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
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
34 ULONG CDECL
wined3d_blend_state_incref(struct wined3d_blend_state
*state
)
36 unsigned int refcount
= InterlockedIncrement(&state
->refcount
);
38 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
43 static void wined3d_blend_state_destroy_object(void *object
)
45 TRACE("object %p.\n", object
);
50 ULONG CDECL
wined3d_blend_state_decref(struct wined3d_blend_state
*state
)
52 unsigned int refcount
= wined3d_atomic_decrement_mutex_lock(&state
->refcount
);
53 struct wined3d_device
*device
= state
->device
;
55 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
59 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
60 wined3d_cs_destroy_object(device
->cs
, wined3d_blend_state_destroy_object
, state
);
61 wined3d_mutex_unlock();
67 void * CDECL
wined3d_blend_state_get_parent(const struct wined3d_blend_state
*state
)
69 TRACE("state %p.\n", state
);
74 static BOOL
is_dual_source(enum wined3d_blend state
)
76 return state
>= WINED3D_BLEND_SRC1COLOR
&& state
<= WINED3D_BLEND_INVSRC1ALPHA
;
79 HRESULT CDECL
wined3d_blend_state_create(struct wined3d_device
*device
,
80 const struct wined3d_blend_state_desc
*desc
, void *parent
,
81 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_blend_state
**state
)
83 struct wined3d_blend_state
*object
;
85 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
86 device
, desc
, parent
, parent_ops
, state
);
88 if (!(object
= heap_alloc_zero(sizeof(*object
))))
93 object
->parent
= parent
;
94 object
->parent_ops
= parent_ops
;
95 object
->device
= device
;
97 object
->dual_source
= desc
->rt
[0].enable
98 && (is_dual_source(desc
->rt
[0].src
)
99 || is_dual_source(desc
->rt
[0].dst
)
100 || is_dual_source(desc
->rt
[0].src_alpha
)
101 || is_dual_source(desc
->rt
[0].dst_alpha
));
103 TRACE("Created blend state %p.\n", object
);
109 ULONG CDECL
wined3d_depth_stencil_state_incref(struct wined3d_depth_stencil_state
*state
)
111 unsigned int refcount
= InterlockedIncrement(&state
->refcount
);
113 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
118 static void wined3d_depth_stencil_state_destroy_object(void *object
)
120 TRACE("object %p.\n", object
);
125 ULONG CDECL
wined3d_depth_stencil_state_decref(struct wined3d_depth_stencil_state
*state
)
127 unsigned int refcount
= wined3d_atomic_decrement_mutex_lock(&state
->refcount
);
128 struct wined3d_device
*device
= state
->device
;
130 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
134 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
135 wined3d_cs_destroy_object(device
->cs
, wined3d_depth_stencil_state_destroy_object
, state
);
136 wined3d_mutex_unlock();
142 void * CDECL
wined3d_depth_stencil_state_get_parent(const struct wined3d_depth_stencil_state
*state
)
144 TRACE("state %p.\n", state
);
146 return state
->parent
;
149 static bool stencil_op_writes_ds(const struct wined3d_stencil_op_desc
*desc
)
151 return desc
->fail_op
!= WINED3D_STENCIL_OP_KEEP
152 || desc
->depth_fail_op
!= WINED3D_STENCIL_OP_KEEP
153 || desc
->pass_op
!= WINED3D_STENCIL_OP_KEEP
;
156 static bool depth_stencil_state_desc_writes_ds(const struct wined3d_depth_stencil_state_desc
*desc
)
158 if (desc
->depth
&& desc
->depth_write
)
161 if (desc
->stencil
&& desc
->stencil_write_mask
)
163 if (stencil_op_writes_ds(&desc
->front
) || stencil_op_writes_ds(&desc
->back
))
170 HRESULT CDECL
wined3d_depth_stencil_state_create(struct wined3d_device
*device
,
171 const struct wined3d_depth_stencil_state_desc
*desc
, void *parent
,
172 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_depth_stencil_state
**state
)
174 struct wined3d_depth_stencil_state
*object
;
176 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
177 device
, desc
, parent
, parent_ops
, state
);
179 if (!(object
= heap_alloc_zero(sizeof(*object
))))
180 return E_OUTOFMEMORY
;
182 object
->refcount
= 1;
183 object
->desc
= *desc
;
184 object
->parent
= parent
;
185 object
->parent_ops
= parent_ops
;
186 object
->device
= device
;
188 object
->writes_ds
= depth_stencil_state_desc_writes_ds(desc
);
190 TRACE("Created depth/stencil state %p.\n", object
);
196 ULONG CDECL
wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state
*state
)
198 unsigned int refcount
= InterlockedIncrement(&state
->refcount
);
200 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
205 static void wined3d_rasterizer_state_destroy_object(void *object
)
207 TRACE("object %p.\n", object
);
212 ULONG CDECL
wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state
*state
)
214 unsigned int refcount
= wined3d_atomic_decrement_mutex_lock(&state
->refcount
);
215 struct wined3d_device
*device
= state
->device
;
217 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
221 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
222 wined3d_cs_destroy_object(device
->cs
, wined3d_rasterizer_state_destroy_object
, state
);
223 wined3d_mutex_unlock();
229 void * CDECL
wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state
*state
)
231 TRACE("rasterizer_state %p.\n", state
);
233 return state
->parent
;
236 HRESULT CDECL
wined3d_rasterizer_state_create(struct wined3d_device
*device
,
237 const struct wined3d_rasterizer_state_desc
*desc
, void *parent
,
238 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_rasterizer_state
**state
)
240 struct wined3d_rasterizer_state
*object
;
242 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
243 device
, desc
, parent
, parent_ops
, state
);
245 if (!(object
= heap_alloc_zero(sizeof(*object
))))
246 return E_OUTOFMEMORY
;
248 object
->refcount
= 1;
249 object
->desc
= *desc
;
250 object
->parent
= parent
;
251 object
->parent_ops
= parent_ops
;
252 object
->device
= device
;
254 TRACE("Created rasterizer state %p.\n", object
);
260 /* Context activation for state handler is done by the caller. */
262 static void state_undefined(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
264 ERR("Undefined state %s (%#lx).\n", debug_d3dstate(state_id
), state_id
);
267 void state_nop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
269 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id
));
272 static void fillmode(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
274 enum wined3d_fill_mode mode
= r
? r
->desc
.fill_mode
: WINED3D_FILL_SOLID
;
278 case WINED3D_FILL_POINT
:
279 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_POINT
);
280 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
282 case WINED3D_FILL_WIREFRAME
:
283 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_LINE
);
284 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
286 case WINED3D_FILL_SOLID
:
287 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
288 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
291 FIXME("Unrecognized fill mode %#x.\n", mode
);
295 static void state_lighting(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
297 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
299 /* Lighting is not enabled if transformed vertices are drawn, but lighting
300 * does not affect the stream sources, so it is not grouped for
301 * performance reasons. */
303 if (state
->render_states
[WINED3D_RS_LIGHTING
]
304 && !context
->stream_info
.position_transformed
)
306 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHTING
);
307 checkGLcall("glEnable GL_LIGHTING");
311 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
312 checkGLcall("glDisable GL_LIGHTING");
316 static void cullmode(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
318 enum wined3d_cull mode
= r
? r
->desc
.cull_mode
: WINED3D_CULL_BACK
;
320 /* glFrontFace() is set in context.c at context init and on an
321 * offscreen / onscreen rendering switch. */
324 case WINED3D_CULL_NONE
:
325 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
326 checkGLcall("glDisable GL_CULL_FACE");
328 case WINED3D_CULL_FRONT
:
329 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
330 checkGLcall("glEnable GL_CULL_FACE");
331 gl_info
->gl_ops
.gl
.p_glCullFace(GL_FRONT
);
332 checkGLcall("glCullFace(GL_FRONT)");
334 case WINED3D_CULL_BACK
:
335 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
336 checkGLcall("glEnable GL_CULL_FACE");
337 gl_info
->gl_ops
.gl
.p_glCullFace(GL_BACK
);
338 checkGLcall("glCullFace(GL_BACK)");
341 FIXME("Unrecognized cull mode %#x.\n", mode
);
345 void state_shademode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
347 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
349 switch (state
->render_states
[WINED3D_RS_SHADEMODE
])
351 case WINED3D_SHADE_FLAT
:
352 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_FLAT
);
353 checkGLcall("glShadeModel(GL_FLAT)");
355 case WINED3D_SHADE_GOURAUD
:
356 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
358 case WINED3D_SHADE_PHONG
:
359 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
360 checkGLcall("glShadeModel(GL_SMOOTH)");
363 FIXME("Unrecognized shade mode %#x.\n",
364 state
->render_states
[WINED3D_RS_SHADEMODE
]);
368 static void state_ditherenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
370 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
372 if (state
->render_states
[WINED3D_RS_DITHERENABLE
])
374 gl_info
->gl_ops
.gl
.p_glEnable(GL_DITHER
);
375 checkGLcall("glEnable GL_DITHER");
379 gl_info
->gl_ops
.gl
.p_glDisable(GL_DITHER
);
380 checkGLcall("glDisable GL_DITHER");
384 GLenum
wined3d_gl_compare_func(enum wined3d_cmp_func f
)
388 case WINED3D_CMP_NEVER
:
390 case WINED3D_CMP_LESS
:
392 case WINED3D_CMP_EQUAL
:
394 case WINED3D_CMP_LESSEQUAL
:
396 case WINED3D_CMP_GREATER
:
398 case WINED3D_CMP_NOTEQUAL
:
400 case WINED3D_CMP_GREATEREQUAL
:
402 case WINED3D_CMP_ALWAYS
:
406 WARN("Unrecognized compare function %#x.\n", f
);
408 FIXME("Unrecognized compare function %#x.\n", f
);
413 static void state_ambient(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
415 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
416 struct wined3d_color color
;
418 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
419 TRACE("Setting ambient to %s.\n", debug_color(&color
));
420 gl_info
->gl_ops
.gl
.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, &color
.r
);
421 checkGLcall("glLightModel for MODEL_AMBIENT");
424 static GLenum
gl_blend_op(const struct wined3d_gl_info
*gl_info
, enum wined3d_blend_op op
)
428 case WINED3D_BLEND_OP_ADD
:
430 case WINED3D_BLEND_OP_SUBTRACT
:
431 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_SUBTRACT
: GL_FUNC_ADD
;
432 case WINED3D_BLEND_OP_REVSUBTRACT
:
433 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_REVERSE_SUBTRACT
: GL_FUNC_ADD
;
434 case WINED3D_BLEND_OP_MIN
:
435 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MIN
: GL_FUNC_ADD
;
436 case WINED3D_BLEND_OP_MAX
:
437 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MAX
: GL_FUNC_ADD
;
440 WARN("Unhandled blend op %#x.\n", op
);
442 FIXME("Unhandled blend op %#x.\n", op
);
447 static void blendop(const struct wined3d_state
*state
, const struct wined3d_gl_info
*gl_info
)
449 const struct wined3d_blend_state
*b
= state
->blend_state
;
450 GLenum blend_equation_alpha
= GL_FUNC_ADD_EXT
;
451 GLenum blend_equation
= GL_FUNC_ADD_EXT
;
453 if (!gl_info
->supported
[WINED3D_GL_BLEND_EQUATION
])
455 WARN("Unsupported in local OpenGL implementation: glBlendEquation.\n");
459 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
460 if (b
->desc
.rt
[0].op_alpha
&& !gl_info
->supported
[EXT_BLEND_EQUATION_SEPARATE
])
462 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
466 blend_equation
= gl_blend_op(gl_info
, b
->desc
.rt
[0].op
);
467 blend_equation_alpha
= gl_blend_op(gl_info
, b
->desc
.rt
[0].op_alpha
);
468 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation
, blend_equation_alpha
);
470 if (b
->desc
.rt
[0].op
!= b
->desc
.rt
[0].op_alpha
)
472 GL_EXTCALL(glBlendEquationSeparate(blend_equation
, blend_equation_alpha
));
473 checkGLcall("glBlendEquationSeparate");
477 GL_EXTCALL(glBlendEquation(blend_equation
));
478 checkGLcall("glBlendEquation");
482 static GLenum
gl_blend_factor(enum wined3d_blend factor
, const struct wined3d_format
*dst_format
)
486 case WINED3D_BLEND_ZERO
:
488 case WINED3D_BLEND_ONE
:
490 case WINED3D_BLEND_SRCCOLOR
:
492 case WINED3D_BLEND_INVSRCCOLOR
:
493 return GL_ONE_MINUS_SRC_COLOR
;
494 case WINED3D_BLEND_SRCALPHA
:
496 case WINED3D_BLEND_INVSRCALPHA
:
497 return GL_ONE_MINUS_SRC_ALPHA
;
498 case WINED3D_BLEND_DESTCOLOR
:
500 case WINED3D_BLEND_INVDESTCOLOR
:
501 return GL_ONE_MINUS_DST_COLOR
;
502 /* To compensate for the lack of format switching with backbuffer
503 * offscreen rendering, and with onscreen rendering, we modify the
504 * alpha test parameters for (INV)DESTALPHA if the render target
505 * doesn't support alpha blending. A nonexistent alpha channel
506 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
507 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
508 case WINED3D_BLEND_DESTALPHA
:
509 return dst_format
->alpha_size
? GL_DST_ALPHA
: GL_ONE
;
510 case WINED3D_BLEND_INVDESTALPHA
:
511 return dst_format
->alpha_size
? GL_ONE_MINUS_DST_ALPHA
: GL_ZERO
;
512 case WINED3D_BLEND_SRCALPHASAT
:
513 return GL_SRC_ALPHA_SATURATE
;
514 case WINED3D_BLEND_BLENDFACTOR
:
515 return GL_CONSTANT_COLOR_EXT
;
516 case WINED3D_BLEND_INVBLENDFACTOR
:
517 return GL_ONE_MINUS_CONSTANT_COLOR_EXT
;
518 case WINED3D_BLEND_SRC1COLOR
:
519 return GL_SRC1_COLOR
;
520 case WINED3D_BLEND_INVSRC1COLOR
:
521 return GL_ONE_MINUS_SRC1_COLOR
;
522 case WINED3D_BLEND_SRC1ALPHA
:
523 return GL_SRC1_ALPHA
;
524 case WINED3D_BLEND_INVSRC1ALPHA
:
525 return GL_ONE_MINUS_SRC1_ALPHA
;
528 WARN("Unhandled blend factor %#x.\n", factor
);
530 FIXME("Unhandled blend factor %#x.\n", factor
);
535 static void gl_blend_from_d3d(GLenum
*src_blend
, GLenum
*dst_blend
,
536 enum wined3d_blend d3d_src_blend
, enum wined3d_blend d3d_dst_blend
,
537 const struct wined3d_format
*rt_format
)
539 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
540 * source blending values which are still valid up to d3d9. They should
541 * not occur as dest blend values. */
542 if (d3d_src_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
544 *src_blend
= GL_SRC_ALPHA
;
545 *dst_blend
= GL_ONE_MINUS_SRC_ALPHA
;
547 else if (d3d_src_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
549 *src_blend
= GL_ONE_MINUS_SRC_ALPHA
;
550 *dst_blend
= GL_SRC_ALPHA
;
554 *src_blend
= gl_blend_factor(d3d_src_blend
, rt_format
);
555 *dst_blend
= gl_blend_factor(d3d_dst_blend
, rt_format
);
559 static void state_blend_factor_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
561 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
564 static void state_blend_factor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
566 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
567 const struct wined3d_color
*factor
= &state
->blend_factor
;
569 TRACE("Setting blend factor to %s.\n", debug_color(factor
));
571 GL_EXTCALL(glBlendColor(factor
->r
, factor
->g
, factor
->b
, factor
->a
));
572 checkGLcall("glBlendColor");
575 static BOOL
is_blend_enabled(struct wined3d_context
*context
, const struct wined3d_state
*state
, UINT index
)
577 const struct wined3d_blend_state
*b
= state
->blend_state
;
579 if (!state
->fb
.render_targets
[index
])
582 if (!b
->desc
.rt
[index
].enable
)
585 /* Disable blending in all cases even without pixel shaders.
586 * With blending on we could face a big performance penalty.
