i].representative)
5883 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i), i);
5885 else if (state_table[i].representative)
5886 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i), i);
5888 if (i == STATE_RENDER(rs_holes[current].last)) ++current;
5891 for (i = 0; i < sizeof(simple_states) / sizeof(*simple_states); ++i)
5893 if (!state_table[simple_states[i]].representative)
5894 ERR("State %s (%#x) should have a representative.\n",
5895 debug_d3dstate(simple_states[i]), simple_states[i]);
5898 for (i = 0; i < STATE_HIGHEST + 1; ++i)
5900 DWORD rep = state_table[i].representative;
5901 if (rep)
5903 if (state_table[rep].representative != rep)
5905 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5906 debug_d3dstate(i), i, debug_d3dstate(rep), rep);
5907 state_table[i].representative = 0;
5910 if (rep != i)
5912 if (state_table[i].apply)
5913 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i), i);
5915 else if (!state_table[i].apply)
5917 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i), i);
5923 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
5924 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
5925 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
5926 const struct StateEntryTemplate *misc)
5928 unsigned int i, type, handlers;
5929 APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
5930 const struct StateEntryTemplate *cur;
5931 BOOL set[STATE_HIGHEST + 1];
5933 memset(multistate_funcs, 0, sizeof(multistate_funcs));
5935 for(i = 0; i < STATE_HIGHEST + 1; i++) {
5936 StateTable[i].representative = 0;
5937 StateTable[i].apply = state_undefined;
5940 for(type = 0; type < 3; type++) {
5941 /* This switch decides the order in which the states are applied */
5942 switch(type) {
5943 case 0: cur = misc; break;
5944 case 1: cur = fragment->states; break;
5945 case 2: cur = vertex->vp_states; break;
5946 default: cur = NULL; /* Stupid compiler */
5948 if(!cur) continue;
5950 /* GL extension filtering should not prevent multiple handlers being applied from different
5951 * pipeline parts
5953 memset(set, 0, sizeof(set));
5955 for(i = 0; cur[i].state; i++) {
5956 APPLYSTATEFUNC *funcs_array;
5958 /* Only use the first matching state with the available extension from one template.
5959 * e.g.
5960 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5961 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5963 * if GL_XYZ_fancy is supported, ignore the 2nd line
5965 if(set[cur[i].state]) continue;
5966 /* Skip state lines depending on unsupported extensions */
5967 if (!gl_info->supported[cur[i].extension]) continue;
5968 set[cur[i].state] = TRUE;
5969 /* In some cases having an extension means that nothing has to be
5970 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5971 * supported, the texture coordinate fixup can be ignored. If the
5972 * apply function is used, mark the state set(done above) to prevent
5973 * applying later lines, but do not record anything in the state
5974 * table
5976 if (!cur[i].content.representative) continue;
5978 handlers = num_handlers(multistate_funcs[cur[i].state]);
5979 multistate_funcs[cur[i].state][handlers] = cur[i].content.apply;
5980 switch(handlers) {
5981 case 0:
5982 StateTable[cur[i].state].apply = cur[i].content.apply;
5983 break;
5984 case 1:
5985 StateTable[cur[i].state].apply = multistate_apply_2;
5986 dev_multistate_funcs[cur[i].state] = HeapAlloc(GetProcessHeap(),
5988 sizeof(**dev_multistate_funcs) * 2);
5989 if (!dev_multistate_funcs[cur[i].state]) {
5990 goto out_of_mem;
5993 dev_multistate_funcs[cur[i].state][0] = multistate_funcs[cur[i].state][0];
5994 dev_multistate_funcs[cur[i].state][1] = multistate_funcs[cur[i].state][1];
5995 break;
5996 case 2:
5997 StateTable[cur[i].state].apply = multistate_apply_3;
5998 funcs_array = HeapReAlloc(GetProcessHeap(),
6000 dev_multistate_funcs[cur[i].state],
6001 sizeof(**dev_multistate_funcs) * 3);
6002 if (!funcs_array) {
6003 goto out_of_mem;
6006 dev_multistate_funcs[cur[i].state] = funcs_array;
6007 dev_multistate_funcs[cur[i].state][2] = multistate_funcs[cur[i].state][2];
6008 break;
6009 default:
6010 ERR("Unexpected amount of state handlers for state %u: %u\n",
6011 cur[i].state, handlers + 1);
6014 if (StateTable[cur[i].state].representative
6015 && StateTable[cur[i].state].representative != cur[i].content.representative)
6017 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
6018 debug_d3dstate(cur[i].state), cur[i].state);
6020 StateTable[cur[i].state].representative = cur[i].content.representative;
6024 prune_invalid_states(StateTable, gl_info, d3d_info);
6025 validate_state_table(StateTable);
6027 return WINED3D_OK;
6029 out_of_mem:
6030 for (i = 0; i <= STATE_HIGHEST; ++i) {
6031 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs[i]);
6034 memset(dev_multistate_funcs, 0, (STATE_HIGHEST + 1)*sizeof(*dev_multistate_funcs));
6036 return E_OUTOFMEMORY;