2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader
);
41 /* 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
;
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)");
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)");
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)");
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
))
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");
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
;
116 case WINED3D_ZB_FALSE
:
117 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
118 checkGLcall("glDisable GL_DEPTH_TEST");
120 case WINED3D_ZB_TRUE
:
121 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
122 checkGLcall("glEnable GL_DEPTH_TEST");
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");
130 FIXME("Unrecognized depth buffer type %#x.\n", zenable
);
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");
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)");
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)");
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)");
178 case WINED3D_SHADE_GOURAUD
:
179 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
181 case WINED3D_SHADE_PHONG
:
182 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
183 checkGLcall("glShadeModel(GL_SMOOTH)");
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");
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)");
218 gl_info
->gl_ops
.gl
.p_glDepthMask(0);
219 checkGLcall("glDepthMask(0)");
223 GLenum
wined3d_gl_compare_func(enum wined3d_cmp_func f
)
227 case WINED3D_CMP_NEVER
:
229 case WINED3D_CMP_LESS
:
231 case WINED3D_CMP_EQUAL
:
233 case WINED3D_CMP_LESSEQUAL
:
235 case WINED3D_CMP_GREATER
:
237 case WINED3D_CMP_NOTEQUAL
:
239 case WINED3D_CMP_GREATEREQUAL
:
241 case WINED3D_CMP_ALWAYS
:
244 FIXME("Unrecognized compare function %#x.\n", f
);
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
)
280 case WINED3D_BLEND_OP_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
;
291 FIXME("Unhandled blend op %#x.\n", op
);
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");
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");
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
)
330 case WINED3D_BLEND_ZERO
:
332 case WINED3D_BLEND_ONE
:
334 case WINED3D_BLEND_SRCCOLOR
:
336 case WINED3D_BLEND_INVSRCCOLOR
:
337 return GL_ONE_MINUS_SRC_COLOR
;
338 case WINED3D_BLEND_SRCALPHA
:
340 case WINED3D_BLEND_INVSRCALPHA
:
341 return GL_ONE_MINUS_SRC_ALPHA
;
342 case WINED3D_BLEND_DESTCOLOR
:
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
;
363 FIXME("Unhandled blend factor %#x.\n", factor
);
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
);
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");
402 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
403 checkGLcall("glEnable GL_BLEND");
408 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
409 checkGLcall("glDisable GL_BLEND");
410 /* Nothing more to do - get out */
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
;
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");
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");
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
;
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");
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
;
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
))
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");
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
557 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
559 glParm
= GL_NOTEQUAL
;
564 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
565 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
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
)
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");
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
];
615 disable
= 0xffffffff;
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
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
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
);
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
);
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()");
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
);
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
;
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
)
778 case WINED3D_STENCIL_OP_KEEP
:
780 case WINED3D_STENCIL_OP_ZERO
:
782 case WINED3D_STENCIL_OP_REPLACE
:
784 case WINED3D_STENCIL_OP_INCR_SAT
:
786 case WINED3D_STENCIL_OP_DECR_SAT
:
788 case WINED3D_STENCIL_OP_INVERT
:
790 case WINED3D_STENCIL_OP_INCR
:
792 case WINED3D_STENCIL_OP_DECR
:
795 FIXME("Unrecognized stencil op %#x.\n", op
);
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
;
810 GLint stencilFail_ccw
;
812 GLint stencilPass_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");
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
])))
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
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, ...)");
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(...)");
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
])
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)");
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
;
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)");
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");
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
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
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
)
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
;
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
;
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
;
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
;
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)");
1139 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1140 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1141 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
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)");
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)");
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)");
1164 case WINED3D_FOG_NONE
: /* Won't happen */
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
;
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
;
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
)) {
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
;
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
)
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
)
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
)
1272 /* Nothing changed, return. */
1273 if (Parm
== context
->tracking_parm
) return;
1277 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1278 checkGLcall("glDisable GL_COLOR_MATERIAL");
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");
1299 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1300 checkGLcall("glMaterialfv");
1304 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1305 checkGLcall("glMaterialfv");
1309 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1310 checkGLcall("glMaterialfv");
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");
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");
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
;
1338 struct wined3d_line_pattern lp
;
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);");
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
;
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
))
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);");
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
)
1394 get_pointsize_minmax(context
, state
, &min