587 * The d3d9 visual test confirms the behavior. */
588 if (context
->render_offscreen
589 && !(state
->fb
.render_targets
[index
]->format_caps
& WINED3D_FORMAT_CAP_POSTPIXELSHADER_BLENDING
))
595 static void blend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
597 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
598 const struct wined3d_blend_state
*b
= state
->blend_state
;
599 const struct wined3d_format
*rt_format
;
600 GLenum src_blend
, dst_blend
;
603 if (gl_info
->supported
[ARB_MULTISAMPLE
])
605 if (b
&& b
->desc
.alpha_to_coverage
)
606 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
608 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
609 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
612 if (b
&& b
->desc
.independent
)
613 WARN("Independent blend is not supported by this GL implementation.\n");
615 mask
= b
? b
->desc
.rt
[0].writemask
: 0xf;
617 gl_info
->gl_ops
.gl
.p_glColorMask(mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
618 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
619 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
620 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
);
621 checkGLcall("glColorMask");
623 if (!b
|| !is_blend_enabled(context
, state
, 0))
625 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
626 checkGLcall("glDisable GL_BLEND");
630 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
631 checkGLcall("glEnable GL_BLEND");
633 rt_format
= state
->fb
.render_targets
[0]->format
;
635 gl_blend_from_d3d(&src_blend
, &dst_blend
, b
->desc
.rt
[0].src
, b
->desc
.rt
[0].dst
, rt_format
);
637 blendop(state
, gl_info
);
639 if (b
->desc
.rt
[0].src
!= b
->desc
.rt
[0].src_alpha
|| b
->desc
.rt
[0].dst
!= b
->desc
.rt
[0].dst_alpha
)
641 GLenum src_blend_alpha
, dst_blend_alpha
;
643 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
644 if (!gl_info
->supported
[EXT_BLEND_FUNC_SEPARATE
])
646 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
650 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
, b
->desc
.rt
[0].src_alpha
, b
->desc
.rt
[0].dst_alpha
, rt_format
);
652 GL_EXTCALL(glBlendFuncSeparate(src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
653 checkGLcall("glBlendFuncSeparate");
657 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend
, dst_blend
);
658 gl_info
->gl_ops
.gl
.p_glBlendFunc(src_blend
, dst_blend
);
659 checkGLcall("glBlendFunc");
662 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
664 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
665 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
668 static void set_color_mask(const struct wined3d_gl_info
*gl_info
, UINT index
, DWORD mask
)
670 GL_EXTCALL(glColorMaski(index
,
671 mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
672 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
673 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
674 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
));
675 checkGLcall("glColorMaski");
678 static void blend_db2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
680 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
681 GLenum src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
;
682 const struct wined3d_blend_state
*b
= state
->blend_state
;
683 const struct wined3d_format
*rt_format
;
684 BOOL dual_source
= b
&& b
->dual_source
;
687 if (b
&& b
->desc
.alpha_to_coverage
)
688 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
690 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
691 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
693 if (context
->last_was_dual_source_blend
!= dual_source
)
695 /* Dual source blending changes the location of the output varyings. */
696 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
697 context
->last_was_dual_source_blend
= dual_source
;
700 if (!b
|| !b
->desc
.independent
)
702 blend(context
, state
, state_id
);
706 rt_format
= state
->fb
.render_targets
[0]->format
;
707 gl_blend_from_d3d(&src_blend
, &dst_blend
, b
->desc
.rt
[0].src
, b
->desc
.rt
[0].dst
, rt_format
);
708 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
, b
->desc
.rt
[0].src_alpha
, b
->desc
.rt
[0].dst_alpha
, rt_format
);
710 GL_EXTCALL(glBlendFuncSeparate(src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
711 checkGLcall("glBlendFuncSeparate");
713 GL_EXTCALL(glBlendEquationSeparate(gl_blend_op(gl_info
, b
->desc
.rt
[0].op
),
714 gl_blend_op(gl_info
, b
->desc
.rt
[0].op_alpha
)));
715 checkGLcall("glBlendEquationSeparate");
717 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
719 set_color_mask(gl_info
, i
, b
->desc
.rt
[i
].writemask
);
721 if (!is_blend_enabled(context
, state
, i
))
723 GL_EXTCALL(glDisablei(GL_BLEND
, i
));
724 checkGLcall("glDisablei GL_BLEND");
728 GL_EXTCALL(glEnablei(GL_BLEND
, i
));
729 checkGLcall("glEnablei GL_BLEND");
731 if (b
->desc
.rt
[i
].src
!= b
->desc
.rt
[0].src
732 || b
->desc
.rt
[i
].dst
!= b
->desc
.rt
[0].dst
733 || b
->desc
.rt
[i
].op
!= b
->desc
.rt
[0].op
734 || b
->desc
.rt
[i
].src_alpha
!= b
->desc
.rt
[0].src_alpha
735 || b
->desc
.rt
[i
].dst_alpha
!= b
->desc
.rt
[0].dst_alpha
736 || b
->desc
.rt
[i
].op_alpha
!= b
->desc
.rt
[0].op_alpha
)
737 WARN("Independent blend equations and blend functions are not supported by this GL implementation.\n");
740 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
742 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
743 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
746 static void blend_dbb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
748 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
749 const struct wined3d_blend_state
*b
= state
->blend_state
;
750 BOOL dual_source
= b
&& b
->dual_source
;
753 if (b
&& b
->desc
.alpha_to_coverage
)
754 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
756 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
757 checkGLcall("glEnable GL_SAMPLE_ALPHA_TO_COVERAGE");
759 if (context
->last_was_dual_source_blend
!= dual_source
)
761 /* Dual source blending changes the location of the output varyings. */
762 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
763 context
->last_was_dual_source_blend
= dual_source
;
766 if (!b
|| !b
->desc
.independent
)
768 blend(context
, state
, state_id
);
772 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
774 GLenum src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
;
775 const struct wined3d_format
*rt_format
;
777 set_color_mask(gl_info
, i
, b
->desc
.rt
[i
].writemask
);
779 if (!is_blend_enabled(context
, state
, i
))
781 GL_EXTCALL(glDisablei(GL_BLEND
, i
));
782 checkGLcall("glDisablei GL_BLEND");
786 GL_EXTCALL(glEnablei(GL_BLEND
, i
));
787 checkGLcall("glEnablei GL_BLEND");
789 rt_format
= state
->fb
.render_targets
[i
]->format
;
790 gl_blend_from_d3d(&src_blend
, &dst_blend
, b
->desc
.rt
[i
].src
, b
->desc
.rt
[i
].dst
, rt_format
);
791 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
,
792 b
->desc
.rt
[i
].src_alpha
, b
->desc
.rt
[i
].dst_alpha
, rt_format
);
794 GL_EXTCALL(glBlendFuncSeparatei(i
, src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
795 checkGLcall("glBlendFuncSeparatei");
797 GL_EXTCALL(glBlendEquationSeparatei(i
, gl_blend_op(gl_info
, b
->desc
.rt
[i
].op
),
798 gl_blend_op(gl_info
, b
->desc
.rt
[i
].op_alpha
)));
799 checkGLcall("glBlendEquationSeparatei");
802 /* Colorkey fixup for stage 0 alphaop depends on blend state, so it may need
804 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
805 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
808 void state_alpha_test(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
810 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
813 BOOL enable_ckey
= FALSE
;
815 TRACE("context %p, state %p, state_id %#lx.\n", context
, state
, state_id
);
817 /* Find out if the texture on the first stage has a ckey set. The alpha
818 * state func reads the texture settings, even though alpha and texture
819 * are not grouped together. This is to avoid making a huge alpha +
820 * texture + texture stage + ckey block due to the hardly used
821 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
822 * function will call alpha in case it finds some texture + colorkeyenable
823 * combination which needs extra care. */
824 if (state
->textures
[0] && (state
->textures
[0]->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
827 if (enable_ckey
|| context
->last_was_ckey
)
828 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
829 context
->last_was_ckey
= enable_ckey
;
831 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
832 || (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
))
834 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
835 checkGLcall("glEnable GL_ALPHA_TEST");
839 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
840 checkGLcall("glDisable GL_ALPHA_TEST");
841 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
847 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
849 glParm
= GL_NOTEQUAL
;
854 ref
= wined3d_alpha_ref(state
);
855 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
859 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
860 checkGLcall("glAlphaFunc");
864 void state_clipping(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
866 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
867 uint32_t enable_mask
;
869 if (use_vs(state
) && !context
->d3d_info
->vs_clipping
)
873 /* The OpenGL spec says that clipping planes are disabled when using
874 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
875 * driver keeps clipping planes activated with shaders in some
876 * conditions I got sick of tracking down. The shader state handler
877 * disables all clip planes because of that - don't do anything here
878 * and keep them disabled. */
879 if (state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] && !warned
++)
880 FIXME("Clipping not supported with vertex shaders.\n");
884 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
885 * The enabled / disabled planes are hardcoded into the shader. Update the
886 * shader to update the enabled clipplanes. In case of fixed function, we
887 * need to update the clipping field from ffp_vertex_settings. */
888 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
890 /* If enabling / disabling all
891 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
893 enable_mask
= state
->render_states
[WINED3D_RS_CLIPPING
] ?
894 state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] : 0;
895 wined3d_context_gl_enable_clip_distances(context_gl
, enable_mask
);
898 static void state_specularenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
900 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
902 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
903 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
904 * specular color. This is wrong:
905 * Separate specular color means the specular colour is maintained separately, whereas
906 * single color means it is merged in. However in both cases they are being used to
908 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
909 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
913 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
914 * Instead, we need to setup the FinalCombiner properly.
916 * The default setup for the FinalCombiner is:
918 * <variable> <input> <mapping> <usage>
919 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
920 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
921 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
922 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
923 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
924 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
925 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
927 * That's pretty much fine as it is, except for variable B, which needs to take
928 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
929 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
932 TRACE("Setting specular enable state and materials\n");
933 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
935 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
936 checkGLcall("glMaterialfv");
938 if (state
->material
.power
> gl_info
->limits
.shininess
)
940 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
941 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
942 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
943 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
944 * them, it should be safe to do so without major visual distortions.
946 WARN("Material power = %.8e, limit %.8e\n", state
->material
.power
, gl_info
->limits
.shininess
);
947 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, gl_info
->limits
.shininess
);
951 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, state
->material
.power
);
953 checkGLcall("glMaterialf(GL_SHININESS)");
955 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
956 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_SUM_EXT
);
958 TRACE("Specular colors cannot be enabled in this version of opengl\n");
959 checkGLcall("glEnable(GL_COLOR_SUM)");
961 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
963 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_PLUS_SECONDARY_COLOR_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
964 checkGLcall("glFinalCombinerInputNV()");
967 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
969 /* for the case of enabled lighting: */
970 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
971 checkGLcall("glMaterialfv");
973 /* for the case of disabled lighting: */
974 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
975 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
977 TRACE("Specular colors cannot be disabled in this version of opengl\n");
978 checkGLcall("glDisable(GL_COLOR_SUM)");
980 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
982 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
983 checkGLcall("glFinalCombinerInputNV()");
987 TRACE("diffuse %s\n", debug_color(&state
->material
.diffuse
));
988 TRACE("ambient %s\n", debug_color(&state
->material
.ambient
));
989 TRACE("specular %s\n", debug_color(&state
->material
.specular
));
990 TRACE("emissive %s\n", debug_color(&state
->material
.emissive
));
992 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
993 checkGLcall("glMaterialfv(GL_AMBIENT)");
994 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
995 checkGLcall("glMaterialfv(GL_DIFFUSE)");
996 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
997 checkGLcall("glMaterialfv(GL_EMISSION)");
1000 static void state_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1002 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1003 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1004 struct wined3d_color color
;
1007 /* Note the texture color applies to all textures whereas
1008 * GL_TEXTURE_ENV_COLOR applies to active only. */
1009 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1011 /* And now the default texture color as well */
1012 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
1014 /* Note the WINED3D_RS value applies to all textures, but GL has one
1015 * per texture, so apply it now ready to be used! */
1016 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
1018 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_COLOR
, &color
.r
);
1019 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
1023 static void renderstate_stencil_twosided(struct wined3d_context
*context
, GLint face
,
1024 GLint func
, GLint ref
, GLuint mask
, GLint stencilFail
, GLint depthFail
, GLint stencilPass
)
1026 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1028 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
1029 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1030 GL_EXTCALL(glActiveStencilFaceEXT(face
));
1031 checkGLcall("glActiveStencilFaceEXT(...)");
1032 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
1033 checkGLcall("glStencilFunc(...)");
1034 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
1035 checkGLcall("glStencilOp(...)");
1038 static GLenum
gl_stencil_op(enum wined3d_stencil_op op
)
1042 case WINED3D_STENCIL_OP_KEEP
:
1044 case WINED3D_STENCIL_OP_ZERO
:
1046 case WINED3D_STENCIL_OP_REPLACE
:
1048 case WINED3D_STENCIL_OP_INCR_SAT
:
1050 case WINED3D_STENCIL_OP_DECR_SAT
:
1052 case WINED3D_STENCIL_OP_INVERT
:
1054 case WINED3D_STENCIL_OP_INCR
:
1055 return GL_INCR_WRAP
;
1056 case WINED3D_STENCIL_OP_DECR
:
1057 return GL_DECR_WRAP
;
1060 WARN("Unrecognized stencil op %#x.\n", op
);
1062 FIXME("Unrecognized stencil op %#x.\n", op
);
1067 static void state_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
)
1069 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1070 const struct wined3d_depth_stencil_state
*d
= state
->depth_stencil_state
;
1076 GLint stencilFail_back
;
1078 GLint stencilPass_back
;
1080 GLint depthFail_back
;
1082 /* No stencil test without a stencil buffer. */
1083 if (!state
->fb
.depth_stencil
|| !d
|| !d
->desc
.stencil
)
1085 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
1086 checkGLcall("glDisable GL_STENCIL_TEST");
1090 if (!(func
= wined3d_gl_compare_func(d
->desc
.front
.func
)))
1092 if (!(func_back
= wined3d_gl_compare_func(d
->desc
.back
.func
)))
1093 func_back
= GL_ALWAYS
;
1094 mask
= d
->desc
.stencil_read_mask
;
1095 ref
= state
->stencil_ref
& wined3d_mask_from_size(state
->fb
.depth_stencil
->format
->stencil_size
);
1096 stencilFail
= gl_stencil_op(d
->desc
.front
.fail_op
);
1097 depthFail
= gl_stencil_op(d
->desc
.front
.depth_fail_op
);
1098 stencilPass
= gl_stencil_op(d
->desc
.front
.pass_op
);
1099 stencilFail_back
= gl_stencil_op(d
->desc
.back
.fail_op
);
1100 depthFail_back
= gl_stencil_op(d
->desc
.back
.depth_fail_op
);
1101 stencilPass_back
= gl_stencil_op(d
->desc
.back
.pass_op
);
1103 TRACE("(ref %x, mask %x, "
1104 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
1105 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
1107 func
, stencilFail
, depthFail
, stencilPass
,
1108 func_back
, stencilFail_back
, depthFail_back
, stencilPass_back
);
1110 if (memcmp(&d
->desc
.front
, &d
->desc
.back
, sizeof(d
->desc
.front
)))
1112 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
1113 checkGLcall("glEnable GL_STENCIL_TEST");
1115 if (gl_info
->supported
[WINED3D_GL_VERSION_2_0
])
1117 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT
, func
, ref
, mask
));
1118 GL_EXTCALL(glStencilOpSeparate(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
1119 GL_EXTCALL(glStencilFuncSeparate(GL_BACK
, func_back
, ref
, mask
));
1120 GL_EXTCALL(glStencilOpSeparate(GL_BACK
, stencilFail_back
, depthFail_back
, stencilPass_back
));
1121 checkGLcall("setting two sided stencil state");
1123 else if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
1125 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
1126 * which has an effect on the code below too. If we apply the front face
1127 * afterwards, we are sure that the active stencil face is set to front,
1128 * and other stencil functions which do not use two sided stencil do not have
1131 renderstate_stencil_twosided(context
, GL_BACK
,
1132 func_back
, ref
, mask
, stencilFail_back
, depthFail_back
, stencilPass_back
);
1133 renderstate_stencil_twosided(context
, GL_FRONT
,
1134 func
, ref
, mask
, stencilFail
, depthFail
, stencilPass
);
1136 else if (gl_info
->supported
[ATI_SEPARATE_STENCIL
])
1138 GL_EXTCALL(glStencilFuncSeparateATI(func
, func_back
, ref
, mask
));
1139 checkGLcall("glStencilFuncSeparateATI(...)");
1140 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
1141 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
1142 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK
, stencilFail_back
, depthFail_back
, stencilPass_back
));
1143 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
1147 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
1152 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
1154 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
1155 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
1158 /* This code disables the ATI extension as well, since the standard stencil functions are equal
1159 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
1161 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
1162 checkGLcall("glEnable GL_STENCIL_TEST");
1163 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
1164 checkGLcall("glStencilFunc(...)");
1165 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
1166 checkGLcall("glStencilOp(...)");
1170 static void depth(struct wined3d_context
*context
, const struct wined3d_state
*state
)
1172 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1173 const struct wined3d_depth_stencil_state
*d
= state
->depth_stencil_state
;
1174 BOOL enable_depth
= d
? d
->desc
.depth
: TRUE
;
1175 GLenum depth_func
= GL_LESS
;
1177 if (!state
->fb
.depth_stencil
)
1179 TRACE("No depth/stencil buffer is attached; disabling depth test.\n");
1180 enable_depth
= FALSE
;
1185 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
1186 checkGLcall("glEnable GL_DEPTH_TEST");
1190 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
1191 checkGLcall("glDisable GL_DEPTH_TEST");
1194 if (!d
|| d
->desc
.depth_write
)
1196 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
1197 checkGLcall("glDepthMask(GL_TRUE)");
1201 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_FALSE
);
1202 checkGLcall("glDepthMask(GL_FALSE)");
1206 depth_func
= wined3d_gl_compare_func(d
->desc
.depth_func
);
1209 gl_info
->gl_ops
.gl
.p_glDepthFunc(depth_func
);
1210 checkGLcall("glDepthFunc");
1213 if (gl_info
->supported
[EXT_DEPTH_BOUNDS_TEST
])
1215 /* If min is larger than max, an INVALID_VALUE error is generated.
1216 * In d3d9, the test is not performed in this case. */
1217 if (state
->depth_bounds_enable
&& state
->depth_bounds_min
<= state
->depth_bounds_max
)
1219 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT
);
1220 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1221 GL_EXTCALL(glDepthBoundsEXT(state
->depth_bounds_min
, state
->depth_bounds_max
));
1222 checkGLcall("glDepthBoundsEXT");
1226 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1227 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1231 if (context
->last_was_rhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
1232 context_apply_state(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
1235 static void depth_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1237 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1238 const struct wined3d_depth_stencil_state
*d
= state
->depth_stencil_state
;
1239 GLuint stencil_write_mask
= 0;
1241 depth(context
, state
);
1242 state_stencil(context
, state
);
1244 if (state
->fb
.depth_stencil
)
1245 stencil_write_mask
= d
? d
->desc
.stencil_write_mask
: ~0u;
1247 gl_info
->gl_ops
.gl
.p_glStencilMask(stencil_write_mask
);
1248 checkGLcall("glStencilMask");
1251 static void depth_stencil_2s(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1253 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1254 const struct wined3d_depth_stencil_state
*d
= state
->depth_stencil_state
;
1255 GLuint stencil_write_mask
= 0;
1257 depth(context
, state
);
1258 state_stencil(context
, state
);
1260 if (state
->fb
.depth_stencil
)
1261 stencil_write_mask
= d
? d
->desc
.stencil_write_mask
: ~0u;
1263 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK
));
1264 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1265 gl_info
->gl_ops
.gl
.p_glStencilMask(stencil_write_mask
);
1266 checkGLcall("glStencilMask");
1267 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT
));
1268 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1269 gl_info
->gl_ops
.gl
.p_glStencilMask(stencil_write_mask
);
1272 static void state_fog_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1274 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1276 TRACE("context %p, state %p, state_id %#lx.\n", context
, state
, state_id
);
1278 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1281 /* Table fog on: Never use fog coords, and use per-fragment fog */
1282 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
1284 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_NICEST
);
1285 if (context
->fog_coord
)
1287 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
1288 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1289 context
->fog_coord
= FALSE
;
1292 /* Range fog is only used with per-vertex fog in d3d */
1293 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1295 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1296 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1301 /* Otherwise use per-vertex fog in any case */
1302 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_FASTEST
);
1304 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
1306 /* No fog at all, or transformed vertices: Use fog coord */
1307 if (!context
->fog_coord
)
1309 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FOG_COORDINATE_EXT
);
1310 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1311 context
->fog_coord
= TRUE
;
1316 /* Otherwise, use the fragment depth */
1317 if (context
->fog_coord
)
1319 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
1320 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1321 context
->fog_coord
= FALSE
;
1324 if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
1326 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1328 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_RADIAL_NV
);
1329 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1333 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1336 else if (gl_info
->supported
[NV_FOG_DISTANCE
])
1338 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1339 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1344 void state_fogstartend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1346 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1347 float fogstart
, fogend
;
1349 get_fog_start_end(context
, state
, &fogstart
, &fogend
);
1351 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_START
, fogstart
);
1352 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1353 TRACE("Fog Start == %f\n", fogstart
);
1355 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_END
, fogend
);
1356 checkGLcall("glFogf(GL_FOG_END, fogend)");
1357 TRACE("Fog End == %f\n", fogend
);
1360 void state_fog_fragpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1362 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1363 enum fogsource new_source
;
1364 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
1365 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
1367 TRACE("context %p, state %p, state_id %#lx.\n", context
, state
, state_id
);
1369 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1371 /* No fog? Disable it, and we're done :-) */
1372 gl_info
->p_glDisableWINE(GL_FOG
);
1373 checkGLcall("glDisable GL_FOG");
1379 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1380 * It can use the Z value of the vertex, or the alpha component of the specular color.
1381 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1382 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1383 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1385 * FOGTABLEMODE != NONE:
1386 * The Z value is used, with the equation specified, no matter what vertex type.
1388 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1389 * Per vertex fog is calculated using the specified fog equation and the parameters
1391 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1392 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1393 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1396 * Rules for vertex fog with shaders:
1398 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1399 * the fog computation to happen during transformation while openGL expects it to happen
1400 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1401 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1402 * To solve this problem, WineD3D does:
1403 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1405 * and 2) disables the fog computation (in either the fixed function or programmable
1406 * rasterizer) if using a vertex program.
1408 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1409 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1410 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1411 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1412 * There are some GL differences between specular fog coords and vertex shaders though.
1414 * With table fog the vertex shader fog coordinate is ignored.
1416 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1420 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1421 * the system will apply only pixel(=table) fog effects."
1423 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
1427 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1428 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1429 new_source
= FOGSOURCE_VS
;
1433 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
1435 /* If processed vertices are used, fall through to the NONE case */
1436 case WINED3D_FOG_EXP
:
1437 if (!context
->last_was_rhw
)
1439 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1440 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1441 new_source
= FOGSOURCE_FFP
;
1446 case WINED3D_FOG_EXP2
:
1447 if (!context
->last_was_rhw
)
1449 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1450 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1451 new_source
= FOGSOURCE_FFP
;
1456 case WINED3D_FOG_LINEAR
:
1457 if (!context
->last_was_rhw
)
1459 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1460 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1461 new_source
= FOGSOURCE_FFP
;
1466 case WINED3D_FOG_NONE
:
1467 /* Both are none? According to msdn the alpha channel of
1468 * the specular colour contains a fog factor. Set it in
1469 * draw_primitive_immediate_mode(). Same happens with
1470 * vertex fog on transformed vertices. */
1471 new_source
= FOGSOURCE_COORD
;
1472 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1473 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1477 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1478 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1479 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
1483 new_source
= FOGSOURCE_FFP
;
1485 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
1487 case WINED3D_FOG_EXP
:
1488 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1489 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1492 case WINED3D_FOG_EXP2
:
1493 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1494 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1497 case WINED3D_FOG_LINEAR
:
1498 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1499 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1502 case WINED3D_FOG_NONE
: /* Won't happen */
1504 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1505 state
->render_states
[WINED3D_RS_FOGTABLEMODE
]);
1509 gl_info
->p_glEnableWINE(GL_FOG
);
1510 checkGLcall("glEnable GL_FOG");
1511 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
1513 context
->fog_source
= new_source
;
1514 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
1518 void state_fogcolor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1520 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1521 struct wined3d_color color
;
1523 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1524 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_COLOR
, &color
.r
);
1525 checkGLcall("glFog GL_FOG_COLOR");
1528 void state_fogdensity(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1530 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1536 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1537 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_DENSITY
, &tmpvalue
.f
);
1538 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1541 static void state_colormat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1543 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1544 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1547 context_gl
->untracked_material_count
= 0;
1548 if ((context_gl
->c
.stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
))
1549 && state
->render_states
[WINED3D_RS_COLORVERTEX
])
1551 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1552 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
],
1553 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
],
1554 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
],
1555 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
]);
1557 if (state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1559 if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1560 Parm
= GL_AMBIENT_AND_DIFFUSE
;
1563 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1564 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_EMISSION
;
1565 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1566 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1568 else if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1571 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1572 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_EMISSION
;
1573 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1574 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1576 else if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1579 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1580 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1582 else if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1588 /* Nothing changed, return. */
1589 if (Parm
== context_gl
->tracking_parm
)
1594 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1595 checkGLcall("glDisable GL_COLOR_MATERIAL");
1599 gl_info
->gl_ops
.gl
.p_glColorMaterial(GL_FRONT_AND_BACK
, Parm
);
1600 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1601 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_MATERIAL
);
1602 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1605 /* Apparently calls to glMaterialfv are ignored for properties we're
1606 * tracking with glColorMaterial, so apply those here. */
1607 switch (context_gl
->tracking_parm
)
1609 case GL_AMBIENT_AND_DIFFUSE
:
1610 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1611 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1612 checkGLcall("glMaterialfv");
1616 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1617 checkGLcall("glMaterialfv");
1621 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1622 checkGLcall("glMaterialfv");
1626 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1627 checkGLcall("glMaterialfv");
1631 /* Only change material color if specular is enabled, otherwise it is set to black */
1632 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1634 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
1635 checkGLcall("glMaterialfv");
1639 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1640 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
1641 checkGLcall("glMaterialfv");
1646 context_gl
->tracking_parm
= Parm
;
1649 static void state_linepattern(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1651 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1655 struct wined3d_line_pattern lp
;
1657 tmppattern
.d
= state
->render_states
[WINED3D_RS_LINEPATTERN
];
1659 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1661 if (tmppattern
.lp
.repeat_factor
)
1663 gl_info
->gl_ops
.gl
.p_glLineStipple(tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1664 checkGLcall("glLineStipple(repeat, linepattern)");
1665 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_STIPPLE
);
1666 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1670 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_STIPPLE
);
1671 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1675 static void state_linepattern_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1677 static unsigned int once
;
1680 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1683 static void state_normalize(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1685 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1687 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1688 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1689 * by zero and is not properly defined in opengl, so avoid it
1691 if (state
->render_states
[WINED3D_RS_NORMALIZENORMALS
]
1692 && (context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
)))
1694 gl_info
->gl_ops
.gl
.p_glEnable(GL_NORMALIZE
);
1695 checkGLcall("glEnable(GL_NORMALIZE);");
1699 gl_info
->gl_ops
.gl
.p_glDisable(GL_NORMALIZE
);
1700 checkGLcall("glDisable(GL_NORMALIZE);");
1704 static void state_psizemin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1708 get_pointsize_minmax(context
, state
, &min
, &max
);
1711 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min
);
1713 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max
);
1716 static void state_psizemin_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1718 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1721 get_pointsize_minmax(context
, state
, &min
, &max
);
1723 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MIN_EXT
, min
);
1724 checkGLcall("glPointParameterfEXT(...)");
1725 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MAX_EXT
, max
);
1726 checkGLcall("glPointParameterfEXT(...)");
1729 static void state_psizemin_arb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1731 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1734 get_pointsize_minmax(context
, state
, &min
, &max
);
1736 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MIN_ARB
, min
);
1737 checkGLcall("glPointParameterfARB(...)");
1738 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MAX_ARB
, max
);
1739 checkGLcall("glPointParameterfARB(...)");
1742 static void state_pscale(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1744 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1748 get_pointsize(context
, state
, &pointsize
, att
);
1750 if (gl_info
->supported
[ARB_POINT_PARAMETERS
])
1752 GL_EXTCALL(glPointParameterfvARB
)(GL_POINT_DISTANCE_ATTENUATION_ARB
, att
);
1753 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1755 else if (gl_info
->supported
[EXT_POINT_PARAMETERS
])
1757 GL_EXTCALL(glPointParameterfvEXT
)(GL_DISTANCE_ATTENUATION_EXT
, att
);
1758 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1760 else if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1762 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1765 gl_info
->gl_ops
.gl
.p_glPointSize(max(pointsize
, FLT_MIN
));
1766 checkGLcall("glPointSize(...);");
1769 static void state_localviewer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1771 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1773 if (state
->render_states
[WINED3D_RS_LOCALVIEWER
])
1775 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 1);
1776 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1780 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 0);
1781 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1785 void state_pointsprite_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1789 /* TODO: NV_POINT_SPRITE */
1790 if (!warned
&& state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1792 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1793 FIXME("Point sprites not supported\n");
1798 void state_pointsprite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1800 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1802 if (state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1804 gl_info
->gl_ops
.gl
.p_glEnable(GL_POINT_SPRITE_ARB
);
1805 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1809 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1810 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1814 static void state_msaa_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1816 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1817 WARN("Multisample antialiasing not supported by GL.\n");
1820 static void state_msaa(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1822 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1824 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1826 gl_info
->gl_ops
.gl
.p_glEnable(GL_MULTISAMPLE_ARB
);
1827 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1831 gl_info
->gl_ops
.gl
.p_glDisable(GL_MULTISAMPLE_ARB
);
1832 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1836 static void line_antialias(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
1838 if (r
&& r
->desc
.line_antialias
)
1840 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_SMOOTH
);
1841 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1845 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_SMOOTH
);
1846 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1850 static void scissor(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
1852 if (r
&& r
->desc
.scissor
)
1854 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
1855 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1859 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1860 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1864 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1865 * OpenGL the bias is specified in units of "the smallest value that is
1866 * guaranteed to produce a resolvable offset for a given implementation". To
1867 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1868 * We try to detect the value from GL with test draws. On most drivers (r300g,
1869 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1870 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1871 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1872 * not depend on the depth buffer precision on any driver.