, &max
);
1397 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min
);
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
;
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
;
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
;
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)");
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");
1544 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
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
)
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");
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)");
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
])
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)");
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)");
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
;
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");
1690 if (depth
->format_flags
& WINED3DFMT_FLAG_FLOAT
)
1691 scale
= gl_info
->float_polyoffset_scale
;
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
);
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");
1705 gl_info
->gl_ops
.gl
.p_glPolygonOffset(scale_bias
.f
, const_bias
.f
* scale
);
1706 checkGLcall("glPolygonOffset(...)");
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
)
1756 if (state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] != tmpvalue
.d
)
1758 static BOOL displayed
= FALSE
;
1760 tmpvalue
.d
= state
->render_states
[WINED3D_RS_PATCHSEGMENTS
];
1762 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
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
)
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(...)");
1814 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1815 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
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
)
1914 if (state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
])
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 */
1930 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
1931 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
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
;
1953 FIXME("Unrecognized texture arg %#x\n", arg
);
1954 *source
= GL_TEXTURE
;
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
;
1966 GLenum src0_target
, src1_target
, src2_target
;
1967 GLenum opr0_target
, opr1_target
, opr2_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. */
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
;
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
);
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
])
2035 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2036 src3_target
= GL_SOURCE3_ALPHA_NV
;
2037 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2040 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2041 src3_target
= GL_SOURCE3_RGB_NV
;
2042 opr3_target
= GL_OPERAND3_RGB_NV
;
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
2503 } /* GL_NV_texture_env_combine4 */
2505 Handled
= TRUE
; /* Again, assume handled */
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
2637 FIXME("This version of opengl does not support GL_SUBTRACT\n");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
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");
2962 BOOL combineOK
= TRUE
;
2963 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2968 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
2970 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
2972 /* Note: If COMBINE4 in effect can't go back to combine! */
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 */
2985 case WINED3D_TOP_SELECT_ARG1
:
2986 case WINED3D_TOP_SELECT_ARG2
:
2991 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
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");
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");
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)");
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");
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
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
3126 * What to do with multitexturing? So far no app has been found that uses color keying with
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
]);
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");
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
);
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
);
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
);
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
);
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.");
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.");
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");
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.");
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");
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.");
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.");
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.");
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
3457 if (sampler
< MAX_TEXTURES
)
3459 const BOOL texIsPow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3461 if (texIsPow2
|| (context
->lastWasPow2Texture
& (1u << sampler
)))
3464 context
->lastWasPow2Texture
|= 1u << sampler
;
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
;
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
)
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
);
3564 if (mapped_stage
>= gl_info
->limits
.combined_samplers
)
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
);
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
);
3598 if (FAILED(wined3d_sampler_create(device
, &desc
, NULL
, &sampler
)))
3600 ERR("Failed to create sampler.\n");
3605 if (wine_rb_put(&device
->samplers
, &desc
, &sampler
->entry
) == -1)
3606 ERR("Failed to insert sampler.\n");
3612 GL_EXTCALL(glBindSampler(mapped_stage
, sampler
->name
));
3613 checkGLcall("glBindSampler");
3617 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
3619 else if (desc
.mip_filter
== WINED3D_TEXF_NONE
)
3620 base_level
= texture
->lod
;
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
;
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
)
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
;
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. */
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);
3728 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.clipplanes
)
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 */
3736 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
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
;
3761 TRACE("Setting world matrix %d\n", matrix
);
3763 if (matrix
>= gl_info
->limits
.blends
)
3765 WARN("Unsupported blend matrix set\n");
3769 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
3772 /* GL_MODELVIEW0_ARB: 0x1700
3773 * GL_MODELVIEW1_ARB: 0x850a
3774 * GL_MODELVIEW2_ARB: 0x8722
3775 * GL_MODELVIEW3_ARB: 0x8723
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
)
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
;
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
)
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
;
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
);
3843 case WINED3D_VBF_DISABLE
:
3844 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_BLEND_ARB
);
3845 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
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
;
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
]))
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
);
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 */
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) */