1874 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1875 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1877 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1878 * doesn't need to be scaled to account for GL vs D3D differences. */
1879 static void depthbias(struct wined3d_context
*context
, const struct wined3d_state
*state
)
1881 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1882 const struct wined3d_rasterizer_state
*r
= state
->rasterizer_state
;
1883 float scale_bias
= r
? r
->desc
.scale_bias
: 0.0f
;
1890 const_bias
.f
= r
? r
->desc
.depth_bias
: 0.0f
;
1892 if (scale_bias
|| const_bias
.f
)
1894 const struct wined3d_rendertarget_view
*depth
= state
->fb
.depth_stencil
;
1895 float factor
, units
, scale
, clamp
;
1897 clamp
= r
? r
->desc
.depth_bias_clamp
: 0.0f
;
1899 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_DEPTH_BIAS
)
1901 factor
= units
= -(float)const_bias
.d
;
1907 scale
= depth
->format
->depth_bias_scale
;
1909 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1910 debug_d3dformat(depth
->format
->id
), scale
);
1914 /* The context manager will reapply this state on a depth stencil change */
1915 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1919 factor
= scale_bias
;
1920 units
= const_bias
.f
* scale
;
1923 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
1924 if (gl_info
->supported
[ARB_POLYGON_OFFSET_CLAMP
])
1926 gl_info
->gl_ops
.ext
.p_glPolygonOffsetClamp(factor
, units
, clamp
);
1931 WARN("Ignoring depth bias clamp %.8e.\n", clamp
);
1932 gl_info
->gl_ops
.gl
.p_glPolygonOffset(factor
, units
);
1937 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
1940 checkGLcall("depth bias");
1943 static void state_sample_mask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1945 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1946 unsigned int sample_mask
= state
->sample_mask
;
1948 TRACE("Setting sample mask to %#x.\n", sample_mask
);
1949 if (sample_mask
!= 0xffffffff)
1951 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_MASK
);
1952 checkGLcall("glEnable GL_SAMPLE_MASK");
1953 GL_EXTCALL(glSampleMaski(0, sample_mask
));
1954 checkGLcall("glSampleMaski");
1958 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_MASK
);
1959 checkGLcall("glDisable GL_SAMPLE_MASK");
1963 static void state_sample_mask_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1965 WARN("Unsupported in local OpenGL implementation: glSampleMaski.\n");
1968 static void get_src_and_opr(uint32_t arg
, BOOL is_alpha
, GLenum
* source
, GLenum
* operand
) {
1969 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
1970 * input should be used for all input components. The WINED3DTA_COMPLEMENT
1971 * flag specifies the complement of the input should be used. */
1972 BOOL from_alpha
= is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
;
1973 BOOL complement
= arg
& WINED3DTA_COMPLEMENT
;
1975 /* Calculate the operand */
1977 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
1978 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
1980 if (from_alpha
) *operand
= GL_SRC_ALPHA
;
1981 else *operand
= GL_SRC_COLOR
;
1984 /* Calculate the source */
1985 switch (arg
& WINED3DTA_SELECTMASK
) {
1986 case WINED3DTA_CURRENT
: *source
= GL_PREVIOUS_EXT
; break;
1987 case WINED3DTA_DIFFUSE
: *source
= GL_PRIMARY_COLOR_EXT
; break;
1988 case WINED3DTA_TEXTURE
: *source
= GL_TEXTURE
; break;
1989 case WINED3DTA_TFACTOR
: *source
= GL_CONSTANT_EXT
; break;
1990 case WINED3DTA_SPECULAR
:
1992 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
1993 * 'Secondary color' and isn't supported until base GL supports it
1994 * There is no concept of temp registers as far as I can tell
1996 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
1997 *source
= GL_TEXTURE
;
2000 FIXME("Unrecognized texture arg %#x\n", arg
);
2001 *source
= GL_TEXTURE
;
2006 /* Setup the texture operations texture stage states */
2007 static void set_tex_op(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
2008 BOOL isAlpha
, int Stage
, enum wined3d_texture_op op
, uint32_t arg1
, uint32_t arg2
, uint32_t arg3
)
2010 GLenum src1
, src2
, src3
;
2011 GLenum opr1
, opr2
, opr3
;
2013 GLenum src0_target
, src1_target
, src2_target
;
2014 GLenum opr0_target
, opr1_target
, opr2_target
;
2016 GLenum opr
=0, invopr
, src3_target
, opr3_target
;
2017 BOOL Handled
= FALSE
;
2019 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha
, Stage
, debug_d3dtop(op
), arg1
, arg2
, arg3
);
2021 /* Operations usually involve two args, src0 and src1 and are operations
2022 * of the form (a1 <operation> a2). However, some of the more complex
2023 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2024 * Microsoft added in a third parameter called a0. Therefore these are
2025 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2026 * parameter goes to the front.
2028 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2029 * actual functions below, expect their syntax to differ slightly to those
2030 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2031 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2035 comb_target
= GL_COMBINE_ALPHA
;
2036 src0_target
= GL_SOURCE0_ALPHA
;
2037 src1_target
= GL_SOURCE1_ALPHA
;
2038 src2_target
= GL_SOURCE2_ALPHA
;
2039 opr0_target
= GL_OPERAND0_ALPHA
;
2040 opr1_target
= GL_OPERAND1_ALPHA
;
2041 opr2_target
= GL_OPERAND2_ALPHA
;
2042 scal_target
= GL_ALPHA_SCALE
;
2046 comb_target
= GL_COMBINE_RGB
;
2047 src0_target
= GL_SOURCE0_RGB
;
2048 src1_target
= GL_SOURCE1_RGB
;
2049 src2_target
= GL_SOURCE2_RGB
;
2050 opr0_target
= GL_OPERAND0_RGB
;
2051 opr1_target
= GL_OPERAND1_RGB
;
2052 opr2_target
= GL_OPERAND2_RGB
;
2053 scal_target
= GL_RGB_SCALE
;
2056 /* If a texture stage references an invalid texture unit the stage just
2057 * passes through the result from the previous stage */
2058 if (is_invalid_op(state
, Stage
, op
, arg1
, arg2
, arg3
))
2060 arg1
= WINED3DTA_CURRENT
;
2061 op
= WINED3D_TOP_SELECT_ARG1
;
2064 if (isAlpha
&& !state
->textures
[Stage
] && arg1
== WINED3DTA_TEXTURE
)
2066 get_src_and_opr(WINED3DTA_DIFFUSE
, isAlpha
, &src1
, &opr1
);
2068 get_src_and_opr(arg1
, isAlpha
, &src1
, &opr1
);
2070 get_src_and_opr(arg2
, isAlpha
, &src2
, &opr2
);
2071 get_src_and_opr(arg3
, isAlpha
, &src3
, &opr3
);
2073 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target
, src1
, opr1
, src2
, opr2
, src3
, opr3
);
2075 Handled
= TRUE
; /* Assume will be handled */
2077 /* Other texture operations require special extensions: */
2078 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2082 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2083 src3_target
= GL_SOURCE3_ALPHA_NV
;
2084 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2087 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2088 src3_target
= GL_SOURCE3_RGB_NV
;
2089 opr3_target
= GL_OPERAND3_RGB_NV
;
2093 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2094 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2095 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2096 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2097 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2098 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2099 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2100 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2101 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2102 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2103 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2104 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2105 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2106 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2107 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2108 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2109 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2110 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2111 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2114 case WINED3D_TOP_SELECT_ARG1
: /* = a1 * 1 + 0 * 0 */
2115 case WINED3D_TOP_SELECT_ARG2
: /* = a2 * 1 + 0 * 0 */
2116 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2117 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2118 if (op
== WINED3D_TOP_SELECT_ARG1
)
2120 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2121 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2122 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2123 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2127 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2128 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2129 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2130 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2132 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2133 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2134 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2135 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2136 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2137 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2138 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2139 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2140 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2141 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2142 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2143 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2146 case WINED3D_TOP_MODULATE
:
2147 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2148 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2149 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2150 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2151 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2152 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2153 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2154 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2155 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2156 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2157 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2158 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2159 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2160 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2161 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2162 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2163 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2164 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2165 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2166 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2168 case WINED3D_TOP_MODULATE_2X
:
2169 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2170 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2171 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2172 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2173 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2174 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2175 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2176 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2177 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2178 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2179 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2180 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2181 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2182 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2183 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2184 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2185 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2186 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2187 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2188 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2190 case WINED3D_TOP_MODULATE_4X
:
2191 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2192 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2193 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2194 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2195 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2196 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2197 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2198 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2199 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2200 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2201 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2202 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2203 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2204 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2205 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2206 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2207 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2208 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2209 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2210 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2213 case WINED3D_TOP_ADD
:
2214 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2215 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2216 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2217 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2218 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2219 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2220 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2221 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2222 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2223 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2224 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2225 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2226 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2227 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2228 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2229 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2230 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2231 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2232 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2233 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2236 case WINED3D_TOP_ADD_SIGNED
:
2237 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2238 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2239 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2240 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2241 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2242 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2243 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2244 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2245 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2246 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2247 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2248 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2249 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2250 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2251 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2252 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2253 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2254 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2255 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2256 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2259 case WINED3D_TOP_ADD_SIGNED_2X
:
2260 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2261 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2262 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2263 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2264 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2265 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2266 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2267 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2268 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2269 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2270 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2271 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2272 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2273 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2274 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2275 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2276 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2277 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2278 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2279 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2282 case WINED3D_TOP_ADD_SMOOTH
:
2283 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2284 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2285 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2286 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2287 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2288 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2289 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2290 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2291 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2292 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2293 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2294 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2295 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2296 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2297 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2298 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2300 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2301 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2302 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2303 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2305 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2306 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2307 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2308 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2311 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2312 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2313 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2314 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2315 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2316 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2317 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2318 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_PRIMARY_COLOR
);
2319 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2320 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2321 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2322 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2323 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2324 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2325 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2326 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_PRIMARY_COLOR
);
2327 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2328 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2329 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2330 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2331 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2333 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2334 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2335 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2336 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2337 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2338 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2339 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2340 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_TEXTURE
);
2341 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2342 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2343 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2344 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2345 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2346 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2347 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2348 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2349 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2350 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2351 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2352 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2353 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2355 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2356 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2357 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2358 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2359 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2360 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2361 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2362 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_CONSTANT
);
2363 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2364 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2365 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2366 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2367 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2368 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2369 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2370 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_CONSTANT
);
2371 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2372 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2373 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2374 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2375 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2377 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2378 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2379 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2380 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2381 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2382 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2383 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2384 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2385 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2386 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2387 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2388 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2389 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2390 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2391 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2392 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2393 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2394 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2395 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2396 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2397 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2399 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2400 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2401 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2402 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
); /* a0 = src1/opr1 */
2403 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2404 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2405 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2406 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2407 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2408 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2409 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2410 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
); /* a2 = arg2 */
2411 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2412 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2413 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2414 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2415 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2417 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2418 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2420 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2421 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2422 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2423 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2425 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2426 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2427 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2428 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2429 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2430 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2431 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2432 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2433 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2434 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2435 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2436 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2437 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2439 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2440 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2442 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2443 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2444 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2445 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2446 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2447 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2448 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2449 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2451 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2452 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2453 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2454 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2455 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2456 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2457 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2458 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2459 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2460 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2461 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2462 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2463 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2464 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2465 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2466 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2467 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2469 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2470 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2471 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2472 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2474 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2475 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2476 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2477 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2479 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2480 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2481 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2482 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2483 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2485 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2486 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2487 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2488 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2490 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2491 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2492 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2493 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2494 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2495 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2496 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2497 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2499 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2500 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2502 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2503 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2504 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2505 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2506 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2507 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2508 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2509 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2511 case WINED3D_TOP_MULTIPLY_ADD
:
2512 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2513 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2514 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src3
);
2515 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2516 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr3
);
2517 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2518 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2519 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2520 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2521 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2522 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2523 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2524 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr1
);
2525 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2526 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src2
);
2527 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2528 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr2
);
2529 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2530 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2531 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2534 case WINED3D_TOP_BUMPENVMAP
:
2535 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2536 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2545 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE4_NV
);
2546 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2550 } /* GL_NV_texture_env_combine4 */
2552 Handled
= TRUE
; /* Again, assume handled */
2554 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2555 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2556 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2557 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2558 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2559 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2560 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2561 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2562 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2564 case WINED3D_TOP_SELECT_ARG1
:
2565 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2566 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2567 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2568 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2569 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2570 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2571 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2572 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2574 case WINED3D_TOP_SELECT_ARG2
:
2575 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2576 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2577 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2578 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2579 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2580 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2581 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2582 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2584 case WINED3D_TOP_MODULATE
:
2585 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2586 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2587 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2588 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2589 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2590 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2591 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2592 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2593 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2594 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2595 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2596 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2598 case WINED3D_TOP_MODULATE_2X
:
2599 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2600 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2601 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2602 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2603 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2604 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2605 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2606 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2607 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2608 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2609 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2610 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2612 case WINED3D_TOP_MODULATE_4X
:
2613 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2614 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2615 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2616 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2617 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2618 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2619 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2620 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2621 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2622 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2623 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2624 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2626 case WINED3D_TOP_ADD
:
2627 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2628 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2629 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2630 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2631 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2632 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2633 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2634 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2635 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2636 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2637 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2638 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2640 case WINED3D_TOP_ADD_SIGNED
:
2641 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2642 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2643 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2644 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2645 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2646 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2647 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2648 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2649 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2650 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2651 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2652 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2654 case WINED3D_TOP_ADD_SIGNED_2X
:
2655 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2656 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2657 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2658 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2659 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2660 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2661 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2662 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2663 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2664 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2665 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2666 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2668 case WINED3D_TOP_SUBTRACT
:
2669 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
])
2671 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_SUBTRACT
);
2672 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2673 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2674 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2675 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2676 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2677 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2678 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2679 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2680 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2681 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2682 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2684 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2688 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2689 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2690 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2691 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2692 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2693 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2694 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2695 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2696 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2697 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2698 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2699 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PRIMARY_COLOR
);
2700 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2701 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2702 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2703 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2704 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2706 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2707 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2708 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2709 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2710 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2711 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2712 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2713 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2714 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2715 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2716 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2717 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_TEXTURE
);
2718 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2719 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2720 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2721 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2722 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2724 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2725 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2726 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2727 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2728 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2729 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2730 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2731 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2732 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2733 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2734 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2735 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_CONSTANT
);
2736 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2737 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2738 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2739 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2740 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2742 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
2743 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2744 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2745 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2746 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2747 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2748 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2749 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2750 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2751 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2752 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2753 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PREVIOUS
);
2754 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2755 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2756 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2757 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2758 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2760 case WINED3D_TOP_DOTPRODUCT3
:
2761 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
2763 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_ARB
);
2764 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2766 else if (gl_info
->supported
[EXT_TEXTURE_ENV_DOT3
])
2768 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_EXT
);
2769 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2771 FIXME("This version of opengl does not support GL_DOT3\n");
2773 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2774 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2775 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2776 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2777 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2778 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2779 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2780 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2781 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2782 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2784 case WINED3D_TOP_LERP
:
2785 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2786 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2787 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2788 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2789 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2790 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2791 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2792 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2793 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2794 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2795 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src3
);
2796 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2797 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr3
);
2798 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2799 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2800 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2802 case WINED3D_TOP_ADD_SMOOTH
:
2803 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2805 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2806 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2807 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2808 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2810 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2811 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2812 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2813 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2815 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2816 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2817 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2818 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2819 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2820 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2821 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2822 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2823 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2824 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2825 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2826 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2830 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2831 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2833 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2834 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2835 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_TEXTURE
);
2836 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2837 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_ONE_MINUS_SRC_ALPHA
);
2838 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2839 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2840 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2841 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2842 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2843 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2844 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2845 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2846 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2847 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2848 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2852 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2853 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2855 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2856 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2857 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2858 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2860 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2861 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2862 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2863 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2865 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2866 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2867 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2868 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2869 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2870 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2871 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2872 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2873 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2874 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2875 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2876 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2880 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2881 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2883 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2884 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2885 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2886 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2887 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2888 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2889 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2890 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2892 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2893 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2894 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2895 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2897 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2898 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2899 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2900 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2901 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2902 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2903 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2904 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2908 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2909 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2911 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2912 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2913 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2914 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2916 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2917 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2918 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2919 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2921 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2922 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2923 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2924 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2925 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2926 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2927 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2928 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2929 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2930 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2931 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2932 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2936 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2937 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2939 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2940 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2941 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2942 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2944 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2945 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2946 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2947 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2949 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2950 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2951 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2952 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2954 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2955 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2956 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2957 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2959 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2960 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2961 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2962 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2963 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2964 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2965 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2966 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2970 case WINED3D_TOP_MULTIPLY_ADD
:
2971 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2973 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2974 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2975 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2976 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2977 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2978 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2979 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src3
);
2980 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
2981 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr3
);
2982 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
2983 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2984 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2985 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2986 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2987 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2988 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2992 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2993 case WINED3D_TOP_BUMPENVMAP
:
2994 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
2996 /* Technically texture shader support without register combiners is possible, but not expected to occur
2997 * on real world cards, so for now a fixme should be enough
2999 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3009 BOOL combineOK
= TRUE
;
3010 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
3015 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
3017 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
3019 /* Note: If COMBINE4 in effect can't go back to combine! */
3022 case WINED3D_TOP_ADD_SMOOTH
:
3023 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
3024 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
3025 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
3026 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
3027 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3028 case WINED3D_TOP_MULTIPLY_ADD
:
3029 /* Ignore those implemented in both cases */
3032 case WINED3D_TOP_SELECT_ARG1
:
3033 case WINED3D_TOP_SELECT_ARG2
:
3038 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
3046 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE
);
3047 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3053 /* After all the extensions, if still unhandled, report fixme */
3054 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op
));
3058 static void tex_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3060 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3061 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3062 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3063 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3064 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3066 TRACE("Setting color op for stage %d\n", stage
);
3068 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3069 if (use_ps(state
)) return;
3071 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
3073 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3075 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3077 FIXME("Attempt to enable unsupported stage!\n");
3080 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3083 if (stage
>= context
->lowest_disabled_stage
)
3085 TRACE("Stage disabled\n");
3086 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3088 /* Disable everything here */
3089 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3090 checkGLcall("glDisable(GL_TEXTURE_2D)");
3091 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3092 checkGLcall("glDisable(GL_TEXTURE_3D)");
3093 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3095 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3096 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3098 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3100 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3101 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3108 /* The sampler will also activate the correct texture dimensions, so no
3109 * need to do it here if the sampler for this stage is dirty. */
3110 if (!isStateDirty(context
, STATE_SAMPLER(stage
)) && tex_used
)
3111 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
3113 set_tex_op(gl_info
, state
, FALSE
, stage
,
3114 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
3115 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
3116 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
3117 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
]);
3120 void tex_alphaop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3122 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3123 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3124 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3125 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3126 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3127 DWORD op
, arg1
, arg2
, arg0
;
3129 TRACE("Setting alpha op for stage %d\n", stage
);
3130 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3131 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3133 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3135 FIXME("Attempt to enable unsupported stage!\n");
3138 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3141 op
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_OP
];
3142 arg1
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG1
];
3143 arg2
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG2
];
3144 arg0
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG0
];
3146 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !stage
&& state
->textures
[0])
3148 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(state
->textures
[0]);
3149 GLenum texture_dimensions
= texture_gl
->target
;
3151 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3153 if (texture_gl
->t
.async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
3154 && !texture_gl
->t
.resource
.format
->alpha_size
)
3156 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3157 * properly. On the other hand applications can still use texture combiners apparently. This code
3158 * takes care that apps cannot remove the texture's alpha channel entirely.
3160 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3161 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3162 * and alpha component of diffuse color to draw things like translucent text and perform other
3165 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3166 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3167 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3168 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3169 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3170 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3171 * fail alpha test). To get around this, blend state is checked: if the app enables alpha blending,
3172 * it can be expected to provide meaningful values in diffuse alpha, so it should be modulated with
3173 * texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture alpha.
3175 * What to do with multitexturing? So far no app has been found that uses color keying with
3177 if (op
== WINED3D_TOP_DISABLE
)
3179 arg1
= WINED3DTA_TEXTURE
;
3180 op
= WINED3D_TOP_SELECT_ARG1
;
3182 else if (op
== WINED3D_TOP_SELECT_ARG1
&& arg1
!= WINED3DTA_TEXTURE
)
3184 if (state
->blend_state
&& state
->blend_state
->desc
.rt
[0].enable
)
3186 arg2
= WINED3DTA_TEXTURE
;
3187 op
= WINED3D_TOP_MODULATE
;
3189 else arg1
= WINED3DTA_TEXTURE
;
3191 else if (op
== WINED3D_TOP_SELECT_ARG2
&& arg2
!= WINED3DTA_TEXTURE
)
3193 if (state
->blend_state
&& state
->blend_state
->desc
.rt
[0].enable
)
3195 arg1
= WINED3DTA_TEXTURE
;
3196 op
= WINED3D_TOP_MODULATE
;
3198 else arg2
= WINED3DTA_TEXTURE
;
3204 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3205 * this if block here, and the other code(color keying, texture unit selection) are the same
3207 TRACE("Setting alpha op for stage %d\n", stage
);
3208 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3210 set_tex_op_nvrc(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
,
3211 mapped_stage
, state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
3215 set_tex_op(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
);
3219 static void transform_texture(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3221 unsigned int tex
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3222 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3223 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3224 unsigned int mapped_stage
= context_gl
->tex_unit_map
[tex
];
3225 struct wined3d_matrix mat
;
3229 TRACE("Using a vertex shader, skipping.\n");
3233 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) return;
3234 if (mapped_stage
>= gl_info
->limits
.textures
) return;
3236 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3237 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3238 checkGLcall("glMatrixMode(GL_TEXTURE)");
3240 get_texture_matrix(context
, state
, mapped_stage
, &mat
);
3242 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&mat
._11
);
3243 checkGLcall("glLoadMatrixf");
3246 static void tex_coordindex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3248 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3249 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3250 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3251 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3253 static const GLfloat s_plane
[] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
};
3254 static const GLfloat t_plane
[] = { 0.0f
, 1.0f
, 0.0f
, 0.0f
};
3255 static const GLfloat r_plane
[] = { 0.0f
, 0.0f
, 1.0f
, 0.0f
};
3256 static const GLfloat q_plane
[] = { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
3258 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3260 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage
);
3264 if (mapped_stage
>= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], WINED3D_MAX_FRAGMENT_SAMPLERS
))
3266 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage
, mapped_stage
);
3269 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3271 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3273 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3274 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3275 * means use the vertex position (camera-space) as the input texture coordinates
3276 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3277 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3278 * to the TEXCOORDINDEX value
3280 switch (state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
3282 case WINED3DTSS_TCI_PASSTHRU
:
3283 /* Use the specified texture coordinates contained within the
3284 * vertex format. This value resolves to zero. */
3285 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3286 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3287 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3288 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3289 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3292 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
3293 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3294 * as the input texture coordinates for this stage's texture transformation. This
3295 * equates roughly to EYE_LINEAR */
3297 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3298 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3299 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3300 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3301 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3302 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3303 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3304 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3305 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3307 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3308 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3309 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3310 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3312 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3313 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3314 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3315 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3319 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
3320 /* Note that NV_TEXGEN_REFLECTION support is implied when
3321 * ARB_TEXTURE_CUBE_MAP is supported */
3322 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3324 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3328 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3329 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3330 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3331 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3332 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3333 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3334 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3335 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3336 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3338 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3339 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3340 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3341 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3343 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3344 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3345 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3346 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3350 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
3351 /* Note that NV_TEXGEN_REFLECTION support is implied when
3352 * ARB_TEXTURE_CUBE_MAP is supported */
3353 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3355 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3359 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3360 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3361 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3362 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3363 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3364 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3365 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3366 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3367 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3369 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3370 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3371 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3372 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3374 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3375 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3376 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3377 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3381 case WINED3DTSS_TCI_SPHEREMAP
:
3382 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3383 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3384 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3386 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3387 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3388 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3389 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3394 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3395 state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
]);
3396 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3397 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3398 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3399 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3400 checkGLcall("Disable texgen.");
3405 /* Update the texture matrix. */
3406 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ stage
)))
3407 transform_texture(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3409 if (!isStateDirty(context
, STATE_VDECL
) && context
->namedArraysLoaded
)
3411 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3412 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3413 * and do all the things linked to it
3414 * TODO: Tidy that up to reload only the arrays of the changed unit
3416 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3418 wined3d_context_gl_unload_tex_coords(context_gl
);
3419 wined3d_context_gl_load_tex_coords(context_gl
, &context
->stream_info
, &curVBO
, state
);
3423 static void sampler_texmatrix(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3425 const DWORD sampler
= state_id
- STATE_SAMPLER(0);
3426 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
3428 TRACE("context %p, state %p, state_id %#lx.\n", context
, state
, state_id
);
3433 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3434 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3435 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3437 if (sampler
< WINED3D_MAX_TEXTURES
)
3439 const BOOL tex_is_pow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3441 if (tex_is_pow2
|| (context
->lastWasPow2Texture
& (1u << sampler
)))
3444 context
->lastWasPow2Texture
|= 1u << sampler
;
3446 context
->lastWasPow2Texture
&= ~(1u << sampler
);
3448 transform_texture(context
, state
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3453 static enum wined3d_texture_address
wined3d_texture_gl_address_mode(const struct wined3d_texture_gl
*texture_gl
,
3454 enum wined3d_texture_address t
)
3456 if (t
< WINED3D_TADDRESS_WRAP
|| t
> WINED3D_TADDRESS_MIRROR_ONCE
)
3458 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t
);
3459 return WINED3D_TADDRESS_WRAP
;
3462 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3463 if (texture_gl
->target
== GL_TEXTURE_CUBE_MAP_ARB
|| ((texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
)
3464 && t
== WINED3D_TADDRESS_WRAP
))
3465 return WINED3D_TADDRESS_CLAMP
;
3470 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc
*desc
,
3471 const struct wined3d_context_gl
*context_gl
, const uint32_t *sampler_states
,
3472 const struct wined3d_texture_gl
*texture_gl
)
3480 desc
->address_u
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_U
]);
3481 desc
->address_v
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_V
]);
3482 desc
->address_w
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_W
]);
3483 wined3d_color_from_d3dcolor((struct wined3d_color
*)desc
->border_color
,
3484 sampler_states
[WINED3D_SAMP_BORDER_COLOR
]);
3485 if (sampler_states
[WINED3D_SAMP_MAG_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3486 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3487 sampler_states
[WINED3D_SAMP_MAG_FILTER
]);
3488 desc
->mag_filter
= min(max(sampler_states
[WINED3D_SAMP_MAG_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3489 if (sampler_states
[WINED3D_SAMP_MIN_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3490 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3491 sampler_states
[WINED3D_SAMP_MIN_FILTER
]);
3492 desc
->min_filter
= min(max(sampler_states
[WINED3D_SAMP_MIN_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3493 if (sampler_states
[WINED3D_SAMP_MIP_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3494 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3495 sampler_states
[WINED3D_SAMP_MIP_FILTER
]);
3496 desc
->mip_filter
= min(max(sampler_states
[WINED3D_SAMP_MIP_FILTER
], WINED3D_TEXF_NONE
), WINED3D_TEXF_LINEAR
);
3497 lod_bias
.d
= sampler_states
[WINED3D_SAMP_MIPMAP_LOD_BIAS
];
3498 desc
->lod_bias
= lod_bias
.f
;
3499 desc
->min_lod
= -1000.0f
;
3500 desc
->max_lod
= 1000.0f
;
3501 desc
->mip_base_level
= sampler_states
[WINED3D_SAMP_MAX_MIP_LEVEL
];
3502 desc
->max_anisotropy
= sampler_states
[WINED3D_SAMP_MAX_ANISOTROPY
];
3503 if ((sampler_states
[WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3504 && sampler_states
[WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3505 && sampler_states
[WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_ANISOTROPIC
)
3506 || (texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
))
3507 desc
->max_anisotropy
= 1;
3508 desc
->compare
= texture_gl
->t
.resource
.format_caps
& WINED3D_FORMAT_CAP_SHADOW
;
3509 desc
->comparison_func
= WINED3D_CMP_LESSEQUAL
;
3510 desc
->srgb_decode
= is_srgb_enabled(sampler_states
);
3512 if (!(texture_gl
->t
.resource
.format_caps
& WINED3D_FORMAT_CAP_FILTERING
))
3514 desc
->mag_filter
= WINED3D_TEXF_POINT
;
3515 desc
->min_filter
= WINED3D_TEXF_POINT
;
3516 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3519 if (texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
)
3521 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3522 if (context_gl
->gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3523 desc
->min_filter
= WINED3D_TEXF_POINT
;
3527 /* Enabling and disabling texture dimensions is done by texture stage state /
3528 * pixel shader setup, this function only has to bind textures and set the per
3529 * texture states. */
3530 static void sampler(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3532 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3533 unsigned int sampler_idx
= state_id
- STATE_SAMPLER(0);
3534 unsigned int mapped_stage
= context_gl
->tex_unit_map
[sampler_idx
];
3535 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3537 TRACE("Sampler %u.\n", sampler_idx
);
3539 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3541 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx
);
3545 if (mapped_stage
>= gl_info
->limits
.graphics_samplers
)
3547 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3549 if (state
->textures
[sampler_idx
])
3551 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(state
->textures
[sampler_idx
]);
3552 const uint32_t *sampler_states
= state
->sampler_states
[sampler_idx
];
3553 struct wined3d_device
*device
= context
->device
;
3554 BOOL srgb
= is_srgb_enabled(sampler_states
);
3555 struct wined3d_sampler_desc desc
;
3556 struct wined3d_sampler
*sampler
;
3557 struct wine_rb_entry
*entry
;
3559 wined3d_sampler_desc_from_sampler_states(&desc
, context_gl
, sampler_states
, texture_gl
);
3561 wined3d_texture_gl_bind(texture_gl
, context_gl
, srgb
);
3563 if ((entry
= wine_rb_get(&device
->samplers
, &desc
)))
3565 sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
3569 if (FAILED(wined3d_sampler_create(device
, &desc
, NULL
, &wined3d_null_parent_ops
, &sampler
)))
3571 ERR("Failed to create sampler.\n");
3574 if (wine_rb_put(&device
->samplers
, &desc
, &sampler
->entry
) == -1)
3576 ERR("Failed to insert sampler.\n");
3577 wined3d_sampler_decref(sampler
);
3582 wined3d_sampler_gl_bind(wined3d_sampler_gl(sampler
), mapped_stage
, texture_gl
, context_gl
);
3584 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3585 if (!(texture_gl
->t
.flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3586 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
3590 wined3d_context_gl_bind_texture(context_gl
, GL_NONE
, 0);
3591 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3593 GL_EXTCALL(glBindSampler(mapped_stage
, 0));
3594 checkGLcall("glBindSampler");
3599 void apply_pixelshader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3605 if (!context
->last_was_pshader
)
3607 /* Former draw without a pixel shader, some samplers may be
3608 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3609 * make sure to enable them. */
3610 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
3612 if (!isStateDirty(context
, STATE_SAMPLER(i
)))
3613 sampler(context
, state
, STATE_SAMPLER(i
));
3615 context
->last_was_pshader
= TRUE
;
3619 /* Otherwise all samplers were activated by the code above in
3620 * earlier draws, or by sampler() if a different texture was
3621 * bound. I don't have to do anything. */
3626 /* Disabled the pixel shader - color ops weren't applied while it was
3627 * enabled, so re-apply them. */
3628 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
3630 if (!isStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
)))
3631 context_apply_state(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3633 context
->last_was_pshader
= FALSE
;
3636 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
3639 static void state_compute_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3641 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
3644 static void state_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3646 enum wined3d_shader_type shader_type
= state_id
- STATE_SHADER(0);
3647 context
->shader_update_mask
|= 1u << shader_type
;
3650 static void shader_bumpenv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3652 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
3655 static void transform_world(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3657 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3658 struct wined3d_matrix mat
;
3660 /* This function is called by transform_view below if the view matrix was changed too
3662 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3663 * does not always update the world matrix, only on a switch between transformed
3664 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3665 * draw, but that should be rather rare and cheaper in total.
3667 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3668 checkGLcall("glMatrixMode");
3670 get_modelview_matrix(context
, state
, 0, &mat
);
3672 gl_info
->gl_ops
.gl
.p_glLoadMatrixf((GLfloat
*)&mat
);
3673 checkGLcall("glLoadMatrixf");
3676 void clipplane(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3678 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3679 UINT index
= state_id
- STATE_CLIPPLANE(0);
3682 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.user_clip_distances
)
3685 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3686 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3688 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3690 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3692 /* With vertex shaders, clip planes are not transformed in Direct3D,
3693 * while in OpenGL they are still transformed by the model view matrix. */
3694 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3696 plane
[0] = state
->clip_planes
[index
].x
;
3697 plane
[1] = state
->clip_planes
[index
].y
;
3698 plane
[2] = state
->clip_planes
[index
].z
;
3699 plane
[3] = state
->clip_planes
[index
].w
;
3701 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3702 plane
[0], plane
[1], plane
[2], plane
[3]);
3703 gl_info
->gl_ops
.gl
.p_glClipPlane(GL_CLIP_PLANE0
+ index
, plane
);
3704 checkGLcall("glClipPlane");
3706 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3709 static void transform_worldex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3711 unsigned int matrix
= state_id
- STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3713 WARN("Unsupported world matrix %u set.\n", matrix
);
3716 static void state_vertexblend_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3718 enum wined3d_vertex_blend_flags f
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3719 static unsigned int once
;
3721 if (f
== WINED3D_VBF_DISABLE
)
3724 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", f
);
3725 else WARN("Vertex blend flags %#x not supported.\n", f
);
3728 static void transform_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3730 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3731 const struct wined3d_light_info
*light
= NULL
;
3734 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3735 * NOTE: We have to reset the positions even if the light/plane is not currently
3736 * enabled, since the call to enable it will not reset the position.