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;
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
));
3984 GL_EXTCALL(glVertexAttrib4f(i
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
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
);
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
);
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
));
4051 case WINED3DFMT_R32G32_FLOAT
:
4052 GL_EXTCALL(glVertexAttrib2fv(i
, (const GLfloat
*)ptr
));
4054 case WINED3DFMT_R32G32B32_FLOAT
:
4055 GL_EXTCALL(glVertexAttrib3fv(i
, (const GLfloat
*)ptr
));
4057 case WINED3DFMT_R32G32B32A32_FLOAT
:
4058 GL_EXTCALL(glVertexAttrib4fv(i
, (const GLfloat
*)ptr
));
4061 case WINED3DFMT_R8G8B8A8_UINT
:
4062 GL_EXTCALL(glVertexAttrib4ubv(i
, ptr
));
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
));
4074 /* else fallthrough */
4075 case WINED3DFMT_R8G8B8A8_UNORM
:
4076 GL_EXTCALL(glVertexAttrib4Nubv(i
, ptr
));
4079 case WINED3DFMT_R16G16_SINT
:
4080 GL_EXTCALL(glVertexAttrib2sv(i
, (const GLshort
*)ptr
));
4082 case WINED3DFMT_R16G16B16A16_SINT
:
4083 GL_EXTCALL(glVertexAttrib4sv(i
, (const GLshort
*)ptr
));
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
));
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
));
4098 case WINED3DFMT_R16G16B16A16_SNORM
:
4099 GL_EXTCALL(glVertexAttrib4Nsv(i
, (const GLshort
*)ptr
));
4101 case WINED3DFMT_R16G16B16A16_UNORM
:
4102 GL_EXTCALL(glVertexAttrib4Nusv(i
, (const GLushort
*)ptr
));
4105 case WINED3DFMT_R10G10B10A2_UINT
:
4106 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4107 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4109 case WINED3DFMT_R10G10B10A2_SNORM
:
4110 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4111 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
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
));
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
));
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
));
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
));
4144 ERR("Unexpected declaration in stride 0 attributes\n");
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
,
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
))
4203 FIXME("blendMatrixIndices support\n");
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");
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)");
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)");
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, ...)");
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, ...)");
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)");
4370 WARN("Specular colour is not supported in this GL implementation.\n");
4375 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4377 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
4378 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
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
;
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
))
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
;
4437 BOOL wasrhw
= context
->last_was_rhw
;
4440 transformed
= context
->stream_info
.position_transformed
;
4441 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
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
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
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
)
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
));
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");
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)));
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
;
4546 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
4548 if (!useVertexShaderFunction
)
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
;
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
;
4588 FIXME("No attachments draw calls not supported.\n");
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
);
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
];
4622 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4623 checkGLcall("glDisable(GL_LIGHT0 + Index)");
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
);
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");
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");
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
);
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
:
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");
4690 case WINED3D_LIGHT_SPOT
:
4692 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4693 checkGLcall("glLightfv");
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");
4714 case WINED3D_LIGHT_DIRECTIONAL
:
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");
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
);
4753 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
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));
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)");
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
)
4801 WARN("Point sprite coordinate origin switching not supported.\n");
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
);
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
;
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
},
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
},
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
},
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
},
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
},
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
)
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
=
5632 vp_ffp_get_emul_mask
,
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
)
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
))
5699 TRACE("[FAILED]\n");
5703 static BOOL
ffp_none_context_alloc(struct wined3d_context
*context
)
5708 static void ffp_none_context_free(struct wined3d_context
*context
)
5712 const struct fragment_pipeline ffp_fragment_pipeline
= {
5714 ffp_fragment_get_caps
,
5715 ffp_fragment_get_emul_mask
,
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
)
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
)
5743 const struct wined3d_vertex_pipe_ops none_vertex_pipe
=
5747 vp_none_get_emul_mask
,
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
)
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
=
5772 fp_none_get_emul_mask
,
5775 ffp_none_context_alloc
,
5776 ffp_none_context_free
,
5777 fp_none_color_fixup_supported
,
5781 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5784 for(i
= 0; funcs
[i
]; 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
)
5853 static const DWORD simple_states
[] =
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
,
5870 STATE_POINTSPRITECOORDORIGIN
,
5871 STATE_BASEVERTEXINDEX
,
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
;
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;
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 */
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 */
5950 /* GL extension filtering should not prevent multiple handlers being applied from different
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.
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
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
;
5982 StateTable
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
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
]) {
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];
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);
6006 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
6007 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
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
);
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
;