3737 * NOTE2: Apparently texture transforms do NOT need reapplying
3740 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3741 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3742 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3743 checkGLcall("glLoadMatrixf(...)");
3745 /* Reset lights. TODO: Call light apply func */
3746 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
3748 if (!(light
= state
->light_state
.lights
[k
]))
3750 if (light
->OriginalParms
.type
== WINED3D_LIGHT_DIRECTIONAL
)
3751 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->direction
.x
);
3753 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->position
.x
);
3754 checkGLcall("glLightfv posn");
3755 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, &light
->direction
.x
);
3756 checkGLcall("glLightfv dirn");
3759 /* Reset Clipping Planes */
3760 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
3762 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
3763 clipplane(context
, state
, STATE_CLIPPLANE(k
));
3766 if (context
->last_was_rhw
)
3768 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3769 checkGLcall("glLoadIdentity()");
3770 /* No need to update the world matrix, the identity is fine */
3774 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3775 * No need to do it here if the state is scheduled for update. */
3776 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3777 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3780 static void transform_projection(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3782 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3783 struct wined3d_matrix projection
;
3785 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3786 checkGLcall("glMatrixMode(GL_PROJECTION)");
3788 get_projection_matrix(context
, state
, &projection
);
3789 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&projection
._11
);
3790 checkGLcall("glLoadMatrixf");
3793 static void streamsrc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3795 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context
), state
);
3798 static void vdecl_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3800 if (isStateDirty(context
, STATE_STREAMSRC
))
3802 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context
), state
);
3805 static void vertexdeclaration(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3807 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3808 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3809 BOOL useVertexShaderFunction
= use_vs(state
);
3810 BOOL updateFog
= FALSE
;
3812 BOOL wasrhw
= context
->last_was_rhw
;
3815 transformed
= context
->stream_info
.position_transformed
;
3816 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
3819 context
->last_was_rhw
= transformed
;
3821 if (context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
3822 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
3824 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
3826 /* Don't have to apply the matrices when vertex shaders are used. When
3827 * vshaders are turned off this function will be called again anyway to
3828 * make sure they're properly set. */
3829 if (!useVertexShaderFunction
)
3831 /* TODO: Move this mainly to the viewport state and only apply when
3832 * the vp has changed or transformed / untransformed was switched. */
3833 if (wasrhw
!= context
->last_was_rhw
3834 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
))
3835 && !isStateDirty(context
, STATE_VIEWPORT
))
3836 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3837 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3840 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3841 * this check will fail and the matrix not applied again. This is OK because a simple
3842 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3843 * needs of the vertex declaration.
3845 * World and view matrix go into the same gl matrix, so only apply them when neither is
3848 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
3849 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
3850 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3851 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_COLORVERTEX
)))
3852 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_COLORVERTEX
));
3853 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_LIGHTING
)))
3854 state_lighting(context
, state
, STATE_RENDER(WINED3D_RS_LIGHTING
));
3856 if (context
->last_was_vshader
)
3860 if (!context
->d3d_info
->vs_clipping
3861 && !isStateDirty(context
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
)))
3863 state_clipping(context
, state
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
));
3866 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
3868 clipplane(context
, state
, STATE_CLIPPLANE(i
));
3871 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
3872 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
3876 if (!context
->last_was_vshader
)
3878 static BOOL warned
= FALSE
;
3879 if (!context
->d3d_info
->vs_clipping
)
3881 /* Disable all clip planes to get defined results on all drivers. See comment in the
3882 * state_clipping state handler
3884 wined3d_context_gl_enable_clip_distances(context_gl
, 0);
3886 if (!warned
&& state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
3888 FIXME("Clipping not supported with vertex shaders.\n");
3894 /* Apply the transform matrices when switching from rhw
3895 * drawing to vertex shaders. Vertex shaders themselves do
3896 * not need it, but the matrices are not reapplied
3897 * automatically when switching back from vertex shaders to
3898 * fixed function processing. So make sure we leave the fixed
3899 * function vertex processing states back in a sane state
3900 * before switching to shaders. */
3901 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
3902 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3903 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3904 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3908 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
3909 * (Note: ARB shaders can read the clip planes for clipping emulation even if
3910 * device->vs_clipping is false.
3912 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
3914 clipplane(context
, state
, STATE_CLIPPLANE(i
));
3919 context
->last_was_vshader
= useVertexShaderFunction
;
3920 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
3923 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
3925 if (!useVertexShaderFunction
)
3929 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
3931 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ i
)))
3932 transform_texture(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3935 if (use_ps(state
) && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
3936 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
3937 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
3941 static void get_viewports(struct wined3d_context
*context
, const struct wined3d_state
*state
,
3942 unsigned int viewport_count
, struct wined3d_viewport
*viewports
)
3944 const struct wined3d_rendertarget_view
*depth_stencil
= state
->fb
.depth_stencil
;
3945 const struct wined3d_rendertarget_view
*target
= state
->fb
.render_targets
[0];
3946 unsigned int width
, height
, i
;
3948 for (i
= 0; i
< viewport_count
; ++i
)
3949 viewports
[i
] = state
->viewports
[i
];
3951 /* Note: GL uses a lower left origin while DirectX uses upper left. This
3952 * is reversed when using offscreen rendering. */
3953 if (context
->render_offscreen
)
3958 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
3960 else if (depth_stencil
)
3962 height
= depth_stencil
->height
;
3966 FIXME("Could not get the height of render targets.\n");
3970 for (i
= 0; i
< viewport_count
; ++i
)
3971 viewports
[i
].y
= height
- (viewports
[i
].y
+ viewports
[i
].height
);
3974 static void viewport_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3976 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3977 struct wined3d_viewport vp
[WINED3D_MAX_VIEWPORTS
];
3980 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
3982 GLdouble depth_ranges
[2 * WINED3D_MAX_VIEWPORTS
];
3983 GLfloat viewports
[4 * WINED3D_MAX_VIEWPORTS
];
3985 unsigned int i
, reset_count
= 0;
3987 get_viewports(context
, state
, state
->viewport_count
, vp
);
3988 for (i
= 0; i
< state
->viewport_count
; ++i
)
3990 wined3d_viewport_get_z_range(&vp
[i
], &min_z
, &max_z
);
3991 depth_ranges
[i
* 2] = min_z
;
3992 depth_ranges
[i
* 2 + 1] = max_z
;
3994 viewports
[i
* 4] = vp
[i
].x
;
3995 viewports
[i
* 4 + 1] = vp
[i
].y
;
3996 viewports
[i
* 4 + 2] = vp
[i
].width
;
3997 viewports
[i
* 4 + 3] = vp
[i
].height
;
3999 /* Don't pass fractionals to GL if we earlier decided not to use
4000 * this functionality for two reasons: First, GL might offer us
4001 * fewer than 8 bits, and still make use of the fractional, in
4002 * addition to the emulation we apply in shader_get_position_fixup.
4003 * Second, even if GL tells us it has no subpixel precision (Mac OS!)
4004 * it might still do something with the fractional amount, e.g.
4005 * round it upwards. I can't find any info on rounding in
4006 * GL_ARB_viewport_array. */
4007 if (!context
->d3d_info
->subpixel_viewport
)
4009 viewports
[i
* 4] = floor(viewports
[i
* 4]);
4010 viewports
[i
* 4 + 1] = floor(viewports
[i
* 4 + 1]);
4011 viewports
[i
* 4 + 2] = floor(viewports
[i
* 4 + 2]);
4012 viewports
[i
* 4 + 3] = floor(viewports
[i
* 4 + 3]);
4016 if (context
->viewport_count
> state
->viewport_count
)
4017 reset_count
= context
->viewport_count
- state
->viewport_count
;
4021 memset(&depth_ranges
[state
->viewport_count
* 2], 0, reset_count
* 2 * sizeof(*depth_ranges
));
4022 memset(&viewports
[state
->viewport_count
* 4], 0, reset_count
* 4 * sizeof(*viewports
));
4025 GL_EXTCALL(glDepthRangeArrayv(0, state
->viewport_count
+ reset_count
, depth_ranges
));
4026 GL_EXTCALL(glViewportArrayv(0, state
->viewport_count
+ reset_count
, viewports
));
4027 context
->viewport_count
= state
->viewport_count
;
4031 get_viewports(context
, state
, 1, vp
);
4032 wined3d_viewport_get_z_range(&vp
[0], &min_z
, &max_z
);
4033 gl_info
->gl_ops
.gl
.p_glDepthRange(min_z
, max_z
);
4034 gl_info
->gl_ops
.gl
.p_glViewport(vp
[0].x
, vp
[0].y
, vp
[0].width
, vp
[0].height
);
4036 checkGLcall("setting clip space and viewport");
4039 static void viewport_miscpart_cc(struct wined3d_context
*context
,
4040 const struct wined3d_state
*state
, DWORD state_id
)
4042 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4043 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4044 float pixel_center_offset
= context
->d3d_info
->wined3d_creation_flags
4045 & WINED3D_PIXEL_CENTER_INTEGER
? 0.5f
: 0.0f
;
4046 struct wined3d_viewport vp
[WINED3D_MAX_VIEWPORTS
];
4047 GLdouble depth_ranges
[2 * WINED3D_MAX_VIEWPORTS
];
4048 GLfloat viewports
[4 * WINED3D_MAX_VIEWPORTS
];
4049 unsigned int i
, reset_count
= 0;
4052 pixel_center_offset
+= context
->d3d_info
->filling_convention_offset
/ 2.0f
;
4053 get_viewports(context
, state
, state
->viewport_count
, vp
);
4055 GL_EXTCALL(glClipControl(context
->render_offscreen
? GL_UPPER_LEFT
: GL_LOWER_LEFT
, GL_ZERO_TO_ONE
));
4057 for (i
= 0; i
< state
->viewport_count
; ++i
)
4059 wined3d_viewport_get_z_range(&vp
[i
], &min_z
, &max_z
);
4060 depth_ranges
[i
* 2] = min_z
;
4061 depth_ranges
[i
* 2 + 1] = max_z
;
4063 viewports
[i
* 4] = vp
[i
].x
+ pixel_center_offset
;
4064 viewports
[i
* 4 + 1] = vp
[i
].y
+ pixel_center_offset
;
4065 viewports
[i
* 4 + 2] = vp
[i
].width
;
4066 viewports
[i
* 4 + 3] = vp
[i
].height
;
4069 if (context
->viewport_count
> state
->viewport_count
)
4070 reset_count
= context
->viewport_count
- state
->viewport_count
;
4074 memset(&depth_ranges
[state
->viewport_count
* 2], 0, reset_count
* 2 * sizeof(*depth_ranges
));
4075 memset(&viewports
[state
->viewport_count
* 4], 0, reset_count
* 4 * sizeof(*viewports
));
4078 GL_EXTCALL(glDepthRangeArrayv(0, state
->viewport_count
+ reset_count
, depth_ranges
));
4079 GL_EXTCALL(glViewportArrayv(0, state
->viewport_count
+ reset_count
, viewports
));
4080 context
->viewport_count
= state
->viewport_count
;
4082 checkGLcall("setting clip space and viewport");
4085 static void viewport_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4087 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4088 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4089 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
4090 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4091 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
4092 /* Update the position fixup. */
4093 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
4096 static void light(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4098 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4099 UINT Index
= state_id
- STATE_ACTIVELIGHT(0);
4100 const struct wined3d_light_info
*lightInfo
= state
->light_state
.lights
[Index
];
4104 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4105 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4111 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4112 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
4113 gl_info
->gl_ops
.gl
.p_glPushMatrix();
4114 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
4116 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_DIFFUSE
, &lightInfo
->OriginalParms
.diffuse
.r
);
4117 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPECULAR
, &lightInfo
->OriginalParms
.specular
.r
);
4118 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_AMBIENT
, &lightInfo
->OriginalParms
.ambient
.r
);
4119 checkGLcall("glLightfv");
4121 if ((lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
) >= FLT_MIN
)
4122 quad_att
= 1.4f
/ (lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
);
4124 quad_att
= 0.0f
; /* 0 or MAX? (0 seems to be ok) */
4126 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4127 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4128 * Attenuation0 to NaN and crashes in the gl lib
4131 switch (lightInfo
->OriginalParms
.type
)
4133 case WINED3D_LIGHT_POINT
:
4135 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4136 checkGLcall("glLightfv");
4137 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4138 checkGLcall("glLightf");
4139 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4140 lightInfo
->OriginalParms
.attenuation0
);
4141 checkGLcall("glLightf");
4142 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4143 lightInfo
->OriginalParms
.attenuation1
);
4144 checkGLcall("glLightf");
4145 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4146 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4147 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4148 checkGLcall("glLightf");
4152 case WINED3D_LIGHT_SPOT
:
4154 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4155 checkGLcall("glLightfv");
4157 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPOT_DIRECTION
, &lightInfo
->direction
.x
);
4158 checkGLcall("glLightfv");
4159 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, lightInfo
->exponent
);
4160 checkGLcall("glLightf");
4161 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4162 checkGLcall("glLightf");
4163 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4164 lightInfo
->OriginalParms
.attenuation0
);
4165 checkGLcall("glLightf");
4166 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4167 lightInfo
->OriginalParms
.attenuation1
);
4168 checkGLcall("glLightf");
4169 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4170 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4171 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4172 checkGLcall("glLightf");
4176 case WINED3D_LIGHT_DIRECTIONAL
:
4178 /* Note GL uses w position of 0 for direction! */
4179 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->direction
.x
);
4180 checkGLcall("glLightfv");
4181 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4182 checkGLcall("glLightf");
4183 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, 0.0f
);
4184 checkGLcall("glLightf");
4188 FIXME("Unrecognized light type %#x.\n", lightInfo
->OriginalParms
.type
);
4191 /* Restore the modelview matrix */
4192 gl_info
->gl_ops
.gl
.p_glPopMatrix();
4194 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHT0
+ Index
);
4195 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4199 static void scissorrect(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4201 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4202 unsigned int height
= 0;
4205 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4206 * so our viewport correction does not apply. Warning2: Even in windowed
4207 * mode the coords are relative to the window, not the screen. */
4209 if (!context
->render_offscreen
)
4211 const struct wined3d_rendertarget_view
*target
= state
->fb
.render_targets
[0];
4214 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
4217 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
4219 GLint sr
[4 * WINED3D_MAX_VIEWPORTS
];
4220 unsigned int i
, reset_count
= 0;
4222 for (i
= 0; i
< state
->scissor_rect_count
; ++i
)
4224 r
= &state
->scissor_rects
[i
];
4226 sr
[i
* 4] = r
->left
;
4227 sr
[i
* 4 + 1] = height
? height
- r
->top
: r
->top
;
4228 sr
[i
* 4 + 2] = r
->right
- r
->left
;
4229 sr
[i
* 4 + 3] = r
->bottom
- r
->top
;
4232 if (context
->scissor_rect_count
> state
->scissor_rect_count
)
4233 reset_count
= context
->scissor_rect_count
- state
->scissor_rect_count
;
4236 memset(&sr
[state
->scissor_rect_count
* 4], 0, reset_count
* 4 * sizeof(GLint
));
4238 GL_EXTCALL(glScissorArrayv(0, state
->scissor_rect_count
+ reset_count
, sr
));
4239 checkGLcall("glScissorArrayv");
4240 context
->scissor_rect_count
= state
->scissor_rect_count
;
4244 r
= &state
->scissor_rects
[0];
4245 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, height
? height
- r
->top
: r
->top
,
4246 r
->right
- r
->left
, r
->bottom
- r
->top
);
4247 checkGLcall("glScissor");
4251 static void indexbuffer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4253 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4254 const struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
4255 struct wined3d_buffer
*buffer
;
4257 if (!state
->index_buffer
|| !stream_info
->all_vbo
)
4259 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, 0));
4263 buffer
= state
->index_buffer
;
4264 if (buffer
->buffer_object
)
4266 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, wined3d_bo_gl(buffer
->buffer_object
)->id
));
4267 wined3d_buffer_validate_user(buffer
);
4271 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, 0));
4275 static void depth_clip(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
4277 if (!gl_info
->supported
[ARB_DEPTH_CLAMP
])
4279 if (r
&& !r
->desc
.depth_clip
)
4280 FIXME("Depth clamp not supported by this GL implementation.\n");
4284 if (r
&& !r
->desc
.depth_clip
)
4285 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_CLAMP
);
4287 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_CLAMP
);
4288 checkGLcall("depth clip");
4291 static void rasterizer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4293 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4294 const struct wined3d_rasterizer_state
*r
= state
->rasterizer_state
;
4297 mode
= r
&& r
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4298 if (context
->render_offscreen
)
4299 mode
= (mode
== GL_CW
) ? GL_CCW
: GL_CW
;
4301 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4302 checkGLcall("glFrontFace");
4303 depthbias(context
, state
);
4304 fillmode(r
, gl_info
);
4305 cullmode(r
, gl_info
);
4306 depth_clip(r
, gl_info
);
4307 scissor(r
, gl_info
);
4308 line_antialias(r
, gl_info
);
4311 static void rasterizer_cc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4313 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4314 const struct wined3d_rasterizer_state
*r
= state
->rasterizer_state
;
4317 mode
= r
&& r
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4319 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4320 checkGLcall("glFrontFace");
4321 depthbias(context
, state
);
4322 fillmode(r
, gl_info
);
4323 cullmode(r
, gl_info
);
4324 depth_clip(r
, gl_info
);
4325 scissor(r
, gl_info
);
4326 line_antialias(r
, gl_info
);
4329 static void psorigin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4335 WARN("Point sprite coordinate origin switching not supported.\n");
4340 static void psorigin(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4342 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4343 GLint origin
= context
->render_offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
;
4345 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, origin
));
4346 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4349 void state_srgbwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4351 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4353 TRACE("context %p, state %p, state_id %#lx.\n", context
, state
, state_id
);
4355 if (needs_srgb_write(context
->d3d_info
, state
, &state
->fb
))
4356 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
4358 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
4361 static void state_cb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4363 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4364 enum wined3d_shader_type shader_type
;
4365 struct wined3d_buffer
*buffer
;
4366 unsigned int i
, base
, count
;
4367 struct wined3d_bo_gl
*bo_gl
;
4369 TRACE("context %p, state %p, state_id %#lx.\n", context
, state
, state_id
);
4371 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id
))
4372 shader_type
= state_id
- STATE_GRAPHICS_CONSTANT_BUFFER(0);
4374 shader_type
= WINED3D_SHADER_TYPE_COMPUTE
;
4376 /* If a shader has not been set, buffer objects are not yet initialised. */
4377 if (!state
->shader
[shader_type
])
4380 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, shader_type
, &base
, &count
);
4381 for (i
= 0; i
< count
; ++i
)
4383 const struct wined3d_constant_buffer_state
*buffer_state
= &state
->cb
[shader_type
][i
];
4385 if (!buffer_state
->buffer
)
4387 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER
, base
+ i
, 0));
4391 buffer
= buffer_state
->buffer
;
4392 bo_gl
= wined3d_bo_gl(buffer
->buffer_object
);
4393 GL_EXTCALL(glBindBufferRange(GL_UNIFORM_BUFFER
, base
+ i
,
4394 bo_gl
->id
, bo_gl
->b
.buffer_offset
+ buffer_state
->offset
,
4395 min(buffer_state
->size
, buffer
->resource
.size
- buffer_state
->offset
)));
4397 wined3d_buffer_validate_user(buffer
);
4399 checkGLcall("bind constant buffers");
4402 static void state_cb_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4404 TRACE("context %p, state %p, state_id %#lx.\n", context
, state
, state_id
);
4406 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id
));
4409 static void state_shader_resource_binding(struct wined3d_context
*context
,
4410 const struct wined3d_state
*state
, DWORD state_id
)
4412 TRACE("context %p, state %p, state_id %#lx.\n", context
, state
, state_id
);
4414 context
->update_shader_resource_bindings
= 1;
4417 static void state_cs_resource_binding(struct wined3d_context
*context
,
4418 const struct wined3d_state
*state
, DWORD state_id
)
4420 TRACE("context %p, state %p, state_id %#lx.\n", context
, state
, state_id
);
4421 context
->update_compute_shader_resource_bindings
= 1;
4424 static void state_uav_binding(struct wined3d_context
*context
,
4425 const struct wined3d_state
*state
, DWORD state_id
)
4427 TRACE("context %p, state %p, state_id %#lx.\n", context
, state
, state_id
);
4428 context
->update_unordered_access_view_bindings
= 1;
4431 static void state_cs_uav_binding(struct wined3d_context
*context
,
4432 const struct wined3d_state
*state
, DWORD state_id
)
4434 TRACE("context %p, state %p, state_id %#lx.\n", context
, state
, state_id
);
4435 context
->update_compute_unordered_access_view_bindings
= 1;
4438 static void state_uav_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4440 WARN("ARB_shader_image_load_store is not supported by this OpenGL implementation.\n");
4443 static void state_so(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4445 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
4446 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4447 struct wined3d_buffer
*buffer
;
4448 unsigned int offset
, size
, i
;
4449 struct wined3d_bo_gl
*bo_gl
;
4451 TRACE("context %p, state %p, state_id %#lx.\n", context
, state
, state_id
);
4453 wined3d_context_gl_end_transform_feedback(context_gl
);
4455 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
4457 if (!state
->stream_output
[i
].buffer
)
4459 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER
, i
, 0));
4463 buffer
= state
->stream_output
[i
].buffer
;
4464 offset
= state
->stream_output
[i
].offset
;
4465 bo_gl
= wined3d_bo_gl(buffer
->buffer_object
);
4468 FIXME("Appending to stream output buffers not implemented.\n");
4471 size
= buffer
->resource
.size
- offset
;
4472 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER
, i
,
4473 bo_gl
->id
, bo_gl
->b
.buffer_offset
+ offset
, size
));
4474 wined3d_buffer_validate_user(buffer
);
4476 checkGLcall("bind transform feedback buffers");
4479 static void state_so_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4481 WARN("Transform feedback not supported.\n");
4484 const struct wined3d_state_entry_template misc_state_template_gl
[] =
4486 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4487 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4488 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4489 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4490 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4491 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4492 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4493 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4494 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4495 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4496 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4497 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4498 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING
, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING
, state_shader_resource_binding
}, WINED3D_GL_EXT_NONE
},
4499 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_binding
}, ARB_SHADER_IMAGE_LOAD_STORE
},
4500 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_warn
}, WINED3D_GL_EXT_NONE
},
4501 { STATE_COMPUTE_SHADER_RESOURCE_BINDING
, { STATE_COMPUTE_SHADER_RESOURCE_BINDING
, state_cs_resource_binding
}, WINED3D_GL_EXT_NONE
},
4502 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, state_cs_uav_binding
}, ARB_SHADER_IMAGE_LOAD_STORE
},
4503 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_warn
}, WINED3D_GL_EXT_NONE
},
4504 { STATE_STREAM_OUTPUT
, { STATE_STREAM_OUTPUT
, state_so
, }, WINED3D_GL_VERSION_3_2
},
4505 { STATE_STREAM_OUTPUT
, { STATE_STREAM_OUTPUT
, state_so_warn
, }, WINED3D_GL_EXT_NONE
},
4506 { STATE_BLEND
, { STATE_BLEND
, blend_dbb
}, ARB_DRAW_BUFFERS_BLEND
},
4507 { STATE_BLEND
, { STATE_BLEND
, blend_db2
}, EXT_DRAW_BUFFERS2
},
4508 { STATE_BLEND
, { STATE_BLEND
, blend
}, WINED3D_GL_EXT_NONE
},
4509 { STATE_BLEND_FACTOR
, { STATE_BLEND_FACTOR
, state_blend_factor
}, EXT_BLEND_COLOR
},
4510 { STATE_BLEND_FACTOR
, { STATE_BLEND_FACTOR
, state_blend_factor_w
}, WINED3D_GL_EXT_NONE
},
4511 { STATE_SAMPLE_MASK
, { STATE_SAMPLE_MASK
, state_sample_mask
}, ARB_TEXTURE_MULTISAMPLE
},
4512 { STATE_SAMPLE_MASK
, { STATE_SAMPLE_MASK
, state_sample_mask_w
}, WINED3D_GL_EXT_NONE
},
4513 { STATE_DEPTH_STENCIL
, { STATE_DEPTH_STENCIL
, depth_stencil_2s
}, EXT_STENCIL_TWO_SIDE
},
4514 { STATE_DEPTH_STENCIL
, { STATE_DEPTH_STENCIL
, depth_stencil
}, WINED3D_GL_EXT_NONE
},
4515 { STATE_STENCIL_REF
, { STATE_DEPTH_STENCIL
, NULL
}, WINED3D_GL_EXT_NONE
},
4516 { STATE_DEPTH_BOUNDS
, { STATE_DEPTH_STENCIL
, NULL
}, WINED3D_GL_EXT_NONE
},
4517 { STATE_STREAMSRC
, { STATE_STREAMSRC
, streamsrc
}, WINED3D_GL_EXT_NONE
},
4518 { STATE_VDECL
, { STATE_VDECL
, vdecl_miscpart
}, WINED3D_GL_EXT_NONE
},
4519 { STATE_RASTERIZER
, { STATE_RASTERIZER
, rasterizer_cc
}, ARB_CLIP_CONTROL
},
4520 { STATE_RASTERIZER
, { STATE_RASTERIZER
, rasterizer
}, WINED3D_GL_EXT_NONE
},
4521 { STATE_SCISSORRECT
, { STATE_SCISSORRECT
, scissorrect
}, WINED3D_GL_EXT_NONE
},
4522 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, state_nop
}, ARB_CLIP_CONTROL
},
4523 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin
}, WINED3D_GL_VERSION_2_0
},
4524 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin_w
}, WINED3D_GL_EXT_NONE
},
4526 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4527 * vshader loadings are untied from each other
4529 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4530 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4531 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4532 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4533 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4534 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4535 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4536 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4537 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4538 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4539 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4540 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4541 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4542 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4543 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4544 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4545 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4546 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4547 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4548 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4549 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4550 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4551 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4552 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4553 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4554 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4555 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4556 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4557 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4558 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4559 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4560 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4561 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4562 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4563 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4564 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4565 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4566 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4567 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4568 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4569 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4570 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4571 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4572 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4573 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4574 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4575 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4576 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4578 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart_cc
}, ARB_CLIP_CONTROL
},
4579 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart
}, WINED3D_GL_EXT_NONE
},
4580 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, indexbuffer
}, ARB_VERTEX_BUFFER_OBJECT
},
4581 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, state_nop
}, WINED3D_GL_EXT_NONE
},
4582 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern
}, WINED3D_GL_LEGACY_CONTEXT
},
4583 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern_w
}, WINED3D_GL_EXT_NONE
},
4584 { STATE_RENDER(WINED3D_RS_DITHERENABLE
), { STATE_RENDER(WINED3D_RS_DITHERENABLE
), state_ditherenable
}, WINED3D_GL_EXT_NONE
},
4585 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa
}, ARB_MULTISAMPLE
},
4586 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa_w
}, WINED3D_GL_EXT_NONE
},
4588 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler
}, WINED3D_GL_EXT_NONE
},
4589 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler
}, WINED3D_GL_EXT_NONE
},
4590 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler
}, WINED3D_GL_EXT_NONE
},
4591 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler
}, WINED3D_GL_EXT_NONE
},
4592 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler
}, WINED3D_GL_EXT_NONE
},
4593 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler
}, WINED3D_GL_EXT_NONE
},
4594 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler
}, WINED3D_GL_EXT_NONE
},
4595 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler
}, WINED3D_GL_EXT_NONE
},
4596 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler
}, WINED3D_GL_EXT_NONE
},
4597 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler
}, WINED3D_GL_EXT_NONE
},
4598 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler
}, WINED3D_GL_EXT_NONE
},
4599 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler
}, WINED3D_GL_EXT_NONE
},
4600 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler
}, WINED3D_GL_EXT_NONE
},
4601 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler
}, WINED3D_GL_EXT_NONE
},
4602 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler
}, WINED3D_GL_EXT_NONE
},
4603 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler
}, WINED3D_GL_EXT_NONE
},
4604 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler
}, WINED3D_GL_EXT_NONE
},
4605 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler
}, WINED3D_GL_EXT_NONE
},
4606 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler
}, WINED3D_GL_EXT_NONE
},
4607 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler
}, WINED3D_GL_EXT_NONE
},
4608 { STATE_BASEVERTEXINDEX
, { STATE_BASEVERTEXINDEX
, state_nop
, }, ARB_DRAW_ELEMENTS_BASE_VERTEX
},
4609 { STATE_BASEVERTEXINDEX
, { STATE_STREAMSRC
, NULL
, }, WINED3D_GL_EXT_NONE
},
4610 { STATE_FRAMEBUFFER
, { STATE_FRAMEBUFFER
, context_state_fb
}, WINED3D_GL_EXT_NONE
},
4611 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), context_state_drawbuf
},WINED3D_GL_EXT_NONE
},
4612 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), state_shader
}, WINED3D_GL_EXT_NONE
},
4613 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
), state_shader
}, WINED3D_GL_EXT_NONE
},
4614 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), state_shader
}, WINED3D_GL_EXT_NONE
},
4615 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
), state_compute_shader
}, WINED3D_GL_EXT_NONE
},
4616 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
4619 static const struct wined3d_state_entry_template vp_ffp_states
[] =
4621 { STATE_VDECL
, { STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
4622 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
4623 { STATE_MATERIAL
, { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4624 { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
4626 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
4627 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
4628 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
4629 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
4630 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
4631 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
4632 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
4633 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
4635 { STATE_LIGHT_TYPE
, { STATE_LIGHT_TYPE
, state_nop
}, WINED3D_GL_EXT_NONE
},
4636 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
4637 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
4638 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
4639 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
4640 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
4641 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
4642 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
4643 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
4645 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
4646 /* Transform states follow */
4647 { STATE_TRANSFORM(WINED3D_TS_VIEW
), { STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
4648 { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
4649 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4650 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4651 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4652 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4653 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4654 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4655 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4656 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4657 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world
}, WINED3D_GL_EXT_NONE
},
4658 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4659 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4660 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4661 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4662 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4663 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4664 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4665 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4666 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4667 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4668 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4669 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4670 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4671 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4672 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4673 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4674 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4675 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4676 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4677 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4678 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4679 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4680 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4681 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4682 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4683 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4684 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4685 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4686 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4687 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4688 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4689 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4690 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4691 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4692 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4693 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4694 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4695 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4696 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4697 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4698 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4699 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4700 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4701 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4702 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4703 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4704 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4705 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4706 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4707 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4708 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4709 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4710 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4711 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4712 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4713 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4714 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4715 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4716 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4717 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4718 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4719 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4720 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4721 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4722 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4723 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4724 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4725 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4726 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4727 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4728 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4729 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4730 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4731 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4732 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4733 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4734 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4735 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4736 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4737 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4738 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4739 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4740 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4741 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4742 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4743 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4744 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4745 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4746 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4747 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4748 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4749 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4750 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4751 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4752 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4753 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4754 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4755 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4756 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4757 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4758 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4759 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4760 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4761 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4762 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4763 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4764 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4765 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4766 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4767 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4768 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4769 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4770 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4771 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4772 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4773 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4774 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4775 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4776 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4777 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4778 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4779 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4780 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4781 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4782 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4783 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4784 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4785 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4786 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4787 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4788 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4789 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4790 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4791 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4792 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4793 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4794 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4795 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4796 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4797 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4798 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4799 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4800 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4801 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4802 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4803 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4804 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4805 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4806 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4807 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4808 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4809 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4810 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4811 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4812 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4813 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4814 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4815 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4816 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4817 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4818 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4819 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4820 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4821 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4822 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4823 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4824 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4825 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4826 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4827 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4828 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4829 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4830 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4831 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4832 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4833 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4834 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4835 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4836 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4837 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4838 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4839 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4840 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4841 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4842 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4843 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4844 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4845 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4846 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4847 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4848 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4849 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4850 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4851 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4852 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4853 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4854 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4855 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4856 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4857 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4858 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4859 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4860 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4861 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4862 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4863 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4864 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4865 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4866 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4867 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4868 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4869 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4870 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4871 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4872 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4873 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4874 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4875 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4876 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4877 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4878 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4879 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4880 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4881 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4882 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4883 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4884 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4885 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4886 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4887 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4888 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4889 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4890 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4891 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4892 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4893 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4894 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4895 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4896 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4897 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4898 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4899 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4900 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4901 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4902 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4903 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4904 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4905 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4906 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4907 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4908 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4909 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4910 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4911 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4912 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4913 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
4914 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
4915 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
4916 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
4917 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
4918 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
4919 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
4920 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
4921 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
4922 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
4923 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
4924 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
4925 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
4926 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
4927 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
4928 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
4930 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
4931 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4932 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4933 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4934 { STATE_RENDER(WINED3D_RS_CLIPPING
), { STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
4935 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), { STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
4936 { STATE_RENDER(WINED3D_RS_LIGHTING
), { STATE_RENDER(WINED3D_RS_LIGHTING
), state_lighting
}, WINED3D_GL_EXT_NONE
},
4937 { STATE_RENDER(WINED3D_RS_AMBIENT
), { STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
4938 { STATE_RENDER(WINED3D_RS_COLORVERTEX
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
4939 { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), state_localviewer
}, WINED3D_GL_EXT_NONE
},
4940 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), state_normalize
}, WINED3D_GL_EXT_NONE
},
4941 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
4942 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
4943 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
4944 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
4945 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend_w
}, WINED3D_GL_EXT_NONE
},
4946 { STATE_RENDER(WINED3D_RS_POINTSIZE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4947 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
4948 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
4949 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
4950 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
4951 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
4952 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
4953 { STATE_RENDER(WINED3D_RS_POINTSCALE_A
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4954 { STATE_RENDER(WINED3D_RS_POINTSCALE_B
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4955 { STATE_RENDER(WINED3D_RS_POINTSCALE_C
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4956 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
4957 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
4958 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
4960 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
4961 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
4962 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
4964 { STATE_SAMPLER(0), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
4965 { STATE_SAMPLER(0), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
4966 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
4967 { STATE_SAMPLER(1), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
4968 { STATE_SAMPLER(1), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
4969 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
4970 { STATE_SAMPLER(2), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
4971 { STATE_SAMPLER(2), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
4972 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
4973 { STATE_SAMPLER(3), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
4974 { STATE_SAMPLER(3), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
4975 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
4976 { STATE_SAMPLER(4), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
4977 { STATE_SAMPLER(4), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
4978 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
4979 { STATE_SAMPLER(5), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
4980 { STATE_SAMPLER(5), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
4981 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
4982 { STATE_SAMPLER(6), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
4983 { STATE_SAMPLER(6), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
4984 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
4985 { STATE_SAMPLER(7), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
4986 { STATE_SAMPLER(7), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
4987 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
4988 { STATE_POINT_ENABLE
, { STATE_POINT_ENABLE
, state_nop
}, WINED3D_GL_EXT_NONE
},
4989 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
4992 static const struct wined3d_state_entry_template ffp_fragmentstate_template
[] = {
4993 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
4994 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
4995 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
4996 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
4997 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
4998 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
4999 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5000 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5001 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5002 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5003 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5004 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5005 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5006 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5007 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5008 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5009 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5010 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5011 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5012 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5013 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5014 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5015 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5016 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5017 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5018 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5019 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5020 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5021 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5022 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5023 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5024 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5025 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5026 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5027 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5028 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5029 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5030 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5031 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5032 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5033 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5034 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5035 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5036 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5037 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5038 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5039 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5040 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5041 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5042 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5043 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5044 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5045 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5046 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5047 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5048 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5049 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5050 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5051 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5052 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5053 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5054 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5055 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5056 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5057 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5058 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5059 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5060 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5061 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5062 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5063 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5064 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5065 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5066 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5067 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5068 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5069 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5070 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5071 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5072 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5073 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
5074 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5075 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5076 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
5077 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5078 { STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
5079 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
5080 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor
}, WINED3D_GL_EXT_NONE
},
5081 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
5082 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
5083 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5084 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5085 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5086 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
5087 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
5088 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
5089 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5090 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5091 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5092 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5093 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5094 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5095 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5096 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5097 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5100 /* Context activation is done by the caller. */
5101 static void ffp_pipe_enable(const struct wined3d_context
*context
, BOOL enable
) {}
5103 static void *ffp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5108 static void ffp_free(struct wined3d_device
*device
, struct wined3d_context
*context
) {}
5110 static void vp_ffp_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
5112 const struct wined3d_gl_info
*gl_info
= &wined3d_adapter_gl_const(adapter
)->gl_info
;
5114 caps
->xyzrhw
= FALSE
;
5115 caps
->ffp_generic_attributes
= FALSE
;
5116 caps
->max_active_lights
= gl_info
->limits
.lights
;
5117 caps
->max_vertex_blend_matrices
= 1;
5118 caps
->max_vertex_blend_matrix_index
= 0;
5119 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5120 | WINED3DVTXPCAPS_MATERIALSOURCE7
5121 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5122 | WINED3DVTXPCAPS_LOCALVIEWER
5123 | WINED3DVTXPCAPS_VERTEXFOG
5124 | WINED3DVTXPCAPS_TEXGEN
5125 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
5126 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
5127 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
5128 caps
->raster_caps
= 0;
5129 if (gl_info
->supported
[NV_FOG_DISTANCE
])
5130 caps
->raster_caps
|= WINED3DPRASTERCAPS_FOGRANGE
;
5133 static unsigned int vp_ffp_get_emul_mask(const struct wined3d_adapter
*adapter
)
5135 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5138 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe
=
5142 vp_ffp_get_emul_mask
,
5148 static void ffp_fragment_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
5150 const struct wined3d_gl_info
*gl_info
= &wined3d_adapter_gl_const(adapter
)->gl_info
;
5152 caps
->wined3d_caps
= 0;
5153 caps
->PrimitiveMiscCaps
= 0;
5154 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
5155 | WINED3DTEXOPCAPS_ADDSIGNED
5156 | WINED3DTEXOPCAPS_ADDSIGNED2X
5157 | WINED3DTEXOPCAPS_MODULATE
5158 | WINED3DTEXOPCAPS_MODULATE2X
5159 | WINED3DTEXOPCAPS_MODULATE4X
5160 | WINED3DTEXOPCAPS_SELECTARG1
5161 | WINED3DTEXOPCAPS_SELECTARG2
5162 | WINED3DTEXOPCAPS_DISABLE
;
5164 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
]
5165 || gl_info
->supported
[EXT_TEXTURE_ENV_COMBINE
]
5166 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5168 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5169 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5170 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5171 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5172 | WINED3DTEXOPCAPS_LERP
5173 | WINED3DTEXOPCAPS_SUBTRACT
;
5175 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
]
5176 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5178 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
5179 | WINED3DTEXOPCAPS_MULTIPLYADD
5180 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5181 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5182 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
5184 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
5185 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
5187 caps
->MaxTextureBlendStages
= gl_info
->limits
.textures
;
5188 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
5191 static unsigned int ffp_fragment_get_emul_mask(const struct wined3d_adapter
*adapter
)
5193 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5196 static BOOL
ffp_color_fixup_supported(struct color_fixup_desc fixup
)
5198 /* We only support identity conversions. */
5199 return is_identity_fixup(fixup
);
5202 static BOOL
ffp_none_context_alloc(struct wined3d_context
*context
)
5207 static void ffp_none_context_free(struct wined3d_context
*context
)
5211 const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline
=
5214 ffp_fragment_get_caps
,
5215 ffp_fragment_get_emul_mask
,
5218 ffp_none_context_alloc
,
5219 ffp_none_context_free
,
5220 ffp_color_fixup_supported
,
5221 ffp_fragmentstate_template
,
5224 static void none_pipe_enable(const struct wined3d_context
*context
, BOOL enable
) {}
5226 static void *none_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5231 static void none_free(struct wined3d_device
*device
, struct wined3d_context
*context
) {}
5233 static void vp_none_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
5235 memset(caps
, 0, sizeof(*caps
));
5238 static unsigned int vp_none_get_emul_mask(const struct wined3d_adapter
*adapter
)
5243 const struct wined3d_vertex_pipe_ops none_vertex_pipe
=
5247 vp_none_get_emul_mask
,
5253 static void fp_none_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
5255 memset(caps
, 0, sizeof(*caps
));
5258 static unsigned int fp_none_get_emul_mask(const struct wined3d_adapter
*adapter
)
5263 static BOOL
fp_none_color_fixup_supported(struct color_fixup_desc fixup
)
5265 return is_identity_fixup(fixup
);
5268 const struct wined3d_fragment_pipe_ops none_fragment_pipe
=
5272 fp_none_get_emul_mask
,
5275 ffp_none_context_alloc
,
5276 ffp_none_context_free
,
5277 fp_none_color_fixup_supported
,
5281 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5284 for(i
= 0; funcs
[i
]; i
++);
5288 static void multistate_apply_2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5290 context
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5291 context
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5294 static void multistate_apply_3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5296 context
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5297 context
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5298 context
->device
->multistate_funcs
[state_id
][2](context
, state
, state_id
);
5301 static void prune_invalid_states(struct wined3d_state_entry
*state_table
, const struct wined3d_d3d_info
*d3d_info
)
5303 unsigned int start
, last
, i
;
5305 start
= STATE_TEXTURESTAGE(d3d_info
->limits
.ffp_blend_stages
, 0);
5306 last
= STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES
- 1, WINED3D_HIGHEST_TEXTURE_STATE
);
5307 for (i
= start
; i
<= last
; ++i
)
5309 state_table
[i
].representative
= 0;
5310 state_table
[i
].apply
= state_undefined
;
5313 start
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ d3d_info
->limits
.ffp_blend_stages
);
5314 last
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ WINED3D_MAX_TEXTURES
- 1);
5315 for (i
= start
; i
<= last
; ++i
)
5317 state_table
[i
].representative
= 0;
5318 state_table
[i
].apply
= state_undefined
;
5321 start
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info
->limits
.ffp_vertex_blend_matrices
));
5322 last
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5323 for (i
= start
; i
<= last
; ++i
)
5325 state_table
[i
].representative
= 0;
5326 state_table
[i
].apply
= state_undefined
;
5330 static void validate_state_table(struct wined3d_state_entry
*state_table
)
5357 static const unsigned int simple_states
[] =
5363 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
),
5364 STATE_SHADER(WINED3D_SHADER_TYPE_HULL
),
5365 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
),
5366 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
),
5367 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
),
5368 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
),
5369 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
),
5370 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
),
5371 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
),
5372 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),
5373 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
),
5374 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
),
5375 STATE_COMPUTE_SHADER_RESOURCE_BINDING
,
5376 STATE_GRAPHICS_SHADER_RESOURCE_BINDING
,
5377 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
,
5378 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
,
5383 STATE_POINTSPRITECOORDORIGIN
,
5384 STATE_BASEVERTEXINDEX
,
5390 STATE_DEPTH_STENCIL
,
5394 unsigned int i
, current
;
5396 for (i
= STATE_RENDER(1), current
= 0; i
<= STATE_RENDER(WINEHIGHEST_RENDER_STATE
); ++i
)
5398 if (!rs_holes
[current
].first
|| i
< STATE_RENDER(rs_holes
[current
].first
))
5400 if (!state_table
[i
].representative
)
5401 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i
), i
);
5403 else if (state_table
[i
].representative
)
5404 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i
), i
);
5406 if (i
== STATE_RENDER(rs_holes
[current
].last
)) ++current
;
5409 for (i
= 0; i
< ARRAY_SIZE(simple_states
); ++i
)
5411 if (!state_table
[simple_states
[i
]].representative
)
5412 ERR("State %s (%#x) should have a representative.\n",
5413 debug_d3dstate(simple_states
[i
]), simple_states
[i
]);
5416 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5418 unsigned int rep
= state_table
[i
].representative
;
5421 if (state_table
[rep
].representative
!= rep
)
5423 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5424 debug_d3dstate(i
), i
, debug_d3dstate(rep
), rep
);
5425 state_table
[i
].representative
= 0;
5430 if (state_table
[i
].apply
)
5431 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i
), i
);
5433 else if (!state_table
[i
].apply
)
5435 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i
), i
);
5441 HRESULT
compile_state_table(struct wined3d_state_entry
*state_table
, APPLYSTATEFUNC
**dev_multistate_funcs
,
5442 const struct wined3d_d3d_info
*d3d_info
, const BOOL
*supported_extensions
,
5443 const struct wined3d_vertex_pipe_ops
*vertex
, const struct wined3d_fragment_pipe_ops
*fragment
,
5444 const struct wined3d_state_entry_template
*misc
)
5446 APPLYSTATEFUNC multistate_funcs
[STATE_HIGHEST
+ 1][3];
5447 const struct wined3d_state_entry_template
*cur
;
5448 unsigned int i
, type
, handlers
;
5449 BOOL set
[STATE_HIGHEST
+ 1];
5451 memset(multistate_funcs
, 0, sizeof(multistate_funcs
));
5453 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5455 state_table
[i
].representative
= 0;
5456 state_table
[i
].apply
= state_undefined
;
5459 for (type
= 0; type
< 3; ++type
)
5461 /* This switch decides the order in which the states are applied */
5464 case 0: cur
= misc
; break;
5465 case 1: cur
= fragment
->states
; break;
5466 case 2: cur
= vertex
->vp_states
; break;
5467 default: cur
= NULL
; /* Stupid compiler */
5471 /* GL extension filtering should not prevent multiple handlers being applied from different
5474 memset(set
, 0, sizeof(set
));
5476 for (i
= 0; cur
[i
].state
; ++i
)
5478 APPLYSTATEFUNC
*funcs_array
;
5480 /* Only use the first matching state with the available extension from one template.
5482 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5483 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5485 * if GL_XYZ_fancy is supported, ignore the 2nd line
5487 if (set
[cur
[i
].state
]) continue;
5488 /* Skip state lines depending on unsupported extensions */
5489 if (!supported_extensions
[cur
[i
].extension
]) continue;
5490 set
[cur
[i
].state
] = TRUE
;
5491 /* In some cases having an extension means that nothing has to be
5492 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5493 * supported, the texture coordinate fixup can be ignored. If the
5494 * apply function is used, mark the state set(done above) to prevent
5495 * applying later lines, but do not record anything in the state
5498 if (!cur
[i
].content
.representative
) continue;
5500 handlers
= num_handlers(multistate_funcs
[cur
[i
].state
]);
5501 multistate_funcs
[cur
[i
].state
][handlers
] = cur
[i
].content
.apply
;
5505 state_table
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
5508 state_table
[cur
[i
].state
].apply
= multistate_apply_2
;
5509 if (!(dev_multistate_funcs
[cur
[i
].state
] = heap_calloc(2, sizeof(**dev_multistate_funcs
))))
5512 dev_multistate_funcs
[cur
[i
].state
][0] = multistate_funcs
[cur
[i
].state
][0];
5513 dev_multistate_funcs
[cur
[i
].state
][1] = multistate_funcs
[cur
[i
].state
][1];
5516 state_table
[cur
[i
].state
].apply
= multistate_apply_3
;
5517 if (!(funcs_array
= heap_realloc(dev_multistate_funcs
[cur
[i
].state
],
5518 sizeof(**dev_multistate_funcs
) * 3)))
5521 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
5522 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
5525 ERR("Unexpected amount of state handlers for state %u: %u.\n",
5526 cur
[i
].state
, handlers
+ 1);
5529 if (state_table
[cur
[i
].state
].representative
5530 && state_table
[cur
[i
].state
].representative
!= cur
[i
].content
.representative
)
5532 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5533 debug_d3dstate(cur
[i
].state
), cur
[i
].state
);
5535 state_table
[cur
[i
].state
].representative
= cur
[i
].content
.representative
;
5539 prune_invalid_states(state_table
, d3d_info
);
5540 validate_state_table(state_table
);
5545 for (i
= 0; i
<= STATE_HIGHEST
; ++i
)
5547 heap_free(dev_multistate_funcs
[i
]);
5550 memset(dev_multistate_funcs
, 0, (STATE_HIGHEST
+ 1) * sizeof(*dev_multistate_funcs
));
5552 return E_OUTOFMEMORY
;